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  • Getting Started with 2d Game Dev (C++): DirectX or OpenGL?

    - by Dfowj
    So, i'm a student looking to get my foot in the door of game development and im looking to do something 2D, maybe a tetris/space invaders/something-with-a-little-mouse-interaction clone. I pointed my searches in the direction of C++ and 2d and was eventually lead to DirectX/OpenGL Now as i understand it, all these packages will do for me is draw stuff on a screen. And thats all i really care about at this point. Sound isn't necessary. Input can be handled with stdlib probably. So, for a beginner trying to create a basic game in C++, would you recommend DirectX or OpenGL? Why? What are some key feature differences between the two? Which is more usable?

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  • How to fo fluid dynamics like Where's My Water?

    - by Edgar Miranda
    There is a game on the app store called "Where's My Water" that is really fun and uses fluid dynamics in it's gameplay. You can check out a video of the game play here... http://www.youtube.com/watch?v=UnFFWnwOohk. You use your finger to remove dirt from the screen, and then the water just flows to the new area. Anyone know what engine this was made in and how they where able to get the fluid dynamics in there? I'm using the Corona SDK for mobile development and want to do something similar like this (a game with fluid dynamics).

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  • Les 8 gestes de Windows 8 à connaitre sur le bout des doigts, pour l'utiliser en version tactile. Par Gordon Fowler

    Les 8 gestes de Windows 8 A connaitre sur le bout des doigts pour l'utiliser en version tactile Windows 8. Ses nouveautés. Son Start Screen. Son optimisation pour le tactile? Et ses gestes pas du tout instinctifs dans une utilisation sur tablette si l'on essaye de s'y prendre comme sur Android ou iOS. Je dois vous avouer que je ne suis pas le plus brillant des testeurs. Je veux dire par là qu'il peut m'arriver ? sous les regards moqueurs de certains de mes confrères ? de mettre plusieurs minutes à configurer un compte BBM ou à me demander ou peut bien être ce satané bouton on/off. L'avantage d'être ainsi "limité", c'est que je peux aider ceux qui comme moi ...

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  • Something in the world of Firewall Hosted SSL VPN's

    - by AreYouSerious
    I run a Physical firewall at my residence. Call me paranoid, but I appreciate the added security. I have been working to get the VPN to work properly, but had until today not managed this. I worked with ensuring that the VPN configurations were correct, that the port filters were correct,  I could connect to the Firewall GUI, but never to the VPN. Turns out that in W7, if you add a key, it suddenly works.Computer\HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\SecurityProviders\SCHANNELAdd DWORD(32-bit) - SendExtraRecord --> value 2 and voila, suddenly your presented with the login screen. I won't mention the specific vendor, as they don't have this listed in their fixes... but there are several venders where this is an issue. So, if you are having an issue connecting to an SSL VPN (web vpn) this might just be the solution that you need.

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  • Can't center dialog window above main window when using Glade (Quickly)

    - by Niklas
    I have a dialog opening when I press a button in my application and I want it to center above the application's main window, but I can't find a way to do this. I'm using Quickly (Python) and Glade. In Glade I've tried the following settings: Window Type = Popup Modal = Yes Window Position = Center on Parent But I simply can't get the behaviour I'm after. When using the "Window Type" option "Top level" the dialog opens in the center of the screen. When I use "Window Type" = "Popup" it opens in the very top left corner, with the window controls unaccessible. I know this must be a very basic setting but I've just started developing with GTK and Python so I obviously managed to miss this. Thanks for any advice! :)

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  • Desktop Fun: Heroes of DC Comics Wallpaper Collection

    - by Asian Angel
    DC Comics has a great line-up of super hero characters and we have gathered together some of DC’s finest for you in today’s collection. Give your desktop super powers with our Heroes of DC Comics Wallpaper collection. Note: Click on the picture to see the full-size image—these wallpapers vary in size so you may need to crop, stretch, or place them on a colored background in order to best match them to your screen’s resolution. How to Make and Install an Electric Outlet in a Cabinet or DeskHow To Recover After Your Email Password Is CompromisedHow to Clean Your Filthy Keyboard in the Dishwasher (Without Ruining it)

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  • GameplayScreen does not contain a definition for GraphicsDevice

    - by Dave Voyles
    Long story short: I'm trying to intergrate my game with Microsoft's Game State Management. In doing so I've run into some errors, and the latest one is in the title. I'm not able to display my HUD for the reasons listed above. Previously, I had much of my code in my Game.cs class, but the GSM has a bit of it in Game1, and most of what you have drawn for the main screen in your GameplayScreen class, and that is what is causing confusion on my part. I've created an instance of the GameplayScreen class to be used in the HUD class (as you can see below). Before integrating with the GSM however, I created an instance of my Game class, and all worked fine. It seems that I need to define my graphics device somewhere, but I am not sure of where exactly. I've left some code below to help you understand. public class GameStateManagementGame : Microsoft.Xna.Framework.Game { #region Fields GraphicsDeviceManager graphics; ScreenManager screenManager; // Creates a new intance, which is used in the HUD class public static Game Instance; // By preloading any assets used by UI rendering, we avoid framerate glitches // when they suddenly need to be loaded in the middle of a menu transition. static readonly string[] preloadAssets = { "gradient", }; #endregion #region Initialization /// <summary> /// The main game constructor. /// </summary> public GameStateManagementGame() { Content.RootDirectory = "Content"; graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = 1280; graphics.PreferredBackBufferHeight = 720; graphics.IsFullScreen = false; graphics.ApplyChanges(); // Create the screen manager component. screenManager = new ScreenManager(this); Components.Add(screenManager); // Activate the first screens. screenManager.AddScreen(new BackgroundScreen(), null); //screenManager.AddScreen(new MainMenuScreen(), null); screenManager.AddScreen(new PressStartScreen(), null); } namespace Pong { public class HUD { public void Update(GameTime gameTime) { // Used in the Draw method titleSafeRectangle = new Rectangle (GameplayScreen.Instance.GraphicsDevice.Viewport.TitleSafeArea.X, GameplayScreen.Instance.GraphicsDevice.Viewport.TitleSafeArea.Y, GameplayScreen.Instance.GraphicsDevice.Viewport.TitleSafeArea.Width, GameplayScreen.Instance.GraphicsDevice.Viewport.TitleSafeArea.Height); } } } class GameplayScreen : GameScreen { #region Fields ContentManager content; public static GameStates gamestate; private GraphicsDeviceManager graphics; public int screenWidth; public int screenHeight; private Texture2D backgroundTexture; private SpriteBatch spriteBatch; private Menu menu; private SpriteFont arial; private HUD hud; Animation player; // Creates a new intance, which is used in the HUD class public static GameplayScreen Instance; public GameplayScreen() { TransitionOnTime = TimeSpan.FromSeconds(1.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } protected void Initialize() { lastScored = false; menu = new Menu(); resetTimer = 0; resetTimerInUse = true; ball = new Ball(content, new Vector2(screenWidth, screenHeight)); SetUpMulti(); input = new Input(); hud = new HUD(); // Places the powerup animation inside of the surrounding box // Needs to be cleaned up, instead of using hard pixel values player = new Animation(content.Load<Texture2D>(@"gfx/powerupSpriteSheet"), new Vector2(103, 44), 64, 64, 4, 5); // Used by for the Powerups random = new Random(); vec = new Vector2(100, 50); vec2 = new Vector2(100, 100); promptVec = new Vector2(50, 25); timer = 10000.0f; // Starting value for the cooldown for the powerup timer timerVector = new Vector2(10, 10); //JEP - one time creation of powerup objects playerOnePowerup = new Powerup(); playerOnePowerup.Activated += PowerupActivated; playerOnePowerup.Deactivated += PowerupDeactivated; playerTwoPowerup = new Powerup(); playerTwoPowerup.Activated += PowerupActivated; playerTwoPowerup.Deactivated += PowerupDeactivated; //JEP - moved from events since these only need set once activatedVec = new Vector2(100, 125); deactivatedVec = new Vector2(100, 150); powerupReady = false; }

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  • Pair Programming: Pros and Cons

    - by O.D
    Hi I need some experience reporting from the ones who have done pair programming,i notice that lots of people recommend that but my experience was that at one point its more efficient to set alone, think and then write code than to talk with the other programmer (which can be very annoying to other programmers in the same office), do you agree to this? and if yes can you mention situations where pair programing is less efficient than traditional programing? Actually im more interested in Cons than in Pros, but if its your own experience i would like to read both, the Cons and the Pros. I would like to read what you think about the Programmer who does'nt have the keyboard, what can he do in the meanwhile other than talking about the concept? or checking the code on the screen? Thank you

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  • Ubuntu server 13 hangs on boot

    - by Slava Fomin II
    I formatted my WD30EFRX 3TB SATA HDD as GPT with the following layout: 200 MB FAT32 (BOOTABLE) 50GB EXT4 (Mount point: /) 4 GB SWAP SPACE ~2.9 TB EXT4 (with no mount point) Then i created a Flash USB using Rufus 1.3.3 and the following ISO-image: ubuntu-13.04-server-amd64.iso. I used following configuration to create the USB: GPT partition scheme for UEFI computer FAT32 (16KB) I successfully booted from this USB on my Intel D510MO motherboard in UEFI mode (there were a black and white boot loader menu instead of a colorful GUI) and installed the OS. During the boot loader installation i saw it was grub-efi-amd64 as it must be. After installation i removed the flash drive and tried to boot the system, but just after a BIOS POST it hangs (there is a white blinking cursor at the left top corner of the black screen) and nothing happens. UEFI Mode is enabled in the BIOS configuration and i've updated the BIOS to the latest firmware. What went wrong, how i can confirm that system was installed properly? How can i boot the OS?

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  • Kernel panic: "Machine check: processor context corrupt" after install

    - by Red
    I am new to Linux and I am having issues installing. I have tried multiple versions and all seem to give me the same issue. The LiveCD worked and I used it to install Ubuntu alongside Windows 7. Here's a few screen shots of what I get. I am currently trying to install most the most recent version of Ubuntu. System specs: x58 motherboard 12GB RAM Core i7 processor 2 Nvidia GTX 580 video cards in SLI configuration Thanks in advance and please feel free to simplify your answers as I am pretty new at this.

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  • How to show a minimap in a 3d world

    - by Bubblewrap
    Got a really typical use-case here. I have large map made up of hexagons and at any given time only a small section of the map is visible. To provide an overview of the complete map, i want to show a small 2d representation of the map in a corner of the screen. What is the recommended approach for this in libgdx? Keep in mind the minimap must be updated when the currently visible section changes and when the map is updated. I've found SpriteBatch, but the warning label on it made me think twice: A SpriteBatch is a pretty heavy object so you should only ever have one in your program. I'm not sure i'm supposed to use the one SpriteBatch that i can have on the minimap, and i'm also not sure how to interpret "heavy" in this context. Another thing to possibly keep in mind is that the minimap will probably be part of a larger UI...is there any way to integrate these two?

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  • How can I test different TV display types for my XBLIG game?

    - by Steve Dunn
    The XBLIG submission check-list says to ensure that all important stuff critical to game-play be visible in the 'TitleSafeArea'. I've received a bug report during play-test of my game (Crazy Balloon Lite) that says parts of my scrolling 2D map are only half visible (i.e. chopped at the left of the screen). I've tested my game myself on a 47" TV and also a 19" VGA monitor, both of which look fine. The bug report says the issue occurs on a standard 20" TV. My question is: without buying different sizes of TVs, is there a way to test what my game will look like on different sized displays?

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  • Can't change brightness on Toshiba l755 laptop

    - by albert
    I have a Toshiba l755 laptop, and I installed 12.04 64bit on it. The default brightness of the laptop is set to maximum value, and I can't change it. If I go to Configuration ? Brightness, the brightness doesn't change and neither does pressing the function keys. I tried changing some parameters of grub file, setting GRUB_CMDLINE_LINUX_DEFAULT="quiet splash acpi_osi=Linux acpi_backlight=vendor". When changing the brightness from configuration, the value of /sys/class/backlight/toshiba/brightess changes, but screen remains the same. If I use the key functions, it changes the "actual_brightness" files. I don't know what else can I do, any suggestions?

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  • OSD desktop-clock that does not get in your way?

    - by YSN
    Hello, is there a clock application, that can be placed on your screen like a widget staying always on top but automatically fades away on mouseover enabling you to click through it on items below, (behaves pretty much like the Ubuntu notifications in that sense). I am aware, that there are screenlets and gdesklets widget apps, but those are buggy, look outdated, and do not comply with the criteria listed above. What I have in mind is a clock that is large, (digital), always visible (on top of all other windows), and does not disrupt your work (e.g. you can still click that scroll bar or button if it is just below the clock, since the clock fades away on hovering). A tool called "OSD-Lyrics" that show lyrics for songs and behaves exactly the way I described above. So it should be possible (and even easier) to do the same with a clock. Thanks in advance, YSN

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  • Week in Geek: Malware-Infected Web Sites Doubled Since Last Year

    - by Asian Angel
    This week we learned how to get spelling autocorrect across all applications on a Windows system, “diagnose DSL hang ups, extract media files from PowerPoint presentations, & restrict IE to a single website”, customize the Ubuntu bootloader screen, get smartphone-style word suggestion on Windows systems, learned what character encodings are and how they differ, and more. Photo by Profound Whatever.HTG Explains: What Are Character Encodings and How Do They Differ?How To Make Disposable Sleeves for Your In-Ear MonitorsMacs Don’t Make You Creative! So Why Do Artists Really Love Apple?

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  • Cannot install 14.04 on Dell Inspiron 5447 14

    - by user292121
    I install Ubuntu version 14.04 by use USB stick is a boot devices on DELL Inspiron 5447 14" but it stuck in ubuntu logo. I change to use Linux Mint and it still stuck in the same process is pending in Mint logo. When I change to Linux Mint Compatibility Mode it shown some error meassage. For the stuck screen please see the url below: http://www.image-share.com/upload/2583/266.jpg For the error massage when I try to use Linux Mint can see as below: http://www.image-share.com/ijpg-2583-268.html How can i do next ?

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  • Ubuntu 12.10 AMD/Intel Hybrid Graphics not working

    - by Marian Lux
    On Ubuntu 12.04 my Sony Vaio VPCSE with Intel® HD Graphics 3000 and AMD Radeon™ HD 6630M worked fine with the Catalyst Control Center version 12.6. Also the switching between integrated and discrete graphic card was working. In both cases, I followed this tutorial. But it is not working on Ubuntu 12.10. I tested the tutorial with the Catalyst Control Center from the Ubuntu Software Center, the version 12.8 and version 12.9. Always the same problem: After installation process I am able to boot in the login-screen. But after entering the password for my username, only the background-image appears. Unity seems not to be starting. I am only able to reach the context-menu by right clicking the mouse button. I also tried his fix, but is also does not work for me. Any ideas what to do to fix this problem?

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  • Photo gallery for Blogspot blog

    - by Django Reinhardt
    I don't think this is entirely possible, but here we go: I have a friend who has a Blogspot blog. He has posts with text, posts with videos and posts with photos... and he was wondering if there's any way to turn the posts which are just photos into a thumbnail gallery screen on his blog. So for example, let's say he has 20 photo posts on his blog with the label Skiing Holiday 2009 (horrible example, I know). Is there a way of having a post created for his blog that displays those photos as thumbnails, linking through to their full size versions? I just don't think it's possible, but I'm really hoping someone will be able to offer a solution (or even a place where I could find a solution). Thanks a lot.

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  • Why do I get unknown printer error 0xFA on my EPSON Workforce WF-3540 under Ubuntu 12.10?

    - by potofcoffee
    I recently bought an EPSON Workforce WF-3540, which I'm using under Ubuntu 12.10 with the official driver provided by EPSON. I am often printing batches of about a hundred pages, duplex. When I'm doing this, after about 20 pages, I regularly get an error message on the printer screen, telling me the printer encountered unknown error 0xFA, forcing me to turn the printer off and back on. I talked to EPSON about the problem, but they claim they're not supporting Linux and tell me to ask the Linux community about the problem (and possibly another driver?). So this is what I'm doing here... any ideas? Unfortunately, the documentation does not contain any information pertaining to error code 0xFA and the support hotline wasn't able to give me further information, either. BTW, the problem hasn't happened, so far, when I'm printing smaller batches or not using duplex. Whenever the problem happens, there's a page in the printer that's already been printed on one side, so I'm suspecting the problem's connected with the duplexer.

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  • Unity bar and Menu bar Gone

    - by user121134
    I have a bootable usb stick that has Ubuntu 12.10 on it, so I loaded it onto my computer which is semi old because it was really full and ubuntu is nice software when it works. And all went well until I booted it up the first time and it said that the Compiz thing was missing and I looked that up on the internet and I must have typed 20 different codes into terminal, and nothing seemed to work. Can you please help? I dont know what to do anymore and the only thing I can do it open up terminal because nothing pops up on the screen. Thanks :)

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  • Ubuntu only recognizes one partition from multi partitions SD card

    - by Jay Ngo
    Hello everybody, I split my sd card into 2 partitions. When i use usb-card-reader to read my sd card, only the one partition shows up on the screen, the other doesn't. I have run the command "sudo fdisk -l" and the result is the same, only one partition is recognized. But i do believe both partitions of my sd card work fine, because i still can boot my single-board computer with that sd card and run some programms, which are inside that unreadable partition. How can i access both partitions of my sd card? Does anyone know how to solve this kind of problem? I really appreciate your help.

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  • Can SpriteBatch be used to fill a polygon with a texture?

    - by can poyrazoglu
    I basically need to fill a texture into a polygon using the SpriteBatch. I've done some research but couldn't find anything useful except polygon triangulation method, which works well only with convex polygons (without diving into super math which is definitely not something I'm pretty good at). Are there any solutions for filling in a polygon in a basic way? I of course need something dynamic (I'll have a map editor that you can define polygons, and the game will render them (and collision detection will also use them but that's off topic), basically I can't accept solutions like "pre-calculated" bitmaps or anything like that. I need to draw a polygon with the segments provided, to the screen, using the SpriteBatch.

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  • Texture and Lighting Issue in 3D world

    - by noah
    Im using OpenGL ES 1.1 for iPhone. I'm attempting to implement a skybox in my 3d world and started out by following one of Jeff Lamarches tutorials on creating textures. Heres the tutorial: iphonedevelopment.blogspot.com/2009/05/opengl-es-from-ground-up-part-6_25.html Ive successfully added the image to my 3d world but am not sure why the lighting on the other shapes has changed so much. I want the shapes to be the original color and have the image in the background. Before: https://www.dropbox.com/s/ojmb8793vj514h0/Screen%20Shot%202012-10-01%20at%205.34.44%20PM.png After: https://www.dropbox.com/s/8v6yvur8amgudia/Screen%20Shot%202012-10-01%20at%205.35.31%20PM.png Heres the init OpenGL: - (void)initOpenGLES1 { glShadeModel(GL_SMOOTH); // Enable lighting glEnable(GL_LIGHTING); // Turn the first light on glEnable(GL_LIGHT0); const GLfloat lightAmbient[] = {0.2, 0.2, 0.2, 1.0}; const GLfloat lightDiffuse[] = {0.8, 0.8, 0.8, 1.0}; const GLfloat matAmbient[] = {0.3, 0.3, 0.3, 0.5}; const GLfloat matDiffuse[] = {1.0, 1.0, 1.0, 1.0}; const GLfloat matSpecular[] = {1.0, 1.0, 1.0, 1.0}; const GLfloat lightPosition[] = {0.0, 0.0, 1.0, 0.0}; const GLfloat lightShininess = 100.0; //Configure OpenGL lighting glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, matAmbient); glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, matDiffuse); glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, matSpecular); glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, lightShininess); glLightfv(GL_LIGHT0, GL_AMBIENT, lightAmbient); glLightfv(GL_LIGHT0, GL_DIFFUSE, lightDiffuse); glLightfv(GL_LIGHT0, GL_POSITION, lightPosition); // Define a cutoff angle glLightf(GL_LIGHT0, GL_SPOT_CUTOFF, 40.0); // Set the clear color glClearColor(0, 0, 0, 1.0f); // Projection Matrix config glMatrixMode(GL_PROJECTION); glLoadIdentity(); CGSize layerSize = self.view.layer.frame.size; // Swapped height and width for landscape mode gluPerspective(45.0f, (GLfloat)layerSize.height / (GLfloat)layerSize.width, 0.1f, 750.0f); [self initSkyBox]; // Modelview Matrix config glMatrixMode(GL_MODELVIEW); glLoadIdentity(); // This next line is not really needed as it is the default for OpenGL ES glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_BLEND); // Enable depth testing glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LESS); glDepthMask(GL_TRUE); } Heres the drawSkybox that gets called in the drawFrame method: -(void)drawSkyBox { glDisable(GL_LIGHTING); glDisable(GL_DEPTH_TEST); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_NORMAL_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); static const SSVertex3D vertices[] = { {-1.0, 1.0, -0.0}, { 1.0, 1.0, -0.0}, {-1.0, -1.0, -0.0}, { 1.0, -1.0, -0.0} }; static const SSVertex3D normals[] = { {0.0, 0.0, 1.0}, {0.0, 0.0, 1.0}, {0.0, 0.0, 1.0}, {0.0, 0.0, 1.0} }; static const GLfloat texCoords[] = { 0.0, 0.5, 0.5, 0.5, 0.0, 0.0, 0.5, 0.0 }; glLoadIdentity(); glTranslatef(0.0, 0.0, -3.0); glBindTexture(GL_TEXTURE_2D, texture[0]); glVertexPointer(3, GL_FLOAT, 0, vertices); glNormalPointer(GL_FLOAT, 0, normals); glTexCoordPointer(2, GL_FLOAT, 0, texCoords); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_NORMAL_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glEnable(GL_LIGHTING); glEnable(GL_DEPTH_TEST); } Heres the init Skybox: -(void)initSkyBox { // Turn necessary features on glEnable(GL_TEXTURE_2D); glEnable(GL_BLEND); glBlendFunc(GL_ONE, GL_SRC_COLOR); // Bind the number of textures we need, in this case one. glGenTextures(1, &texture[0]); // create a texture obj, give unique ID glBindTexture(GL_TEXTURE_2D, texture[0]); // load our new texture name into the current texture glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); NSString *path = [[NSBundle mainBundle] pathForResource:@"space" ofType:@"jpg"]; NSData *texData = [[NSData alloc] initWithContentsOfFile:path]; UIImage *image = [[UIImage alloc] initWithData:texData]; GLuint width = CGImageGetWidth(image.CGImage); GLuint height = CGImageGetHeight(image.CGImage); CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB(); void *imageData = malloc( height * width * 4 ); // times 4 because will write one byte for rgb and alpha CGContextRef cgContext = CGBitmapContextCreate( imageData, width, height, 8, 4 * width, colorSpace, kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big ); // Flip the Y-axis CGContextTranslateCTM (cgContext, 0, height); CGContextScaleCTM (cgContext, 1.0, -1.0); CGColorSpaceRelease( colorSpace ); CGContextClearRect( cgContext, CGRectMake( 0, 0, width, height ) ); CGContextDrawImage( cgContext, CGRectMake( 0, 0, width, height ), image.CGImage ); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageData); CGContextRelease(cgContext); free(imageData); [image release]; [texData release]; } Any help is greatly appreciated.

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  • Setting a display's backlight brightness to be lower than is possible via the normal brightness controls

    - by Drew Noakes
    By normal brightness controls I mean the accelerators on my laptop's keyboard that seem to integrate with Unity. In a dark room, my screen is quite bright, even on the lowest setting. Can I override this? I tried setting it explicitly via both: sudo echo 500 > /sys/class/backlight/acpi_video0/actual_brightness sudo echo 500 > /sys/class/backlight/intel_backlight/actual_brightness But I get a permission denied error. When at the lower bounds via my keyboard's brighness controls, acpi_video0/actual_brightness is 0, and intel_backlight/actual_brightness is 729. Can I set the latter value to be even lower?

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  • Hack a Nintendo Zapper into a Real Life Laser Blaster

    - by Jason Fitzpatrick
    Why settle for zapping ducks on the screen when you could be popping balloons and lighting matches on fire? This awesome (but rather dangerous) hack turns an old Nintendo zapper into a legitimate laser gun. Courtesy of the tinkers over at North Street Labs, we’re treated to a Nintendo zapper overhaul that replaces the guts with a powerful 2W blue laser, a battery pack, and a keyed safety switch. Check out the video below to see the laser blaster in action: For more information on the build and a pile of more-than-merited safety warnings, hit up the link below. Nintendo Zapper 2W+ Laser [via Boing Boing] 8 Deadly Commands You Should Never Run on Linux 14 Special Google Searches That Show Instant Answers How To Create a Customized Windows 7 Installation Disc With Integrated Updates

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