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  • Why is my system freezing when I switch users

    - by ZeroDivide
    Hello I've recently upgraded from 13.04 to 13.10 64bit. I'm running AMD graphics with the proprietary drivers. I have two user accounts. Mine(administrator) and my girlfriend's(standard) My girlfriend clicks "switch user" from my lock screen and logs in fine. I then try to click "switch user" from her lock screen and everything goes black. Then the monitor blinks on and off with just a single cursor. I have no way to access the terminal, the system is unresponsive and I have to hit the power button. Even ctrl + alt + f4 or ctrl + alt + t doesn't get me a terminal. When I press the power button on my system, it does start printing out the shutdown sequence on the monitor. Here is my .xsession-errors Script for ibus started at run_im. Script for auto started at run_im. Script for default started at run_im. Here is hers: init: at-spi2-registryd main process ended, respawning init: at-spi2-registryd main process ended, respawning init: at-spi2-registryd main process ended, respawning init: at-spi2-registryd main process ended, respawning init: at-spi2-registryd main process ended, respawning init: at-spi2-registryd main process ended, respawning init: at-spi2-registryd main process ended, respawning init: at-spi2-registryd main process ended, respawning init: at-spi2-registryd main process ended, respawning init: at-spi2-registryd main process ended, respawning init: at-spi2-registryd respawning too fast, stopped init: logrotate main process (4726) killed by TERM signal init: upstart-dbus-session-bridge main process (4865) terminated with status 1 init: gnome-settings-daemon main process (4843) terminated with status 1 init: gnome-session main process (4852) terminated with status 1 init: unity-panel-service main process (4863) killed by KILL signal I found some advice in a forum to look for at-spi2-registryd in my system logs. Perhaps it will be useful. executing this: sudo grep -r at-spi2-registryd /var/log/* produces this: /var/log/lightdm/x-1-greeter.log:** (at-spi2-registryd:4384): WARNING **: Failed to register client: GDBus.Error:org.freedesktop.DBus.Error.ServiceUnknown: The name org.gnome.SessionManager was not provided by any .service files /var/log/lightdm/x-1-greeter.log:** (at-spi2-registryd:4384): WARNING **: Unable to register client with session manager /var/log/lightdm/x-2-greeter.log.old:** (at-spi2-registryd:7447): WARNING **: Failed to register client: GDBus.Error:org.freedesktop.DBus.Error.ServiceUnknown: The name org.gnome.SessionManager was not provided by any .service files /var/log/lightdm/x-2-greeter.log.old:** (at-spi2-registryd:7447): WARNING **: Unable to register client with session manager /var/log/lightdm/x-0-greeter.log:** (at-spi2-registryd:1378): WARNING **: Failed to register client: GDBus.Error:org.freedesktop.DBus.Error.ServiceUnknown: The name org.gnome.SessionManager was not provided by any .service files /var/log/lightdm/x-0-greeter.log:** (at-spi2-registryd:1378): WARNING **: Unable to register client with session manager /var/log/lightdm/x-0-greeter.log.old:** (at-spi2-registryd:1357): WARNING **: Failed to register client: GDBus.Error:org.freedesktop.DBus.Error.ServiceUnknown: The name org.gnome.SessionManager was not provided by any .service files /var/log/lightdm/x-0-greeter.log.old:** (at-spi2-registryd:1357): WARNING **: Unable to register client with session manager Any ideas what is going on?

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  • HDMI sound gone, can't figure out how to turn it back on

    - by Oli
    I have had an Acer Revo box as a media centre for a while. I recently installed Ubuntu Server (10.10) on it and polished it up with nodm (one of the most simple ways to launch an X session) and installed boxee. It's been working fine for over a month. It's just running ALSA. I've had problems with PulseAudio/Boxee/HDMI before so I wanted to keep it simple. And that worked. It pushed both PCM and digital (AAC and various Dolby codecs) over HDMI perfectly. But I restarted it the other day after mucking around with some nfs configuration and now there isn't any sound. The hardware is an ION chipset. Nvidia 9400M graphics with Nvidia MCP79/7A audio. One thing I have noticed is there doesn't appear to be any sign of a IEC958 device. A traditional fix in the past for fresh installs has been to load alsamixer, find the IEC device and toggle its mute but I can't. I'm certain this used to represent the HDMI output. It just doesn't seem to exist any more unless I run sudo alsa-utils restart while boxee is running, when I see it in an error message: * Shutting down ALSA... [ OK ] * Setting up ALSA... * warning: 'alsactl restore' failed with error message 'alsactl: set_control:1388: Cannot write control '2:0:0:IEC958 Playback Default:0' : Operation not permitted'... ...done. When nodm (and thus boxee) aren't running, I don't see this error but alsamixer still doesn't show the IEC channel. aplay -l gives: card 0: NVidia [HDA NVidia], device 0: ALC662 rev1 Analog [ALC662 rev1 Analog] Subdevices: 1/1 Subdevice #0: subdevice #0 card 0: NVidia [HDA NVidia], device 3: HDMI 0 [HDMI 0] Subdevices: 0/1 Subdevice #0: subdevice #0 Its section in lshw reads: *-multimedia description: Audio device product: MCP79 High Definition Audio vendor: nVidia Corporation physical id: 8 bus info: pci@0000:00:08.0 version: b1 width: 32 bits clock: 66MHz capabilities: pm bus_master cap_list configuration: driver=HDA Intel latency=0 maxlatency=5 mingnt=2 resources: irq:22 memory:fae78000-fae7bfff I was running on the stock PAE kernel but now it's running on 2.6.37.1. I upgraded to see if that fixed things; it didn't. I'm considering a reinstall but I hate doing that because a) there's a bit of custom configuration in getting X and Boxee to start on boot and b) I don't know what the problem is. If I reinstall this time, I'll end up doing that every time the sound breaks. I love Ubuntu but I don't want to install it once a month. Is there any way to forcibly reset all alsa settings and restart from scratch (without doing a reinstall)? Any other tips? If you need more information, just ask.

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  • 12.04 making BCM4313 card work with aircrack-ng?

    - by Charles Forest
    I'm a real Linux Noob, just started using it (this month) and until now i had no issues. now i'm trying to set-up aircrack-ng on my laptop, but it seems like it's using the worst card possible (or almost) there is a TON of tutorial on this card (seems to be hell to set-up) i have tryed some, but i ended up uninstalling my drivers, messing with my desktops, and ended by having no more "X" to close my windows (i have no clue how i ended there) i just re-installed my linux (took me 2 hours to setup everything again), but now i'm a bit "Scared" to try tutorials randomly again. Right now it says the driver is wl, wich is not the one i want (AFAIK it's not supported) i'm not sure what kind of informations are needed, but here's what i think could be usefull. lspci -knn 00:00.0 Host bridge [0600]: Intel Corporation 2nd Generation Core Processor Family DRAM Controller [8086:0104] (rev 09) Subsystem: Samsung Electronics Co Ltd Device [144d:c0a5] Kernel driver in use: agpgart-intel 00:01.0 PCI bridge [0604]: Intel Corporation Xeon E3-1200/2nd Generation Core Processor Family PCI Express Root Port [8086:0101] (rev 09) Kernel driver in use: pcieport Kernel modules: shpchp 00:02.0 VGA compatible controller [0300]: Intel Corporation 2nd Generation Core Processor Family Integrated Graphics Controller [8086:0116] (rev 09) Subsystem: Samsung Electronics Co Ltd Device [144d:c0a5] Kernel driver in use: i915 Kernel modules: i915 00:16.0 Communication controller [0780]: Intel Corporation 6 Series/C200 Series Chipset Family MEI Controller #1 [8086:1c3a] (rev 04) Subsystem: Samsung Electronics Co Ltd Device [144d:c0a5] Kernel driver in use: mei Kernel modules: mei 00:1a.0 USB controller [0c03]: Intel Corporation 6 Series/C200 Series Chipset Family USB Enhanced Host Controller #2 [8086:1c2d] (rev 04) Subsystem: Samsung Electronics Co Ltd Device [144d:c0a5] Kernel driver in use: ehci_hcd 00:1b.0 Audio device [0403]: Intel Corporation 6 Series/C200 Series Chipset Family High Definition Audio Controller [8086:1c20] (rev 04) Subsystem: Samsung Electronics Co Ltd Device [144d:c0a5] Kernel driver in use: snd_hda_intel Kernel modules: snd-hda-intel 00:1c.0 PCI bridge [0604]: Intel Corporation 6 Series/C200 Series Chipset Family PCI Express Root Port 1 [8086:1c10] (rev b4) Kernel driver in use: pcieport Kernel modules: shpchp 00:1c.3 PCI bridge [0604]: Intel Corporation 6 Series/C200 Series Chipset Family PCI Express Root Port 4 [8086:1c16] (rev b4) Kernel driver in use: pcieport Kernel modules: shpchp 00:1c.4 PCI bridge [0604]: Intel Corporation 6 Series/C200 Series Chipset Family PCI Express Root Port 5 [8086:1c18] (rev b4) Kernel driver in use: pcieport Kernel modules: shpchp 00:1d.0 USB controller [0c03]: Intel Corporation 6 Series/C200 Series Chipset Family USB Enhanced Host Controller #1 [8086:1c26] (rev 04) Subsystem: Samsung Electronics Co Ltd Device [144d:c0a5] Kernel driver in use: ehci_hcd 00:1f.0 ISA bridge [0601]: Intel Corporation HM65 Express Chipset Family LPC Controller [8086:1c49] (rev 04) Subsystem: Samsung Electronics Co Ltd Device [144d:c0a5] Kernel modules: iTCO_wdt 00:1f.2 SATA controller [0106]: Intel Corporation 6 Series/C200 Series Chipset Family 6 port SATA AHCI Controller [8086:1c03] (rev 04) Subsystem: Samsung Electronics Co Ltd Device [144d:c0a5] Kernel driver in use: ahci 00:1f.3 SMBus [0c05]: Intel Corporation 6 Series/C200 Series Chipset Family SMBus Controller [8086:1c22] (rev 04) Subsystem: Samsung Electronics Co Ltd Device [144d:c0a5] Kernel modules: i2c-i801 01:00.0 3D controller [0302]: NVIDIA Corporation GF108 [GeForce GT 540M] [10de:0df4] (rev a1) Subsystem: Samsung Electronics Co Ltd Device [144d:c0a5] Kernel driver in use: nouveau Kernel modules: nouveau, nvidiafb WIRELESS CARD 02:00.0 Network controller [0280]: Broadcom Corporation BCM4313 802.11b/g/n Wireless LAN Controller [14e4:4727] (rev 01) Subsystem: Wistron NeWeb Corp. Device [185f:051a] Kernel driver in use: wl Kernel modules: wl, bcma, brcmsmac REST... 03:00.0 Ethernet controller [0200]: Realtek Semiconductor Co., Ltd. RTL8111/8168B PCI Express Gigabit Ethernet controller [10ec:8168] (rev 06) Subsystem: Samsung Electronics Co Ltd Device [144d:c0a5] Kernel driver in use: r8169 Kernel modules: r8169 04:00.0 USB controller [0c03]: NEC Corporation uPD720200 USB 3.0 Host Controller [1033:0194] (rev 04) Subsystem: Samsung Electronics Co Ltd Device [144d:c0a5] Kernel driver in use: xhci_hcd Also, if i'm "screwed" with my hardware, just tell me.

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  • No suspend on lid closing on a Samsung Series 5 14" NP530U4BI

    - by dmeu
    Ok, i realize I am not the only one, but I will try to provide all info possible to make it exemplary as possible and narrow down the error sources. I have a fresh install of Ubuntu 12.04 and the suspend worked fine upon having it freshly installed but now it does not anymore. The suspend option from the system power button on the top right works fine. Things I did do which I don't know if they are related: Install and remove againthe FGLRX drivers (Radeon graphic card) Install Jupiter power managment (shutting it down is not changin anything) Plug in and out an external display The configuration I know of is well set: In System Settings/Power all is set to suspend when closing lid Double checked with dconf-editor, everything set to suspend So, from here on I don't know how to proceed.. what are common problems that cause this error? EDIT: My computer model is: Samsung Series 5 14" NP530U4BI $ sudo lspci -nn 00:00.0 Host bridge [0600]: Intel Corporation 2nd Generation Core Processor Family DRAM Controller 00:01.0 PCI bridge [0604]: Intel Corporation Xeon E3-1200/2nd Generation Core Processor Family PCI Express Root Port 00:02.0 VGA compatible controller [0300]: Intel Corporation 2nd Generation Core Processor Family Integrated Graphics Controller 00:16.0 Communication controller [0780]: Intel Corporation 6 Series/C200 Series Chipset Family MEI Controller #1 00:1a.0 USB controller [0c03]: Intel Corporation 6 Series/C200 Series Chipset Family USB Enhanced Host Controller #2 00:1b.0 Audio device [0403]: Intel Corporation 6 Series/C200 Series Chipset Family High Definition Audio Controller 00:1c.0 PCI bridge [0604]: Intel Corporation 6 Series/C200 Series Chipset Family PCI Express Root Port 1 00:1c.3 PCI bridge [0604]: Intel Corporation 6 Series/C200 Series Chipset Family PCI Express Root Port 4 00:1c.4 PCI bridge [0604]: Intel Corporation 6 Series/C200 Series Chipset Family PCI Express Root Port 5 00:1d.0 USB controller [0c03]: Intel Corporation 6 Series/C200 Series Chipset Family USB Enhanced Host Controller #1 00:1f.0 ISA bridge [0601]: Intel Corporation HM65 Express Chipset Family LPC Controller [8086:1c49] (rev 04) 00:1f.2 SATA controller [0106]: Intel Corporation 6 Series/C200 Series Chipset Family 6 port SATA AHCI Controller 00:1f.3 SMBus [0c05]: Intel Corporation 6 Series/C200 Series Chipset Family SMBus Controller [8086:1c22] (rev 04) 01:00.0 VGA compatible controller [0300]: Advanced Micro Devices [AMD] nee ATI Thames [Radeon 7500M/7600M Series] 02:00.0 Network controller [0280]: Intel Corporation Centrino Advanced-N 6230 03:00.0 Ethernet controller [0200]: Realtek Semiconductor Co., Ltd. RTL8111/8168B PCI Express Gigabit Ethernet controller 04:00.0 USB controller [0c03]: ASMedia Technology Inc. ASM1042 SuperSpeed USB Host Controller

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  • Ubuntu hangs on booting up after a update

    - by alFReD NSH
    I've made a clean install yesterday, for the first time restarted, everything went good and then after I updated packages and copied my old home directory to replace the new one, when I restarted it hung when it was booting. I tried reinstalling again and doing the same thing, but again same thing happened. Here's what I see, before when the Ubuntu logo with the five dots is shown: Then after that, 3 or 4 of the dots will load and hangs there. If I press arrow up before that, this will be shown I started my laptop again today(the pictures are for the day before) and after that, boot up with live CD and got the logs. dmesg: http://pastebin.com/aVxV7BQF syslog: http://pastebin.com/4E2BrRUK And some info: alfred@alFitop:~$ uname -a Linux alFitop 3.2.0-24-generic #39-Ubuntu SMP Mon May 21 16:52:17 UTC 2012 x86_64 x86_64 x86_64 GNU/Linux lshw: http://pastebin.com/AZbKJmsT sources.list : http://pastebin.com/2HazmuyV My problem is a bit similar to here: http://ubuntuforums.org/showthread.php?t=1918271 Though I didn't change my x.org config. Only changed home directory and updated packages. I've tried memtest and fschk, both passed. In the recovery mode boot option, I've also realized that same things happen in failsafe graphical mode. But when I go into the network mode, I can boot up my system, but of course same the graphics are just basic. Adding blacklist intel_ips to /etc/modprobe.d/blacklist.conf solves the first message, but still I get the broken pipe and CPU stack traces. The current kernel version is 3.2.0-25, I've tried booting up in the 3.2.0-23(the one the installer came with, but same results.) Also uninstalled apparmor, didn't help. I've installed Ubuntu again, this time without copying the home directory, also same result. --- UPDATE --- This problem was solved before with removing backports, but its back again! I've updated my laptop last night and the problem came back. It's definitely one of these packages. My /var/log/apt/term.log and /var/log/apt/history.log. I'm almost having the same situation. --- UPDATE --- I realized this also have happened on times that I have updated(haven't restarted after it) and my computer power has been cut off and its shutdown due to lack of power. And I realized if I just do as I answered but not in somewhere without GUI(networking mode has the GUI) it wouldn't work.

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  • My 2D collision code does not work as expected. How do I fix it?

    - by farmdve
    I have a simple 2D game with a tile-based map. I am new to game development, I followed the LazyFoo tutorials on SDL. The tiles are in a bmp file, but each tile inside it corresponds to an internal number of the type of tile(color, or wall). The game is simple, but the code is a lot so I can only post snippets. // Player moved out of the map if((player.box.x < 0)) player.box.x += GetVelocity(player, 0); if((player.box.y < 0)) player.box.y += GetVelocity(player, 1); if((player.box.x > (LEVEL_WIDTH - DOT_WIDTH))) player.box.x -= GetVelocity(player, 0); if((player.box.y > (LEVEL_HEIGHT - DOT_HEIGHT))) player.box.y -= GetVelocity(player, 1); // Now that we are here, we check for collisions if(touches_wall(player.box)) { if(player.box.x < player.prev_x) { player.box.x += GetVelocity(player, 0); } if(player.box.x > player.prev_x) { player.box.x -= GetVelocity(player, 0); } if(player.box.y < player.prev_y) { player.box.y += GetVelocity(player, 1); } if(player.box.y > player.prev_y) { player.box.y -= GetVelocity(player, 1); } } player.prev_x = player.box.x; player.prev_y = player.box.y; Let me explain, player is a structure with the following contents typedef struct { Rectangle box; //Player position on a map(tile or whatever). int prev_x, prev_y; // Previous positions int key_press[3]; // Stores which key was pressed/released. Limited to three keys. E.g Left,right and perhaps jump if possible in 2D int velX, velY; // Velocity for X and Y coordinate. //Health int health; bool main_character; uint32_t jump_ticks; } Player; And Rectangle is just a typedef of SDL_Rect. GetVelocity is a function that according to the second argument, returns the velocity for the X or Y axis. This code I have basically works, however inside the if(touches_wall(player.box)) if statement, I have 4 more. These 4 if statements are responsible for detecting collision on all 4 sides(up,down,left,right). However, they also act as a block for any other movement. Example: I move down the object and collide with the wall, as I continue to move down and still collide with the wall, I wish to move left or right, which is indeed possible(not to mention in 3D games), but remember the 4 if statements? They are preventing me from moving anywhere. The original code on the LazyFoo Productions website has no problems, but it was written in C++, so I had to rewrite most of it to work, which is probably where the problem comes from. I also use a different method of moving, than the one in the examples. Of course, that was just an example. I wish to be able to move no matter at which wall I collide. Before this bit of code, I had another one that had more logic in there, but it was flawed.

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  • Particle System in XNA - cannot draw particle

    - by Dave Voyles
    I'm trying to implement a simple particle system in my XNA project. I'm going by RB Whitaker's tutorial, and it seems simple enough. I'm trying to draw particles within my menu screen. Below I've included the code which I think is applicable. I'm coming up with one error in my build, and it is stating that I need to create a new instance of the EmitterLocation from the particleEngine. When I hover over particleEngine.EmitterLocation = new Vector2(Mouse.GetState().X, Mouse.GetState().Y); it states that particleEngine is returning a null value. What could be causing this? /// <summary> /// Base class for screens that contain a menu of options. The user can /// move up and down to select an entry, or cancel to back out of the screen. /// </summary> abstract class MenuScreen : GameScreen ParticleEngine particleEngine; public void LoadContent(ContentManager content) { if (content == null) { content = new ContentManager(ScreenManager.Game.Services, "Content"); } base.LoadContent(); List<Texture2D> textures = new List<Texture2D>(); textures.Add(content.Load<Texture2D>(@"gfx/circle")); textures.Add(content.Load<Texture2D>(@"gfx/star")); textures.Add(content.Load<Texture2D>(@"gfx/diamond")); particleEngine = new ParticleEngine(textures, new Vector2(400, 240)); } public override void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen) { base.Update(gameTime, otherScreenHasFocus, coveredByOtherScreen); // Update each nested MenuEntry object. for (int i = 0; i < menuEntries.Count; i++) { bool isSelected = IsActive && (i == selectedEntry); menuEntries[i].Update(this, isSelected, gameTime); } particleEngine.EmitterLocation = new Vector2(Mouse.GetState().X, Mouse.GetState().Y); particleEngine.Update(); } public override void Draw(GameTime gameTime) { // make sure our entries are in the right place before we draw them UpdateMenuEntryLocations(); GraphicsDevice graphics = ScreenManager.GraphicsDevice; SpriteBatch spriteBatch = ScreenManager.SpriteBatch; SpriteFont font = ScreenManager.Font; spriteBatch.Begin(); // Draw stuff logic spriteBatch.End(); particleEngine.Draw(spriteBatch); }

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  • User password rejected on login screen but accepted on text console login

    - by MadsirR
    I had to force shutdown my Ubuntu 12.04 64-bit, after which I restarted and tried to log in as a normal user, which was rejected several times. I then logged in as guest and tty to my regular account with use of my normal password, which succeeded. (So the password is still valid.) How can I gain access again via the normal login procedure (welcome screen)? Update: When I tried to log on with my new password, it again was denied. When I deliberately tried to log on with a faulty password, an error message came back, saying: Access denied - wrong password. I suppose, the first time the password was not rejected, but the procedure was aborted for some reason. Some additional info after trying to find a solution: I am conviced it is a Compiz-issue. Why? before this happened, all sessions came to a grinding halt, regardless of being logged on in a 2D or 3d environment. I found a link saying that I should remove Compiz and proceed in a 2D environment, which initiall worked without a glitch, until my system went into a state of total obivium. Only after that, the above mentioned troubles appeared. In the meantime I have happened to find a thread with reference 17381, describing exactly what I have experienced. For now, I will try to cure this situation (later this week) and revert with the results, hopefully to close this post. In the meantime I cordially thank you all, even if you didn't kill the problem; you gave me the inspiration to look further and find a possible cure. Update2: After 15 hrs of trial-and-error I callled it quits (When I decided to tackle this problem, I've given myself 12 hrs, to avoid massive loss of time.) I decided to re-install Precise, since the "point 1" version has become availabe. Log-in is back to normal, as is the graphic environment. Response to mouse input is stil appalling, especially when I have a series of screens open as "children"of a "parent" screen. It still completely locks up. I have installed Enlightenment, Gnome classic, Gnome 3, Cinnamon and they all behave in a similar fashion. FOR THOSE WHO NEED A WAY-OUT IN SITUATIONS OF THE LIKE: Open a terminal with [Ctrl+Alt+F2]. Type [sudo killall Firefox] (or whatever application you wish to terminate). Key in your password. Return to your graphical screen with [Ctrl+Alt+F7], and Bob's your uncle. Just re-open Firefox like nothing happened. Next time you are stuck: [Ctrl+Alt+F2], upward arrow till you meet the command of your desire, [Ctrl+Alt+F7], etcetera. Hope this is of help. My next move will be to upgrade the kernel to 3.4 from the repositories for 12.10. However, since this entails a totally new situation, I will start a new thread on this site to avoid topic pollution I will keep you posted. Still.

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  • Parenting Opengl with Groups in LibGDX

    - by Rudy_TM
    I am trying to make an object child of a Group, but this object has a draw method that calls opengl to draw in the screen. Its class its this public class OpenGLSquare extends Actor { private static final ImmediateModeRenderer renderer = new ImmediateModeRenderer10(); private static Matrix4 matrix = null; private static Vector2 temp = new Vector2(); public static void setMatrix4(Matrix4 mat) { matrix = mat; } @Override public void draw(SpriteBatch batch, float arg1) { // TODO Auto-generated method stub renderer.begin(matrix, GL10.GL_TRIANGLES); renderer.color(color.r, color.g, color.b, color.a); renderer.vertex(x0, y0, 0f); renderer.color(color.r, color.g, color.b, color.a); renderer.vertex(x0, y1, 0f); renderer.color(color.r, color.g, color.b, color.a); renderer.vertex(x1, y1, 0f); renderer.color(color.r, color.g, color.b, color.a); renderer.vertex(x1, y1, 0f); renderer.color(color.r, color.g, color.b, color.a); renderer.vertex(x1, y0, 0f); renderer.color(color.r, color.g, color.b, color.a); renderer.vertex(x0, y0, 0f); renderer.end(); } } In my screen class I have this, i call it in the constructor MyGroupClass spriteLab = new MyGroupClass(spriteSheetLab); OpenGLSquare square = new OpenGLSquare(); square.setX0(100); square.setY0(200); square.setX1(400); square.setY1(280); square.color.set(Color.BLUE); square.setSize(); //spriteLab.addActorAt(0, clock); spriteLab.addActor(square); stage.addActor(spriteLab); And the render in the screen I have @Override public void render(float arg0) { this.gl.glClear(GL10.GL_COLOR_BUFFER_BIT |GL10.GL_DEPTH_BUFFER_BIT); stage.draw(); stage.act(Gdx.graphics.getDeltaTime()); } The problem its that when i use opengl with parent, it resets all the other chldren to position 0,0 and the opengl renderer paints the square in the exact position of the screen and not relative to the parent. I tried using batch.enableBlending() and batch.disableBlending() that fixes the position problem of the other children, but not the relative position of the opengl drawing and it also puts alpha to the glDrawing. What am i doing wrong?:/

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  • Child transforms problem when loading 3DS models using assimp

    - by MhdSyrwan
    I'm trying to load a textured 3d model into my scene using assimp model loader. The problem is that child meshes are not situated correctly (they don't have the correct transformations). In brief: all the mTansform matrices are identity matrices, why would that be? I'm using this code to render the model: void recursive_render (const struct aiScene *sc, const struct aiNode* nd, float scale) { unsigned int i; unsigned int n=0, t; aiMatrix4x4 m = nd->mTransformation; m.Scaling(aiVector3D(scale, scale, scale), m); // update transform m.Transpose(); glPushMatrix(); glMultMatrixf((float*)&m); // draw all meshes assigned to this node for (; n < nd->mNumMeshes; ++n) { const struct aiMesh* mesh = scene->mMeshes[nd->mMeshes[n]]; apply_material(sc->mMaterials[mesh->mMaterialIndex]); if (mesh->HasBones()){ printf("model has bones"); abort(); } if(mesh->mNormals == NULL) { glDisable(GL_LIGHTING); } else { glEnable(GL_LIGHTING); } if(mesh->mColors[0] != NULL) { glEnable(GL_COLOR_MATERIAL); } else { glDisable(GL_COLOR_MATERIAL); } for (t = 0; t < mesh->mNumFaces; ++t) { const struct aiFace* face = &mesh->mFaces[t]; GLenum face_mode; switch(face->mNumIndices) { case 1: face_mode = GL_POINTS; break; case 2: face_mode = GL_LINES; break; case 3: face_mode = GL_TRIANGLES; break; default: face_mode = GL_POLYGON; break; } glBegin(face_mode); for(i = 0; i < face->mNumIndices; i++)// go through all vertices in face { int vertexIndex = face->mIndices[i];// get group index for current index if(mesh->mColors[0] != NULL) Color4f(&mesh->mColors[0][vertexIndex]); if(mesh->mNormals != NULL) if(mesh->HasTextureCoords(0))//HasTextureCoords(texture_coordinates_set) { glTexCoord2f(mesh->mTextureCoords[0][vertexIndex].x, 1 - mesh->mTextureCoords[0][vertexIndex].y); //mTextureCoords[channel][vertex] } glNormal3fv(&mesh->mNormals[vertexIndex].x); glVertex3fv(&mesh->mVertices[vertexIndex].x); } glEnd(); } } // draw all children for (n = 0; n < nd->mNumChildren; ++n) { recursive_render(sc, nd->mChildren[n], scale); } glPopMatrix(); } What's the problem in my code ? I've added some code to abort the program if there's any bone in the meshes, but the program doesn't abort, this means : no bones, is that normal? if (mesh->HasBones()){ printf("model has bones"); abort(); } Note: I am using openGL & SFML & assimp

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  • How to convert pitch and yaw to x, y, z rotations?

    - by Aaron Anodide
    I'm a beginner using XNA to try and make a 3D Asteroids game. I'm really close to having my space ship drive around as if it had thrusters for pitch and yaw. The problem is I can't quite figure out how to translate the rotations, for instance, when I pitch forward 45 degrees and then start to turn - in this case there should be rotation being applied to all three directions to get the "diagonal yaw" - right? I thought I had it right with the calculations below, but they cause a partly pitched forward ship to wobble instead of turn.... :( So my quesiton is: how do you calculate the X, Y, and Z rotations for an object in terms of pitch and yaw? Here's current (almost working) calculations for the Rotation acceleration: float accel = .75f; // Thrust +Y / Forward if (currentKeyboardState.IsKeyDown(Keys.I)) { this.ship.AccelerationY += (float)Math.Cos(this.ship.RotationZ) * accel; this.ship.AccelerationX += (float)Math.Sin(this.ship.RotationZ) * -accel; this.ship.AccelerationZ += (float)Math.Sin(this.ship.RotationX) * accel; } // Rotation +Z / Yaw if (currentKeyboardState.IsKeyDown(Keys.J)) { this.ship.RotationAccelerationZ += (float)Math.Cos(this.ship.RotationX) * accel; this.ship.RotationAccelerationY += (float)Math.Sin(this.ship.RotationX) * accel; this.ship.RotationAccelerationX += (float)Math.Sin(this.ship.RotationY) * accel; } // Rotation -Z / Yaw if (currentKeyboardState.IsKeyDown(Keys.K)) { this.ship.RotationAccelerationZ += (float)Math.Cos(this.ship.RotationX) * -accel; this.ship.RotationAccelerationY += (float)Math.Sin(this.ship.RotationX) * -accel; this.ship.RotationAccelerationX += (float)Math.Sin(this.ship.RotationY) * -accel; } // Rotation +X / Pitch if (currentKeyboardState.IsKeyDown(Keys.F)) { this.ship.RotationAccelerationX += accel; } // Rotation -X / Pitch if (currentKeyboardState.IsKeyDown(Keys.D)) { this.ship.RotationAccelerationX -= accel; } I'm combining that with drawing code that does a rotation to the model: public void Draw(Matrix world, Matrix view, Matrix projection, TimeSpan elsapsedTime) { float seconds = (float)elsapsedTime.TotalSeconds; // update velocity based on acceleration this.VelocityX += this.AccelerationX * seconds; this.VelocityY += this.AccelerationY * seconds; this.VelocityZ += this.AccelerationZ * seconds; // update position based on velocity this.PositionX += this.VelocityX * seconds; this.PositionY += this.VelocityY * seconds; this.PositionZ += this.VelocityZ * seconds; // update rotational velocity based on rotational acceleration this.RotationVelocityX += this.RotationAccelerationX * seconds; this.RotationVelocityY += this.RotationAccelerationY * seconds; this.RotationVelocityZ += this.RotationAccelerationZ * seconds; // update rotation based on rotational velocity this.RotationX += this.RotationVelocityX * seconds; this.RotationY += this.RotationVelocityY * seconds; this.RotationZ += this.RotationVelocityZ * seconds; Matrix translation = Matrix.CreateTranslation(PositionX, PositionY, PositionZ); Matrix rotation = Matrix.CreateRotationX(RotationX) * Matrix.CreateRotationY(RotationY) * Matrix.CreateRotationZ(RotationZ); model.Root.Transform = rotation * translation * world; model.CopyAbsoluteBoneTransformsTo(boneTransforms); foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.World = boneTransforms[mesh.ParentBone.Index]; effect.View = view; effect.Projection = projection; effect.EnableDefaultLighting(); } mesh.Draw(); } }

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  • With AMD style modules in JavaScript is there any benefit to namespaces?

    - by gman
    Coming from C++ originally and seeing lots of Java programmers doing the same we brought namespaces to JavaScript. See Google's closure library as an example where they have a main namespace, goog and under that many more namespaces like goog.async, goog.graphics But now, having learned the AMD style of requiring modules it seems like namespaces are kind of pointless in JavaScript. Not only pointless but even arguably an anti-pattern. What is AMD? It's a way of defining and including modules that removes all direct dependencies. Effectively you do this // some/module.js define([ 'name/of/needed/module', 'name/of/someother/needed/module', ], function( RefToNeededModule, RefToSomeOtherNeededModule) { ...code... return object or function }); This format lets the AMD support code know that this module needs name/of/needed/module.js and name/of/someother/needed/module.js loaded. The AMD code can load all the modules and then, assuming no circular dependencies, call the define function on each module in the correct order, record the object/function returned by the module as it calls them, and then call any other modules' define function with references to those modules. This seems to remove any need for namespaces. In your own code you can call the reference to any other module anything you want. For example if you had 2 string libraries, even if they define similar functions, as long as they follow the AMD pattern you can easily use both in the same module. No need for namespaces to solve that. It also means there's no hard coded dependencies. For example in Google's closure any module could directly reference another module with something like var value = goog.math.someMathFunc(otherValue) and if you're unlucky it will magically work where as with AMD style you'd have to explicitly include the math library otherwise the module wouldn't have a reference to it since there are no globals with AMD. On top of that dependency injection for testing becomes easy. None of the code in the AMD module references things by namespace so there is no hardcoded namespace paths, you can easily mock classes at testing time. Is there any other point to namespaces or is that something that C++ / Java programmers are bringing to JavaScript that arguably doesn't really belong?

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  • Unity Dash and top toolbar won't open after updating to 12.10

    - by pgrytdal
    Today, I updated to Ubuntu 12.10. After re-starting, like the updater suggested, the toolbar on the top of the screen, and the dash won't load. I seem to be missing other features, as well, like alttab to switch windows, etc. I am able to access the Terminal, by typing CtrlAltT, which is how I was bale to access Firefox. How do I fix this problem? Edit: 2:10 PM on 10/19/12 As Chris Carter suggested, I'm including the results of the teminal command lspci (Sorry... I dont know how to format between Back-tics): 00:00.0 Host bridge: Advanced Micro Devices [AMD] RS780 Host Bridge 00:01.0 PCI bridge: Acer Incorporated [ALI] AMD RS780/RS880 PCI to PCI bridge (int gfx) 00:04.0 PCI bridge: Advanced Micro Devices [AMD] RS780/RS880 PCI to PCI bridge (PCIE port 0) 00:06.0 PCI bridge: Advanced Micro Devices [AMD] RS780 PCI to PCI bridge (PCIE port 2) 00:07.0 PCI bridge: Advanced Micro Devices [AMD] RS780 PCI to PCI bridge (PCIE port 3) 00:11.0 SATA controller: Advanced Micro Devices [AMD] nee ATI SB7x0/SB8x0/SB9x0 SATA Controller [AHCI mode] 00:12.0 USB controller: Advanced Micro Devices [AMD] nee ATI SB7x0/SB8x0/SB9x0 USB OHCI0 Controller 00:12.1 USB controller: Advanced Micro Devices [AMD] nee ATI SB7x0 USB OHCI1 Controller 00:12.2 USB controller: Advanced Micro Devices [AMD] nee ATI SB7x0/SB8x0/SB9x0 USB EHCI Controller 00:13.0 USB controller: Advanced Micro Devices [AMD] nee ATI SB7x0/SB8x0/SB9x0 USB OHCI0 Controller 00:13.2 USB controller: Advanced Micro Devices [AMD] nee ATI SB7x0/SB8x0/SB9x0 USB EHCI Controller 00:14.0 SMBus: Advanced Micro Devices [AMD] nee ATI SBx00 SMBus Controller (rev 3a) 00:14.2 Audio device: Advanced Micro Devices [AMD] nee ATI SBx00 Azalia (Intel HDA) 00:14.3 ISA bridge: Advanced Micro Devices [AMD] nee ATI SB7x0/SB8x0/SB9x0 LPC host controller 00:14.4 PCI bridge: Advanced Micro Devices [AMD] nee ATI SBx00 PCI to PCI Bridge 00:18.0 Host bridge: Advanced Micro Devices [AMD] Family 11h Processor HyperTransport Configuration (rev 40) 00:18.1 Host bridge: Advanced Micro Devices [AMD] Family 11h Processor Address Map 00:18.2 Host bridge: Advanced Micro Devices [AMD] Family 11h Processor DRAM Controller 00:18.3 Host bridge: Advanced Micro Devices [AMD] Family 11h Processor Miscellaneous Control 00:18.4 Host bridge: Advanced Micro Devices [AMD] Family 11h Processor Link Control 01:05.0 VGA compatible controller: Advanced Micro Devices [AMD] nee ATI RS780M/RS780MN [Mobility Radeon HD 3200 Graphics] 01:05.1 Audio device: Advanced Micro Devices [AMD] nee ATI RS780 HDMI Audio [Radeon HD 3000-3300 Series] 03:00.0 Ethernet controller: Broadcom Corporation NetLink BCM5784M Gigabit Ethernet PCIe (rev 10) 09:00.0 Network controller: Atheros Communications Inc. AR928X Wireless Network Adapter (PCI-Express) (rev 01)

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  • AI to move custom-shaped spaceships (shape affecting movement behaviour)

    - by kaoD
    I'm designing a networked turn based 3D-6DOF space fleet combat strategy game which relies heavily on ship customization. Let me explain the game a bit, since you need to know a bit about it to set the question. What I aim for is the ability to create your own fleet of ships with custom shapes and attached modules (propellers, tractor beams...) which would give advantages and disadvantages to each ship, so you have lots of different fleet distributions. E.g., long ship with two propellers at the side would let the ship spin around that plane easily, bigger ships would move slowly unless you place lots of propellers at the back (therefore spending more "construction" points and energy when moving, and it will only move fast towards that direction.) I plan to balance all the game around this feature. The game would revolve around two phases: orders and combat phase. During the orders phase, you command the different ships. When all players finish the order phase, the combat phase begins and the ship orders get resolved in real-time for some time, then the action pauses and there's a new orders phase. The problem comes when I think about player input. To move a ship, you need to turn on or off different propellers if you want to steer, travel forward, brake, rotate in place... These propellers don't have to work at their whole power, so you can achieve more movement combinations with less propellers. I think this approach is a bit boring. The player doesn't want to fiddle with motors or anything, you just want to MOVE and KILL. The way I intend the player to give orders to these ships is by a destination and a rotation, and then the AI would calculate the correct propeller power to achive that movement and rotation. Propulsion doesn't have to be the same throught the entire turn calculation (after the orders have been given) so it would be cool if the ships reacted as they move, adjusting the power of the propellers for their needs dynamically, but it may be too hard to implement and it's not really needed for the game to work. In both cases, how would that AI decide which propellers to activate for the best (or at least not worst) trajectory to be achieved? I though about some approaches: Learning AI: The ship types would learn about their movement by trial and error, adjusting their behaviour with more uses, and finally becoming "smart". I don't want to get involved THAT far in AI coding, and I think it can be frustrating for the player (even if you can let it learn without playing.) Pre-calculated timestep movement: Upon ship creation, ALL possible movements are calculated for each propeller configuration and power for a given delta-time. Memory intensive, ugly, bad. Pre-calculated trajectories: The same as above but not for each delta-time but the whole trajectory, which would then be fitted as much as possible. Requires a fixed propeller configuration for the whole combat phase and is still memory intensive, ugly and bad. Continuous brute forcing: The AI continously checks ALL possible propeller configurations throughout the entire combat phase, precalculates a few time steps and decides which is the best one based on that. Con: what's good now might not be that good later, and it's too CPU intensive, ugly, and bad too. Single brute forcing: Same as above, but only brute forcing at the beginning of the simulation, so it needs constant propeller configuration throughout the entire combat phase. Coninuous angle check: This is not a full movement method, but maybe a way to discard "stupid" propeller configurations. Given the current propeller's normal vector and the final one, you can approximate the power needed for the propeller based on the angle. You must do this continuously throughout the whole combat phase. I figured this one out recently so I didn't put in too much thought. A priori, it has the "what's good now might not be that good later" drawback too, and it doesn't care about the other propellers which may act together to make a better propelling configuration. I'm really stuck here. Any ideas?

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  • Help understand GLSL directional light on iOS (left handed coord system)

    - by Robse
    I now have changed from GLKBaseEffect to a own shader implementation. I have a shader management, which compiles and applies a shader to the right time and does some shader setup like lights. Please have a look at my vertex shader code. Now, light direction should be provided in eye space, but I think there is something I don't get right. After I setup my view with camera I save a lightMatrix to transform the light from global space to eye space. My modelview and projection setup: - (void)setupViewWithWidth:(int)width height:(int)height camera:(N3DCamera *)aCamera { aCamera.aspect = (float)width / (float)height; float aspect = aCamera.aspect; float far = aCamera.far; float near = aCamera.near; float vFOV = aCamera.fieldOfView; float top = near * tanf(M_PI * vFOV / 360.0f); float bottom = -top; float right = aspect * top; float left = -right; // projection GLKMatrixStackLoadMatrix4(projectionStack, GLKMatrix4MakeFrustum(left, right, bottom, top, near, far)); // identity modelview GLKMatrixStackLoadMatrix4(modelviewStack, GLKMatrix4Identity); // switch to left handed coord system (forward = z+) GLKMatrixStackMultiplyMatrix4(modelviewStack, GLKMatrix4MakeScale(1, 1, -1)); // transform camera GLKMatrixStackMultiplyMatrix4(modelviewStack, GLKMatrix4MakeWithMatrix3(GLKMatrix3Transpose(aCamera.orientation))); GLKMatrixStackTranslate(modelviewStack, -aCamera.position.x, -aCamera.position.y, -aCamera.position.z); } - (GLKMatrix4)modelviewMatrix { return GLKMatrixStackGetMatrix4(modelviewStack); } - (GLKMatrix4)projectionMatrix { return GLKMatrixStackGetMatrix4(projectionStack); } - (GLKMatrix4)modelviewProjectionMatrix { return GLKMatrix4Multiply([self projectionMatrix], [self modelviewMatrix]); } - (GLKMatrix3)normalMatrix { return GLKMatrix3InvertAndTranspose(GLKMatrix4GetMatrix3([self modelviewProjectionMatrix]), NULL); } After that, I save the lightMatrix like this: [self.renderer setupViewWithWidth:view.drawableWidth height:view.drawableHeight camera:self.camera]; self.lightMatrix = [self.renderer modelviewProjectionMatrix]; And just before I render a 3d entity of the scene graph, I setup the light config for its shader with the lightMatrix like this: - (N3DLight)transformedLight:(N3DLight)light transformation:(GLKMatrix4)matrix { N3DLight transformedLight = N3DLightMakeDisabled(); if (N3DLightIsDirectional(light)) { GLKVector3 direction = GLKVector3MakeWithArray(GLKMatrix4MultiplyVector4(matrix, light.position).v); direction = GLKVector3Negate(direction); // HACK -> TODO: get lightMatrix right! transformedLight = N3DLightMakeDirectional(direction, light.diffuse, light.specular); } else { ... } return transformedLight; } You see the line, where I negate the direction!? I can't explain why I need to do that, but if I do, the lights are correct as far as I can tell. Please help me, to get rid of the hack. I'am scared that this has something to do, with my switch to left handed coord system. My vertex shader looks like this: attribute highp vec4 inPosition; attribute lowp vec4 inNormal; ... uniform highp mat4 MVP; uniform highp mat4 MV; uniform lowp mat3 N; uniform lowp vec4 constantColor; uniform lowp vec4 ambient; uniform lowp vec4 light0Position; uniform lowp vec4 light0Diffuse; uniform lowp vec4 light0Specular; varying lowp vec4 vColor; varying lowp vec3 vTexCoord0; vec4 calcDirectional(vec3 dir, vec4 diffuse, vec4 specular, vec3 normal) { float NdotL = max(dot(normal, dir), 0.0); return NdotL * diffuse; } ... vec4 calcLight(vec4 pos, vec4 diffuse, vec4 specular, vec3 normal) { if (pos.w == 0.0) { // Directional Light return calcDirectional(normalize(pos.xyz), diffuse, specular, normal); } else { ... } } void main(void) { // position highp vec4 position = MVP * inPosition; gl_Position = position; // normal lowp vec3 normal = inNormal.xyz / inNormal.w; normal = N * normal; normal = normalize(normal); // colors vColor = constantColor * ambient; // add lights vColor += calcLight(light0Position, light0Diffuse, light0Specular, normal); ... }

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  • Unable to configure/setup 5.1 audio with 12.04

    - by Vipin Vinayan
    I am kinda new to Ubuntu as well. I have been having this issue with audio for quite sometime now. Initially, when I installed version 11.10 (I guess), I was able to use my 5.1 speakers without any issues. If my memory serves me right, it was after an update that the 5.1 audio stopped working and the video resolution would not get saved. I temporarily fixed the resolution issue by creating a start-up shell script that would update the resolution and load it. But the issue with audio has been going on for quite sometime now. Even though I have option for 5.1, only two speakers seem to be working. I thought an upgrade should fix the issue and so upgraded the OS to version 12.04. I also tried uninstalling alsa and pulse audio, reinstalling them, changing the /etc/pulse/daemon.conf channels from 2 to 6. I have also tried installing pavucontrol but nothing seems to have worked and the issue still persists. Is there anything else you could suggest? The lspci log on my computer is as follows 00:00.0 Host bridge: Intel Corporation 82G33/G31/P35/P31 Express DRAM Controller (rev 10) 00:01.0 PCI bridge: Intel Corporation 82G33/G31/P35/P31 Express PCI Express Root Port (rev 10) 00:02.0 VGA compatible controller: Intel Corporation 82G33/G31 Express Integrated Graphics Controller (rev 10) 00:1b.0 Audio device: Intel Corporation N10/ICH 7 Family High Definition Audio Controller (rev 01) 00:1c.0 PCI bridge: Intel Corporation N10/ICH 7 Family PCI Express Port 1 (rev 01) 00:1c.1 PCI bridge: Intel Corporation N10/ICH 7 Family PCI Express Port 2 (rev 01) 00:1d.0 USB controller: Intel Corporation N10/ICH 7 Family USB UHCI Controller #1 (rev 01) 00:1d.1 USB controller: Intel Corporation N10/ICH 7 Family USB UHCI Controller #2 (rev 01) 00:1d.2 USB controller: Intel Corporation N10/ICH 7 Family USB UHCI Controller #3 (rev 01) 00:1d.3 USB controller: Intel Corporation N10/ICH 7 Family USB UHCI Controller #4 (rev 01) 00:1d.7 USB controller: Intel Corporation N10/ICH 7 Family USB2 EHCI Controller (rev 01) 00:1e.0 PCI bridge: Intel Corporation 82801 PCI Bridge (rev e1) 00:1f.0 ISA bridge: Intel Corporation 82801GB/GR (ICH7 Family) LPC Interface Bridge (rev 01) 00:1f.1 IDE interface: Intel Corporation 82801G (ICH7 Family) IDE Controller (rev 01) 00:1f.2 IDE interface: Intel Corporation N10/ICH7 Family SATA Controller [IDE mode] (rev 01) 00:1f.3 SMBus: Intel Corporation N10/ICH 7 Family SMBus Controller (rev 01) 03:00.0 Ethernet controller: Realtek Semiconductor Co., Ltd. RTL8111/8168B PCI Express Gigabit Ethernet controller (rev 01) Would really appreciate a response that will assist me in resolving my issue. Thanks in advance Vipin

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  • Making AI jump on a spot effectively

    - by Pasquale Sada
    How to calculate, in 3D environment, the closest point, from which an AI character can jump onto a platform? Setup I have an initial velocity V(Vx,Vy,VZ) and a spot where the character stands still at S(Sx,Sy,Sz). What I'm trying to achieve is a successful jump on a spot E(Ex,Ey,Ez) where you have clicked on(only lower or higher spot, because I've in place a simple steering behavior for even terrains). There are no obstacles around. I've implemented a formula that can make him jump in a precise way on a spot but you need to declare an angle: the problem arise when the selected spot is straight above your head. It' pretty lame that the char hang there and can reach a thing that is 1cm above is head. I'll share the code I'm using: Vector3 dir = target - transform.position; // get target direction float h = dir.y; // get height difference dir.y = 0; // retain only the horizontal direction float dist = dir.magnitude ; // get horizontal distance float a = angle * Mathf.Deg2Rad; // convert angle to radians dir.y = dist * Mathf.Tan(a); // set dir to the elevation angle dist += h / Mathf.Tan(a); // correct for small height differences // calculate the velocity magnitude float vel = Mathf.Sqrt(dist * Physics.gravity.magnitude / Mathf.Sin(2 *a)); return vel * dir.normalized; Ended up using the lowest angle (20 degree) and checking for collision on the trajectory. If found any increase the angle. Here some code (to improve the code maybe must stop the check at the highest point of the curve): Vector3 BallisticVel(Vector3 target, float angle) { Vector3 dir = target - transform.position; // get target direction float h = dir.y; // get height difference dir.y = 0; // retain only the horizontal direction float dist = dir.magnitude ; // get horizontal distance float a = angle * Mathf.Deg2Rad; // convert angle to radians dir.y = dist * Mathf.Tan(a); // set dir to the elevation angle dist += h / Mathf.Tan(a); // correct for small height differences // calculate the velocity magnitude float vel = Mathf.Sqrt(dist * Physics.gravity.magnitude / Mathf.Sin(2 * a)); return vel * dir.normalized; } Vector3 TrajectoryPoint(Vector3 startingPosition, Vector3 startingVelocity, float n ) { float t = 1/60 ; // seconds per time step Vector3 stepVelocity = t * startingVelocity; // m/s Vector3 stepGravity = t * t * Physics.gravity; // m/s/s return startingPosition + n * stepVelocity + 0.5f * (n*n+n) * stepGravity; } bool CheckTrajectory(Vector3 startingPosition,Vector3 target, float angle_jump) { Debug.Log("checking"); if(angle_jump < 80f) { Debug.Log("if"); Vector3 startingVelocity = BallisticVel(target, angle_jump); for (int i = 0; i < 180; i++) { //Debug.Log(i); Vector3 trajectoryPosition = TrajectoryPoint( startingPosition, startingVelocity, i ); if(Physics.Raycast(trajectoryPosition,Vector3.forward,safeDistance)) { angle_jump += 10; break; // restart loop with the new angle } else continue; } return true; JumpVelocity = BallisticVel(target, angle_jump); } return false; }

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  • Projective texture and deferred lighting

    - by Vodácek
    In my previous question, I asked whether it is possible to do projective texturing with deferred lighting. Now (more than half a year later) I have a problem with my implementation of the same thing. I am trying to apply this technique in light pass. (my projector doesn't affect albedo). I have this projector View a Projection matrix: Matrix projection = Matrix.CreateOrthographicOffCenter(-halfWidth * Scale, halfWidth * Scale, -halfHeight * Scale, halfHeight * Scale, 1, 100000); Matrix view = Matrix.CreateLookAt(Position, Target, Vector3.Up); Where halfWidth and halfHeight is are half of the texture's width and height, Position is the Projector's position and target is the projector's target. This seems to be ok. I am drawing full screen quad with this shader: float4x4 InvViewProjection; texture2D DepthTexture; texture2D NormalTexture; texture2D ProjectorTexture; float4x4 ProjectorViewProjection; sampler2D depthSampler = sampler_state { texture = <DepthTexture>; minfilter = point; magfilter = point; mipfilter = point; }; sampler2D normalSampler = sampler_state { texture = <NormalTexture>; minfilter = point; magfilter = point; mipfilter = point; }; sampler2D projectorSampler = sampler_state { texture = <ProjectorTexture>; AddressU = Clamp; AddressV = Clamp; }; float viewportWidth; float viewportHeight; // Calculate the 2D screen position of a 3D position float2 postProjToScreen(float4 position) { float2 screenPos = position.xy / position.w; return 0.5f * (float2(screenPos.x, -screenPos.y) + 1); } // Calculate the size of one half of a pixel, to convert // between texels and pixels float2 halfPixel() { return 0.5f / float2(viewportWidth, viewportHeight); } struct VertexShaderInput { float4 Position : POSITION0; }; struct VertexShaderOutput { float4 Position :POSITION0; float4 PositionCopy : TEXCOORD1; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; output.Position = input.Position; output.PositionCopy=output.Position; return output; } float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { float2 texCoord =postProjToScreen(input.PositionCopy) + halfPixel(); // Extract the depth for this pixel from the depth map float4 depth = tex2D(depthSampler, texCoord); //return float4(depth.r,0,0,1); // Recreate the position with the UV coordinates and depth value float4 position; position.x = texCoord.x * 2 - 1; position.y = (1 - texCoord.y) * 2 - 1; position.z = depth.r; position.w = 1.0f; // Transform position from screen space to world space position = mul(position, InvViewProjection); position.xyz /= position.w; //compute projection float3 projection=tex2D(projectorSampler,postProjToScreen(mul(position,ProjectorViewProjection)) + halfPixel()); return float4(projection,1); } In first part of pixel shader is recovered position from G-buffer (this code I am using in other shaders without any problem) and then is tranformed to projector viewprojection space. Problem is that projection doesn't appear. Here is an image of my situation: The green lines are the rendered projector frustum. Where is my mistake hidden? I am using XNA 4. Thanks for advice and sorry for my English. EDIT: Shader above is working but projection was too small. When I changed the Scale property to a large value (e.g. 100), the projection appears. But when the camera moves toward the projection, the projection expands, as can bee seen on this YouTube video.

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  • Why does my ID3DXSprite appear to be incorrectly scaled?

    - by Bjoern
    I am using D3D9 for rendering some simple things (a movie) as the backmost layer, then on top of that some text messages, and now wanted to add some buttons to that. Before adding the buttons everything seemed to have worked fine, and I was using a ID3DXSprite for the text as well (ID3DXFont), now I am loading some graphics for the buttons, but they seem to be scaled to something like 1.2 times their original size. In my test window I centered the graphic, but it being too big it just doesnt fit well, for example the client area is 640x360, the graphic is 440, so I expect 100 pixel on left and right, left side is fine [I took screenshot and "counted" the pixels in photoshop], but on the right there is only about 20 pixels) My rendering code is very simple (I am omitting error checks, et cetera, for brevity) // initially viewport was set to width/height of client area // clear device m_d3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_STENCIL|D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB(0,0,0,0), 1.0f, 0 ); // begin scene m_d3dDevice->BeginScene(); // render movie surface (just two triangles to which the movie is rendered) m_d3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE,false); m_d3dDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR ); // bilinear filtering m_d3dDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR ); // bilinear filtering m_d3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE ); m_d3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE ); //Ignored m_d3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 ); m_d3dDevice->SetTexture( 0, m_movieTexture ); m_d3dDevice->SetStreamSource(0, m_displayPlaneVertexBuffer, 0, sizeof(Vertex)); m_d3dDevice->SetFVF(Vertex::FVF_Flags); m_d3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 2); // render sprites m_sprite->Begin(D3DXSPRITE_ALPHABLEND | D3DXSPRITE_SORT_TEXTURE | D3DXSPRITE_DO_NOT_ADDREF_TEXTURE); // text drop shadow m_font->DrawText( m_playerSprite, m_currentMessage.c_str(), m_currentMessage.size(), &m_playerFontRectDropShadow, DT_RIGHT|DT_TOP|DT_NOCLIP, m_playerFontColorDropShadow ); // text m_font->DrawText( m_playerSprite, m_currentMessage.c_str(), m_currentMessage.size(), &m_playerFontRect, DT_RIGHT|DT_TOP|DT_NOCLIP, m_playerFontColorMessage ) ); // control object m_sprite->Draw( m_texture, 0, 0, &m_vecPos, 0xFFFFFFFF ); // draws a few objects like this m_sprite->End() // end scene m_d3dDevice->EndScene(); What did I forget to do here? Except for the control objects (play button, pause button etc which are placed on a "panel" which is about 440 pixels wide) everything seems fine, the objects are positioned where I expect them, but just too big. By the way I loaded the images using D3DXCreateTextureFromFileEx (resizing wnidow, and reacting to lost device, etc, works fine too). For experimenting, I added some code to take an identity matrix and scale is down on the x/y axis to 0.75f, which then gave me the expected result for the controls (but also made the text smaller and out of position), but I don't know why I would need to scale anything. My rendering code is so simple, I just wanted to draw my 2D objects 1;1 the size they came from the file... I am really very inexperienced in D3D, so the answer might be very simple...

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  • Issues glVertexAttribPointer last 2 parameters?

    - by NoobScratcher
    Introduction Hello I will start out by explaining my setup, showing samples as I go along explaining the situation. I'm using these tools: OpenGL 3.3 GLSL 330 C++ Problem The problem is when I render the wavefront obj 3d model it gives a very weird visual glitch the model was supposed to be a square but instead its a triangluated mess with parts of the vertexes pointing in a stretched direction in massive amounts towards the bottom left side of the frustum.... Explanation: I'm using std::vectors to store my wavefront .obj model data using sscanf to get the floating point values into the structure members x,y,z and store them into the Points structure variable p; int index = IndexAssigner(1, 1); ifstream file (list[index].c_str() ); points.push_back(Point()); Point p; int face[4]; while (!file.eof() ) { char modelbuffer[10000]; file.getline(modelbuffer, 10000); switch(modelbuffer[0]) { case 'v' : sscanf(modelbuffer, "v %f %f %f", &p.x, &p.y, &p.z); points.push_back(p); break; case 'f': sscanf(modelbuffer, "f %d %d %d %d", face, face+1, face+2, face+3 ); faces.push_back(face[0]); faces.push_back(face[1]); faces.push_back(face[2]); faces.push_back(face[3]); } //Turn on FileReader aka "RENDER CODE" FileReader = true; } then I render the Points vector using the .data() member of std::vectors to the frustum. Other declarations: int numfloats = 4; float* point=reinterpret_cast<float*>(&points[0]); int num_bytes=numfloats*sizeof(float); Vector declarations: struct Point {float x, y , z; }; std::vector<int>faces; std::vector<Point>points; Render code: glGenBuffers(1, &vertexbuffer); glGenTextures(1, &ModelTexture); glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer); glBindTexture(GL_TEXTURE_3D, ModelTexture); glTexImage2D(GL_TEXTURE_2D, 0,GL_RGBA, ModelSurface->w, ModelSurface->h, 0, GL_BGR, GL_UNSIGNED_BYTE, ModelSurface->pixels); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glBufferData(GL_ARRAY_BUFFER, sizeof(points), points.data(), GL_STATIC_DRAW); glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE,num_bytes ,points.data()); glEnableVertexAttribArray(3); //Translation Process GLfloat TranslationMatrix[] = { 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 0.0, 1.0 }; //Send Translation Matrix up to the vertex shader glUniformMatrix4fv(translation, 1, TRUE, TranslationMatrix); glDrawElements( GL_QUADS, faces.size(), GL_UNSIGNED_INT, faces.data()); I tried looking at what was causing this and went through every function every parameter ,etc looked at the man pages. Then found out that it could be my glVertexAttribPointer. Here are the man pages for glVertexAttribPointer http://www.opengl.org/sdk/docs/man/xhtml/glVertexAttribPointer.xml The last 2 parameters is my problem How do I write those 2 last parameters do I try putting the data from Points into it?. glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE,num_bytes ,points.data()); How does it work with vectors? Is it fast?* if you can not be bothered too look at the man pages here is the scripts coming from the man pages directly. Stride Specifies the byte offset between consecutive generic vertex attributes. If stride is 0, the generic vertex attributes are understood to be tightly packed in the array. The initial value is 0. Pointer Specifies a pointer to the first component of the first generic vertex attribute in the array. The initial value is 0. If you want my full source - http://ideone.com/fPfkg Thanks Again if you do read this.

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  • Lenovo Thinkpad X1 Carbon support

    - by Robottinosino
    I am considering selling my Mac to get money towards a Lenovo Thinkpad X1 because what I really want to do is to be running an Ubuntu system all the time. Is this machine completely supported in Ubuntu, with no tiny little feature missing just because I am "going Linux"? Optional user story section, skip to the question below if you don't have time: I have a friend who bought a "works on Ubuntu" system a year ago and has hated the fact ever since: battery lasts less than if he boots in Windows (which he despises) and he ascribes that to "no good OS/harware integration and support for advanced chipset power management features", odd behaviour on suspend/resume/hibernate (says: "when it works 90% of the time and the other 10% it makes you lose your work is as good as broken - 90% is the same as 0% he says), some occasional graphics card glitches he can perfectly well live with and has almost grown affectionate to, and finally, and that is what would make him undo his choice if he could, bad "input device drivers". He says: trackpoint and trackpad just "feel different", "so much better" on Windows and that was impossible to know from the website brochure. That story makes me very doubtful... but I want to abandon this "walled garden" of prison that is my Mac and go Ubuntu all the way, no doubt about that! My dilemma at this time is just: "I don't want to live with those eternal frustrations for sure"! Here's a directly answerable phrasing of my question: Is the Lenovo Thinkpad X1 supported on Ubuntu? Yes/no, which version? Which hardware features are not supported? Provide a list Optionally: sort the list in descending order of frustration from your experience Optionally: mention if there are acceptable workarounds to the "out-of-the-box" condition described in the earlier points and whether this ameliorates frustration at least to "tolerable" levels Comment: the Ubuntu hardware certification page is so not-for-end-users it's unreal. Whoa. What would make it end-user friendly is: Link to "buy here and you'll be just fine, this is the right configuration for you, it'll work as long as you press BUY on that page and don't browse further" Remove mentions of may and might not work. Just tell it straight: press buy here and you will get a working system with the exception of A, B, C (so that I can decide whether the philosophical "freedom pleasure" I get from escaping an Apple world is enough to off-balance the loss, for instance, of Bluetooth capabilities (something that I of course use on my Mac) but "could" lose to use free (as in freedom) software The certification page fails to dispel doubts in me as an end-user. I don't feel "eased into Ubuntu", I feel "partially informed".

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  • Support ARMv7 instruction set in Windows Embedded Compact applications

    - by Valter Minute
    On of the most interesting new features of Windows Embedded Compact 7 is support for the ARMv5, ARMv6 and ARMv7 instruction sets instead of the ARMv4 “generic” support provided by the previous releases. This means that code build for Windows Embedded Compact 7 can leverage features (like the FPU unit for ARMv6 and v7) and instructions of the recent ARM cores and improve their performances. Those improvements are noticeable in graphics, floating point calculation and data processing. The ARMv7 instruction set is supported by the latest Cortex-A8, A9 and A15 processor families. Those processor are currently used in tablets, smartphones, in-car navigation systems and provide a great amount of processing power and a low amount of electric power making them very interesting for portable device but also for any kind of device that requires a rich user interface, processing power, connectivity and has to keep its power consumption low. The bad news is that the compiler provided with Visual Studio 2008 does not provide support for ARMv7, building native applications using just the ARMv4 instruction set. Porting a Visual Studio “Smart Device” native C/C++ project to Platform Builder is not easy and you’ll lack many of the features that the VS2008 application development environment provides. You’ll also need access to the BSP and OSDesign configuration for your device to be able to build and debug your application inside Platform Builder and this may prevent independent software vendors from using the new compiler to improve their applications performances. Adeneo Embedded now provides a whitepaper and a Visual Studio plug-in that allows usage of the new ARMv7 enabled compiler to build applications inside Visual Studio 2008. I worked on the whitepaper and the tools, with the help of my colleagues and now the results can be downloaded from Adeneo Embedded’s website: http://www.adeneo-embedded.com/OS-Technologies/Windows-Embedded (Click on the “WEC7 ARMv7 Whitepaper tab to access the download links, free registration required) A very basic benchmark showed a very good performance improvement in integer and floating-point operations. Obviously your mileage may vary and we can’t promise the same amount of improvement on any application, but with a small effort on your side (even smaller if you use the plug-in) you can try on your own application. ARMv7 support is provided using Platform Builder’s compiler and VS2008 application debugger is not able to debut ARMv7 code, so you may need to put in place some workaround like keeping ARMv4 code for debugging etc.

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  • Seeking advice on tools and technology for my new game [closed]

    - by k.k. slider
    I'm a C# developer who has been programming a game in my spare time using XNA and Visual Studio. The game's logic is mostly done and I've completed a prototype that has most of the functionality of (what I envision to be) the final game. However, having heard about the uncertain future and (possibly) limited audience for XNA games, I'm looking to switch platforms... but I don't know what technology would best suit my needs. Below are some specifics about my game and what exactly I'm looking for, if you're interested: The game is a 2D turn-based tactical RPG (strategy game) for two players. It is a basic sprite and tile based game with animations and sound. 3D capabilities are not necessary. I'd like to allow players to compete with others online, and have a basic ranking/matchmaking system. I will probably need something that can interact with a server and a database (the game is turn-based and has no RNG, so cheating would be easy to detect even if most computation is done client-side and minimal data is sent to the server). Ideally, I would be able to release an early version of the game and have people give feedback as I develop additional features (similar to Minecraft). I'd prefer to have a way to release periodic updates to the game instead of releasing an absolute final product. To reach the widest possible audience, I'd prefer technology that allows me to release on PC, Android, iOS, and (maybe) Mac. This is a game with simple mouse inputs which can fit on a mobile touch screen. The game should be monetizable. If I find success with this game, then I may consider becoming a full-time indie game developer. I have several other game ideas and have learned quite a bit from my first attempt at game development. My first thought was an F2P/microtransaction model, but I'm open to other suggestions. Language isn't a primary concern of mine, since I have a decent amount of experience using several languages to program large projects. I'm willing to spend money (e.g. on a developer's license), but the more expensive it gets, the more hesitant I am to use it. I've looked into the following solutions... there are a LOT of tools out there... if anyone has experience with any of these and would like to recommend/reject any of them, it would be helpful. C#/.NET (XNA/MonoGame/SDL/SlimDX/Xamarin/ExEn/ANX?) HTML5/JS (AppMobi/PhoneGap/Marmalade/FlashCanvas/Cordova/libRocket?) Python (Pyglet/Pygame/Kivy?) Java (JavaFX/libGDX?) Unity/Construct 2/Cocos2D/NME/Corona/other game creation software? I'd like something that can do 2D and isn't limited by being too high-level. Other languages (Lua/LOVE? Moai?) Thanks for answering this rather long and tedious question...

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  • Best Frameworks/libraries/engines for 2D multiplayer C# Webbased RPG

    - by Thirlan
    Title is a mouthful but important because I'm looking to meet a specific criteria and it's complex enough that I need a lot of help in finding what I'm looking for. I really want people's suggestions because I trust it a lot more than anything else, so I just need to clearly define what it is I want heh : P Game is a 2D RPG. Think of Secret of Mana. Game is online multiplayer, but not MMO sized. Game must be webbased! I'm looking to the future and want to hit as many platforms as possible. I'm leaning to Webgl because of this, but still looking around. Since the users are seeing the game through the webbrowser the front-end should be mainly responsible for drawing, taking input and some basic checking such as preliminary collision detection. This is important because it means the game engine is NOT on the client's machine. The server should be responsible for the game engine and all the calculations. This means the server is doing all the work and the client is mostly a dumb terminal. Server language is c# I'm looking for fast project execution so I want to use as many pre-existing tools as possible. This would make sense because I'm making a game here, not an engine. I'm not creating some new revolutionary graphics or pushing the physics engines to the next level. Preference for commercially supported tools. For game mechanics reasons and for reasons 4 and 5, don't think I can use existing 2D rpg engines. I've seen them out there and I fear that if I try and use them they will have too many restrictions, but will be happy to hear out suggestions. So all this means I need a game engine on the server, or maybe just a physics engine, and then I need another engine/library to draw everything that the server is sending to the client on the webbrowser. Maybe this is how 50% of games work on the web and there are plenty of frameworks that support this! I wouldn't actually don't know : ( but my gut is telling me that most webgames are single player and 90% of the game is running on the client. So... any suggestions?

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  • Software Tuned to Humanity

    - by Phil Factor
    I learned a great deal from a cynical old programmer who once told me that the ideal length of time for a compiler to do its work was the same time it took to roll a cigarette. For development work, this is oh so true. After intently looking at the editing window for an hour or so, it was a relief to look up, stretch, focus the eyes on something else, and roll the possibly-metaphorical cigarette. This was software tuned to humanity. Likewise, a user’s perception of the “ideal” time that an application will take to move from frame to frame, to retrieve information, or to process their input has remained remarkably static for about thirty years, at around 200 ms. Anything else appears, and always has, to be either fast or slow. This could explain why commercial applications, unlike games, simulations and communications, aren’t noticeably faster now than they were when I started programming in the Seventies. Sure, they do a great deal more, but the SLAs that I negotiated in the 1980s for application performance are very similar to what they are nowadays. To prove to myself that this wasn’t just some rose-tinted misperception on my part, I cranked up a Z80-based Jonos CP/M machine (1985) in the roof-space. Within 20 seconds from cold, it had loaded Wordstar and I was ready to write. OK, I got it wrong: some things were faster 30 years ago. Sure, I’d now have had all sorts of animations, wizzy graphics, and other comforting features, but it seems a pity that we have used all that extra CPU and memory to increase the scope of what we develop, and the graphical prettiness, but not to speed the processes needed to complete a business procedure. Never mind the weight, the response time’s great! To achieve 200 ms response times on a Z80, or similar, performance considerations influenced everything one did as a developer. If it meant writing an entire application in assembly code, applying every smart algorithm, and shortcut imaginable to get the application to perform to spec, then so be it. As a result, I’m a dyed-in-the-wool performance freak and find it difficult to change my habits. Conversely, many developers now seem to feel quite differently. While all will acknowledge that performance is important, it’s no longer the virtue is once was, and other factors such as user-experience now take precedence. Am I wrong? If not, then perhaps we need a new school of development technique to rival Agile, dedicated once again to producing applications that smoke the rear wheels rather than pootle elegantly to the shops; that forgo skeuomorphism, cute animation, or architectural elegance in favor of the smell of hot rubber. I struggle to name an application I use that is truly notable for its blistering performance, and would dearly love one to do my everyday work – just as long as it doesn’t go faster than my brain.

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