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  • nouveu driver logs into unity-2d by default

    - by Ubuntuser
    I have an old system with NVIDIA Corporation NV25 [GeForce4 Ti 4600]. When running Ubuntu , the nouveau driver loads fine but does not log into Unity with compiz. Instead it logs into Unity-2D. Any idea how to enable 3D/ compiz with the nouveau driver. OS: Ubuntu 12.04 Beta2 The nvidia driver is no more available for this graphics card, so have to rely on nouveau. UPDATE: Bug reported on launchpad . See here. There has been no reply as yet to this bug-report - does anyone have any idea how to resolve this? Further information, Also, if I use kubuntu desktop, kwin graphics works just fine. But, the users prefer Unity over KDE so I have uninstalled Kubuntu.

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  • Gnome extensions don't work! I've tried everything!

    - by Nightshaxx
    When I go to https://extensions.gnome.org/, and try to install an extension, it clicks on, but nothing happens to my shell. Then, when I reload the page, the slider has turned off. Here are the things I have tried: I tried Chrome, Firefox, and Opera adding http://extensions.gnome.org to my allow plugin list in google chrome and made sure gnome-intigration is enabled I made a new firefox profile and tried installing it I reset my gnome shell settings (How do I reset GNOME to the defaults?) - this link actually broke my system, as now I can't log in to any desktop environment, the only way I can get to Unity, is by logging in to another desktop environment like cinnimon (which doesn't work) , then immediately logging into unity. Whenever I try to just log into unity or pretty much any other desktop environment, it logs in, but then seems to crash, and log out. Sometimes I even get quick glances of the Unity bar before it crashes I tried-re installing gnome None of these methods worked!! Thank you in advance!!

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  • How to change the default desktop environment?

    - by Kshitiz Sharma
    I wanted to try out different desktop environments so I installed XFCE, KDE, GNOME, etc on top of Unity in Ubuntu 12.04 After a while I decided that I didn't like those other DEs and would stick to Unity. So I changed my default DE to Unity by configuring gdm. > sudo dpkg-reconfigure gdm Now I am able to choose my DE at login time and all of DEs are working properly. But the strange thing is that my boot up screen says 'lubuntu', my login screen is KDE, and my desktop is Unity. How and why is this happening? Why didn't my gdm configuration have any effect? Does login and boot up screen need to be configured separately from the DE? There are other similar questions here but they are not the same as this one. I do not want to remove the other enviroments I'm quite happy with having a list of DEs to select from. I want to know how to set proper defaults.

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  • How to make a iOS plugin for Unity3d

    - by DannoEterno
    I've passed last 2 days reading articles and book for understand how can i make a plugin for iOS in Unity. Basically i need just a demo for understand how it work. For now i've tried to make this process (with really poor luck): I've started a new project in Unity and writed a simple script using UnityEngine; using System.Collections; using System; using System.Runtime.InteropServices; public class CallPlugin : MonoBehaviour { [DllImport ("__Internal")] private static extern int test(); void Start () { Debug.Log(test()); } } Then i've created a project in Xcode with this simple script: extern "C"{ int test() { int che = 5; return che; } } Then i've tried: to put the .mm and .h in the Assets/Plugins/iOS = nothing to build the unity project and than add the .h and .mm in the Xcode project = nothing In Unity i will always get the EntryPointNotFoundException, so unity see the file but is unable to reach the method. The problem is... how?! :) Maybe i miss something or i've done something wrong? Thanks a lot for every help that you can give me :)

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  • Language-independent sources on 2D collision detection [on hold]

    - by Phazyck
    While making a Pong clone with a friend, we had to implement some 2D collision detection. For research purposes, my friend dug up a book called "AdvancED Game Design with Flash" by Rex Van Der Spuy. This book was clearly targeted at implementing 2D collision detection in ActionScript, and I also have some problems with how the concepts are presented, e.g. presenting one method as better than another, without explaining that decision. Can anyone recommend some good material on 2D collision detection? I'd prefer it if it kept the implementation details as language-independent as possible, e.g. by implementing the concepts in pseudo-code. Language-specific materials are not completely unwelcome though, though I'd prefer those to be in either Java, C#, F# or Python or similar languages, as those are the ones I'm most familiar with. :-) Lastly, is there perhaps widely known and used book on collision detection that most people should know about, like a 'the book on 2D collision detection'?

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  • What driver for nVIDIA GeForce MX440?

    - by ubufan
    I have recently installed (clean install) Ubuntu 12.10 on a desktop PC with nVIDIA GeForce MX440 (AGP 8x) and I have problems with Unity. Although I can see the desktop, however i can't see unity bar and icons. So, I decided to install lubuntu-desktop to see the performance. And yes! I choose lubuntu-desktop from Log On screen and the performance is definetely much better and has nothing to do with the aforementioned on unity. The system has native drivers from the Ubuntu installation. I didn't touch anything in xorg configuration. I also remember that I have managed to have the best performance with this graphic card on my previous Ubuntu 9.10 system, by editing some values in /etc/X11/xorg.conf file. But I can't remember that options, because I formatted the / partition! My question is: Which is the most suitable driver for this card, in order to load the unity feature and have better performance on it?

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  • USB packets - receive wrong data

    - by regorianer
    i have a little python script which shows me the packets of an enocean device and does some events depending on the packet type. unfortunately it doesn't work because i'm getting wrong packets. Parts of the python script (used pySerial): Blockquote ser = serial.Serial('/dev/ttyUSB1',57600,bytesize = serial.EIGHTBITS,timeout = 1, parity = serial.PARITY_NONE , rtscts = 0) print 'clearing buffer' s = ser.read(10000) print 'start read' while 1: s = ser.read(1) for character in s: sys.stdout.write(" %s" % character.encode('hex')) print 'end' ser.close() output baudrate 57600: e0 e0 00 e0 00 e0 e0 e0 e0 e0 00 e0 e0 00 00 00 00 00 00 00 e0 e0 e0 00 00 00 00 e0 e0 e0 00 00 e0 e0 e0 e0 e0 00 e0 00 e0 e0 e0 e0 e0 00 e0 e0 00 00 00 00 00 00 e0 e0 e0 00 00 00 00 e0 e0 e0 00 00 e0 e0 e0 output baudrate 9600: a5 5a 0b 05 10 00 00 00 00 15 c4 56 20 6f a5 5a 0b 05 00 00 00 00 00 15 c4 56 20 5f linux terminal baudrate 57600: $stty -F /dev/ttyUSB1 57600 $stty < /dev/ttyUSB1 speed 57600 baud; line = 0; eof = ^A; min = 0; time = 0; -brkint -icrnl -imaxbel -opost -onlcr -isig -icanon -iexten -echo -echoe -echok -echoctl -echoke $while (true) do cat -A /dev/ttyUSB1 ; done myfile $hexdump -C myfile 00000000 4d 2d 60 4d 2d 60 5e 40 4d 2d 60 5e 40 4d 2d 60 |M-M-^@M-^@M-| 00000010 4d 2d 60 4d 2d 60 4d 2d 60 4d 2d 60 5e 40 4d 2d |M-M-M-M-^@M-| 00000020 60 4d 2d 60 5e 40 5e 40 5e 40 5e 40 5e 40 5e 40 |M-^@^@^@^@^@^@| 00000030 5e 40 4d 2d 60 4d 2d 60 4d 2d 60 5e 40 5e 40 5e |^@M-M-M-`^@^@^| 00000040 40 5e 40 4d 2d 60 4d 2d 60 4d 2d 60 |@^@M-M-M-`| 0000004c linux terminal baudrate 9600: $hexdump -C myfile2 00000000 5e 40 5e 55 4d 2d 44 56 30 4d 2d 3f 5e 40 5e 40 |^@^UM-DV0M-?^@^@| 00000010 5e 55 4d 2d 44 56 20 5f |^UM-DV _| 00000018 the specification says: 0x55 sync byte 1st 0xNNNN data length bytes (2 bytes) 0x07 opt length byte 0x01 type byte CRC, data, opt data und nochmal CRC but I'm not getting this packet structure. The output of the python script differs from the one I get via the terminal. I also wrote the python part with C, but the output is the same as with python As the USB receiver a BSC-BoR USB Receiver/Sender is used The EnOcean device is a simple button

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  • The Unity Linux Build Server

    <b>Unity Linux:</b> "The developers at Unity Linux have been working hard on expanding our package repositories. At this point, there are well over 8600 packages for each of the i586 and x86_64 architectures."

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  • Php 2d array as C# 2d array/struct

    - by ile
    I'm using MailChimp's API to subscribe email to a list. Function listsubscribe() is used for email subscription: public static listSubscribe(string apikey, string id, string email_address, array merge_vars, string email_type, boolean double_optin, boolean update_existing, boolean replace_interests, boolean send_welcome) I downloaded MailChimp's official .NET wrapper for their API When looking in Visual Studio, this is one of overloaded functions: listSubscribe(string apikey, string id, string email_address, MCMergeVar[] merges) When I click on definition of MCMergeVar[], this comes out: [XmlRpcMissingMapping(MappingAction.Ignore)] public struct MCMergeVar { public string name; public bool req; [XmlRpcMissingMapping(MappingAction.Error)] public string tag; public string val; } In a php example on MailChimp's website, this is how merges variable is declared: $merge_vars = array('FNAME'=>'Test', 'LNAME'=>'Account', 'INTERESTS'=>''); How to write this array correctly for my C# wrapper? I tried something like this: MCMergeVar[] subMergeVars = new MCMergeVar[1]; subMergeVars["FNAME"] = "Test User"; But it requires an int in place where "FNAME" is now placed, so this doesn't work... Thanks in advance, Ile

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  • Traverse 2D Array (Matrix) Diagonally

    - by jonobr1
    So I found this thread that was extremely helpful in traversing an array diagonally. I'm stuck though on mirroring it. For example: var m = 3; var n = 4; var a = new Array(); var b = 0; for(var i = 0; i < m; i++) { a[i] = new Array(n); for(var j = 0; j < n; j++) { a[i][j] = b; b++; } } for (var i = 0; i < m + n - 1; i++) { var z1 = (i < n) ? 0 : i - n + 1; var z2 = (i < m) ? 0 : i - m + 1; for (var j = i - z2; j >= z1; j--) { console.log(a[j][i - j]); } } Console reads [[0],[4,1],[8,5,2],[9,6,3],[10,7],[11]] I'd like it to read [[8],[4,9],[0,5,10],[1,6,11],[2,7],[3]] Been stumped for awhile, it's like a rubik's cube _<

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  • drawing different quartz 2d

    - by Cosizzle
    Hello, I'm trying to make a small application or demo thats a tab bar application. Each bar item loads in a new view. I've created a quartzView class that is called on by the controller: - (void)viewDidLoad { quartzView *drawingView = [[quartzView alloc] initWithFrame:CGRectMake(0,0,320,480)]; [self.view addSubview:drawingView]; [super viewDidLoad]; } From my understanding, the drawRect method must be triggered in order to render the object and to draw it. This is my quartzView class: #import "quartzView.h" @implementation quartzView #pragma mark shapes // Blue Circle - (void)drawRect:(CGRect)rect { NSLog(@"Trying to draw..."); CGContextRef ctx = UIGraphicsGetCurrentContext(); //get the current context CGContextClearRect(ctx, rect); //clear off the screen //draw a red square CGContextSetRGBFillColor(ctx, 255, 0, 0, 1); CGContextFillRect(ctx, CGRectMake(10, 10, 50, 50)); } // ==================================================================================================== #pragma mark - - (id)initWithFrame:(CGRect)frame { if (self = [super initWithFrame:frame]) { // Initialization code } return self; } - (void)dealloc { [super dealloc]; } @end So how would I go about to say, if the view is view one, draw a square if it's view two draw a circle. And so on.

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  • Freehand drawing with Quartz 2D

    - by qutaibah
    I am trying to develop a simple freehand-drawing app for red-marking some of my images. Below is a method that is called from within the drawRect. I want to ask if there is a way to avoid add the path every time the path is redrawn? Also, the way the draw method is set up, the drawing gets a bit slow and choopy after a few seconds. How can I improve the smoothness of the drawn path? thanks -(void)freehandDraw:(CGContextRef)context inRect:(CGRect)rect { CGPathAddLineToPoint( path, NULL, drawTip.x, drawTip.y); CGContextAddPath( context, path); CGContextStrokePath(context); } // method

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  • How to render a 2d side-scroller

    - by Apoc
    I do not really understand the way I'm suppose to render a side-scroller? How do I know what to render when my character move? What kind of positionning should I use for the characters? I hope my question is clear

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  • daynamic 2d array in c++ and memory leaks

    - by SepiDev
    Hi guys, i wrote this code, it runs ok, but when i check it under Valgrind it catches 2 problems, since i can not interpret valgrind's messages i will appreciate if anyone explain me more and tell me where is the problem!!! here is the code: #include <iostream> #define width 70000 #define height 10000 using namespace std; int main(void) { int** pint; pint = new int*[height]; for(int i = 0; i < height; i++) pint[i] = new int[width]; for(int i = 0; i < height; i++){ delete[] pint[i]; pint[i] = NULL; } delete[] pint; pint = NULL; return 1; }

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  • Objective-C - How to add objects in 2d NSMutableArrays

    - by thary
    Hello, I have this code NSMutableArray *insideArray = [[NSMutableArray alloc] init]; NSMutableArray *outsideArray = [[NSMutableArray alloc] init]; [insideArray addObject:@"Hello 1"]; [insideArray addObject:@"Hello 2"]; [outsideArray addObject:insideArray]; [insideArray removeAllObjects]; [insideArray addObject:@"Hello 3"]; [insideArray addObject:@"Hello 4"]; [outsideArray addObject:insideArray]; The current output is array( ( "Hello 3", "Hello 4" ), ( "Hello 3", "Hello 4" ) ) I need a way to get the output to be array( ( "Hello 1", "Hello 2" ), ( "Hello 3", "Hello 4" ) ) Does anyone have a solution or could see where i've gone wrong? Thanks

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  • Quartz 2D: draw from a CGContext to another CGContext

    - by alexey
    I have a CGBitmapContext (bitmapContext) and I would like to draw some rectangle part (rect) of it to the current CGContext (context). Right now I do that way: CGContextRef context = UIGraphicsGetCurrentContext(); CGImageRef cgImage = CGBitmapContextCreateImage(bitmapContext); CGContextClipToRect(context, rect); CGContextDrawImage(context, CGRectMake(0, 0, width, height), cgImage); CGImageRelease(cgImage); Is it optimal? What is the best way to do it?

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  • Does MS PnP Unity Scan for Assemblies Like StructureMap?

    - by rasx
    In Using StructureMap 2.5 to scan all assemblies in a folder, we can see that StructureMap uses AssembliesFromPath() to explicitly look for types to resolve. What is the equivalent of this in Microsoft Unity? Because Unity is such a generic term, searching for documents about this online is not that easy. Update: Unity has something called an Assembly Matching Rule but its description does not communicate to me that it scans folders.

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  • How to create a 2D map in Java?

    - by Roman
    I would like to have a mapping which maps two string into one string. For example: map["MainServer","Status"] return "active". What is the best way to do it in Java. Should I use HashMap which include another HashMap as its elements?

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  • How to determine visibility in 2D

    - by Jack
    Hello, I'm developing an AI sandbox and I would like to calculate what every living entity can see. The rule is to simply hide what's behind the edges of the shapes from the point of view of the entity. The image clarifies everything: I need it either as an input to the artificial intelligence either graphically, to show it for a specific entity while it moves.. Any cool ideas?

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  • 2D polygon triangulation

    - by logank9
    The code below is my attempt at triangulation. It outputs the wrong angles (it read a square's angles as 90, 90. 90, 176) and draws the wrong shapes. What am I doing wrong? //use earclipping to generate a list of triangles to draw std::vector<vec> calcTriDraw(std::vector<vec> poly) { std::vector<double> polyAngles; //get angles for(unsigned int i = 0;i < poly.size();i++) { int p1 = i - 1; int p2 = i; int p3 = i + 1; if(p3 > int(poly.size())) p3 -= poly.size(); if(p1 < 0) p1 += poly.size(); //get the angle from 3 points double dx, dy; dx = poly[p2].x - poly[p1].x; dy = poly[p2].y - poly[p1].y; double a = atan2(dy,dx); dx = poly[p3].x - poly[p2].x; dy = poly[p3].y - poly[p2].y; double b = atan2(dy,dx); polyAngles.push_back((a-b)*180/PI); } std::vector<vec> triList; for(unsigned int i = 0;i < poly.size() && poly.size() > 2;i++) { int p1 = i - 1; int p2 = i; int p3 = i + 1; if(p3 > int(poly.size())) p3 -= poly.size(); if(p1 < 0) p1 += poly.size(); if(polyAngles[p2] >= 180) { continue; } else { triList.push_back(poly[p1]); triList.push_back(poly[p2]); triList.push_back(poly[p3]); poly.erase(poly.begin()+p2); std::vector<vec> add = calcTriDraw(poly); triList.insert(triList.end(), add.begin(), add.end()); break; } } return triList; }

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  • OpenGL 2D Texture Mapping problem.

    - by gutsblow
    Hi there, I am relatively new to OpenGL and I am having some issues when I am rendering an image as a texture for a QUAD which is as the same size of the image. Here is my code. I would be very grateful if someone helps me to solve this problem. The image appears way smaller and is squished. (BTW, the image dimensions are 500x375). glGenTextures( 1, &S_GLator_InputFrameTextureIDSu ); glBindTexture(GL_TEXTURE_2D, S_GLator_InputFrameTextureIDSu); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); glTexImage2D( GL_TEXTURE_2D, 0, 4, S_GLator_EffectCommonData.mRenderBufferWidthSu, S_GLator_EffectCommonData.mRenderBufferHeightSu, 0, GL_RGBA, GL_UNSIGNED_BYTE, dataP); glBindTexture(GL_TEXTURE_2D, S_GLator_InputFrameTextureIDSu); glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, S_GLator_EffectCommonData.mRenderBufferWidthSu, S_GLator_EffectCommonData.mRenderBufferHeightSu, GL_RGBA, GL_UNSIGNED_BYTE, bufferP); //set the matrix modes glMatrixMode( GL_PROJECTION ); glLoadIdentity(); //gluPerspective( 45.0, (GLdouble)widthL / heightL, 0.1, 100.0 ); glOrtho (0, 1, 0, 1, -1, 1); // Set up the frame-buffer object just like a window. glViewport( 0, 0, widthL, heightL ); glDisable(GL_DEPTH_TEST); glClearColor( 0.0f, 0.0f, 0.0f, 0.0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); glMatrixMode( GL_MODELVIEW ); glLoadIdentity(); glBindTexture( GL_TEXTURE_2D, S_GLator_InputFrameTextureIDSu ); //Render the geometry to the frame-buffer object glBegin(GL_QUADS); //input frame glColor4f(1.f,1.f,1.f,1.f); glTexCoord2f(0.0f,0.0f); glVertex3f(0.f ,0.f ,0.0f); glTexCoord2f(1.0f,0.0f); glVertex3f(1.f ,0.f,0.0f); glTexCoord2f(1.0f,1.f); glVertex3f(1.f ,1.f,0.0f); glTexCoord2f(0.0f,1.f); glVertex3f(0.f ,1.f,0.0f); glEnd();

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