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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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  • screen flickering

    - by lilicus
    When using some applications (LibreOffice, Chrome) it happens that screen flicker (just for a second, or even less than a second) or screen turns into black and then back to normal again... it all happens very fast (usually when clicking with the mouse)... for example, I was searching something in google chrome and list of possible results appeared - when I double click on the search text area (not list of possible results) screen flicker... or when changing border lines in LibreOffice Calc... I managed to create screen shot while using LibreOffice Calc. I am using Nvidia 313 drivers-updates on Ubuntu 13.04. What could be the problem?

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  • Dual boot 12.04 and W7 - keybaord and screen not responsive

    - by Saariko
    I installed 12.04 using WUBI on a working W7 64bit system. both KB and mouse work perfect during the BIOS boot, and on the bootmgr, I can select Windows 7 or Ubuntu to load. Once I select Ubuntu, the KB and mouse seem to loose their power (light on the mouse and Numlock leds go off) After couple of seconds, the screen gets blurry. The screen pops back at the Ubuntu login screen, the mouse gets activated (light works, as well as mouse pointer is moving) However, the keyboard is not responsive to any click, nor does any icon on the login screen. - Using the mouse, I can't select the virtual keyboard, nor the shutdown icon - like it's not accepting any mouse clicks. The following Q&A didn't answer: Keyboard not responding at login with 12.04 dual boot on toshiba satellite L775 which links to a post on the web I also tried 12.04 - Windows 7 Dual boot - not responding to keyboard in boot menu - that goes beyond the login screen, but still didnt' assist me. It's a wired USB KB The board is an Intel board, and there isn't even a PS/2 connection anymore. Tried moving around the USB's Tried removing the Mouse, and only have the KB. Neither helped.

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  • Getting trayer to work with dual screen setup

    - by Ikke
    I'm using XMonad as my window manager, and want to use trayer as a icon panel for things like nm-applet. The problem was that the panel wouldn't appear on the top of the screen. If I set it to the bottom it just appeared. After a lot of trying, I found out it is because my xorg.conf is setup for dualscreens, and probably the trayer panel is spawned outside my view (I currently have only a single screen, but I switch a lot). After manualy tweaking the xorg.conf file to allow for just one screen, the panel appears on the right spot. These are the things I had to modify: Section "Monitor" Identifier "0-LVDS" Option "VendorName" "ATI Proprietary Driver" Option "ModelName" "Generic Autodetecting Monitor" Option "DPMS" "true" Option "PreferredMode" "1366x768" Option "TargetRefresh" "60" Option "Position" "0 0" # Was 1280 256 Option "Rotate" "normal" Option "Disable" "false" EndSection SubSection "Display" Viewport 0 0 Virtual 1366 768 # Was 2646 2646 Depth 24 EndSubSection The problem is ofcourse that I can't use my dual screen setup anymore. Is there a way to force trayer on the right position even with the dualscreen setup?

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  • JavaFX: Use a Screen with your Scene!

    - by user12610255
    Here's a handy tip for sizing your application. You can use the javafx.stage.Screen class to obtain the width and height of the user's screen, and then use those same dimensions when sizing your scene. The following code modifies default "Hello World" application that appears when you create a new JavaFX project in NetBeans. package screendemo; import javafx.application.Application; import javafx.event.ActionEvent; import javafx.event.EventHandler; import javafx.scene.Group; import javafx.scene.Scene; import javafx.scene.control.Button; import javafx.stage.Stage; import javafx.stage.Screen; import javafx.geometry.Rectangle2D; public class ScreenDemo extends Application { public static void main(String[] args) { Application.launch(args); } @Override public void start(Stage primaryStage) { primaryStage.setTitle("Hello World"); Group root = new Group(); Rectangle2D screenBounds = Screen.getPrimary().getVisualBounds(); Scene scene = new Scene(root, screenBounds.getWidth(), screenBounds.getHeight()); Button btn = new Button(); btn.setLayoutX(100); btn.setLayoutY(80); btn.setText("Hello World"); btn.setOnAction(new EventHandler() { public void handle(ActionEvent event) { System.out.println("Hello World"); } }); root.getChildren().add(btn); primaryStage.setScene(scene); primaryStage.show(); } } Running this program will set the Stage boundaries to visible bounds of the main screen. -- Scott Hommel

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  • Screen gets garbled on some web sites

    - by user10565
    I have a Gateway notebook with graphics card 01:05.0 VGA compatible controller: ATI Technologies Inc RS690M [Radeon X1200 Series] with open source driver Linux version 2.6.32 -28 - generic. No other operating system on the computer. When I am using firefox to browse the web, everything normally works just fine except that when I attempt to access some particular web pages the screen completely messes up going mostly white with various streaks, etc., although I can access other pages of the same site without problems. When I run the cursor over the garbled screen, bits of the image recompose themselves, at least partially, and I can continue to open the applications window, or turn the computer off, or open the terminal, or take screen shots, etc., although all menus are unreadable. Also, when I zoom in on Google Earth the screen completely messes up. At all other times, there are no apparent problems. Any ideas?

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  • Kindle Screen as Informational Display (weather, unread emails, calendar)

    - by coder543
    I'm looking to create a type of homepage for my kindle like you might expect to see upon waking up (though realistically, I plan on using it as a secondary screen throughout the day) whereupon it shows you several things dividing the screen, but not being scrollable. I just want the summary to fill the screen of the web browser. It would show the weather my gmail inbox my calendar for the day maybe some tech news However, as a starting question, how would I go about embedding my gmail inbox into the page? I would love to put m.gmail.com into an iframe restricted to a certain portion of the screen, but I know that won't likely be happening. Any ideas on how to embed an email summary or the calendar? (both served by Google) I've got the weather part working via AccuWeather's embed-able widget. I was inspired by this: http://lifehacker.com/5943867/hack-a-kindle-into-a-weather-display

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  • Monitor screen size and programming ease

    - by rrazd
    I recently heard that a big part in successful/quick debugging and easing the process of programming is to use a big screen. I may be purchasing a new computer in the future and this has me wondering: 1)Is the aforementioned statement actually true or is it a bit of a stretch? 2)Have you noticed that this plays a significant enough part to buy a bigger screen if the bigger screen is significantly more expensive? 3)Is it common for developers to work on 13'' laptop screen as their main (and only) workstation (this is what I currently develop on) or is this actually disadvantageous? This may be subjective but any professional opinions/experiences would be greatly appreciated!

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  • Blue Screen Of Death after Graphics Card Update

    - by John Smith
    I recently installed the game watch dogs After installing it i upgraded the drivers on my graphics card AMD Radion R9 200 series via the catalyst software and since then windows has been crashing on an ad-hoc basis even when sitting idle I have recieved two different sets of errors OXOOOOOOO1 and VIDEO_SCHEDULER_INTERNAL_ERROR I am running windows 8.1 with the driver 14.4 from AMD My PC shouldnt really be having this problem as it is pretty high spec due to my work Any help would be greatly appreciated as it is driving me up the walls a bit [UPDATE 08-06-2014] I have been looking around online and have crashed the PC a few times now trying to recreate the bug I have looked into the event history viewer and gotten the following errors amdacpusrsvc acpusrsvc: IOCTL_ACPKSD_KSD_TO_USR_SVC_SET_FB_APERTURES: FAILED acpusrsvc: GfxMemServiceInitialize: FAILED amdacpusrsvc acpusrsvc: IOCTL_ACPKSD_KSD_TO_USR_SVC_SET_FB_APERTURES: FAILED amdacpusrsvc acpusrsvc: GfxMemServiceInitialize: FAILED I took some advice from the AMD forums to re-install the old drivers to see if they would work. I uninstalled the old ones first and installed directly from the CD I got the warnings below but the driver installed "successfully" The Warnings are amdacpusrsvc acpusrsvc: ConfigureFrameBufferMemory: FAILED. Hopefully this will spark something off for someone Thanks John

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  • force other screen on boot

    - by PaoloFCantoni
    I have a multi-boot Windows 7 (32bit & 64 bit) on my HP Notebook. Unfortunately, the Notebook screen has been trashed (due to daughter dropping it). So I have attached a second screen. On the 64 bit system, after windows has started, the logon screen comes up on the 2nd monitor just fine. On the 32 bit system, the logon screen still comes up on the Notebook monitor and I have to open the lid, and shut it so that it then switches to the attached screen. In both cases the display has been set to only display on the attached screen (ie if I "identify" the attached screen says: '1'). Is there any setting I can use to force the OS to use the attached screen? TIA, Paolo

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  • After logging out of SSH, screen sessions disappear on Arch Linux

    - by Ivan
    On Arch Linux (I'm on a single dedicated server, where my domain name points to only one IP), when I SSH into a user (say, for example, user mc), and then do screen -S test (or -dmS, the resulting issue is the same), run a command, and then detach from it, then exit out of my SSH session, and log back in, the screen session disappears. screen -ls returns No Sockets found in /run/screens/S-mc. The only way I can reattach to my sessions is if I never logged out of my SSH. How do I fix this? I do have read/write access in /run/screens/S-mc I detach from screen sessions with Ctrl-A,D disown -a && exit gives me the same problem shopt huponexit returns "huponexit off" There is no ~/.logout, and ~/.bash_logout is empty, with 3 lines of comments, telling me it's the ~/.bash_logout file ls -l /usr/bin | grep screen returns lrwxrwxrwx 1 root root 12 Oct 31 2012 screen -> screen-4.0.3 -rwsr-xr-x 1 root root 363672 Oct 31 2012 screen-4.0.3

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  • Xinerama creates a panning viewport

    - by iblue
    EDIT: I've created a bug report: https://bugs.freedesktop.org/show_bug.cgi?id=48458 My Setup I have 4 monitors, 1920x1080, which are in portrait mode (rotated left). They are connected to two radeon graphic cards. As usual, a picture says more than a thousand words. The problem Everything works fine, when Xinerama is disabled. But when I enable Xinerama, things get weird. When I move the mouse of the screen and return, the screen contents begin to move with the mouse, only on this monitor. It seems like the virtual display size does not match the real screen size, which activates a panning viewport. Any idea how to stop this? The video I created a video to demonstrate the issue: http://www.youtube.com/watch?v=zq_XHji1P24 xorg.conf This is my xorg.conf: Section "ServerLayout" ##################[ Evilness begins here ]############# Option "Xinerama" "on" # <--- Makes it go b0rked! ##################[ End of all evil ]############# Identifier "BOFH Console of Doom" Screen 0 "Screen-0" 0 0 Screen 1 "Screen-1" RightOf "Screen-0" Screen 2 "Screen-2" RightOf "Screen-1" Screen 3 "Screen-3" RightOf "Screen-2" EndSection Section "ServerFlags" Option "RandR" "false" EndSection Section "Module" Load "dbe" Load "dri" Load "extmod" Load "dri2" Load "record" Load "glx" EndSection Section "Monitor" Identifier "Monitor-0" Option "Rotate" "left" EndSection Section "Monitor" Identifier "Monitor-1" Option "Rotate" "left" EndSection Section "Monitor" Identifier "Monitor-2" Option "Rotate" "left" EndSection Section "Monitor" Identifier "Monitor-3" Option "Rotate" "left" EndSection Section "Device" Identifier "Radeon-0-0" Driver "radeon" BusID "PCI:9:0:0" Option "ZaphodHeads" "DVI-0" Screen 0 EndSection Section "Device" Identifier "Radeon-0-1" Driver "radeon" BusID "PCI:9:0:0" Option "ZaphodHeads" "DVI-1" Screen 1 EndSection Section "Device" Identifier "Radeon-1-0" Driver "radeon" BusID "PCI:4:0:0" Option "ZaphodHeads" "DVI-2" Screen 0 EndSection Section "Device" Identifier "Radeon-1-1" Driver "radeon" BusID "PCI:4:0:0" Option "ZaphodHeads" "DVI-3" Screen 1 EndSection Section "Screen" Identifier "Screen-0" Device "Radeon-0-0" Monitor "Monitor-0" DefaultDepth 24 SubSection "Display" Viewport 0 0 Depth 24 EndSubSection EndSection Section "Screen" Identifier "Screen-1" Device "Radeon-0-1" Monitor "Monitor-1" DefaultDepth 24 SubSection "Display" Viewport 0 0 Depth 24 EndSubSection EndSection Section "Screen" Identifier "Screen-2" Device "Radeon-1-0" Monitor "Monitor-2" DefaultDepth 24 SubSection "Display" Viewport 0 0 Depth 24 EndSubSection EndSection Section "Screen" Identifier "Screen-3" Device "Radeon-1-1" Monitor "Monitor-3" DefaultDepth 24 SubSection "Display" Viewport 0 0 Depth 24 EndSubSection EndSection

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  • After enabling raid0, blue screen of death

    - by thegreyspot
    Hi! Im trying to get a raid0 setup going. I have a 750 gb hdd with the OS on it and two 80gb HDD. For right now, I just want to raid0 on the two 80Gb hdd. When I enable raid in my Bios, Win7 has a BSOD during boot. As far as I understand I need to install raid drivers. However how can I do this? The win7 DVD doesnt seem to have a driver install option. Any suggestions? Thanks EDIT: I saw that there was as seperate setting for the 4th and 5th sata ports. So I pluged in my OS drive into there and left it on IDE. Still didnt work though, am I miss understanding that idealogy?

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  • why Thinkpad T410s intermittent keyboard death?

    - by patrickmdnet
    I have a Thinkpad T410s running Windows 7 64-bit. I have had it for three months. It has the latest BIOS (1.41) and trackpad drivers. In the last week I have started to notice that the keyboard intermittently stops working. Specifically, keystrokes have no effect, including Fn-F12 (shutdown) and Ctrl-Alt-Del. The LED on the capslock key does not turn on or off. Whatever state the lighted keys (e.g. mute) were in remains. The trackpad and trackpoint work properly, and I can close apps and properly shut down the machine. When I attach a USB keyboard it is recognized, but no keys work. If I run the Lenovo keyboard test, all the keys register properly and the caps lock light works again. When I quit the test app, the caps lock light stops working. If I hit Fn-F12 while the keyboard test is running, it goes into hibernation. When the machine comes back from hibernation, once I exit the keyboard test I again cannot do any input on the keyboard. I'm pretty convinced there is a software or driver problem. I never saw this the first three months I had the laptop. I do not recall installing anything recently. I am sure I've received some Windows security updates. I tried using wired networking instead of wireless - no difference. There doesn't appear to be any inciting event; it usually happens when I am working over ssh. I switched from rxvt+ssh to Putty and the problem still occurs. Any ideas?

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  • Windows Home Server is showing signs of death

    - by Guy
    I have a Windows Home Server (HP EX485 MediaSmart Home Server) and it started acting up about 4 weeks ago and a few days ago complained of a corrupt database and would I like to try and recover it? Yes, I would but I ended up losing all backups. I have to reboot it frequently for the client machines to be able to see it. I have 4 hard disks in the computer. I suspect that the primary hard disk is going bad. My first question: How can I confirm if it's going bad or not? I'm thinking about removing the primary disk and replacing it with one of the others and reloading the OS with the server restore disk. I know that I'll lose everything (but I recently did anyway) but is there any other reason why I should not do this?

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  • monitor power and lock screen (Ubuntu Lucid)

    - by xsznix
    Hi, I'm trying to get my screen to turn off whenever I lock my screen. I know that in Power Management, there's an option to turn off the screen after a set amount of time, and I know about xset dpms force off, but the former doesn't allow me to turn off the screen from the logout menu, and the latter only turns the screen off for a short amount of time (1 minute or so. The screen just turns back on by itself). Is there a script I can modify to change what happens when "Lock screen" from the logout menu is selected, or is there a script I can add to the panel to lock the screen and then turn the monitor off (and turning it back on when I shake the mouse or something)? Thanks.

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  • OBJ model loaded in LWJGL has a black area with no texture

    - by gambiting
    I have a problem with loading an .obj file in LWJGL and its textures. The object is a tree(it's a paid model from TurboSquid, so I can't post it here,but here's the link if you want to see how it should look like): http://www.turbosquid.com/FullPreview/Index.cfm/ID/701294 I wrote a custom OBJ loader using the LWJGL tutorial from their wiki. It looks like this: public class OBJLoader { public static Model loadModel(File f) throws FileNotFoundException, IOException { BufferedReader reader = new BufferedReader(new FileReader(f)); Model m = new Model(); String line; Texture currentTexture = null; while((line=reader.readLine()) != null) { if(line.startsWith("v ")) { float x = Float.valueOf(line.split(" ")[1]); float y = Float.valueOf(line.split(" ")[2]); float z = Float.valueOf(line.split(" ")[3]); m.verticies.add(new Vector3f(x,y,z)); }else if(line.startsWith("vn ")) { float x = Float.valueOf(line.split(" ")[1]); float y = Float.valueOf(line.split(" ")[2]); float z = Float.valueOf(line.split(" ")[3]); m.normals.add(new Vector3f(x,y,z)); }else if(line.startsWith("vt ")) { float x = Float.valueOf(line.split(" ")[1]); float y = Float.valueOf(line.split(" ")[2]); m.texVerticies.add(new Vector2f(x,y)); }else if(line.startsWith("f ")) { Vector3f vertexIndicies = new Vector3f(Float.valueOf(line.split(" ")[1].split("/")[0]), Float.valueOf(line.split(" ")[2].split("/")[0]), Float.valueOf(line.split(" ")[3].split("/")[0])); Vector3f textureIndicies = new Vector3f(Float.valueOf(line.split(" ")[1].split("/")[1]), Float.valueOf(line.split(" ")[2].split("/")[1]), Float.valueOf(line.split(" ")[3].split("/")[1])); Vector3f normalIndicies = new Vector3f(Float.valueOf(line.split(" ")[1].split("/")[2]), Float.valueOf(line.split(" ")[2].split("/")[2]), Float.valueOf(line.split(" ")[3].split("/")[2])); m.faces.add(new Face(vertexIndicies,textureIndicies,normalIndicies,currentTexture.getTextureID())); }else if(line.startsWith("g ")) { if(line.length()>2) { String name = line.split(" ")[1]; currentTexture = TextureLoader.getTexture("PNG", ResourceLoader.getResourceAsStream("res/" + name + ".png")); System.out.println(currentTexture.getTextureID()); } } } reader.close(); System.out.println(m.verticies.size() + " verticies"); System.out.println(m.normals.size() + " normals"); System.out.println(m.texVerticies.size() + " texture coordinates"); System.out.println(m.faces.size() + " faces"); return m; } } Then I create a display list for my model using this code: objectDisplayList = GL11.glGenLists(1); GL11.glNewList(objectDisplayList, GL11.GL_COMPILE); Model m = null; try { m = OBJLoader.loadModel(new File("res/untitled4.obj")); } catch (Exception e1) { e1.printStackTrace(); } int currentTexture=0; for(Face face: m.faces) { if(face.texture!=currentTexture) { currentTexture = face.texture; GL11.glBindTexture(GL11.GL_TEXTURE_2D, currentTexture); } GL11.glColor3f(1f, 1f, 1f); GL11.glBegin(GL11.GL_TRIANGLES); Vector3f n1 = m.normals.get((int) face.normal.x - 1); GL11.glNormal3f(n1.x, n1.y, n1.z); Vector2f t1 = m.texVerticies.get((int) face.textures.x -1); GL11.glTexCoord2f(t1.x, t1.y); Vector3f v1 = m.verticies.get((int) face.vertex.x - 1); GL11.glVertex3f(v1.x, v1.y, v1.z); Vector3f n2 = m.normals.get((int) face.normal.y - 1); GL11.glNormal3f(n2.x, n2.y, n2.z); Vector2f t2 = m.texVerticies.get((int) face.textures.y -1); GL11.glTexCoord2f(t2.x, t2.y); Vector3f v2 = m.verticies.get((int) face.vertex.y - 1); GL11.glVertex3f(v2.x, v2.y, v2.z); Vector3f n3 = m.normals.get((int) face.normal.z - 1); GL11.glNormal3f(n3.x, n3.y, n3.z); Vector2f t3 = m.texVerticies.get((int) face.textures.z -1); GL11.glTexCoord2f(t3.x, t3.y); Vector3f v3 = m.verticies.get((int) face.vertex.z - 1); GL11.glVertex3f(v3.x, v3.y, v3.z); GL11.glEnd(); } GL11.glEndList(); The currentTexture is an int - it contains the ID of the currently used texture. So my model looks absolutely fine without textures: (sorry I cannot post hyperlinks since I am a new user) i.imgur.com/VtoK0.png But look what happens if I enable GL_TEXTURE_2D: i.imgur.com/z8Kli.png i.imgur.com/5e9nn.png i.imgur.com/FAHM9.png As you can see an entire side of the tree appears to be missing - and it's not transparent, since it's not in the colour of the background - it's rendered black. It's not a problem with the model - if I load it using Kanji's OBJ loader it works fine(but the thing is,that I need to write my own OBJ loader) i.imgur.com/YDATo.png this is my OpenGL init section: //init display try { Display.setDisplayMode(new DisplayMode(Support.SCREEN_WIDTH, Support.SCREEN_HEIGHT)); Display.create(); Display.setVSyncEnabled(true); } catch (LWJGLException e) { e.printStackTrace(); System.exit(0); } GL11.glLoadIdentity(); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glClearColor(1.0f, 0.0f, 0.0f, 1.0f); GL11.glShadeModel(GL11.GL_SMOOTH); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glDepthFunc(GL11.GL_LESS); GL11.glDepthMask(true); GL11.glEnable(GL11.GL_NORMALIZE); GL11.glMatrixMode(GL11.GL_PROJECTION); GLU.gluPerspective (90.0f,800f/600f, 1f, 500.0f); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glEnable(GL11.GL_CULL_FACE); GL11.glCullFace(GL11.GL_BACK); //enable lighting GL11.glEnable(GL11.GL_LIGHTING); ByteBuffer temp = ByteBuffer.allocateDirect(16); temp.order(ByteOrder.nativeOrder()); GL11.glMaterial(GL11.GL_FRONT, GL11.GL_DIFFUSE, (FloatBuffer)temp.asFloatBuffer().put(lightDiffuse).flip()); GL11.glMaterialf(GL11.GL_FRONT, GL11.GL_SHININESS,(int)material_shinyness); GL11.glLight(GL11.GL_LIGHT2, GL11.GL_DIFFUSE, (FloatBuffer)temp.asFloatBuffer().put(lightDiffuse2).flip()); // Setup The Diffuse Light GL11.glLight(GL11.GL_LIGHT2, GL11.GL_POSITION,(FloatBuffer)temp.asFloatBuffer().put(lightPosition2).flip()); GL11.glLight(GL11.GL_LIGHT2, GL11.GL_AMBIENT,(FloatBuffer)temp.asFloatBuffer().put(lightAmbient).flip()); GL11.glLight(GL11.GL_LIGHT2, GL11.GL_SPECULAR,(FloatBuffer)temp.asFloatBuffer().put(lightDiffuse2).flip()); GL11.glLightf(GL11.GL_LIGHT2, GL11.GL_CONSTANT_ATTENUATION, 0.1f); GL11.glLightf(GL11.GL_LIGHT2, GL11.GL_LINEAR_ATTENUATION, 0.0f); GL11.glLightf(GL11.GL_LIGHT2, GL11.GL_QUADRATIC_ATTENUATION, 0.0f); GL11.glEnable(GL11.GL_LIGHT2); Could somebody please help me?

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  • Is there a PROPRIETARY driver (NVIDIA or ATI) that actually works with 12.10?

    - by DS13
    NOTE: I see many similar topics on this, but I've tried all their suggestions, and nothing has worked. THE MAIN DIFFERENCE SEEMS TO BE: I always get a black screen with a blinking cursor, while others seem to get through the boot-up and see distorted graphics or just their wallpaper. ISSUE: I do a clean install of Ubuntu 12.10. Boots fine with the “nouveau” graphics driver – graphics (even just menus) are very slow, choppy, and distorted. The three other driver options in Ubuntu (official NVIDIA drivers), all result in a variation of the black screen on boot up. There will be NO access to a command line/GUI in anyway what-so-ever (tried every option recommended out there, but the system is unusable at this stage). I can only reinstall, and try different drivers…and I only ever get one shot at it. QUESTIONS: -Does anyone know of a PROPRIETARY driver that will actually work on 12.10 with a NVIDIA or ATI card? -Should I just buy a newer graphics card to put in as a replacement? MORE INFO: This is my second computer, and I’m just trying to get a working install of Ubuntu on it. I don’t want to put much money into it, as I have seen Ubuntu run great on much older/less capable machines. I’ve got a decent'ish Core2Duo Intel processor (2.13Ghz), 2GB of RAM, 320GB hard drive, 32-bit architecture, and there is no other O/S installed. It appears as if the graphics card (NVIDIA Geforce 7350 LE) is holding me back. TRIED SO FAR: -all drivers available in Ubuntu *all fail -manual install of some different NVIDIA drivers *all fail -also tried installing the generic kernel, Nvidia driver doesn't work in 12.10 *no difference -tried installing 12.04 *same results -every method suggested to at least get a command line after switching to a NVIDIA driver *all fail -UPDATE- Re-tried everything above with a new NVIDIA Geforce 210...same results for everything. -UPDATE #2- Re-tried everything above with a new AMD Radeon HD 6450...installed the proprietary driver from Ubuntu's "Software Sources" menu...EVERYTHING NOW WORKS. See "answer" below for summary.

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  • OpenGL directional light creating black spots

    - by AnonymousDeveloper
    I probably ought to start by saying that I suspect the problem is that one of my vectors is not in the correct "space", but I don't know for sure. I am having a strange problem with a directional light. When I move the camera away from (0.0, 0.0, 0.0) it creates tiny black spots that grow larger as the distance increases. I apologize ahead of time for the length of the code. Vertex shader: #version 410 core in vec3 vf_normal; in vec3 vf_bitangent; in vec3 vf_tangent; in vec2 vf_textureCoordinates; in vec3 vf_vertex; out vec3 tc_normal; out vec3 tc_bitangent; out vec3 tc_tangent; out vec2 tc_textureCoordinates; out vec3 tc_vertex; uniform mat3 vf_m_normal; uniform mat4 vf_m_model; uniform mat4 vf_m_mvp; uniform mat4 vf_m_projection; uniform mat4 vf_m_view; uniform float vf_te_inner; uniform float vf_te_outer; void main() { tc_normal = vf_normal; tc_bitangent = vf_bitangent; tc_tangent = vf_tangent; tc_textureCoordinates = vf_textureCoordinates; tc_vertex = vf_vertex; gl_Position = vf_m_mvp * vec4(vf_vertex, 1.0); } Tessellation Control shader: #version 410 core layout (vertices = 3) out; in vec3 tc_normal[]; in vec3 tc_bitangent[]; in vec3 tc_tangent[]; in vec2 tc_textureCoordinates[]; in vec3 tc_vertex[]; out vec3 te_normal[]; out vec3 te_bitangent[]; out vec3 te_tangent[]; out vec2 te_textureCoordinates[]; out vec3 te_vertex[]; uniform float vf_te_inner; uniform float vf_te_outer; uniform vec4 vf_l_color; uniform vec3 vf_l_position; uniform mat4 vf_m_depthBias; uniform mat4 vf_m_model; uniform mat4 vf_m_mvp; uniform mat4 vf_m_projection; uniform mat4 vf_m_view; uniform sampler2D vf_t_diffuse; uniform sampler2D vf_t_normal; uniform sampler2DShadow vf_t_shadow; uniform sampler2D vf_t_specular; #define ID gl_InvocationID float getTessLevelInner(float distance0, float distance1) { float avgDistance = (distance0 + distance1) / 2.0; return clamp((vf_te_inner - avgDistance), 1.0, vf_te_inner); } float getTessLevelOuter(float distance0, float distance1) { float avgDistance = (distance0 + distance1) / 2.0; return clamp((vf_te_outer - avgDistance), 1.0, vf_te_outer); } void main() { te_normal[gl_InvocationID] = tc_normal[gl_InvocationID]; te_bitangent[gl_InvocationID] = tc_bitangent[gl_InvocationID]; te_tangent[gl_InvocationID] = tc_tangent[gl_InvocationID]; te_textureCoordinates[gl_InvocationID] = tc_textureCoordinates[gl_InvocationID]; te_vertex[gl_InvocationID] = tc_vertex[gl_InvocationID]; float eyeToVertexDistance0 = distance(vec3(0.0), vec4(vf_m_view * vec4(tc_vertex[0], 1.0)).xyz); float eyeToVertexDistance1 = distance(vec3(0.0), vec4(vf_m_view * vec4(tc_vertex[1], 1.0)).xyz); float eyeToVertexDistance2 = distance(vec3(0.0), vec4(vf_m_view * vec4(tc_vertex[2], 1.0)).xyz); gl_TessLevelOuter[0] = getTessLevelOuter(eyeToVertexDistance1, eyeToVertexDistance2); gl_TessLevelOuter[1] = getTessLevelOuter(eyeToVertexDistance2, eyeToVertexDistance0); gl_TessLevelOuter[2] = getTessLevelOuter(eyeToVertexDistance0, eyeToVertexDistance1); gl_TessLevelInner[0] = getTessLevelInner(eyeToVertexDistance2, eyeToVertexDistance0); } Tessellation Evaluation shader: #version 410 core layout (triangles, equal_spacing, cw) in; in vec3 te_normal[]; in vec3 te_bitangent[]; in vec3 te_tangent[]; in vec2 te_textureCoordinates[]; in vec3 te_vertex[]; out vec3 g_normal; out vec3 g_bitangent; out vec4 g_patchDistance; out vec3 g_tangent; out vec2 g_textureCoordinates; out vec3 g_vertex; uniform float vf_te_inner; uniform float vf_te_outer; uniform vec4 vf_l_color; uniform vec3 vf_l_position; uniform mat4 vf_m_depthBias; uniform mat4 vf_m_model; uniform mat4 vf_m_mvp; uniform mat3 vf_m_normal; uniform mat4 vf_m_projection; uniform mat4 vf_m_view; uniform sampler2D vf_t_diffuse; uniform sampler2D vf_t_displace; uniform sampler2D vf_t_normal; uniform sampler2DShadow vf_t_shadow; uniform sampler2D vf_t_specular; vec2 interpolate2D(vec2 v0, vec2 v1, vec2 v2) { return vec2(gl_TessCoord.x) * v0 + vec2(gl_TessCoord.y) * v1 + vec2(gl_TessCoord.z) * v2; } vec3 interpolate3D(vec3 v0, vec3 v1, vec3 v2) { return vec3(gl_TessCoord.x) * v0 + vec3(gl_TessCoord.y) * v1 + vec3(gl_TessCoord.z) * v2; } float amplify(float d, float scale, float offset) { d = scale * d + offset; d = clamp(d, 0, 1); d = 1 - exp2(-2*d*d); return d; } float getDisplacement(vec2 t0, vec2 t1, vec2 t2) { float displacement = 0.0; vec2 textureCoordinates = interpolate2D(t0, t1, t2); vec2 vector = ((t0 + t1 + t2) / 3.0); float sampleDistance = sqrt((vector.x * vector.x) + (vector.y * vector.y)); sampleDistance /= ((vf_te_inner + vf_te_outer) / 2.0); displacement += texture(vf_t_displace, textureCoordinates).x; displacement += texture(vf_t_displace, textureCoordinates + vec2(-sampleDistance, -sampleDistance)).x; displacement += texture(vf_t_displace, textureCoordinates + vec2(-sampleDistance, sampleDistance)).x; displacement += texture(vf_t_displace, textureCoordinates + vec2( sampleDistance, sampleDistance)).x; displacement += texture(vf_t_displace, textureCoordinates + vec2( sampleDistance, -sampleDistance)).x; return (displacement / 5.0); } void main() { g_normal = normalize(interpolate3D(te_normal[0], te_normal[1], te_normal[2])); g_bitangent = normalize(interpolate3D(te_bitangent[0], te_bitangent[1], te_bitangent[2])); g_patchDistance = vec4(gl_TessCoord, (1.0 - gl_TessCoord.y)); g_tangent = normalize(interpolate3D(te_tangent[0], te_tangent[1], te_tangent[2])); g_textureCoordinates = interpolate2D(te_textureCoordinates[0], te_textureCoordinates[1], te_textureCoordinates[2]); g_vertex = interpolate3D(te_vertex[0], te_vertex[1], te_vertex[2]); float displacement = getDisplacement(te_textureCoordinates[0], te_textureCoordinates[1], te_textureCoordinates[2]); float d2 = min(min(min(g_patchDistance.x, g_patchDistance.y), g_patchDistance.z), g_patchDistance.w); d2 = amplify(d2, 50, -0.5); g_vertex += g_normal * displacement * 0.1 * d2; gl_Position = vf_m_mvp * vec4(g_vertex, 1.0); } Geometry shader: #version 410 core layout (triangles) in; layout (triangle_strip, max_vertices = 3) out; in vec3 g_normal[3]; in vec3 g_bitangent[3]; in vec4 g_patchDistance[3]; in vec3 g_tangent[3]; in vec2 g_textureCoordinates[3]; in vec3 g_vertex[3]; out vec3 f_tangent; out vec3 f_bitangent; out vec3 f_eyeDirection; out vec3 f_lightDirection; out vec3 f_normal; out vec4 f_patchDistance; out vec4 f_shadowCoordinates; out vec2 f_textureCoordinates; out vec3 f_vertex; uniform vec4 vf_l_color; uniform vec3 vf_l_position; uniform mat4 vf_m_depthBias; uniform mat4 vf_m_model; uniform mat4 vf_m_mvp; uniform mat3 vf_m_normal; uniform mat4 vf_m_projection; uniform mat4 vf_m_view; uniform sampler2D vf_t_diffuse; uniform sampler2D vf_t_normal; uniform sampler2DShadow vf_t_shadow; uniform sampler2D vf_t_specular; void main() { int index = 0; while (index < 3) { vec3 vertexNormal_cameraspace = vf_m_normal * normalize(g_normal[index]); vec3 vertexTangent_cameraspace = vf_m_normal * normalize(f_tangent); vec3 vertexBitangent_cameraspace = vf_m_normal * normalize(f_bitangent); mat3 TBN = transpose(mat3( vertexTangent_cameraspace, vertexBitangent_cameraspace, vertexNormal_cameraspace )); vec3 eyeDirection = -(vf_m_view * vf_m_model * vec4(g_vertex[index], 1.0)).xyz; vec3 lightDirection = normalize(-(vf_m_view * vec4(vf_l_position, 1.0)).xyz); f_eyeDirection = TBN * eyeDirection; f_lightDirection = TBN * lightDirection; f_normal = normalize(g_normal[index]); f_patchDistance = g_patchDistance[index]; f_shadowCoordinates = vf_m_depthBias * vec4(g_vertex[index], 1.0); f_textureCoordinates = g_textureCoordinates[index]; f_vertex = (vf_m_model * vec4(g_vertex[index], 1.0)).xyz; gl_Position = gl_in[index].gl_Position; EmitVertex(); index ++; } EndPrimitive(); } Fragment shader: #version 410 core in vec3 f_bitangent; in vec3 f_eyeDirection; in vec3 f_lightDirection; in vec3 f_normal; in vec4 f_patchDistance; in vec4 f_shadowCoordinates; in vec3 f_tangent; in vec2 f_textureCoordinates; in vec3 f_vertex; out vec4 fragColor; uniform vec4 vf_l_color; uniform vec3 vf_l_position; uniform mat4 vf_m_depthBias; uniform mat4 vf_m_model; uniform mat4 vf_m_mvp; uniform mat4 vf_m_projection; uniform mat4 vf_m_view; uniform sampler2D vf_t_diffuse; uniform sampler2D vf_t_normal; uniform sampler2DShadow vf_t_shadow; uniform sampler2D vf_t_specular; vec2 poissonDisk[16] = vec2[]( vec2(-0.94201624, -0.39906216), vec2( 0.94558609, -0.76890725), vec2(-0.09418410, -0.92938870), vec2( 0.34495938, 0.29387760), vec2(-0.91588581, 0.45771432), vec2(-0.81544232, -0.87912464), vec2(-0.38277543, 0.27676845), vec2( 0.97484398, 0.75648379), vec2( 0.44323325, -0.97511554), vec2( 0.53742981, -0.47373420), vec2(-0.26496911, -0.41893023), vec2( 0.79197514, 0.19090188), vec2(-0.24188840, 0.99706507), vec2(-0.81409955, 0.91437590), vec2( 0.19984126, 0.78641367), vec2( 0.14383161, -0.14100790) ); float random(vec3 seed, int i) { vec4 seed4 = vec4(seed,i); float dot_product = dot(seed4, vec4(12.9898, 78.233, 45.164, 94.673)); return fract(sin(dot_product) * 43758.5453); } float amplify(float d, float scale, float offset) { d = scale * d + offset; d = clamp(d, 0, 1); d = 1 - exp2(-2.0 * d * d); return d; } void main() { vec3 lightColor = vf_l_color.xyz; float lightPower = vf_l_color.w; vec3 materialDiffuseColor = texture(vf_t_diffuse, f_textureCoordinates).xyz; vec3 materialAmbientColor = vec3(0.1, 0.1, 0.1) * materialDiffuseColor; vec3 materialSpecularColor = texture(vf_t_specular, f_textureCoordinates).xyz; vec3 n = normalize(texture(vf_t_normal, f_textureCoordinates).rgb * 2.0 - 1.0); vec3 l = normalize(f_lightDirection); float cosTheta = clamp(dot(n, l), 0.0, 1.0); vec3 E = normalize(f_eyeDirection); vec3 R = reflect(-l, n); float cosAlpha = clamp(dot(E, R), 0.0, 1.0); float visibility = 1.0; float bias = 0.005 * tan(acos(cosTheta)); bias = clamp(bias, 0.0, 0.01); for (int i = 0; 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Before moving the camera: Moving the camera just a little. Moving it to the center of the scene.

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