Search Results

Search found 13082 results on 524 pages for 'ip camera'.

Page 3/524 | < Previous Page | 1 2 3 4 5 6 7 8 9 10 11 12  | Next Page >

  • Bind an ip address to Postfix as outgoing ip

    - by jack
    Is that possible to bind all available public ip addresses on a server to one Postfix instance as its outgoing ip pool and let it choose a random ip or specified ip from the pool each time it sends out an email? If above is not possible, can it be configured to listen on one public ip address per instance and each time it delivers a message, it use the binded one as outgoing ip address.

    Read the article

  • Watchguard firebox: public IP addresses behind firewall with as much usable IP addresses as possible

    - by martinezpt
    Our ISP assigned us 16 public IP addresses that we want to assign to hosts behind a Watchguard firebox x750e. The IP addresses are: x.x.x.176/28 of which x.x.x.177 is the gateway. The hosts will be running software that needs to be directly assigned the public IP address so 1:1 NAT is not an option. I found this document that gives examples on how to assign public IP addresses to hosts behind the firewall, using an optional interface: http://www.watchguard.com/help/configuration-examples/public_IP_behind_XTM_configuration_example_(en-US).pdf However, I can't implement scenario 1 as it won't allow me to use the same subnet on both interfaces. As for scenario 2, splitting the address range into 2 subnets will decrease the usable hosts on the optional interface to 5 (8 - network - broadcast - optional interface ip). I'm convinced that there must be a better way to address this problem and maximize the number of usable IP addresses but I'm not very familiar with this specific firewall. Are there any suggestions on how to keep the hosts behind the firewall with public IP addresses while maximizing the usable IP addresses? thanks

    Read the article

  • Remotely viewing IP camera on Belkin N450 DB router

    - by Mike Miller
    I need to setup a wireless IP camera (Trendnet TV-IP501W) on my network so that it is remotely visible from anywhere. Right now I successfully connected it to my home network but nothing else. My router is a Belkin N450 DB. Any help would be much appreciated, including what this would be referred to as so I could more easily ask another forum. I believe it is something like "port forwarding" but I'm not sure. Ok, I believe I found this in the "virtual servers" section. It asks for enabling with a check box, description, inbound port, type, private IP, & private port. In that order I have checked enabling, "camera", 150, TCP, 81, and 81? I'm assuming inbound ports are the numbers I use for the home network - xxx.xxx.x.150 and the 81 was for private. I used my WAN IP and added :81 and .81 but didn't get it. What am I doing wrong? Ok, I believe I found this in the "virtual servers" section. It asks for enabling with a check box, description, inbound port, type, private IP, & private port. In that order I have checked enabling, "camera", 150, TCP, 81, and 81? I'm assuming inbound ports are the numbers I use for the home network - xxx.xxx.x.150 and the 81 was for private. I used my WAN IP and added :81 and .81 but didn't get it. What am I doing wrong?

    Read the article

  • Getting USB Wifi device to work

    - by Lolwhites
    I have been trying to get an Olitec Wifi N USB dongle to work. At first it lit up but wouldn't connect. A little Googling suggested that it would need ndiswrapper to make it work. After installing and trying to add driver with ndisgtk, I got the error message FATAL: Module ndiswrapper not found., but the driver appears in the list of currently installed ones anyway. However, the situation appears even worse: The USB device doesn't even light up (which it does when plugged into my netbook), suggesting the thing isn't detected any more. How to I go about resolving this issue? I've tried uninstalling ndiswrapper but there seems to have been some permanent change as the device is still not lighting up, as it did at first. Edit: Contents of /etc/modprobe.d/ndiswrapper.conf alias usb:v04F2pAFF7d*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v04F2pAFF8d*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v04F2pAFF9d*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v04F2pAFFAd*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v04F2pAFFBd*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v04F2pAFFCd*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v050Dp1102d*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v050Dp2102d*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v050Dp2103d*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v0586p341Fd*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v06F8pE033d*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v07AAp0056d*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v07B8p8178d*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v07B8p8189d*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v0B05p17ABd*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v0BDAp8170d*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v0BDAp8176d*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v0BDAp8177d*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v0BDAp8178d*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v0BDAp817Ad*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v0BDAp817Bd*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v0BDAp817Cd*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v0BDAp817Ed*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v0BDAp817Fd*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v0BDAp8186d*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v0BDAp8192d*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v0BFFp8160d*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v0DF6p0052d*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v0DF6p005Cd*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v0DF6p0061d*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v0EB0p9071d*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v103Cp1629d*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v13D3p3357d*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v13D3p3358d*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v13D3p3359d*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v2001p3307d*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v2001p3308d*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v2001p3309d*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v2001p330Ad*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v2019p1201d*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v2019p4902d*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v2019p4903d*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v2019p4904d*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v2019pAB2Ad*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v2019pAB2Bd*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v2019pAB2Cd*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v2019pAB2Ed*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v2019pED17d*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v20F4p624Dd*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v20F4p648Bd*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v20F4p664Bd*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v4855p0090d*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v4855p0091d*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v4856p0091d*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v7392p7811d*dc*dsc*dp*ic*isc*ip* ndiswrapper alias usb:v7392p7822d*dc*dsc*dp*ic*isc*ip* ndiswrapper

    Read the article

  • How do I move the camera sideways in Libgdx?

    - by Bubblewrap
    I want to move the camera sideways (strafe). I had the following in mind, but it doesn't look like there are standard methods to achieve this in Libgdx. If I want to move the camera sideways by x, I think I need to do the following: Create a Matrix4 mat Determine the orthogonal vector v between camera.direction and camera.up Translate mat by v*x Multiply camera.position by mat Will this approach do what I think it does, and is it a good way to do it? And how can I do this in libgdx? I get "stuck" at step 2, as I have not found any standard method in Libgdx to calculate an orthogonal vector. EDIT: I think I can use camera.direction.crs(camera.up) to find v. I'll try this approach tonight and see if it works. EDIT2: I got it working and didn't need the matrix after all: Vector3 right = camera.direction.cpy().crs(camera.up).nor(); camera.position.add(right.mul(x));

    Read the article

  • Problem with webcam after changing camera input to my iPhone's camera [closed]

    - by andrew
    While trying to use my iPhone as a webcam I changed the paths for the camera input - now I can neither use the built-in webcam nor my iPhone's camera This is the website where I got the information from: http://www.kudanai.com/2010/11/howto-use-your-iphone-as-webcam-in.html I got stuck at the loopback part. I would just like to know how to set the path back to my built-in camera so I can at least use that. Or if there is some way to reset the camera input settings. I'm using an Inspiron 1525 running Ubuntu 12.04 LTS. memory:2.9 GiB Processor:Intel® Core™2 Duo CPU T5750 @ 2.00GHz × 2 OS type: 64-bit

    Read the article

  • Obtain rectangle indicating 2D world space camera can see

    - by Gareth
    I have a 2D tile based game in XNA, with a moveable camera that can scroll around and zoom. I'm trying to obtain a rectangle which indicates the area, in world space, that my camera is looking at, so I can render anything this rectangle intersects with (currently, everything is rendered). So, I'm drawing the world like this: _SpriteBatch.Begin( SpriteSortMode.FrontToBack, null, SamplerState.PointClamp, // Don't smooth null, null, null, _Camera.GetTransformation()); The GetTransformation() method on my Camera object does this: public Matrix GetTransformation() { _transform = Matrix.CreateTranslation(new Vector3(-_pos.X, -_pos.Y, 0)) * Matrix.CreateRotationZ(Rotation) * Matrix.CreateScale(new Vector3(Zoom, Zoom, 1)) * Matrix.CreateTranslation(new Vector3(_viewportWidth * 0.5f, _viewportHeight * 0.5f, 0)); return _transform; } The camera properties in the method above should be self explanatory. How can I get a rectangle indicating what the camera is looking at in world space?

    Read the article

  • Camera movement and threshold not working

    - by irish guy mcconagheh
    I have a platformer that is in progress, part of this has a camera which I only want to move when the character moves out of a certain threshold, to try to accomplish this I have the following if statement: if(((Mathf.Abs(target.transform.position.x))-(Mathf.Abs(transform.position.x)))>thres){ x = moveTo(transform.position.x, target.position.x, trackSpeed); } in unity/c#. In pseudocode it means if((absolute value of player x) - (absolute value of camera x) is greater than the threshold){ move { however this does not seem to work correctly. it appears to work for the first couple of times the threshold is reached, however the distance between the camera and the player has to increase every time for the camera to move. I do not believe the movement of the camera is the problem, however the code for it is as follows: private float moveTo(float n, float target, float accel) { if (n == target) { return n; } else { float dir = Mathf.Sign(target - n); n += accel * Time.deltaTime * dir; return (dir == Mathf.Sign(target-n))? n: target; } } }

    Read the article

  • Why do we move the world instead of the camera

    - by sharethis
    I heard that in an OpenGL game what we do to let the player move is not to move the camera but to move the whole world around. For example here is an extract of this tutorial: http://open.gl/transformations In real life you're used to moving the camera to alter the view of a certain scene, in OpenGL it's the other way around. The camera in OpenGL cannot move and is defined to be located at (0,0,0) facing the negative Z direction. That means that instead of moving and rotating the camera, the world is moved and rotated around the camera to construct the appropriate view. Why do we do that?

    Read the article

  • multiple ip for a server not reachable

    - by andrewk
    FYI: I've read everything on Serverfault related to this question and have faced a different issue. Simply put, I've got one server (apache2) with couple of sites on it. It currently has 1 ip. I'm trying to assign/add another ip to that server, so I can give each site a different ip for ssl purposes. I am not lucking out. The new ip simply is unreachable, I've pinged it. This is what I've got below, what am I doing wrong. auto lo iface lo inet loopback auto eth0 eth0:0 eth0:1 iface eth0 inet static address 70.116.5.244 netmask 255.255.255.0 gateway 70.116.5.1 #THE NEW IP iface eth0:0 inet static address 26.175.217.102 netmask 255.255.255.0 #PRIVATE IP iface eth0:1 inet static address 192.168.158.88 netmask 255.255.128.0 NOTE: THESE IP'S ARE TWEAKED BUT RELATIVE I've read many questions here 90% similar to this but most actually have the IP respond, not this case. Thanks netstar -r output Kernel IP routing table Destination Gateway Genmask Flags MSS Window irtt Iface default gw-u6.linode.co 0.0.0.0 UG 0 0 0 eth0 70.116.5.0 * 255.255.255.0 U 0 0 0 eth0 26.175.217.0 * 255.255.255.0 U 0 0 0 eth0 192.168.128.0 * 255.255.128.0 U 0 0 0 eth0

    Read the article

  • Alternative approach to OpenGL View on top of Camera

    - by Mr. Roland
    Hi, the traditional way of doing a camera preview background with OpenGL on the front is to take two SurfaceViews(one for the camera another for OpenGL) and stack them on top of each other. The problem is that stacking SurfaceViews is discouraged: http://groups.google.com/group/android-developers/browse_thread/thread/4850fe5c314a3dc6 So what alternatives are there? I was considering the following: Subclass GlSurfaceView, and then call set the Camera preview onto the holder of this subclass: Camera.setPreviewDisplay(mHolder); Don't use GLSurfaceView, instead create your own SurfaceView subclass where you display the Camera preview onto the holder and also draw your openGL. This would require to use OpenGL without GLSurfaceView, has anyone done this before? I'm not sure if this even is possible or makes sense, since it implies displaying the camera preview onto the holder of the surface and at the same time drawing OpenGL on the same surface. Is there any other sensible alternative to solving the problem without using two SurfaceViews? Thanks!

    Read the article

  • Android Camera takePicture function does not call Callback function

    - by Tomáš 'Guns Blazing' Frcek
    I am working on a custom Camera activity for my application. I was following the instruction from the Android Developers site here: http://developer.android.com/guide/topics/media/camera.html Everything seems to works fine, except the Callback function is not called and the picture is not saved. Here is my code: public class CameraActivity extends Activity { private Camera mCamera; private CameraPreview mPreview; private static final String TAG = "CameraActivity"; /** Called when the activity is first created. */ @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.camera); // Create an instance of Camera mCamera = getCameraInstance(); // Create our Preview view and set it as the content of our activity. mPreview = new CameraPreview(this, mCamera); FrameLayout preview = (FrameLayout) findViewById(R.id.camera_preview); preview.addView(mPreview); Button captureButton = (Button) findViewById(R.id.button_capture); captureButton.setOnClickListener(new OnClickListener() { @Override public void onClick(View v) { Log.v(TAG, "will now take picture"); mCamera.takePicture(null, null, mPicture); Log.v(TAG, "will now release camera"); mCamera.release(); Log.v(TAG, "will now call finish()"); finish(); } }); } private PictureCallback mPicture = new PictureCallback() { @Override public void onPictureTaken(byte[] data, Camera camera) { Log.v(TAG, "Getting output media file"); File pictureFile = getOutputMediaFile(); if (pictureFile == null) { Log.v(TAG, "Error creating output file"); return; } try { FileOutputStream fos = new FileOutputStream(pictureFile); fos.write(data); fos.close(); } catch (FileNotFoundException e) { Log.v(TAG, e.getMessage()); } catch (IOException e) { Log.v(TAG, e.getMessage()); } } }; private static File getOutputMediaFile() { String state = Environment.getExternalStorageState(); if (!state.equals(Environment.MEDIA_MOUNTED)) { return null; } else { File folder_gui = new File(Environment.getExternalStorageDirectory() + File.separator + "GUI"); if (!folder_gui.exists()) { Log.v(TAG, "Creating folder: " + folder_gui.getAbsolutePath()); folder_gui.mkdirs(); } File outFile = new File(folder_gui, "temp.jpg"); Log.v(TAG, "Returnng file: " + outFile.getAbsolutePath()); return outFile; } } After clicking the Button, I get logs: "will now take picture", "will now release camera" and "will now call finish". The activity finishes succesfully, but the Callback function was not called during the mCamera.takePicture(null, null, mPicture); function (There were no logs from the mPicture callback or getMediaOutputFile functions) and there is no file in the location that was specified. Any ideas? :) Much thanks!

    Read the article

  • XNA: Camera's Rotation and Translation matrices seem to interfere with each other

    - by Danjen
    I've been following the guide here for how to create a custom 2D camera in XNA. It works great, I've implemented it before, but for some reason, the matrix math is throwing me off. public sealed class Camera2D { public Vector2 Origin { get; set; } public Vector2 Position { get; set; } public float Scale { get; set; } public float Rotation { get; set; } } It might be easier to just show you a picture of my problem: http://i.imgur.com/H1l6LEx.png What I want to do is allow the camera to pivot around any given point. Right now, I have the rotations mapped to my shoulder buttons on a gamepad, and if I press them, it should rotate around the point the camera is currently looking at. Then, I use the left stick to move the camera around. The problem is that after it's been rotated, pressing "up" results in it being used relative to the rotation, creating the image above. I understand that matrices have to be applied in a certain order, and that I have to offset the thing to be rotated around the world origin and move it back, but it just won't work! public Matrix GetTransformationMatrix() { Matrix mRotate = Matrix.Identity * Matrix.CreateTranslation(-Origin.X, -Origin.Y, 0.00f) * // Move origin to world center Matrix.CreateRotationZ(MathHelper.ToRadians(Rotation)) * // Apply rotation Matrix.CreateTranslation(+Origin.X, +Origin.Y, 0.00f); // Undo the move operation Matrix mTranslate = Matrix.Identity * Matrix.CreateTranslation(-Position.X, Position.Y, 0.00f); // Apply the actual translation return mRotate * mTranslate; } So to recap, it seems I can have it rotate around an arbitrary point and lose the ability to have "up" move the camera straight up, or I can rotate it around the world origin and have the camera move properly, but not both.

    Read the article

  • Strange 3D game engine camera with X,Y,Zoom instead of X,Y,Z

    - by Jenko
    I'm using a 3D game engine, that uses a 4x4 matrix to modify the camera projection, in this format: r r r x r r r y r r r z - - - zoom Strangely though, the camera does not respond to the Z translation parameter, and so you're forced to use X, Y, Zoom to move the camera around. Technically this is plausible for isometric-style games such as Age Of Empires III. But this is a 3D engine, and so why would they have designed the camera to ignore Z and respond only to zoom? Am I missing something here? I've tried every method of setting the camera and it really seems to ignore Z. So currently I have to resort to moving the main object in the scene graph instead of moving the camera in relation to the objects. My question: Do you have any idea why the engine would use such a scheme? Is it common? Why? Or does it seem like I'm missing something and the SetProjection(Matrix) function is broken and somehow ignores the Z translation in the matrix? (unlikely, but possible) Anyhow, what are the workarounds? Is moving objects around the only way? Edit: I'm sorry I cannot reveal much about the engine because we're in a binding contract. It's a locally developed engine (Australia) written in managed C# used for data visualizations. Edit: The default mode of the engine is orthographic, although I've switched it into perspective mode. Its probably more effective to use X, Y, Zoom in orthographic mode, but I need to use perspective mode to render everyday objects as well.

    Read the article

  • Drawing chunks, and positioning the camera

    - by Troubleshoot
    I've seen many questions and answers regarding how to draw tiled maps but I can't really get my head around it. Many answers suggest either loading the visible part of the map, or loading and unloading chunks of the map. I've decided the best option would be to load chunks, but I'm slightly confused as to how this would be implemented. Currently I'm loading the full map to a 2D array of buffered images, then drawing it every time repaint is called. Q1: If I were to load chunks of the map, would I load the map as a whole then draw the necessary chunk(s), or load & unload the chunks as the player moves along, and if so, how? My second question regards the camera. I want the player to be in the centre of the X axis and the camera to follow it. I've thought of drawing everything in relation to the map and calculating the position of the camera in relation to the players coordinates on the map. So, to calculate the camera's X position I understand that I should use cameraX = playerX - (canvasWidth/2), but how should I calculate the Y position? I want the camera to only move up when the player reaches cameraHeight/2 but to move down when the player reaches 3/4(cameraHeight). Q2: Should I check for this in the same way I check for collision, and move the camera relative to the movement of the player until the player stops moving, or am I thinking about it in the wrong way?

    Read the article

  • Problem importing pictures from a digital camera with Windows 7

    - by snark
    Hi, Since I'm using Windows 7 (Beta, then RC, now RTM), I have issues when I download pictures from my digital cameras. It happens with my 2 cameras: a Canon Powershot S2 IS and a Canon Ixus 80 IS. When I plug a camera (any of them) to a USB port and switch it on in Play mode, the Autoplay function of Windows 7 starts with this screen: I select "Import pictures and videos" to call the native Windows 7 tool. It searches a bit for pictures to download from the camera and starts the transfer. However, during the transfer, I often get errors like this one: If I use "Try again", it works fine the second time and the picture is retrieved correctly. It's very annoying when it happens 20 or 30 times in a 500-picture download. I cannot leave it running standalone, as I have to watch for the errors and click on "Try again". Any idea what is causing these errors? I tried changing the USB port (normally the cameras are connected via a USB hub but it happens also when I connect them directly to a MB USB port) and the USB cable, but no success. I also checked the SD card by connecting them with a card reader and running a ChkDsk on them but it found no errors on the cards. Update: No problem when I copy the pictures manually with the Windows Explorer. And no problem either when I access the card with a reader. The builtin import tool of Windows is convenient as it sorts the pictures automatically by date (1 folder per day). And this is the way I sort my pictures

    Read the article

  • LWJGL: Camera distance from image plane?

    - by Rogem
    Let me paste some code before I ask the question... public static void createWindow(int[] args) { try { Display.setFullscreen(false); DisplayMode d[] = Display.getAvailableDisplayModes(); for (int i = 0; i < d.length; i++) { if (d[i].getWidth() == args[0] && d[i].getHeight() == args[1] && d[i].getBitsPerPixel() == 32) { displayMode = d[i]; break; } } Display.setDisplayMode(displayMode); Display.create(); } catch (Exception e) { e.printStackTrace(); System.exit(0); } } public static void initGL() { GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glShadeModel(GL11.GL_SMOOTH); GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); GL11.glClearDepth(1.0); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glDepthFunc(GL11.GL_LEQUAL); GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadIdentity(); GLU.gluPerspective(45.0f, (float) displayMode.getWidth() / (float) displayMode.getHeight(), 0.1f, 100.0f); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST); } So, with the camera and screen setup out of the way, I can now ask the actual question: How do I know what the camera distance is from the image plane? I also would like to know what the angle between the image plane's center normal and a line drawn from the middle of one of the edges to the camera position is. This will be used to consequently draw a vector from the camera's position through the player's click-coordinates to determine the world coordinates they clicked (or could've clicked). Also, when I set the camera coordinates, do I set the coordinates of the camera or do I set the coordinates of the image plane? Thank you for your help. EDIT: So, I managed to solve how to calculate the distance of the camera... Here's the relevant code... private static float getScreenFOV(int dim) { if (dim == 0) { float dist = (float) Math.tan((Math.PI / 2 - Math.toRadians(FOV_Y))/2) * 0.5f; float FOV_X = 2 * (float) Math.atan(getScreenRatio() * 0.5f / dist); return FOV_X; } else if (dim == 1) { return FOV_Y; } return 0; } FOV_Y is the Field of View that one defines in gluPerspective (float fovy in javadoc). This seems to be (and would logically be) for the height of the screen. Now I just need to figure out how to calculate that vector.

    Read the article

  • IP alias lost when changing main IP

    - by rmflow
    my /etc/network/interfaces: auto eth0 iface eth0 inet static address 192.168.3.75 netmask 255.255.255.0 gateway 192.168.3.0 Situation 1: After linux booted I set an IP alias: ifconfig eth0:0 192.168.3.111 Now ifconfig reports two IP addresses 192.168.3.75 at eth0 and 192.168.3.111 at eth0:0 When I change main IP to another network: ifconfig eth0 192.168.1.111 the alias eth0:0 is lost! Situation 2: After linux booted I set an IP alias: ifconfig eth0:0 192.168.4.111 Now ifconfig reports two IP addresses 192.168.3.75 at eth0 and 192.168.4.111 at eth0:0 When I change main IP to another network: ifconfig eth0 192.168.1.111 the alias eth0:0 stays! How do I properly change main IP, so all my aliases are not lost?

    Read the article

  • Errors when switching to specific static IP

    - by michaelc
    I had a Fedora box running using my static IP 69.169.136.6, etc, all configured according to what the ISP required. Just recently the hard drive failed (and I should have been keeping better backups) - while it is being recovered I would like to put up a webpage on my Archlinux PC explaining the problem - I presently do not have sufficient access to change the DNS record assigned to the domain. When I change my ip address while my system is running to 69.169.136.6, ifconfig reports the new ip address, but http://whatismyip.com/ does not. When I change it and reboot, I can't ping - the message I recieve is "connect: Network is unreachable" (when given one of google.com 's IP addresses - hostnames give me ping: unknown host xxx). Until I have access to the DNS system, what can I do to make this work? Edit: With new IP address, same problem, IP is now 69.169.136.29. Some commands might be useful: #ping 69.169.136.1 PING 69.169.136.1 (69.169.136.1) 56(84) bytes of data. 64 bytes from 69.169.136.1: icmp_seq=1 ttl=64 time=0.377 ms #ping 69.169.190.211 connect: Network is unreachable #ping 208.72.160.67 connect: Network is unreachable #ifconfig eth0 Link encap:Ethernet HWaddr 00:E0:4D:97:23:9B inet addr:69.169.136.29 Bcast:69.169.137.255 Mask:255.255.254.0 inet6 addr: fe80::2e0:4dff:fe97:239b/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:132091 errors:0 dropped:0 overruns:0 frame:0 TX packets:17 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:9635179 (9.1 Mb) TX bytes:1322 (1.2 Kb) Interrupt:29 Base address:0x6000 lo Link encap:Local Loopback inet addr:127.0.0.1 Mask:255.0.0.0 inet6 addr: ::1/128 Scope:Host UP LOOPBACK RUNNING MTU:16436 Metric:1 RX packets:48 errors:0 dropped:0 overruns:0 frame:0 TX packets:48 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:2480 (2.4 Kb) TX bytes:2480 (2.4 Kb) #ip route 69.169.136.0/23 dev eth0 proto kernel scope link src 69.169.136.29 #cat /etc/resolv.conf # Generated by dhcpcd #nameserver 208.67.222.222 #nameserver 208.67.220.220 nameserver 69.169.190.211 nameserver 208.72.160.67 # /etc/resolv.conf.tail can replace this line Update: have new static IP addresses, verified to work in Windows... Relevant portions of /etc/rc.conf below: #Static IP example #eth0="eth0 69.169.136.6 netmask 255.255.254.0 broadcast 69.169.136.1" #eth0="eth0 69.169.136.29 netmask 255.255.254.0 broadcast 69.169.137.255" eth0="eth0 69.169.136.32 netmask 255.255.254.0 broadcast 69.169.137.255" #eth0="dhcp" INTERFACES=(eth0) # Routes to start at boot-up (in this order) # Declare each route then list in ROUTES # - prefix an entry in ROUTES with a ! to disable it # #gateway="default gw 192.168.0.1" gateway="default gw 69.169.136.1" #gateway="69.169.136.1" ROUTES=(!gateway) #ROUTES=()

    Read the article

  • Cisco PrecisionHD USB Camera (Detected but no video)

    - by Marcel Bissonnette
    I'm having an issue with my Cisco PrecisionHD USB Camera. It is detected but does not show video (using "Cheese Webcam Booth"). Any ideas? (I'm a newbie with ubuntu) Specs: Ubuntu 12.10 32bit Dell Latitude E6400 Cisco PrecisionHD USB Camera (USB 2.0) connected directly into laptop (no docking station) Troubleshooting: Using the command lsusb, I find the following device: Bus 002 Device 003: ID 1f82:0001 TANDBERG PrecisionHD Camera '+ more devices like audio, finger swipe, Linux foundation 2.0, 1.1 So what now? Thanks. MB

    Read the article

  • Smooth Camera Rotation around 90 degrees

    - by Nicholas
    I'm developing a third person 3D platformer in XNA. My problem is when I try to rotate the camera around the player. I would like to rotate (and animate) the camera 90 degrees around the player. So the camera should rotate until it has reached 90 degrees from the starting position. I cannot figure out how to keep track of the rotation, and when the rotation has made the full 90 degrees. Currently my cameras update: public void Update(Vector3 playerPosition) { if (rotateCamera) { position = Vector3.Transform(position - playerPosition, Matrix.CreateRotationY(0.1f)) + playerPosition; } this.viewMatrix = Matrix.CreateLookAt(position, playerPosition, Vector3.Up); } The initial position of the camera is set in the constructor. The "rotateCamera" bool is set on keypress. Thanks for the help in advance. Cheers.

    Read the article

  • Pitch camera around model

    - by ChocoMan
    Currently, my camera rotates with my model's Y-Axis (yaw) perfectly. What I'm having trouble with is rotating the X-Axis (pitch) along with it. I've tried the same method for cameraYaw() in the form of cameraPitch(), while adjusting the axis to Vector.Right, but the camera wouldn't pitch at all in accordance to the Y-Axes of the controller. Is there a way similar to this to get the same effect for pitching the camera around the model? // Rotates model on its own Y-axis public void modelRotMovement(GamePadState pController) { Yaw = pController.ThumbSticks.Right.X * MathHelper.ToRadians(speedAngleMAX); AddRotation = Quaternion.CreateFromYawPitchRoll(Yaw, 0, 0); ModelLoad.MRotation *= AddRotation; MOrientation = Matrix.CreateFromQuaternion(ModelLoad.MRotation); } // Orbit (yaw) Camera around model public void cameraYaw(Vector3 axis, float yaw, float pitch) { Pitch = pController.ThumbSticks.Right.Y * MathHelper.ToRadians(speedAngleMAX); ModelLoad.CameraPos = Vector3.Transform(ModelLoad.CameraPos - ModelLoad.camTarget, Matrix.CreateFromAxisAngle(axis, yaw)) + ModelLoad.camTarget; } public void updateCamera() { cameraYaw(Vector3.Up, Yaw); }

    Read the article

  • Frustum culling with third person camera

    - by Christian Frantz
    I have a third person camera that contains two matrices: view and projection, and two Vector3's: camPosition and camTarget. I've read up on frustum culling and it makes it seem easy enough for a first person camera, but how would I implement this for a third person camera? I need to take into effect the objects I can see behind me too. How would I implement this into my camera class so it runs at the same time as my update method? public void CameraUpdate(Matrix objectToFollow) { camPosition = objectToFollow.Translation + (objectToFollow.Backward *backward) + (objectToFollow.Up * up); camTarget = objectToFollow.Translation; view = Matrix.CreateLookAt(camPosition, camTarget, Vector3.Up); } Can I just create another method within the class which creates a bounding sphere with a value from my camera and then uses the culling based on that? And if so, which value am I using to create the bounding sphere from? After this is implemented, I'm planning on using occlusion culling for the faces of my objects adjacent to other objects. Will using just one or the other make a difference? Or will both of them be better? I'm trying to keep my framerate as high as possible

    Read the article

  • Error when trying to get movies off my Camera

    - by matt wilkie
    How do I retrieve movies and audio files from my Canon PowerShot S5 IS camera? Shotwell only sees the pictures. Mounting the camera via "Places Canon Digital Camera" and then clicking twice on the resulting desktop icon yields this error: could not display "gphoto2://[usb:001,002]/" There is nothing in /media. update: output of sudo fdisk -l Disk /dev/sda: 40.0 GB, 40007761920 bytes 255 heads, 63 sectors/track, 4864 cylinders Units = cylinders of 16065 * 512 = 8225280 bytes Sector size (logical/physical): 512 bytes / 512 bytes I/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0x3ee33ee2 Device Boot Start End Blocks Id System /dev/sda1 2364 2612 1999872 82 Linux swap / Solaris /dev/sda2 * 1 2364 18979840 83 Linux /dev/sda3 2613 4864 18089159+ f W95 Ext'd (LBA) /dev/sda5 2613 4864 18089158+ b W95 FAT32 Partition table entries are not in disk order Solution: install gphotofs, then Nautilus shows camera contents similar to a standard usb storage device (though note that gphotofs does not yet support adding to or deleting contents).

    Read the article

  • Viewport / Camera Calculation in 2D Game

    - by Dave
    we have a 2D game with some sprites and tiles and some kind of camera/viewport, that "moves" around the scene. so far so good, if we wouldn't had some special behaviour for your camera/viewport translation. normally you could stick the camera to your player figure and center it, resulting in a very cheap, undergraduate, translation equation, like : vec_translation -/+= speed (depending in what keys are pressed. WASD as default.) buuuuuuuuuut, we want our player figure be able to actually reach the bounds, when the viewport/camera has reached a maximum translation. we came up with the following solution (only keys a and d are the shown here, the rest is just adaption of calculation or maybe YOUR super-cool and elegant solution :) ): if(keys[A]) { playerX -= speed; if(playerScreenX <= width / 2 && tx < 0) { playerScreenX = width / 2; tx += speed; } else if(playerScreenX <= width / 2 && (tx) >= 0) { playerScreenX -= speed; tx = 0; if(playerScreenX < 0) playerScreenX = 0; } else if(playerScreenX >= width / 2 && (tx) < 0) { playerScreenX -= speed; } } if(keys[D]) { playerX += speed; if(playerScreenX >= width / 2 && (-tx + width) < sceneWidth) { playerScreenX = width / 2; tx -= speed; } if(playerScreenX >= width / 2 && (-tx + width) >= sceneWidth) { playerScreenX += speed; tx = -(sceneWidth - width); if(playerScreenX >= width - player.width) playerScreenX = width - player.width; } if(playerScreenX <= width / 2 && (-tx + width) < sceneWidth) { playerScreenX += speed; } } i think the code is rather self explaining: keys is a flag container for currently active keys, playerX/-Y is the position of the player according to world origin, tx/ty are the translation components vital to background / npc / item offset calculation, playerOnScreenX/-Y is the actual position of the player figure (sprite) on screen and width/height are the dimensions of the camera/viewport. this all looks quite nice and works well, but there is a very small and nasty calculation error, which in turn sums up to some visible effect. let's consider following piece of code: if(playerScreenX <= width / 2 && tx < 0) { playerScreenX = width / 2; tx += speed; } it can be translated into plain english as : if the x position of your player figure on screen is less or equal the half of your display / camera / viewport size AND there is enough space left LEFT of your viewport/camera then set players x position on screen to width half, increase translation (because we subtract the translation from something we want to move). easy, right?! doing this will create a small delta between playerX and playerScreenX. after so much talking, my question appears now here at the bottom of this document: how do I stick the calculation of my player-on-screen to the actual position of the player AND having a viewport that is not always centered aroung the players figure? here is a small test-case in processing: http://pastebin.com/bFaTauaa thank you for reading until now and thank you in advance for probably answering my question.

    Read the article

< Previous Page | 1 2 3 4 5 6 7 8 9 10 11 12  | Next Page >