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  • Mac mini 2012 graphic upgrade for UE4 Unity3D Blender

    - by DaCrAn
    I have a mac mini (late 2012) i7, 16gb ram Vengeance graphic card intel HD4000. I buy recently a thunderbolt expansion PCIE whit support a graphic card PCIE 2.0 16x whit space for Full leght card. I have dubts about what graphic card gona give me the best results for using the Unreal Engine 4 UE4 or Unity3D, and Blender. My badget cover a Nvidia Quadro K4000 3gb or ATI Firepro W7000 4gb. Any recomendation? What professional graphic card can be better for design games in 3D? Thanks. DaCrAn

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  • Tangent basis calculation problem

    - by Kirill Daybov
    I have the problem with seams with calculating a tangent basis in my application. I'm using a seems to be right algorithm, but it gives wrong result on the seams. What am I doing wrong? Is there a problem with an algorithm, or with the model? The designer says that our models with our normal maps are rendered correctly in Xoliul Shader Plugin in 3Ds Max, so there should be a way to calculate correct tangent basis programmatically. Here's an example of the problem I'm talking about. Steps, I've already taken: - Tried different algorithm (from Gamasutra, I can't post the link because I don't have enough reputation yet). I got wrong, much worse, results; - Tried to average basis vectors for vertexes are used in multiple faces; - Tried to average basis vectors for vertexes that have same world coordinates (this would be obviously wrong solution, but I've tried it anyway).

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  • How do I install the latest Mesa release?

    - by Nickolai Leschov
    Which is the preferred way to install the latest stable version of Mesa on Ubuntu? I believe that would be a PPA, but not the bleeding-edge one like xorg-edgers. I would like to see a PPA that contains the latest stable release. Right now 10.3 has reached Release Candidate stage and development branched to 10.4, so the latest stable version is 10.2. Soon 10.3 will become the latest stable version and I'd like a PPA that would follow that. For comparison, xorg-edgers contains 10.3.0~git20140821 and oibaf has 10.4~git1408211930.

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  • Sprites rendering blurry with velocity

    - by ashes999
    After adding velocity to my game, I feel like my textures are twitching. I thought it was just my eyes, until I finally captured it in a screenshot: The one on the left is what renders in my game; the one on the right is the original sprite, pasted over. (This is a screenshot from Photoshop, zoomed in 6x.) Notice the edges are aliasing -- it looks almost like sub-pixel rendering. In fact, if I had not forced my sprites (which have position and velocity as ints) to draw using integer values, I would swear that MonoGame is drawing with floating point values. But it isn't. What could be the cause of these things appearing blurry? It doesn't happen without velocity applied. To be precise, my SpriteComponent class has a Vector2 Position field. When I call Draw, I essentially use new Vector2((int)Math.Round(this.Position.X), (int)Math.Round(this.Position.Y)) for the position. I had a bug before where even stationary objects would jitter -- that was due to me using the straight Position vector and not rounding the values to ints. If I use Floor/Ceiling instead of round, the sprite sinks/hovers (one pixel difference either way) but still draws blurry.

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  • Any really decent way to get three monitors?

    - by JohnCC
    What satisfactory solutions are there to achieve three monitors on Ubuntu? I know some ATI cards (Eyefinity) can support 3 monitors from a single card, but I don't know how well this is supported under Linux and besides, I've never had much luck with ATI on Linux. The alternative is to try two cards, but there seem to be problems there too. It looks to me like xrandr cannot support 2 GPUs. I believe you'll end up with two separate "Screens" across which you cannot move applications or windows, unless you enable Xinerama which as I understand it disables some acceleration and probably compositing too. I've found so much conflicting information on this online, I'm really confused. Please advise!

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  • Problem with graphic Ubuntu 12.04 (not sure if it's because of the graphic driver)

    - by Duy Nguyen
    Ubuntu 12.04 was functioning properly . Then after an update, some graphic elements stop working properly. I could not launch programs that has 3D elements. Work space switcher's window displays 2D window instead of a 3D like usual. In Details menu, the Graphic row is blank. I am using Intel GMA 4500MHD graphic card. I am guessing that the driver is not properly installed? Anyone has the same issue? Please help!

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  • Move projectile in direction the gun is facing

    - by Manderin87
    I am attempting to have a projectile follow the direction a gun is facing. When using the following code I am unable to make the projectile go in the right direction. float speed = .5f; float dX = (float) -Math.cos(Math.toRadians(degree)) * speed; float dY = (float) Math.sin(Math.toRadians(degree)) * speed; Can anyone tell me what I am doing wrong? The degree is the direction the gun is facing in degree's.

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  • Rendering oily/polluted water?

    - by Fraser
    Any shader wizards out there have an idea of how to achieve an oily/polluted water effect, similar to this: Ideally, the water would not be uniformly oily, but instead the oil could be generated from some source (such as a polluting drain from a chemical plant) and then diffuse throughout the water body. My thought for this part would be to keep an "oil map" as a 2D texture that determines the density of oil at each point on the water surface. It would diffuse and move naturally with the water vel;ocity at that point (I have a wave-particle simulation for dynamic waves, and am already doing something similar for foam on the water surface). However, I'm not sure how physically correct that would be, since oil might not move at the same velocity as the water. And I have no idea how to make all those trippy colors :-). Thoughts?

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  • What's the best way to generate an NPC's face using web technologies?

    - by Vael Victus
    I'm in the process of creating a web app. I have many randomly-generated non-player characters in a database. I can pull a lot of information about them - their height, weight, down to eye color, hair color, and hair style. For this, I am solely interested in generating a graphical representation of the face. Currently the information is displayed with text in the nicest way possible, but I believe it's worth generating these faces for a more... human experience. Problem is, I'm not artist. I wouldn't mind commissioning an artist for this system, but I wouldn't know where to start. Were it 2007, I'd naturally think to myself that using Flash would be the best choice. I'd love to see "breathing" simulated. However, since Flash is on its way out, I'm not sure of a solid solution. With a previous game, I simply used layered .pngs to represent various aspects of the player's body: their armor, the face, the skin color. However, these solutions weren't very dynamic and felt very amateur. I can't go deep into this project feeling like that's an inferior way to present these faces, and I'm certain there's a better way. Can anyone give some suggestion on how to pull this off well?

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  • Split vector vs matrix notation for transformation

    - by seahorse
    Some rendering engines like Ogre prefer to use a individual vector based notation for transformations like the following Split vector notation: Net Transformation is represented by Scale vector = sx, sy, sz Transformation vector = tx, ty, tz Rotation Quaternion Vector = w,x,y,z Matrix notation: There are other engines which simply use a net combined transformation matrix. What are the advantages of the first notation over the second? Also for animation interpolation does it work in the first notation that we interpolate across the individual components and use the interpolated parts to get the net transformation? Is this another advantage?

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  • How to install Radeon Open Source Driver?

    - by Clintonio
    I have an MSI Radeon HD 7850 card. MSI provide no Linux support, and the AMD driver gives me an Unsupported Hardware watermark that does not show up in screenshots. I uninstalled the proprietary driver and found that Unity 3D no longer works, and I really only picked Ubuntu because of the excellent shortcuts provided in the recent versions. Trying to locate the open source driver has been a pain for me. According to the documentation I have read it is pre-included in Ubuntu 12.04, yet there is no Unity 3D support. I tried using the newest drivers from AMD's website, but that also had the watermark. Does anyone know how I can get the open source driver? If not, does anyone know how to remove the watermark. I'm on the verge of going back to Windows.

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  • MonoGame not all letters being drawn with DrawString

    - by Lex Webb
    I'm currently making a dynamic user interface for my game and are setting up having text on my buttons. I'm having an odd issue where, when i use a specific piece of code to determine the text position, it will not render all of the text passed to DrawString. Even weirder, is if i insert another DrawString after this, drawing more text at a different place, different parts of the text will be drawn. The code for drawing my button with the text attached is: public override void Draw(SpriteBatch sb, GameTime gt) { sb.Draw(currentImage, GetRelativeRectangle(), Color.White); sb.DrawString(font, text, new Vector2(this.GetRelativeDrawOffset().X + this.Width / 2 - font.MeasureString(text).X / 2, this.GetRelativeDrawOffset().Y + this.Height / 2 - font.MeasureString(text).Y / 2), textColor); } The methods in the creation of the Vector2 simply get the draw position of the button. I'm then doing some calculation to center the text. This produces this when the text is set to 'Test': And when i enter this piece of code below the first DrawString: sb.DrawString(font, "test", new Vector2(500, 50), Color.Pink); I should mention that that grey square is being drawn in the same spritebatch, before the button and the text. Any ideas as to what could be causing this? I have a feeling it may be due to draw order, but i have no idea how to control that.

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  • Designing Videogame Character Parodies [duplicate]

    - by David Dimalanta
    This question already has an answer here: Is it legal to add a cameo appearance of a known video game character in my game? 2 answers Was it okay to make a playable character when making a videogame despite its resemblance? For example, I'm making a 3rd-person action-platform genre and I have to make a character design resembling like Megaman but not exactly the same as him since there is little alternate in color, details, and facial features.

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  • Intel GMA 500 support for 11.10

    - by lucazade
    I would like to know if the new open-source video driver included in kernel 3.0.x for the Intel GMA 500 will be included by default in the kernel that will be shipped in Oneiric Ocelot. The driver support of this GFX chipset has always been poor and mainly community-driven, now finally we have a KMS open-source driver, written by kernel hackers, and actually included in staging kernel repo. If there is any kind of testing needed there is a mega-thread on Ubuntu Forums with hundreds of users ready to test everything.

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  • Applying Textures to Hexagonal Tiles Seamlessly

    - by PATRY
    I'm doing a tactical game (X-Com / Fallout style) for fun. I've decided to use a hexagonal map, but I'm having a graphic problem. My current map display is HUD-like, with only the border of the map cells displayed, without any texture. it's simple and allow for display of different types of informations by varying the color of the border. For exemple the "danger view mode" displays the borders with a color going from green (no damage possible) to red (prob of damage 90%). Now, It's a bit hard to differentiate the kind of tile the player is on. I could put a plain color (green is grass, pale blue is water...), but this is going to limit the possibilities. Thus, i would like to display a texture on my tiles. Since the map are generated, i can not use a picture for the whole map with the HUD over. So, my question is : does any one knows how i could generate the sealess hexagonal textures (algo or plugin), or if there is a site with some hexagonal tiles ?

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  • How can I easily create cloud texture maps?

    - by EdwardTeach
    I am making 3d planets in my game; these will be viewed as "globes". Some of them will need cloud layers. I looked at various Blender tutorials for creating "earth", and for their cloud layers they use earth cloud maps from NASA. However I will be creating a fictional universe with many procedurally-generated planets. So I would like to use many variations. I'm hoping there's a way to procedurally generate cloud maps such as the NASA link. I will also need to create gas giants, so I will also need other kinds of cloud texture maps. If that is too difficult, I could fall back to creating several variations of cloud maps. For example, 3 for earth-like, 3 for gas giants, etc. So how do I statically create or programmatically generate such cloud maps?

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  • OpenGLES GLSL Shader attributes always bound to 0

    - by codemonkey
    So I have a very simple vertex shader as follows #version 120 attribute vec3 position; attribute vec3 inColor; uniform mat4 mvp; varying vec3 fragColor; void main(void){ fragColor = inColor; gl_Position = mvp * vec4(position, 1.0); } Which I load, as well as the fragment shader: #version 120 varying vec3 fragColor; void main(void) { gl_FragColor = vec4(fragColor,1.0); } Which I then load, compile, and link to my shader program. I check for link status using glGetProgramiv(shaderProgram, GL_LINK_STATUS, &shaderSuccess); which returns GL_TRUE so I think its ok. However, when I query the active attributes and uniforms using #ifdef DEBUG int totalAttributes = -1; glGetProgramiv(shaderProgram, GL_ACTIVE_ATTRIBUTES, &totalAttributes); for(int i=0; i<totalAttributes; ++i) { int name_len=-1, num=-1; GLenum type = GL_ZERO; char name[100]; glGetActiveAttrib(shaderProgram, GLuint(i), sizeof(name)-1, &name_len, &num, &type, name ); name[name_len] = 0; GLuint location = glGetAttribLocation(shaderProgram, name); fprintf(stderr, "Attribute %s is bound at %d\n", name, location); } int totalUniforms = -1; glGetProgramiv(shaderProgram, GL_ACTIVE_UNIFORMS, &totalUniforms); for(int i=0; i<totalUniforms; ++i) { int name_len=-1, num=-1; GLenum type = GL_ZERO; char name[100]; glGetActiveUniform(shaderProgram, GLuint(i), sizeof(name)-1, &name_len, &num, &type, name ); name[name_len] = 0; GLuint location = glGetUniformLocation(shaderProgram, name); fprintf(stderr, "Uniform %s is bound at %d\n", name, location); } #endif I get: Attribute inColor is bound at 0 Attribute position is bound at 1 Uniform mvp is bound at 0 Which leads to failure when trying to use the shader to render the objects. I have tried switching the order of declaration of position & inColor, but still, only position is bound with the other two giving 0 Can someone please explain why this is happening? Thanks

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  • Given a RGB color x, how to find the most contrasting color y?

    - by Arthur Wulf White
    I have to mark a certain item in a way that will make it stick-out in the background. I need it to be surrounded with the color that contrasts the background as much as possible so it will pop out and easily noticeable by the player. Lets say I know the background is color 'x', how do I find 'y' such that it will be very contrasting to 'x' and easy to notice in a background where 'x' is a dominant color? I first thought about inverting color 'x' and then I noticed that when 'x' is a medium shade of gray, if I invert 'x' to get 'y', then 'y' is also a medium shade of gray which does not work.

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  • Correct use of VAO's in OpenGL ES2 for iOS?

    - by sak
    I'm migrating to OpenGL ES2 for one of my iOS projects, and I'm having trouble to get any geometry to render successfully. Here's where I'm setting up the VAO rendering: void bindVAO(int vertexCount, struct Vertex* vertexData, GLushort* indexData, GLuint* vaoId, GLuint* indexId){ //generate the VAO & bind glGenVertexArraysOES(1, vaoId); glBindVertexArrayOES(*vaoId); GLuint positionBufferId; //generate the VBO & bind glGenBuffers(1, &positionBufferId); glBindBuffer(GL_ARRAY_BUFFER, positionBufferId); //populate the buffer data glBufferData(GL_ARRAY_BUFFER, vertexCount, vertexData, GL_STATIC_DRAW); //size of verte position GLsizei posTypeSize = sizeof(kPositionVertexType); glVertexAttribPointer(kVertexPositionAttributeLocation, kVertexSize, kPositionVertexTypeEnum, GL_FALSE, sizeof(struct Vertex), (void*)offsetof(struct Vertex, position)); glEnableVertexAttribArray(kVertexPositionAttributeLocation); //create & bind index information glGenBuffers(1, indexId); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, *indexId); glBufferData(GL_ELEMENT_ARRAY_BUFFER, vertexCount, indexData, GL_STATIC_DRAW); //restore default state glBindVertexArrayOES(0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glBindBuffer(GL_ARRAY_BUFFER, 0); } And here's the rendering step: //bind the frame buffer for drawing glBindFramebuffer(GL_FRAMEBUFFER, outputFrameBuffer); glClear(GL_COLOR_BUFFER_BIT); //use the shader program glUseProgram(program); glClearColor(0.4, 0.5, 0.6, 0.5); float aspect = fabsf(320.0 / 480.0); GLKMatrix4 projectionMatrix = GLKMatrix4MakePerspective(GLKMathDegreesToRadians(65.0f), aspect, 0.1f, 100.0f); GLKMatrix4 modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -1.0f); GLKMatrix4 mvpMatrix = GLKMatrix4Multiply(projectionMatrix, modelViewMatrix); //glUniformMatrix4fv(projectionMatrixUniformLocation, 1, GL_FALSE, projectionMatrix.m); glUniformMatrix4fv(modelViewMatrixUniformLocation, 1, GL_FALSE, mvpMatrix.m); glBindVertexArrayOES(vaoId); glDrawElements(GL_TRIANGLE_FAN, kVertexCount, GL_FLOAT, &indexId); //bind the color buffer glBindRenderbuffer(GL_RENDERBUFFER, colorRenderBuffer); [context presentRenderbuffer:GL_RENDERBUFFER]; The screen is rendering the color passed to glClearColor correctly, but not the shape passed into bindVAO. Is my VAO being built correctly? Thanks!

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  • The practical cost of swapping effects

    - by sebf
    Hello, I use XNA for my projects and on those forums I sometimes see references to the fact that swapping an effect for a mesh has a relatively high cost, which surprises me as I thought to swap an effect was simply a case of copying the replacement shader program to the GPU along with appropriate parameters. I wondered if someone could explain exactly what is costly about this process? And put, if possible, 'relatively' into context? For example say I wanted to use a short shader to help with picking, I would: Change the effect on every object, calculting a unique color to identify it and providing it to the shader. Draw all the objects to a render target in memory. Get the color from the target and use it to look up the selected object. What portion of the total time taken to complete that process would be spent swapping the shaders? My instincts would say that rendering the scene again, no matter how simple the shader, would be an order of magnitude slower than any other part of the process so why all the concern over effects?

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  • Catalyst 12.1 for AGP card

    - by Brian
    I have a Radeon HD 4650 AGP card. The installation instructions at http://wiki.cchtml.com/index.php/Ubuntu_Oneiric_Installation_Guide download catalyst 12.1 However, there is no download available at http://support.amd.com/us/gpudownload/Pages/index.aspx for my AGP card. Only Windows drivers are available. Should I go ahead and use the guide and manually install 12.1? I assume it's not on the amd website for a reason, but I was wondering if anybody had any experience with this. Thanks!

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  • How to create an Orthographic display in OpenGL (ES) that handles different screen sizes and orientations?

    - by Piku
    I'm trying to create an iPad/iPhone game using GLES2.0 that contains a 3D scene with a heads-up-display/GUI overlaid on the top. However, this problem would also apply if I were to port my game to a computer and run the game in a resizable window, or allow the user to change screen resolutions... When trying to make the 2D GUI/HUD work I've made the assumption that all I'm really doing is drawing a load of 2D textured 'quads' on the screen and am trying to treat the orthographic projection as an old-style 2D display with 0,0 in the upper left and screenWidth,ScreenHeight in the lower right. This causes me all sorts of confusion when I rotate my ipad into Landscape mode since I can't work out what to put into my projection and modelview matrices to turn everything around the right way. It also gets messy if I want to support the iPad's large screen, an iPhone or a Retina display since I have to then draw three sets of textures for everything and work out which ones to use. Should I be trying to map the 2D OpenGL co-ords 1:1 with the screen? While typing out this question it occurs to me that I could keep my origin in the centre, still running -1/+1 along the axes. This would let me scale my 2D content appropriately on the different screen sizes, but wouldn't I end up with the textures being scaled and possibly losing quality? I'm using OpenGLES 2.0 and have a matrix library that has equivalents to the GLES1.1 glOrthof() and glFrustrum() calls.

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  • Multiple monitors showing same screen but different resolutions

    - by Luis Alvarado
    Is it possible to have 2 or more monitors showing the same screen, for example the same desktop but with different resolutions. Like the clone option in Nvidia or the mirror option using the Display settings in Ubuntu but instead of showing the same output with the same resolution, the both show the same output using a resolution that is native for each monitor connected. In my case if I have a netbook that has max resolution of 1360x768 and a TV that has 1280x1024, the would both show the same desktop but each with their own resolution that is compatible for each device. This would help in trying to find a resolution that works on both monitors and in cases like a mini netbook and a huge TV it would solve issues like having max 800x600 in one monitor and min 1024x768 in the other. In the case I tested I was using an HDMI cable but this question also involves VGA and any other connection. I have 3 tests scenarios for this: Scenario 1 - Laptop HP DV6000 (Intel Integrated Video) with 1360x760 connected to a Samsung LED 42 TV that has 1280x900. Scenario 2 - Laptop EEE with 1024x600 (Intel Integrated Video) connected to Sony LCD TV that supports 1280x900. Scenario 3 - Intel Desktop with Nvidia 440 GT with HDMI connected to Soneview 32' TV that supports 1920x1080 and VGA connected to an Epson Video Beam that supports 1280x1024 max. In this 3 scenarios I need to be able to show the same desktop and same views but on different resolutions for each output device. UPDATE: Tested with Xubuntu and the way it handles multiple monitors is precisely what I am asking. The ability to handle the resolution of different monitors showing the same thing.

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  • Pixmaps, ByteBuffers, and Textures....Oh my

    - by odaymichael
    My ultimate goal is to take a specific region of the screen, and redraw it somewhere else. For example, take a square from the upper left hand corner of the screen and redraw it on the lower right hand corner, so that it is basically a copy of that screen section; kind of like a minimap, but at the same scale as the original. I have looked in to pixmaps and bytebuffers. Also maybe copying that region from the backbuffer somehow. Wondering the best way to go about this. Any help is appreciated. I am using opengl es and libgdx for what it's worth.

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  • How to implement soft edge areas with particles

    - by OpherV
    My game is created using Phaser, but the question itself is engine-agnostic. In my game I have several environments, essentially polygonal areas that player characters can move into and be affected by. For example ice, fire, poison etc' The graphic element of these areas is the color filled polygon area itself, and particles of the suitable type (in this example ice shards). This is how I'm currently implementing this - with a polygon mask covering a tilesprite with the particle pattern: The hard edge looks bad. I'd like to improve by doing two things: 1. Making the polygon fill area to have a soft edge, and blend into the background. 2. Have some of the shards go out of the polygon area, so that they are not cut in the middle and the area doesn't have a straight line for example (mockup): I think 1 can be achieved with blurring the polygon, but I'm not sure how to go about with 2. How would you go about implementing this?

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