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  • What resolution can the eeePC 1001HA/1101HA handle with an external monitor plugged in?

    - by Marco Demaio
    I would like to buy a new Eee PC 1001HA or 1101HA. I know the max display resolution is: 1024x600 for eeePC 1001 1366x768 for eeePC 1101 But what's the maximum resolution of the graphic board when connecting these two computers to an external LCD monitor? Let's say the external monitor supports a full HD resolution of 1920x1080. Are these eeePC graphic boards able to go up to such resolution? It's really incredible to me how such a useful piece of information is missing everywhere on every ASUS website. EeePCs are very well suited to be connected to external monitor, so I can't believe how difficult is to find out this information. I downloaded the manual, but it's not in there either. So I'm hoping somone has got one and knows the answer.

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  • Linux Programs for pulling measurements from graphics

    - by Zack
    As a front-end developer, I'm often given graphics of web sites and told pretty much, "Make it work." I've recently started working on Linux 100% of the time and was wondering if there's any programs out there that're good for "digesting" graphics. All I do, pretty much, is draw little selection boxes and takes notes on their dimensions; I also slice out a piece of the graphic (i.e. copy out just the part of the graphic I need for to make the same effect in CSS). Before now I've been very happy with Fireworks, but I need something for Linux, any suggestions? As a note, I mainly deal with pixel based graphics, so the program being vector based isn't a necessity.

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  • Super-silent (mid tower) case and fan combo

    - by Dennis G.
    I want to build a HTPC for music/video/blu-ray playback (no gaming). I don't need an expensive HTPC case but just want to go with a standard medium tower case. However, I want it to be super silent so it doesn't make any annoying fan/disk noises when I watch movies. Ideally, it shouldn't make any noticeable noise at all. I understand that choosing a board, CPU and graphic card that run cool and don't consume a lot of power is important for designing a quiet machine, and I think I got that covered. However, there are so many choices in regards to cases, fans and power supplies that it's hard to get started. What are your recommendations for a case/fan (cpu+case)/power supply combination that run absolutely silent and can cool a standard Intel system with a low-power (possibly passively cooled) graphic card? I'm usually a fan of Antec cases, would an Antec Mini P180 be a good starting point? If so, which case fans, CPU fan and power supply would you recommend?

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  • Computer Randomly Restarts (no crash dump)

    - by Bruno Charters
    Hey everyone this is my first time here, so, my computer got pulled out of his place the other day by accident and it never got back to working decently ever again. I just stopped using it because everytime i power it on, it restarts. Some times it doesn't even reach the desktop, others it even allows me to run a game or something. It gets really random. Today i was trying my last attempt before sending it to fix and it ran fine for 40 minutes but as i tried to run a game the screen got really messeud up full of colorful lines and stuff and i'm assuming it had to do with the graphics card. Altho, my question is, what can be causing all this restart thingie? Can it be just the Power Supply failing me and hence, not giving enough power to make the graphic card go for instance? My computer specs are: Motherboard: Asus P5KPL - AM CPU: Intel QuadCore 2.33 ghz Graphic Card: Nvidia GeForce GTS260 Ram: 2x2gb ddr2 Power Supply: Nox Urano 500W Thanks in advance, Bruno Charters

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  • I can't remove a background image in Powerpoint 2007

    - by computergeek
    Hello Everyone! I have a Powerpoint 2007 document. There is this annoying background graphic in my Powerpoint slide. I know about slide master, but this little bugger is not something that I can delete from slide master. Argh!!!! The graphic is a little pumpkin at the bottom of the slide and my company logo at the top. http://www.violetonresumes.com/HelpMeRemoveThisGraphic.pptx Here is a copy of the document. I've already lost two hours of my life on this one. Any help would be greatly appreciated. Cheers

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  • How to tell if OpenGL is really working in Ubuntu 10.04

    - by Jonathan
    I have a lenovo S9e running Intel integrated graphics. Here is my lspci output related to the graphics: 00:02.1 Display controller: Intel Corporation Mobile 945GM/GMS/GME, 943/940GML Express Integrated Graphics Controller (rev 03) Subsystem: Lenovo Device 3870 Flags: bus master, fast devsel, latency 0 Memory at f0580000 (32-bit, non-prefetchable) [size=512K] Capabilities: [d0] Power Management version 2 I want to know how I can make sure OpenGL support is running in full on an Ubuntu 10.04 installation. I have a few hints to think that it is not: The "Desktop Effects" will not load Apps such as stardock, when attempting to use OpenGL rendering, will display black boxes instead of transparency In the games Pioneers, the number-tile icons are suspiciously just black circles Windows games running with Wine will only support software rendering, not hardware rendering When I boot into a Knoppix LiveCD, the desktop effects do work, splendidly, meaning compiz detects my computer as capable. My problem with troubleshooting is that Canonical has basically eliminated the conf-file-based mechanism of X11 as far as I can tell, thus making it even harder to ensure graphics modules are loading properly. How do I debug and test OpenGL on m Ubuntu 10.04 installation?

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  • Good Motherboard for 16/16/4 configurations?

    - by Burnzy
    I am looking for a board that supports 16/16/4 configurations (lga 1366 of course). For 2 graphic cards in SLI (250gts twin frozr) and a revodrive(not bought yet -20-227-578--Product"http://www.newegg.ca/Product/Product.aspx?Item=N82E16820227578&cm_re=revodrive--20-227-578--Product ). This boards seems alright for my needs (http://www.newegg.ca/Product/Product.aspx?Item=N82E16813131665&cm_re=sabertooth--13-131-665--Product), but I am afraid it's going to be too tight for both of my graphic cards. Do anyone know any other board that would do the job? Preferably asus motherboards, as they are the most stable boards I know Thanks for your help!

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  • Very fast Laptop Heating due to very high CPU usage by dwm.exe

    - by Sushan Shrestha
    My laptop gets heated very fast and when I check the task manager, I find dwm.exe consuming very high CPU (mostly 100%). In the beginning I found the message "The graphic adapter has been stopped and recovered".Also I am getting one error message "Cidaemon.exe has stopped working" very frequently. During this period also, cpu usage is 100% which is consumed by dwm.exe. I have run ccleaner and Kingsoft PC doctor monitor to fix the register problem but the problem has not been solved. My display adaptor is : NVIDIA NVS 5200M. After the driver update, I am not getting "The graphic adapter has been stopped and recovered" but dwm.exe is still consuming 100% CPU one time in about 5 mins. Multiple restarts has not helped. Laptop Model: Dell Latitude E6430. Thanks in advance.

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  • Adobe Illustrator - Objects are Expanded on Restart

    - by Shatou Dev
    I use Adobe Illustrator extensively for mobile development. For example, for Android app, I have many illustrations with different densities and sizes. I use many effects such as outer glow, round corners and such. However, sometimes, when I close the .ai file and re-open it later, I found all my objects expanded. Effects are expanded. For example, the round corner effect is now expanded and I cannot re-size any object. I am using a MacBook Pro. I am suspecting both Time Machine and Dropbox. As much as I can recall, it also appears with CS6 version, not CS5.

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  • Few questions on giga tweaker

    - by user23950
    I better consult first the people here before I do anything unnecessary using this app called giga tweaker. I don't really understand what this increase the performance of your CPU thing. It is under Customization-Memory Management-ram & disk cache of giga tweaker. What will happen if I change the level cache size of l2 cache into the highest possible value which is 8Mb. What are the negative effects of doing it? The file system caching memory, still under Customization-Memory Management-ram & disk cache. What effects will it have on my system which has 2Gb of Ram and 2.50 Ghz of Dual Core CPU. Please enlighten me.

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  • Mobile Intel 965 vs 4 Series chipset speed differences

    - by graham.reeds
    A client of ours is having a problem panning on a mapping application that we write on their panasonic toughbooks (CF-19's). One of their toughbooks the panning is fairly smooth while on the other it is really slow. Doesn't help that they have all the settings turned up, but I would of thought any reasonably new graphics card (even shared memory) would have more than adequate graphic speed. I am pretty sure that the graphic adapter is to blame, but I can't find anything out about either chipset (level of acceleration, non-problems, etc). All I get is the intel data sheets. The faster panning one is on the Mobile Intel 4 Series Express Chipset while the slower is on the Mobile Intel 965 Express Chipset. Is this expected? Does it sound like a driver problem? They both have the same amount of ram and same cpu.

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  • Mac webcam photo application with access to camera settings (resolution, camera selection, color balance, focus)

    - by Pascal T.
    Does anyone know about a webcam photo application (ie an alternative to photo booth) with would allow to change the settings on the camera, such as : Select camera (I.e I want to use an external webcam) Change camera resolution (with photobooth change camera settings (I.e autofocus, aperture, color balance, etc..) I did a lot of research on the internet with no success. I am looking for a very simple app (such as wmcap.exe on Windows) What I tried so far: photo booth: it works with an external camera, however there is no way to change the resolution, or the color/focus settings manycam : a virtual webcam driver. you can add special effects to your camera and transfer those effects to any app, but not change your camera settings... iGlasses : enables you to change the camera settings inside photo booth and other apps. However you cannot control the focus, nor the video resolution macam (did not work on my Mac book Pro) Does anyone know better than me? Note : my only solution now is to launch a virtual machine (with parallels desktop) and take the pictures from there!

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  • A good free software for freeing up RAM Memory in Windows 7(64bit)

    - by Flavius Frantz
    I am looking for a good windows 7 software to free up RAM memory on my PC... i tried some ones I found on google but they were bad stuff... with viruses, spamware etc... i want a free clean professional software, if you don't know a good one thats free, please recommend a payed version. Also other tips/software to speed up my pc(on win7- 64bit) and such utilities. Also software to measure temperature would be great... If you can make a "must have" list of such software... Thank you I am a graphic designer, usually using this stack exchange for graphic design questions, now I realised there is this superuser one... nice :) [I usually have a lot of running programs, such as Photoshop, Flash, Illustrator, InDesign, running at the same time... with only 4GB of RAM memmory.. any tips to improve my PC perfomance would be great... I have a Asus K50IP Notebook]

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  • Graphics drivers could not find compatible graphics hardware

    - by selak
    I have a desktop with Asus P5KPS/EPU motherboard and Nvidia GF 9600 GT Graphic Adapter. I just set up new windows 7. My problem is that I cannot find a good dirver for my Graphic Adapter. I've downloaded driver from Nvidia.com which say support my GF 9600 GT, but when I installed it, it said This graphics drivers could not find compatible graphics hardware. I go into safe mode, uninstall Standard Graphics Adapter that auto installed then install my Nvidia driver, still not work. Anyone can show me how to solve this problem?

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  • Windows 7 ATI 6470M

    - by p_piorkowski
    I have some problems with my Dell Vostro 3350. I have to graphic card - Intel and ATI radeon 6470M. I have installed this driver. It's fresh installation of Windows 7. And my problem is that in device menager I can see in section graphic cards AMD Radeon HD 6490M and Intel(R) Graphics Family. Another thing is that I'm using two screens. And I want to use ATI readeon as default. At this moment I'm event not sure if ATI is working. Another strange thing is that when I run Catalyst Control Center in section Destkop Menagement i don't see nothing.

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  • Is GPU active when there are not any monitors?

    - by Mixer
    Does GPU render anything when there is no monitor plugged in? Today I turned my old PC into some kind of a "server" which means that I want it running 24/7. I don't need any display (I will operate through ssh) so when everything was set up I removed my monitor. After a hour I checked my graphic card's cooling system and it was still hot. My graphic card is GeForce 8600 (with DVI connector), OS is Debian Linux. What is the best solution in this situation (standalone server) if GPU is active and I don't want it to waste power?

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  • Updating GeForce 9200 driver on Vista (64-bit) yields installer failed

    - by weka
    OK, so I have a Windows Vista... more specifically this: http://www.newegg.com/Product/Product.aspx?Item=N82E16883103182 a Acer Aspire AX3200-U3600A Desktop. I have DirectX 11 and I am trying to update my drivers... During the update of the latest one: GeForce 306.23 Driver my screen flashes a bit and goes black. This is standard when updating GRAPHIC DRIVERS. Then... my screen shifts 50 pixels or so to the left... OFFSCREEN. Not even Auto Image Adjust will fix the screen back... Then after that happens, I get this: Help, please? I just want to update my graphic drivers....

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  • Insert HTML into a page with AJAX

    - by Silvio Iannone
    Hi there, i'm currently developing a website and i need that the pages loads dinamicallly based on what actions the user does. Example: if the user clicks on the button 'Settings' an ajax funcion will load from an external page the code and will put into the div with tag 'settings'. This is the code i use to make the Ajax request: function get_page_content(page, target_id) { xmlhttp = new XMLHttpRequest(); xmlhttp.onreadystatechange = function() { if(xmlhttp.readyState == 4 && xmlhttp.status == 200) { document.getElementById(target_id).innerHTML = xmlhttp.responseText; // After getting the response we have to re-apply ui effects or they // won't be available on new elements coming from request. $('button').sb_animateButton(); $('input').sb_animateInput(); } } xmlhttp.open('GET', 'engine/ajax/get_page_content.php?page=' + page, true); xmlhttp.send(); } And this is where the ajax results will be put by first snippet: <div id="settings_appearance"> </div> The code is called from a function here: <div class="left_menu_item" id="left_menu_settings_appearance" onclick="show_settings_appearance()"> Appearance </div> And this is the html that the ajax function will put into the settings_appearance div: <script type="text/javascript"> $(function() { $('#upload_hidden_frame').hide(); show_mybrain(); document.getElementById('avatar_upload_form').onsubmit = function() { document.getElementById('avatar_upload_form').target = 'upload_hidden_frame'; upload_avatar(); } }); </script> <div class="title">Appearance</div> <iframe id="upload_hidden_frame" name="upload_hidden_frame" src="" class="error_message"></iframe> <table class="sub_container" id="avatar_upload_form" method="post" enctype="multipart/form-data" action="engine/ajax/upload_avatar.php"> <tr> <td><label for="file">Avatar</label></td> <td><input type="file" name="file" id="file" class="file_upload" /></td> <td><button type="submit" name="button_upload">Upload</button></td> </tr> <tr> <td><div class="hint">The image must be in PNG, JPEG or GIF format.</div></td> </tr> </table> I would like to know if there's a way to execute also the javascript code that's returned by the ajax function and if it's possible to apply some customized ui effects i build that are loaded with the main page. Thanks for helping. P.S. This is the script that applies the ui effects: <script type="text/javascript"> // UI effects $(document).ready(function() { $('button').sb_animateButton(); $('input').sb_animateInput(); $('.top_menu_item').sb_animateMenuItem(); $('.top_menu_item_right').sb_animateMenuItem(); $('.left_menu_item').sb_animateMenuItem(); }); </script>

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  • Name disappeared from main menu bar

    - by Anthony Burman
    I have Ubuntu 10.4. I installed a nvidia gigabyte geforce 210 graphic card because the intel graphic card is a disaster. I use a terminal and basic, fiddly adjustments were successfully made to get the window to fit the screen. The new card is a roaring success. Nothing freezes and visuals can be set to Extra. But, from that point on, my main menu bar misbehaved and icons kept disappearing. Logon and logoff usually helped. R-E-I-S-U-B was needed when the actual logoff icon disappeared. My full name, Anthony Burman, appeared in the main menu bar. It was alonside Wanda, the Fish , the Oracle.... My name disappeared and I cannot get it back. It can't be found anywhere in the 'add to panel' section. Indicator applet session also can't bring it back. How do i re-insert my name on the toolbar? Thanks, Ant.

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  • Game software design

    - by L. De Leo
    I have been working on a simple implementation of a card game in object oriented Python/HTML/Javascript and building on the top of Django. At this point the game is in its final stage of development but, while spotting a big issue about how I was keeping the application state (basically using a global variable), I reached the point that I'm stuck. The thing is that ignoring the design flaw, in a single-threaded environment such as under the Django development server, the game works perfectly. While I tried to design classes cleanly and keep methods short I now have in front of me an issue that has been keeping me busy for the last 2 days and that countless print statements and visual debugging hasn't helped me spot. The reason I think has to do with some side-effects of functions and to solve it I've been wondering if maybe refactoring the code entirely with static classes that keep no state and just passing the state around might be a good option to keep side-effects under control. Or maybe trying to program it in a functional programming style (although I'm not sure Python allows for a purely functional style). I feel that now there's already too many layers that the software (which I plan to make incredibly more complex by adding non trivial features) has already become unmanageable. How would you suggest I re-take control of my code-base that (despite being still only at < 1000 LOC) seems to have taken a life of its own?

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  • Day 6 - Game Menuing Woes and Future Screen Sneak Peeks

    - by dapostolov
    So, after my last post on Day 5 I dabbled with my game class design. I took the approach where each game objects is tightly coupled with a graphic. The good news is I got the menu working but not without some hard knocks and game growing pains. I'll explain later, but for now...here is a class diagram of my first stab at my class structure and some code...   Ok, there are few mistakes, however, I'm going to leave it as is for now... As you can see I created an inital abstract base class called GameSprite. This class when inherited will provide a simple virtual default draw method:        public virtual void DrawSprite(SpriteBatch spriteBatch)         {             spriteBatch.Draw(Sprite, Position, Color.White);         } The benefits of coding it this way allows me to inherit the class and utilise the method in the screen draw method...So regardless of what the graphic object type is it will now have the ability to render a static image on the screen. Example: public class MyStaticTreasureChest : GameSprite {} If you remember the window draw method from Day 3's post, we could use the above code as follows...         protected override void Draw(GameTime gameTime)         {             GraphicsDevice.Clear(Color.CornflowerBlue);             spriteBatch.Begin(SpriteBlendMode.AlphaBlend);             foreach(var gameSprite in ListOfGameObjects)            {                 gameSprite.DrawSprite(spriteBatch);            }             spriteBatch.End();             base.Draw(gameTime);         } I have to admit the GameSprite object is pretty plain as with its DrawSprite method... But ... we now have the ability to render 3 static menu items on the screen ... BORING! I want those menu items to do something exciting, which of course involves animation... So, let's have a peek at AnimatedGameSprite in the above game diagram. The idea with the AnimatedGameSprite is that it has an image to animate...such as ... characters, fireballs, and... menus! So after inheriting from GameSprite class, I added a few more options such as UpdateSprite...         public virtual void UpdateSprite(float elapsed)         {             _totalElapsed += elapsed;             if (_totalElapsed > _timePerFrame)             {                 _frame++;                 _frame = _frame % _framecount;                 _totalElapsed -= _timePerFrame;             }         }  And an overidden DrawSprite...         public override void DrawSprite(SpriteBatch spriteBatch)         {             int FrameWidth = Sprite.Width / _framecount;             Rectangle sourcerect = new Rectangle(FrameWidth * _frame, 0, FrameWidth, Sprite.Height);             spriteBatch.Draw(Sprite, Position, sourcerect, Color.White, _rotation, _origin, _scale, SpriteEffects.None, _depth);         } With these two methods...I can animate and image, all I had to do was add a few more lines to the screens Update Method (From Day 3), like such:             float elapsed = (float) gameTime.ElapsedGameTime.TotalSeconds;             foreach (var item in ListOfAnimatedGameObjects)             {                 item.UpdateSprite(elapsed);             } And voila! My images begin to animate in one spot, on the screen... Hmm, but how do I interact with the menu items using a mouse...well the mouse cursor was easy enough... this.IsMouseVisible = true; But, to have it "interact" with an image was a bit more tricky...I had to perform collision detection!             mouseStateCurrent = Mouse.GetState();             var uiEnabledSprites = (from s in menuItems                                    where s.IsEnabled                                    select s).ToList();             foreach (var item in uiEnabledSprites)             {                 var r = new Rectangle((int)item.Position.X, (int)item.Position.Y, item.Sprite.Width, item.Sprite.Height);                 item.MenuState = MenuState.Normal;                 if (r.Intersects(new Rectangle(mouseStateCurrent.X, mouseStateCurrent.Y, 0, 0)))                 {                     item.MenuState = MenuState.Hover;                     if (mouseStatePrevious.LeftButton == ButtonState.Pressed                         && mouseStateCurrent.LeftButton == ButtonState.Released)                     {                         item.MenuState = MenuState.Pressed;                     }                 }             }             mouseStatePrevious = mouseStateCurrent; So, basically, what it is doing above is iterating through all my interactive objects and detecting a rectangle collision and the object , plays the state animation (or static image).  Lessons Learned, Time Burned... So, I think I did well to start, but after I hammered out my prototype...well...things got sloppy and I began to realise some design flaws... At the time: I couldn't seem to figure out how to open another window, such as the character creation screen Input was not event based and it was bugging me My menu design relied heavily on mouse input and I couldn't use keyboard. Mouse input, is tightly bound with graphic rendering / positioning, so its logic will have to be in each scene. Menu animations would stop mid frame, then continue when the action occured again. This is bad, because...what if I had a sword sliding onthe screen? Then it would slide a quarter of the way, then stop due to another action, then render again mid-slide... it just looked sloppy. Menu, Solved!? To solve the above problems I did a little research and I found some great code in the XNA forums. The one worth mentioning was the GameStateManagementSample. With this sample, you can create a basic "text based" menu system which allows you to swap screens, popup screens, play the game, and quit....basic game state management... In my next post I'm going to dwelve a bit more into this code and adapt it with my code from this prototype. Text based menus just won't cut it for me, for now...however, I'm still going to stick with my animated menu item idea. A sneak peek using the Game State Management Sample...with no changes made... Cool Things to Mention: At work ... I tend to break out in random conversations every-so-often and I get talking about some of my challenges with this game (or some stupid observation about something... stupid) During one conversation I was discussing how I should animate my images; I explained that I knew I had to use the Update method provided, but I didn't know how (at the time) to render an image at an appropriate "pace" and how many frames to use, etc.. I also got thinking that if a machine rendered my images faster / slower, that was surely going to f-up my animations. To which a friend, Sheldon,  answered, surely the Draw method is like a camera taking a snapshot of a scene in time. Then it clicked...I understood the big picture of the game engine... After some research I discovered that the Draw method attempts to keep a framerate of 60 fps. From what I understand, the game engine will even leave out a few calls to the draw method if it begins to slow down. This is why we want to put our sprite updates in the update method. Then using a game timer (provided by the engine), we want to render the scene based on real time passed, not framerate. So even the engine renders at 20 fps, the animations will still animate at the same real time speed! Which brings up another point. Why 60 fps? I'm speculating that Microsoft capped it because LCD's dont' refresh faster than 60 fps? On another note, If the game engine knows its falling behind in rendering...then surely we can harness this to speed up our games. Maybe I can find some flag which tell me if the game is lagging, and what the current framerate is, etc...(instead of coding it like I did last time) Sheldon, suggested maybe I can render like WoW does, in prioritised layers...I think he's onto something, however I don't think I'll have that many graphics to worry about such a problem of graphic latency. We'll see. People to Mention: Well,as you are aware I hadn't posted in a couple days and I was surprised to see a few emails and messenger queries about my game progress (and some concern as to why I stopped). I want to thank everyone for their kind words of support and put everyone at ease by stating that I do intend on completing this project. Granted I only have a few hours each night, but, I'll do it. Thank you to Garth for mailing in my next screen! That was a nice surprise! The Sneek Peek you've been waiting for... Garth has also volunteered to render me some wizard images. He was a bit shocked when I asked for them in 2D animated strips. He said I was going backward (and that I have really bad Game Development Lingo). But, I advised Garth that I will use 3D images later...for now...2D images. Garth also had some great game design ideas to add on. I advised him that I will save his ideas and include them in the future design document (for the 3d version?). Lastly, my best friend Alek, is going to join me in developing this game. This was a project we started eons ago but never completed because of our careers. Now, priorities change and we have some spare time on our hands. Let's see what trouble Alek and I can get into! Tonight I'll be uploading my prototypes and base game to a source control for both of us to work off of. D.

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  • Character progression through leveling, skills or items?

    - by Anton
    I'm working on a design for an RPG game, and I'm having some doubts about the skill and level system. I'm going for a more casual, explorative gaming experience and so thought about lowering the game complexity by simplifying character progression. But I'm having trouble deciding between the following: Progression through leveling, no complex skill progression, leveling increases base stats. Progression through skills, no leveling or base stat changes, skills progress through usage. Progression through items, more focus on stat-changing items, items confer skills, no leveling. However, I'm uncertain what the effects on gameplay might be in the end. So, my question is this: What would be the effects of choosing one of the above alternatives over the others? (Particularly with regards to the style and feel of the gameplay) My take on it is that the first sacrifices more frequent rewards and customization in favor of a simpler gameplay; the second sacrifices explicit customization and player control in favor of more frequent rewards and a somewhat simpler gameplay; while the third sacrifices inventory simplicity and a player metric in favor of player control, customization and progression simplicity. Addendum: I'm not really limiting myself to the above three, they are just the ones I liked most and am primarily interested in.

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  • Geometry Shader: distortions

    - by Christophe Lionet
    This is a cross-question from Stack Overflow, I thought it would be more appropriate here. There is a lot of code I could be posting. To avoid overloading the page with code, I will post any part of the code if requested. I am working from the ParticleGS DirectX10 sample, to build a geometry shader based particle system in DirectX 11. Using the sample code, and changing it to my liking, I am able to draw a single quad (which is essentially one particle constantly recreating itself). However, I noticed a problem which was similar to one I once had: the rendered shape is distorted. Here is a video showcasing what is happening. http://youtu.be/6NY_hxjMfwY Now, I used to have this issue when using several effects together, when I realised that I needed to explicitely set the geometry shader to null for the other effects. I solved this problem, as you can see in the video, as the rest of the scene is drawing properly. Note that some sides are being culled somehow, although I turned off culling in my main render state. The texturing is fine too, the texture draws with appropriate proportions relative to the quad. I really don't see what I could be doing wrong here... what would cause the geometry shader to behave in such a way? Again, I will post any piece code you will request.

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