Search Results

Search found 11296 results on 452 pages for 'rendering engine'.

Page 222/452 | < Previous Page | 218 219 220 221 222 223 224 225 226 227 228 229  | Next Page >

  • Local SEO Tools For SME's

    For many large corporations the focus of their SEO strategy will be on a national scale. But often for small and medium-sized enterprises a more local view should be taken to maximise visibility with their target audience, and ensure they are reaching their potential client base on a regular basis. Alongside the traditional search engine optimisation tactics there are a number of tools that can be incorporated within local strategies.

    Read the article

  • How to Become a SEO King

    Ask most people involved in search engine optimisation (SEO) and they will tell you that their line of work is a demanding but rewarding job. It is demanding not only because of the pressure to show results but also because of the nature of the job itself. For people who only have moderate interest in SEO, it may look boring.

    Read the article

  • Trade offs of linking versus skinning geometry

    - by Jeff
    What are the trade offs between inherent in linking geometry to a node versus using skinned geometry? Specifically: What capabilities do you gain / lose from using each method? What are the performance impacts of doing one over the other? What are the specific situations where you would want to do one over the other? In addition, do the answers to these questions tend to be engine specific? If so, how much?

    Read the article

  • Poor mobile performance when running from Eclipse

    - by Yajirobe_LOL
    So after weeks of thinking my rendering code was bad, I accidentally discovered the following: Running my game on a Nexus S From Eclipse (Debug as - Android application): 12fps From the device while still attached to USB (getting log info in Eclipse still): 24fps From the device while not attached via USB: 56fps I was wondering if anyone else has issues like this? I mean, the problem really isn't a problem since the final release build will likely have good performance, but for the time being I don't want to have to keep (un)plugging my device in and out when testing code all day long. Is there some remedy for this or does anyone have any input/advice? Thanks.

    Read the article

  • Google I/O 2010 - Google Buzz, location, and social gaming

    Google I/O 2010 - Google Buzz, location, and social gaming Google I/O 2010 - Surf the stream: Google Buzz, location, and social gaming Social Web 201 Bob Aman, Timothy Jordan Google Buzz has a feature-rich API that allows you to do all kinds of interesting things with conversations and location. In this session we'll build a Buzz-tastic mobile game using App Engine, HTML5, and the Buzz API for social awesomeness. For all I/O 2010 sessions, please go to code.google.com From: GoogleDevelopers Views: 2 0 ratings Time: 31:18 More in Science & Technology

    Read the article

  • SDL to SFML simple question

    - by ultifinitus
    Hey! I've been working on a game in c++ for about a week and a half, and I've been using SDL. However, my current engine only needs the following from whatever library I use: enable double buffering load an image from path into something that I can apply to the screen apply an image to the screen with a certain x,y enable transparency on an image (possibly) image clipping, for sprite sheets. I am fairly sure that SFML has all of this functionality, I'm just not positive. Will someone confirm my suspicions? Also I have one or two questions regarding SFML itself. Do I have to do anything to enable hardware accelerated rendering? How quick is SFML at blending alpha values? (sorry for the less than intelligent question!)

    Read the article

  • Nvidia G96 [GeForce 9400 GT] and application graphic issues

    - by Fabio
    I've got a quite old NVIDIA graphic card and I with installed restricted drivers from Settings panel (as also shown in this thread). ? ~ lspci 02:00.0 VGA compatible controller: NVIDIA Corporation G96 [GeForce 9400 GT] (rev a1) I tried a lot of them: version 173-update, current, beta, but the only one that can run unity-2d it's current-update. That's Ubuntu 12.04.1 LTS 64bit. However... Unity crashes, sometimes windows border disappear, Java Virtual Machine doesn't works, font rendering it's slow and so on. How can I solve this? Some suggestions? Thanks!

    Read the article

  • Drawing a textured triangle with CPU instead of GPU

    - by Jenko
    I understand the benefits of GPU rendering and such, but for a certain limited application I need to render textured triangles purely using CPU. I've built a 3D engine capable of object handling, transform, projection, culling and the likes ... now all I need is a little code snippet that draws a single textured triangle onto a bitmap... any language accepted! Inputs: Texture bitmap, Triangle U/V/W coords, Triangle X/Y screen coords Output: The textured triangle drawn at the given screen coords I've currently been using a platform function to draw triangles to screen, but I'm looking to handle it myself to speeden up the process.

    Read the article

  • Introduction à l'Unreal Development Kit avec Visual Studio, un article par Aymeric SUTEAU

    Bonjour à toutes et à tous, Via ce post, je vous annonce la mise en ligne d'un premier tutoriel concernant l'UDK ou Unreal Development Kit. L'objectif de ce tutoriel est de prendre en main l'UDK sous environnement Visual Studio, afin de créer, configurer et exécuter un projet basé sur le framework Unreal Engine 3. Voici le lien vers l'article en question : Introduction à UDK avec Visual Studio N'hésitez pas à faire vos retours concernant l'article sur cette discussion. Bonne lecture ...

    Read the article

  • Magento CSS Merge breaks layout in IE browsers

    - by Subi
    I am developing a magento website, and it is using CSS merge option. currently in IE the CSS not rendering properly. When I remove some part of CSS file its working. Some times it works when I remove 50 line from top. Some times it works when I remove 100 lines from bottom. So it's nothing related to the CSS I wrote. Merged file contains about 6000 lines and having 380 KB file size. can anybody help me on this ? Thanks

    Read the article

  • Don't Let Someone Else Optimize Your Search Results

    I build websites for a wide variety of clients, and every single client asks me to get their website placed highly within search engine results. However, they don't know that there's more to ranking high in the search engines than just launching a site; this is especially true when the website has just been created.

    Read the article

  • What are some great papers/publications relating to game programming?

    - by Archagon
    What are some of your favorite papers and publications that closely relate to game programming? I'm particularly looking for examples that are well-written and illustrated, and/or have had a profound influence on the industry. (Here's one example: in this GDC talk, Bungie's David Aldridge mentions that a paper called "The TRIBES Engine Networking Model" was the starting point for Halo's network code.)

    Read the article

  • Dynamic Tab Implementation in ADF

    - by Vijay Mohan
    Well, this can be a common usecase across apps to open tabs dynamically at runtime based on the request.Well, in order to achieve this you can have a parent container, lets say a panelTab component.Inside panelTab , u can have a showDetailItem inside an af:foreach or an af:iterator binded to a bean static list which will have as many show detail items as you wish to be shown.something like this.private static List = { new showDetailItem("1"),new ShowDetailItem("2") ...};now in the backing bean you can have a method that takes care of rendering and disclosing an specific tab based on the index.public void openMyTab(){List<MyItems> list = refToParentContainer.getChildren();int indexOfTabToBeOpened = //Write a method that will compute the tab index of the next //tab.list.get(index).setRendered(true);list.get(index).setDisclosed(true);similarly you can set other properties too.}Else, instead of having af:foreach/iterator iterating through the SD items , you can go for static SDs in the page with render property set to false and then you can follow the same approach to render/disclose it at runtime.

    Read the article

  • Is there a simple "Hello World" for making games?

    - by a.m.
    Does anyone know of a simple "Hello World" for making games for ubuntu? I've seen the Getting Started with Quickly video. Any examples for platformers or something like that? EDIT: Just a recap of the answers. Blender Game engine -- Uses python Pygame -- Python MonoGame http://monogame.codeplex.com/ -- some sort of XNA ? QuakeC -- This a Quake flavored C like lang. See: Steel Storm http://one.steel-storm.com/

    Read the article

  • How do I fix my theme?

    - by SepiDev
    After installing and using Ubuntu 11.10 for while I decided to install gnome shell. After Installing and rebooting my system I saw that Ubuntu light theme (ambiance/radiance) is gone. I check /usr/shar/themes and /usr/shar/icons, it seems that the light themes and mono icons exist. I even reinstalled gtk3-engine-unico package but none of these effort fixed my problem :( my desktop now looks like this: What should I do to get my default ubuntu theme back?

    Read the article

  • Compute directional light frustum from view furstum points and light direction

    - by Fabian
    I'm working on a friends engine project and my task is to construct a new frustum from the light direction that overlaps the view frustum and possible shadow casters. The project already has a function that creates a frustum for this but its way to big and includes way to many casters (shadows) which can't be seen in the view frustum. Now the only parameter of this function are the normalized light direction vector and a view class which lets me extract the 8 view frustum points in world space. I don't have any additional infos about the scene. I have read some of the related Questions here but non seem to fit very well to my problem as they often just point to cascaded shadow maps. Sadly i can't use DX or openGl functions directly because this engine has a dedicated math library. From what i've read so far the steps are: Transform view frustum points into light space and find min/max x and y values (or sometimes minima and maxima of all three axis) and create a AABB using the min/max vectors. But what comes after this step? How do i transform this new AABB back to world space? What i've done so far: CVector3 Points[8], MinLight = CVector3(FLT_MAX), MaxLight = CVector3(FLT_MAX); for(int i = 0; i<8;++i){ Points[i] = Points[i] * WorldToShadowMapMatrix; MinLight = Math::Min(Points[i],MinLight); MaxLight = Math::Max(Points[i],MaxLight); } AABox box(MinLight,MaxLight); I don't think this is the right way to do it. The near plain probably has to extend into the direction of the light source to include potentional shadow casters. I've read the Microsoft article about cascaded shadow maps http://msdn.microsoft.com/en-us/library/windows/desktop/ee416307%28v=vs.85%29.aspx which also includes some sample code. But they seem to use the scenes AABB to determine the near and far plane which I can't since i cant access this information from the funtion I'm working in. Could you guys please link some example code which shows the calculation of such frustum? Thanks in advance! Additional questio: is there a way to construct a WorldToFrustum matrix that represents the above transformation?

    Read the article

  • Renderbuffer to GLSL shader?

    - by Dan
    I have a software that performs volume rendering through a raycasting approach. The actual raycasting shader writes the raycasted volume depth into a framebuffer object, through gl_FragDepth, that I bind before calling the shader. The problem I have is that I would like to use this depth in another shader that I call later on. I figured out that the only way to do that is to bind the framebuffer once the raycasting has finished, read the depthmap through something like glReadPixels(0, 0, m_winSize.x , m_winSize.y, GL_DEPTH_COMPONENT, GL_FLOAT, pixels); and write it to a 2D texture as usual glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, m_winSize.x, m_winSize.y, 0, GL_DEPTH_COMPONENT, GL_FLOAT, pixels) and then pass this 2D texture that contains a simple depth map to the other shader. However, I am not entirely sure that what I do is the proper way to do this. Is there anyway to pass the framebuffer that I fill up in my raycasting shader to the other shader?

    Read the article

  • Some Keyword Optimization Tips For Your Work From Home

    Part of search engine optimization or SEO is keyword optimization. We optimize our keywords for our website because these words or phrases are the ones that will link us to our customers or target audience. By typing these keywords in the search box of popular search engines, customers are able to find us, our website and of course, our business or work from home.

    Read the article

  • Bloom shader makes it impossible to render black?

    - by Mathias Lykkegaard Lorenzen
    I am playing around with the bloom shader from the XNA sample page, to do some glow shading. I am rendering primitive vector-ish squares of linelists/linestrips, on a background. However, I am facing a few problems. With a black background and white squares, I can actually see the squares. However, with a white background and black squares, I can't see them at all. Why is this happening, and is there any way of me fixing it? Can I modify my bloom shader to also "glow" dark elements, if that's what is causing it?

    Read the article

  • DBCC CHECKDB on VVLDB and latches (Or: My Pain is Your Gain)

    - by Argenis
      Does your CHECKDB hurt, Argenis? There is a classic blog series by Paul Randal [blog|twitter] called “CHECKDB From Every Angle” which is pretty much mandatory reading for anybody who’s even remotely considering going for the MCM certification, or its replacement (the Microsoft Certified Solutions Master: Data Platform – makes my fingers hurt just from typing it). Of particular interest is the post “Consistency Options for a VLDB” – on it, Paul provides solid, timeless advice (I use the word “timeless” because it was written in 2007, and it all applies today!) on how to perform checks on very large databases. Well, here I was trying to figure out how to make CHECKDB run faster on a restored copy of one of our databases, which happens to exceed 7TB in size. The whole thing was taking several days on multiple systems, regardless of the storage used – SAS, SATA or even SSD…and I actually didn’t pay much attention to how long it was taking, or even bothered to look at the reasons why - as long as it was finishing okay and found no consistency errors. Yes – I know. That was a huge mistake, as corruption found in a database several days after taking place could only allow for further spread of the corruption – and potentially large data loss. In the last two weeks I increased my attention towards this problem, as we noticed that CHECKDB was taking EVEN LONGER on brand new all-flash storage in the SAN! I couldn’t really explain it, and were almost ready to blame the storage vendor. The vendor told us that they could initially see the server driving decent I/O – around 450Mb/sec, and then it would settle at a very slow rate of 10Mb/sec or so. “Hum”, I thought – “CHECKDB is just not pushing the I/O subsystem hard enough”. Perfmon confirmed the vendor’s observations. Dreaded @BlobEater What was CHECKDB doing all the time while doing so little I/O? Eating Blobs. It turns out that CHECKDB was taking an extremely long time on one of our frankentables, which happens to be have 35 billion rows (yup, with a b) and sucks up several terabytes of space in the database. We do have a project ongoing to purge/split/partition this table, so it’s just a matter of time before we deal with it. But the reality today is that CHECKDB is coming to a screeching halt in performance when dealing with this particular table. Checking sys.dm_os_waiting_tasks and sys.dm_os_latch_stats showed that LATCH_EX (DBCC_OBJECT_METADATA) was by far the top wait type. I remembered hearing recently about that wait from another post that Paul Randal made, but that was related to computed-column indexes, and in fact, Paul himself reminded me of his article via twitter. But alas, our pathologic table had no non-clustered indexes on computed columns. I knew that latches are used by the database engine to do internal synchronization – but how could I help speed this up? After all, this is stuff that doesn’t have a lot of knobs to tweak. (There’s a fantastic level 500 talk by Bob Ward from Microsoft CSS [blog|twitter] called “Inside SQL Server Latches” given at PASS 2010 – and you can check it out here. DISCLAIMER: I assume no responsibility for any brain melting that might ensue from watching Bob’s talk!) Failed Hypotheses Earlier on this week I flew down to Palo Alto, CA, to visit our Headquarters – and after having a great time with my Monkey peers, I was relaxing on the plane back to Seattle watching a great talk by SQL Server MVP and fellow MCM Maciej Pilecki [twitter] called “Masterclass: A Day in the Life of a Database Transaction” where he discusses many different topics related to transaction management inside SQL Server. Very good stuff, and when I got home it was a little late – that slow DBCC CHECKDB that I had been dealing with was way in the back of my head. As I was looking at the problem at hand earlier on this week, I thought “How about I set the database to read-only?” I remembered one of the things Maciej had (jokingly) said in his talk: “if you don’t want locking and blocking, set the database to read-only” (or something to that effect, pardon my loose memory). I immediately killed the CHECKDB which had been running painfully for days, and set the database to read-only mode. Then I ran DBCC CHECKDB against it. It started going really fast (even a bit faster than before), and then throttled down again to around 10Mb/sec. All sorts of expletives went through my head at the time. Sure enough, the same latching scenario was present. Oh well. I even spent some time trying to figure out if NUMA was hurting performance. Folks on Twitter made suggestions in this regard (thanks, Lonny! [twitter]) …Eureka? This past Friday I was still scratching my head about the whole thing; I was ready to start profiling with XPERF to see if I could figure out which part of the engine was to blame and then get Microsoft to look at the evidence. After getting a bunch of good news I’ll blog about separately, I sat down for a figurative smack down with CHECKDB before the weekend. And then the light bulb went on. A sparse column. I thought that I couldn’t possibly be experiencing the same scenario that Paul blogged about back in March showing extreme latching with non-clustered indexes on computed columns. Did I even have a non-clustered index on my sparse column? As it turns out, I did. I had one filtered non-clustered index – with the sparse column as the index key (and only column). To prove that this was the problem, I went and setup a test. Yup, that'll do it The repro is very simple for this issue: I tested it on the latest public builds of SQL Server 2008 R2 SP2 (CU6) and SQL Server 2012 SP1 (CU4). First, create a test database and a test table, which only needs to contain a sparse column: CREATE DATABASE SparseColTest; GO USE SparseColTest; GO CREATE TABLE testTable (testCol smalldatetime SPARSE NULL); GO INSERT INTO testTable (testCol) VALUES (NULL); GO 1000000 That’s 1 million rows, and even though you’re inserting NULLs, that’s going to take a while. In my laptop, it took 3 minutes and 31 seconds. Next, we run DBCC CHECKDB against the database: DBCC CHECKDB('SparseColTest') WITH NO_INFOMSGS, ALL_ERRORMSGS; This runs extremely fast, as least on my test rig – 198 milliseconds. Now let’s create a filtered non-clustered index on the sparse column: CREATE NONCLUSTERED INDEX [badBadIndex] ON testTable (testCol) WHERE testCol IS NOT NULL; With the index in place now, let’s run DBCC CHECKDB one more time: DBCC CHECKDB('SparseColTest') WITH NO_INFOMSGS, ALL_ERRORMSGS; In my test system this statement completed in 11433 milliseconds. 11.43 full seconds. Quite the jump from 198 milliseconds. I went ahead and dropped the filtered non-clustered indexes on the restored copy of our production database, and ran CHECKDB against that. We went down from 7+ days to 19 hours and 20 minutes. Cue the “Argenis is not impressed” meme, please, Mr. LaRock. My pain is your gain, folks. Go check to see if you have any of such indexes – they’re likely causing your consistency checks to run very, very slow. Happy CHECKDBing, -Argenis ps: I plan to file a Connect item for this issue – I consider it a pretty serious bug in the engine. After all, filtered indexes were invented BECAUSE of the sparse column feature – and it makes a lot of sense to use them together. Watch this space and my twitter timeline for a link.

    Read the article

< Previous Page | 218 219 220 221 222 223 224 225 226 227 228 229  | Next Page >