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  • Font gets enlarged when rotating screen

    - by queueoverflow
    I have a new ThinkPad X220 Tablet with Kubuntu 12.04. When I rotate the screen 90° with a script, the fonts of all programs that I open after the rotation have ugly huge fonts. #!/bin/sh # Find the line in "xrandr -q --verbose" output that contains current screen orientation and "strip" out current orientation. rotation="$(xrandr -q --verbose | grep 'connected' | egrep -o '\) (normal|left|inverted|right) \(' | egrep -o '(normal|left|inverted|right)')" # Using current screen orientation proceed to rotate screen and input tools. case "$rotation" in normal) # rotate to the left xrandr -o right xsetwacom set "Wacom ISDv4 E6 Pen stylus" rotate cw xsetwacom set "Wacom ISDv4 E6 Finger touch" rotate cw xsetwacom set "Wacom ISDv4 E6 Pen eraser" rotate cw ;; right) # rotate to normal xrandr -o normal xsetwacom set "Wacom ISDv4 E6 Pen stylus" rotate none xsetwacom set "Wacom ISDv4 E6 Finger touch" rotate none xsetwacom set "Wacom ISDv4 E6 Pen eraser" rotate none ;; esac

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  • Day 5 - Tada! My Game Menu Screen Graphics

    - by dapostolov
    So, tonight I took some time to mash up some graphics for my game menu screen. My artistic talent sucks...but here goes nothing...voila, my menu screen!! The Menu Screen The screen above is displaying 4 sprites, even though it looks like maybe 7... I guess one of the first things for me to test in the future is ... is it more memory efficient (and better frame rate) to draw one big background image OR tp paint the screen black, and place each sprite in set locations? To display the 4 sprites above, I borrowed my code from yesterday ... I know, tacky, but...I wanted to see it, feel it. Do you feel it? FEEL IT! (homer voice & shakes fist) Note: the menu items won't scale properly as it stands with this code, well pretty much they do nothing except look pretty... Paint.Net & Google Fun So how did I create that image above? Well, to create the background and 3 menu items I used Paint.Net. Basically, I scoured Google images for: a stone doorway, a stone pillar, an old book, a wizards hat, and...that's it pretty much it! I'll let you type in those searches and see if you can locate the images I used. I know, bad developer...but I figured since I modified the images considerably it doesn't count...well for a personal project it shouldn't count...*shrug* Anyhow, I extracted each key assest I wanted from each image and applied lots of matting, blurring, color changes, glow effects and such. Then, using my vivid imagination I placed / composed each of the layered assets into the mashed up the "scene" above. Pretty cool, eh? Hey, did you know, the cool mist effect is actually a fire rendition in Paint.net? I set it to black & white with opacity set next to nothing. I'm also very proud of the yellow "light" in the stone doorway. I drew that in and then applied gausian blur to it to give it the effect of light creeping out around the door and into the room...heheh. So did I achieve the dark, mysterious ritual as I stated in my design doc? I think I had a great stab at it! Maybe down the road I can get a real artist to crank out some quality graphics for the game... =) So, What's Next? Well, I don't have that animated brazier yet...however, I thought it would be even cooler if I can get that door pulsing that yellow light and it would be extremely cool to have the smoke / mist moving across the screen! Make the creative ideas stop!! (clutches head) haha! I'm having great fun working on this project =) I recommend others giving something like this a try, it's really fulfilling. OK. Tomorrow... I think I'm going to start creating some game / menu objects as per the design doc, maybe even get a custom mouse cursor up on the screen and handle a couple of mouse events, and lastly, maybe a feature to toggle a framerate display... D.

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  • Convert rotation from Right handed System to left handed

    - by Hector Llanos
    I have Euler angles from a right handed system that I am trying to convert to a left handed system. All the information that I have read online says that to convert it simply multiply the axis and the angle in the correct order and it should work. In other words, Z * Y * X. When I do this what I see in Maya, and in engine still do not match up. This is what I have so far: static Quaternion ConvertToRightHand(Vector3 Euler) { Quaternion x = Quaternion.AngleAxis(-Euler.x, Vector3.right); Quaternion y = Quaternion.AngleAxis(Euler.y, Vector3.up); Quaternion z = Quaternion.AngleAxis(Euler.z, Vector3.forward); return (z * y * x); } Keeping the -Euler.x helps keep the object pointing up correctly, but when I pass ( 0,0,0) to face in the -z, it faces in the +z. Help :/

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  • Orthographic unit translation mismatch on grid (e.g. 64 pixels translates incorrectly)

    - by Justin Van Horne
    I am looking for some insight into a small problem with unit translations on a grid. Setup 512x448 window 64x64 grid gl_Position = projection * world * position; projection is defined by ortho(-w/2.0f, w/2.0f, -h/2.0f, h/2.0f); This is a textbook orthogonal projection function. world is defined by a fixed camera position at (0, 0) position is defined by the sprite's position. Problem In the screenshot below (1:1 scaling) the grid spacing is 64x64 and I am drawing the unit at (64, 64), however the unit draws roughly ~10px in the wrong position. I've tried uniform window dimensions to prevent any distortion on the pixel size, but now I am a bit lost in the proper way in providing a 1:1 pixel-to-world-unit projection. Anyhow, here are some quick images to aide in the problem. I decided to super-impose a bunch of the sprites at what the engine believes is 64x offsets. When this seemed off place, I went about and did the base case of 1 unit. Which seemed to line up as expected. The yellow shows a 1px difference in the movement. Vertices It would appear that the vertices going into the vertex shader are correct. For example, in reference to the first image the data looks like this in the VBO: x y x y ---------------------------- tl | 0.0 24.0 64.0 24.0 bl | 0.0 0.0 -> 64.0 0.0 tr | 16.0 0.0 80.0 0.0 br | 16.0 24.0 80.0 24.0 With that said, all I am left to believe is that I am munging up my actual projection. So, I am looking for any insight into maintaining the 1:1 pixel-to-world-unit projection.

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  • Adding a minimum display time for Silverlight splash screen.

    - by David
    When hosting a silverlight application on a webpage it is possible to use the splashscreensource parameter to specify a simple Silverlight 1.0 (xaml+javascript) control to be displayed while the real xap file is downloaded, and which can receive notification of the downloads progress through onSourceDownloadProgressChanged. If the xap file is in cache, the splash screen is not shown (and if the download only takes 1 second, the splash screen will only be shown for 1 second). I know this is not best practice in general, but I am looking for a way to specify a minimum display time for the splash screen - even if the xap cached or the download is fast, the splash screen would remain up for at least, let's say, 5 seconds (for example to show a required legal disclaimer, corporate identity mark or other bug). I do want to do it in the splash screen exclusively (rather then in the main xap) as I want it to be clean and uninterupted (for example a sound bug) and shown to the user as soon as they open the page, rather then after the download (which could take anywhere from 1 to 20+ seconds). I'd prefer not to accomplish this with preloading - replacing the splash screen with a full Silverlight xap application (with it's own loading screen), which then programmably loads and displays the full xap after a minimum wait time.

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  • Most efficient way to handle coordinate maps in Java

    - by glowcoder
    I have a rectangular tile-based layout. It's your typical Cartesian system. I would like to have a single class that handles two lookup styles Get me the set of players at position X,Y Get me the position of player with key K My current implementation is this: class CoordinateMap<V> { Map<Long,Set<V>> coords2value; Map<V,Long> value2coords; // convert (int x, int y) to long key - this is tested, works for all values -1bil to +1bil // My map will NOT require more than 1 bil tiles from the origin :) private Long keyFor(int x, int y) { int kx = x + 1000000000; int ky = y + 1000000000; return (long)kx | (long)ky << 32; } // extract the x and y from the keys private int[] coordsFor(long k) { int x = (int)(k & 0xFFFFFFFF) - 1000000000; int y = (int)((k >>> 32) & 0xFFFFFFFF) - 1000000000; return new int[] { x,y }; } } From there, I proceed to have other methods that manipulate or access the two maps accordingly. My question is... is there a better way to do this? Sure, I've tested my class and it works fine. And sure, something inside tells me if I want to reference the data by two different keys, I need two different maps. But I can also bet I'm not the first to run into this scenario. Thanks!

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  • Screen resolution is too low with open source drivers on Ubuntu 12.10

    - by Chintan Parikh
    I'm on an AMD graphics card. When I use the open source xserver-xorg-video-radeon driver, Gnome shell works fine but my screen resolution can't be set higher than 1024x768. However, when I'm on the closed source fglrx drivers, the screen resolution works fine, but gnome shell doesn't (it goes to gnome classic for some reason). Does anyone know how I can either get gnome shell to work with fglrx, or how I can set my screen resolution with xserver-xorg-video-radeon?

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  • black screen and blinking cursor for a while in ubuntu 12.04 during boot

    - by Soumyadip Mukherjee
    I've installed ubuntu 12.04.1 "rock solid" \m/ everything works fine apart from the fact that during startup...the usual purple screen and ubuntu logo doesnt appear...only a black screen and blinking cursor is visible...then after a while for a fraction of a second the ubuntu logo and purple screen comes and disappear to the login page...i tried plymouth but it didnt help in solving the problem...but i did end up changing the logo to a more artistic one :) any one plz help...my ubuntu is installed on my asus 1225c netbook.. thank you

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  • Blank pale blue screen with Live USB Kubuntu on AMD Sempron 2800+ processor

    - by WGCman
    I am trying to install Kubuntu onto a USB stick to use on my Acer Aspire 1362 laptop with an AMD Sempron 2800+ chip. Using Windows XP, I downloaded and saved to the laptop's hard drive: kubuntu-2.04.1-desktop-i386.iso from the GetKubuntu website and LinuxLive USB Creator 2.8.16.exe from the Linux live website I then installed the latter and ran it, installing the kubuntu onto the Memory stick. Leaving the Bios setup unchanged, the USB stick is ignored and Windows boots. If I change the Bios boot order so that the memory stick takes precedence, I see a dark blue screen announcing Kubukntu 12.04, and on selecting either “live Mode” or “Persistent mode”, messages flash by quickly, some of which appear to be error messages, including “trying to unpack rootfs image as initramfs”, “cannot allocate resource for mainboard”, “no plug and play device found”. Eventually I see a pale blue screen with four moving dots announcing Kubukntu 12.04, similar to the login screen of my Kubuntu desktop, but no invitation to log in or indeed any dialog. After several minutes, this changes to a black screen with more messages including “no caching mode present”, “ADDRCONF(NETDEV_UP): wlan0: link is not ready”, then degrades to a blank pale blue screen which can only be moved by switching the computer off. Finding no way to log the error messages passing by, I managed to photograph most of them, but know no way to attach the photo to this forum. As suggested by User 68186 (to whom thanks!), I have edited my original post to reflect the recent progress, so the following two comments are now superseded.

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  • Opera double ses téléchargements en Europe depuis l'arrivée du "Ballot Screen" sur Windows : réelle

    Opera double ses téléchargements En Europe depuis l'arrivée du "Ballot Screen" sur Windows : réelle envolée ou effet passager ? Opera Software, l'éditeur du navigateur Norvégien, était à l'origine de la procédure européenne pour imposer le ballot-screen à Microsoft. Et c'est son produit, Opera qui semble bien tirer les bénéfices de cet écran de choix du navigateur par défaut à installer lors du premier démarrage de Windows. En Europe, depuis l'arrivée du ballot-screen, Opera aurait connu une pr...

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  • Box2d world width and height ratio with screen width and height

    - by Sujith
    I have view, for example GameView which extends SurfaceView . I have integrated Box2D physics in GameView. I have two widths , GameView width, height and Box2D physics world width ,height. I need to get the position of box2d world with the GameView co-ordinates. For example, Total width of screen = 240 Total height of screen = 320 Screen points needed to be mapped onto box2d co-ordinates (x,y) = 127, 139 For this i need to get the max width and height of the Box2d physics world. Is there is any way to get the max width and height of Box2d world. or Can i limit the width and height of box2d world within the screen resolution.

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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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  • How to make image bigger than the screen to be slideable in the screen in monogame for windows phone 8?

    - by Moses Aprico
    (Idk if my title is correct, because when I google it, there is no related result I guess) I am not sure how to explain it correctly, but I am making a plain 2D, tile based, tactic game in windows phone 8 using monogame. I want to make my map is "slideable". With "slidable" I mean I can draw larger images (in total) than my screen and then slide it so I can view a certain area of the drawn images Example : I have a screen which dimension is 1280x720. I have a 1500x1500px image, which consists of 15 tiles, which is 100x100px each, which each tiles is redrawn each times the "Draw" is called. If the image is larger than the screen, the displayed area will be trimmed and of course, making a 220x780px area that is unseenable. The only way to see all of it is through "sliding" the screen around, so I can see all the area. My question is : How to make that happen? Because in default, the screen is unslideable and the image remains trimmed. Sorry if my question and explanation is not clear enough. Clarify it as much as you like. Thank you.

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  • blank screen on ubuntu server startup

    - by dko
    Alright after several hours of trying I was finally able to get Ubuntu server 12.04 installed. I have yet to get networking going as it wasn't able to get dhcp on startup but that is a seperate issue. Whenever I boot the bios screen loads, looks like it hands it off to the OS and then it just sits at a blank screen. I tried ctr + alt + f1 but that didn't do anything. I figure a terminal only screen shouldn't have any issue displaying.

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  • System resets to login screen spontaneously

    - by Bart van Heukelom
    Now I'm experiencing spontaneous resets of the desktop environment (when logged in and working normally), where the screen will go black, then reset to the login screen. The resets appear to be random, though there is a chance it occurs more when using Nautilus. The screen goes black instantly, e.g. there is nothing like a disappearing launcher or window borders. Where can I begin finding the cause? (Note: I've recently upgraded from 11.04 to 11.10, then 12.04.)

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  • Monitor not turning off when screen saver is on

    - by Elad92
    I installed Ubuntu for the first time 3 weeks ago and I really love it. I have Ubuntu 12.04. My only problem is that when screen saver is on, it just shows blank screen, and not turning off the monitor, so my monitor is always on. I have Samsung E2220 - 22". I looked over the web and I found this command: sudo xset dpms force off This command shuts down my screen so I don't see a reason why the screen saver can't shut it down. Thanks a lot! Elad

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  • Enabling Nvidia driver messes up splash screen

    - by neziric
    When you boot from live CD, or doing the first boot after installing Ubuntu, splash screen looks awesome. But as soon as you enable nvidia-current driver, installed with apt-get, splash screen goes all crazy. With crazy I mean that resolution is very low, font(I assume) is very weird and it all looks like it's been broken. This happened with 10.04 and now again with 10.10. How do I fix splash screen after enabling nvidia drivers?

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  • Screen cuts off part of GRUB on boot

    - by Matthew
    I've recently installed Ubuntu 11.10 on my Windows 7 desktop computer (on a seperate partition) Everything has gone smoothly except when I restart the computer and GRUB's loader screen shows, part of the screen gets cut off.. but once ive selected a boot option and hit enter, the screen readjusts to fill the entire monitor properly. So my question is, is there a way I can correct this ? Kind of annoying not being able to see the full boot option

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  • How can I calculate a trend line in PHP?

    - by Stephen
    So I've read the two related questions for calculating a trend line for a graph, but I'm still lost. I have an array of xy coordinates, and I want to come up with another array of xy coordinates (can be fewer coordinates) that represent a logarithmic trend line using PHP. I'm passing these arrays to javascript to plot graphs on the client side.

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  • How to Point sprite's direction towards Mouse or an Object [duplicate]

    - by Irfan Dahir
    This question already has an answer here: Rotating To Face a Point 1 answer I need some help with rotating sprites towards the mouse. I'm currently using the library allegro 5.XX. The rotation of the sprite works but it's constantly inaccurate. It's always a few angles off from the mouse to the left. Can anyone please help me with this? Thank you. P.S I got help with the rotating function from here: http://www.gamefromscratch.com/post/2012/11/18/GameDev-math-recipes-Rotating-to-face-a-point.aspx Although it's by javascript, the maths function is the same. And also, by placing: if(angle < 0) { angle = 360 - (-angle); } doesn't fix it. The Code: #include <allegro5\allegro.h> #include <allegro5\allegro_image.h> #include "math.h" int main(void) { int width = 640; int height = 480; bool exit = false; int shipW = 0; int shipH = 0; ALLEGRO_DISPLAY *display = NULL; ALLEGRO_EVENT_QUEUE *event_queue = NULL; ALLEGRO_BITMAP *ship = NULL; if(!al_init()) return -1; display = al_create_display(width, height); if(!display) return -1; al_install_keyboard(); al_install_mouse(); al_init_image_addon(); al_set_new_bitmap_flags(ALLEGRO_MIN_LINEAR | ALLEGRO_MAG_LINEAR); //smoother rotate ship = al_load_bitmap("ship.bmp"); shipH = al_get_bitmap_height(ship); shipW = al_get_bitmap_width(ship); int shipx = width/2 - shipW/2; int shipy = height/2 - shipH/2; int mx = width/2; int my = height/2; al_set_mouse_xy(display, mx, my); event_queue = al_create_event_queue(); al_register_event_source(event_queue, al_get_mouse_event_source()); al_register_event_source(event_queue, al_get_keyboard_event_source()); //al_hide_mouse_cursor(display); float angle; while(!exit) { ALLEGRO_EVENT ev; al_wait_for_event(event_queue, &ev); if(ev.type == ALLEGRO_EVENT_KEY_UP) { switch(ev.keyboard.keycode) { case ALLEGRO_KEY_ESCAPE: exit = true; break; /*case ALLEGRO_KEY_LEFT: degree -= 10; break; case ALLEGRO_KEY_RIGHT: degree += 10; break;*/ case ALLEGRO_KEY_W: shipy -=10; break; case ALLEGRO_KEY_S: shipy +=10; break; case ALLEGRO_KEY_A: shipx -=10; break; case ALLEGRO_KEY_D: shipx += 10; break; } }else if(ev.type == ALLEGRO_EVENT_MOUSE_AXES) { mx = ev.mouse.x; my = ev.mouse.y; angle = atan2(my - shipy, mx - shipx); } // al_draw_bitmap(ship,shipx, shipy, 0); //al_draw_rotated_bitmap(ship, shipW/2, shipH/2, shipx, shipy, degree * 3.142/180,0); al_draw_rotated_bitmap(ship, shipW/2, shipH/2, shipx, shipy,angle, 0); //I directly placed the angle because the allegro library calculates radians, and if i multiplied it by 180/3. 142 the rotation would go hawire, not would, it actually did. al_flip_display(); al_clear_to_color(al_map_rgb(0,0,0)); } al_destroy_bitmap(ship); al_destroy_event_queue(event_queue); al_destroy_display(display); return 0; } EDIT: This was marked duplicate by a moderator. I'd like to say that this isn't the same as that. I'm a total beginner at game programming, I had a view at that other topic and I had difficulty understanding it. Please understand this, thank you. :/ Also, while I was making a print of what the angle is I got this... Here is a screenshot:http://img34.imageshack.us/img34/7396/fzuq.jpg Which is weird because aren't angles supposed to be 360 degrees only?

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  • Problem: Black screen after resume

    - by Robert
    Problem: Black screen after resume I found the below statement that I provided the link for but, no instructions with it for a person that's new to Ubuntu on what exactly to do to fix the problem. Can someone clarify this for me? Thank you. Ubunu 13.10 AMD A6-3420M APU with Radeon(tm) HD Graphics × 4 64bit Toshiba L775 My computer boots to a black screen, what options do I have to fix it? Typical scenario is "use a laptop docked with lid closed, only the external screen is active, suspend, take the laptop, open it somewhere"... which leads to "no screen active". To debug this problem, check if gnome-settings-daemons is getting a signal that the display configuration has changed, by running xtrace against it, and look for a RRScreenChangeNotify event when resuming the machine. If that signal is being sent, then it indicates a possible bug in g-s-d. Otherwise, it suggests a bug in either X or (more likely) the kernel which is not causing the signal to be emitted to begin with.

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  • How to find and change the screen DPI

    - by Luis Alvarado
    I am trying to find and then change the screen DPI in 12.04 and 12.10 but I can't seem to find any app or config file that can do this. Is there any app or conf file that I can use to change my screen dpi? Note that this is for 12.04+ so the following will not work: How do I change the font DPI settings? How to change the screen DPI in 11.10? Is it possible to change font DPI in 11.04? They are basically changing the font size, not the actual screen DPI

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  • Informing GUI objects about screen size - Designing

    - by Mosquito
    I have a problem with designing classes for my game which I create. In my app, there is: class CGame which contains all the information about game itself, e.g. screen width, screen height, etc. In the main() function I create a pointer to CGame instance. class CGUIObject which includes fields specifying it's position and draw() method, which should know how to draw an object according to screen size. class CGUIManager which is a singleton and it includes a list of CGUIObject's. For each object in a list it just calls draw() method. For clarity's sake, I'll put some simple code: class CGame { int screenWidth; int screenHeight; }; class CGUIObject { CPoint position; void draw(); // this one needs to know what is a screen's width and height }; class CGUIManager // it's a singleton { vector<CGUIObject*> guiObjects; void drawObjects(); }; And the main.cpp: CGame* g; int main() { g = new CGame(); while(1) { CGUIManager::Instance().drawObjects(); } return 0; } Now the problem is, that each CGUIObject needs to know the screen size which is held by CGame, but I find it very dumb to include pointer to CGame instance in every object. Could anyone, please, tell me what would be the best approach to achieve this?

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  • VMware Player and Ubuntu 12.04 - Full Screen

    - by DotNetStudent
    I have installed VMware Player 4.0.2 under Ubuntu 12.04 (Final) and, apart from having to patch the modules, everything went smoothly. However, there's an irritating behavior when toggling full screen mode: toggling full screen (using Virtual Machine Toggle Full Screen or Ctrl + Alt + Return), minimizing the player and maximizing it again changes the resolution of the guest to some strange one and the player gets "nested" between GNOME3's taskbar as every other of Ubuntu's native windows. To switch to full screen again I have to Ctrl + Alt + Return twice. Can anyone please tell me if this is the nromal, expected behavior? Is there any way of "correcting" it? The host operating system is Ubuntu 12.04 (Final) and the guest is Windows 7 (both 64 bits).

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