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  • How to get AMD Catalyst working on Arch x86_64

    - by gh403
    I've got a Dell Inspiron 15R 7520 with AMD's hybrid "PowerXpress" graphics. The integrated graphics card is (if I understand it correctly) integrated with the i7-3612QM processor, and the discrete graphics card is a "Southern Islands" Radeon HD 7730M. The integrated graphics work perfectly under Arch. However, the discrete graphics don't. I have tried several different methods, and the one that seems to get me the farthest with the least effort is the AUR package catalyst-total-pxp. After installing, rebooting, and issuing the commands # aticonfig --initial # pxp_switch_catalyst amd # X X completely fails to start. The X log can be found here. I don't understand what is failing; potentially, it has something to do with the way my card is hooked up--I think it's muxless, but I really don't know. What is the matter here? Any help would be appreciated.

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  • How can I change the amount of video memory with a Mobile Intel 4 Series Express Chipset?

    - by user45924
    I have the chipset in the title. The Intel control panel says the following: Intel® Graphics Media Accelerator Driver for Mobile Report Report Date: 8/11/2010 Report Time[hr:mm:ss]: 20:2:54 Driver Version: 8.15.10.2182 Operating System: Windows 7 (6.1.7600) Default Language: English (Canada) DirectX* Version: 10.0 Physical Memory: 3963 MB Minimum Graphics Memory: 128 MB Maximum Graphics Memory: 1759 MB Graphics Memory in Use: 17 MB Processor: Intel64 Family 6 Model 23 Stepping 10 Processor Speed: 1995 MHz Vendor ID: 8086 Device ID: 2A42 Device Revision: 07 Even while playing games, the Graphics Memory in Use only ever goes up to 26 MB. I've looked in the BIOS; there's nothing there. Is there any way I can force it to go higher? Thanks :)

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  • Laptop hot after format

    - by Dany Khalife
    I recently formatted an HP G62 Laptop and installed all drivers from the HP site that should be installed for this model. But i noticed a very strange behavior, using Coretemp, the temp is always above 50 (on idle) and reaches 70 very quickly sometimes (Critical is 90) If i open youtube or skype alone, i can get temperatures as high as 83. Normally it was around 32 (on idle) and reaches 70 when i open games but not youtube.... I have a i3 processor and AMD graphics so i am wondering if somehow it's a graphics card issue (since i3 has integrated graphics as far as i know) Device manager shows only AMD graphics card tho, not sure if i3 graphics should appear here too. Any ideas what i might have forgotten to do after the format ?

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  • Laptop hot after format

    - by Dany Khalife
    I recently formatted an HP G62 Laptop and installed all drivers from the HP site that should be installed for this model. But i noticed a very strange behavior, using Coretemp, the temp is always above 50 (on idle) and reaches 70 very quickly sometimes (Critical is 90) If i open youtube or skype alone, i can get temperatures as high as 83. Normally it was around 32 (on idle) and reaches 70 when i open games but not youtube.... I have a i3 processor and AMD graphics so i am wondering if somehow it's a graphics card issue (since i3 has integrated graphics as far as i know) Device manager shows only AMD graphics card tho, not sure if i3 graphics should appear here too. Any ideas what i might have forgotten to do after the format ?

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  • About the External Graphics Card and CPU usage

    - by Balaji
    Hi, We are Rendering 16 live Streams at our client machine through one of our applications and the resolution of the video streams are as 4CIF/MPEG4/25FPS/4000Kbits. The configuration fo the client machine is below. HP Desktop Machine: Microsoft Windows XP Intel (R) Core2 Duo CPU E8400 @ 3.00 GHz 2.99 GHz, 1.94 GB of RAM Intel (R) Q45/Q43 Series Express Chipset (Inbuild) The CPU usage of the machine peaks 99% for 16 straems. After some discussion, we had decided to install external graphics card to reduce the CPU usage. So that, we have tried following graphics cards. NVIDIA Quadro NVS 440 - 128 MB Radeon HD 4350 - 512 MB GDDR2 Redeon HD 4350 - 1GB DDR2 ASUS EAH 4350 Silent 1GB DDR2 But the performance wise no difference, even worst. So, what is the pupuse of these external graphics cards? Really it will reduce the CPU usage? What parameters have to check, if we want to reduce the CPU usage? Please do the needful as soon as possible. Regards Balaji

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  • About the External Graphics Card and CPU usage

    - by Balaji
    We are Rendering 16 live Streams at our client machine through one of our applications and the resolution of the video streams are as 4CIF/MPEG4/25FPS/4000Kbits. The configuration of the client machine is below. HP Desktop Machine: Microsoft Windows XP Intel (R) Core2 Duo CPU E8400 @ 3.00 GHz 2.99 GHz, 1.94 GB of RAM Intel (R) Q45/Q43 Series Express Chipset (Inbuild) The CPU usage of the machine peaks 99% for 16 streams. After some discussion, we had decided to install external graphics card to reduce the CPU usage. So that, we have tried following graphics cards. NVIDIA Quadro NVS 440 - 128 MB Radeon HD 4350 - 512 MB GDDR2 Redeon HD 4350 - 1GB DDR2 ASUS EAH 4350 Silent 1GB DDR2 But the performance wise there has been no difference - even a drop in performance. So, what is the purpose of these external graphics cards? Really it will reduce the CPU usage? What parameters have to check, if we want to reduce the CPU usage?

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  • Laptop hot after format [migrated]

    - by Dany Khalife
    I recently formatted an HP G62 Laptop and installed all drivers from the HP site that should be installed for this model. But i noticed a very strange behavior, using Coretemp, the temp is always above 50 (on idle) and reaches 70 very quickly sometimes (Critical is 90) If i open youtube or skype alone, i can get temperatures as high as 83. Normally it was around 32 (on idle) and reaches 70 when i open games but not youtube.... I have a i3 processor and AMD graphics so i am wondering if somehow it's a graphics card issue (since i3 has integrated graphics as far as i know) Device manager shows only AMD graphics card tho, not sure if i3 graphics should appear here too. Any ideas what i might have forgotten to do after the format ?

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  • Catalyst Control Center removal

    - by Allan
    I've recently tested a graphics card on a machine that required different drivers than my onboard integrated graphics, so I had catalyst control center installed. After I pulled out the graphics card and went back to using the onboard graphics, I deleted the catalyst center through control panel - programs.. which was fine. But apparently it didn't really remove it. it doesn't show up under programs anymore but when I reboot windows I get an error saying "The catalyst Control Center is not supported by the driver version of your enabled graphics adapter" and its still in the process bar... how do I permanently remove it?

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  • c# - clear surface when resizing

    - by dhh
    Hello, I'm trying to build my own custom control for a windows forms application in C#.Net. Currently I paint some rectangles and other graphic elements using the paint event. When I now resize the app form to fit the desktop size, all elements are repainted (which is exactly the behaviour I need) but the old one's are shown in the background. Here's what I'm doing by now: Pen penDefaultBorder = new Pen(Color.Wheat, 1); int margin = 5; private void CustomControl_Paint(object sender, PaintEventArgs e) { CustomControl calendar = (CustomControl)sender; Graphics graphics = e.Graphics; graphics.Clear(Color.WhiteSmoke); graphics.DrawRectangle(penDefaultBorder, margin, margin, calendar.Width - margin * 2, calendar.Height - margin * 2); //... } Neither the graphics.Clear, nor adding a graphics.FillRectangle(...) will hide the old rectangle from the surface. Ideas? Thank you all.

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  • Need to know the origin and coordinates for 2d texture and 2d/3d vertices in webgl

    - by mathacka
    Long story short, I know my coordinates are off and I believe my indices might be off. I'm trying to render a simple 2d rectangle with a texture in webgl here's the code I have for the vbo/ibo: rectVertices.vertices = new Float32Array( [ -0.5, -0.5, // Vertice 1, bottom / left 0.0, 0.0, // UV 1 -0.5, 0.5, // Vertice 2, top / left 0.0, 1.0, // UV 2 0.5, 0.5, // Vertice 3, top / right 1.0, 1.0, // UV 3 0.5, -0.5, // Vertice 4, bottom / right 1.0, 0.0, // UV 4 ]); rectVertices.indices = new Int16Array([ 1,2,3,1,3,4 ]); /* I'm assuming the vertices go like this (-0.5, 0.5) ------ ( 0.5, 0.5) | | | | (-0.5,-0.5) ------ ( 0.5,-0.5) with the origin in the middle and the texture coordinates go like this: ( 0.0, 1.0) ------ ( 1.0, 1.0) | | | | ( 0.0, 0.0) ------ ( 1.0, 0.0) so as you can see I'm all messed up. I'm also using: gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true); */ So, I need to know the origins.

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  • NVIDIA graphics driver on Macbook Pro 10,1

    - by Boatzart
    I just installed 14.04 over my old 12.04 partition on my Macbook Pro 10,1 (which is dual-booting with OS X) by following the instructions here. The only difference is that I'm using rEFInd instead of rEFIt. The proprietary NVIDIA drivers worked great with 12.04, but now I'm unable to boot into Unity with it in 14.04. Generally, I just get a black screen after the Grub menu, though occasionally I get some kind of panic screen like this, where I see errors like: [drm: __gen6_gt_force_wake_mt_get] *ERROR* Timed out waiting for forcewake old ack to clear. [drm: __gen6_gt_wait_for_thread_c0] *ERROR* GT thread status wait timed out [drm: __intel_ring_setup_status_page] *ERROR* render ring: wait for SyncFlush to complete for TLB invalidation timed out etc. Using the nouveau drivers works fine, but everything feels sluggish so I would really like to get the NVIDIA drivers working. Has anyone successfully gotten the NVIDIA drivers working with the GT-650M Mac Edition?

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  • upgraded "Compiz' and "Unity", now no Unity 3D on screen

    - by user18432
    Today when I logged in to my Ubuntu 12.04, the update manager told me of some upgrades. Compiz and Unity were in those upgrades. After I installed the upgrades, I can no longer get the Unity panel on the left side of screen or the systray at the top of screen. I now have to run Ubuntu 12.04 with Unity 2D. My laptop is a HP Pavilion dv9000 with Nvidia GeForce Go 7600 video. I tried to run "unity --reset" but it says there are serious issues with compiz. I have cut & pasted the read out from the terminal below. [09:35:02] xxxxxxx@L01U1204:~$ unity --reset unity-panel-service: no process found Checking if settings need to be migrated ...no Checking if internal files need to be migrated ...no Backend : gconf Integration : true Profile : unity Adding plugins Initializing core options...done compiz (core) - Warn: failed to receive ConfigureNotify event on 0x2e00004 compiz (core) - Warn: failed to receive ConfigureNotify event on 0x580005a compiz (core) - Warn: failed to receive ConfigureNotify event on 0x3600006 compiz (core) - Warn: failed to receive ConfigureNotify event on 0x3200255 compiz (core) - Warn: failed to receive ConfigureNotify event on 0x1600002 compiz (core) - Warn: failed to receive ConfigureNotify event on 0x1400002 Initializing composite options...done Initializing opengl options...done Initializing decor options...done Initializing vpswitch options...done Initializing snap options...done Initializing mousepoll options...done Initializing resize options...done Initializing place options...done Initializing move options...done Initializing wall options...done Initializing grid options...done I/O warning : failed to load external entity "/home/brwright/.compiz/session/10afaca1703486b216133648409481824100000130110002" Initializing session options...done Initializing gnomecompat options...done Initializing animation options...done Initializing fade options...done Initializing unitymtgrabhandles options...done Initializing workarounds options...done Initializing scale options...done compiz (expo) - Warn: failed to bind image to texture Initializing expo options...done Initializing ezoom options...done compiz (core) - Error: Couldn't load plugin '/usr/lib/compiz/libunityshell.so' : /usr/lib/compiz/libunityshell.so: undefined symbol: _ZNK5unity4dash10Controller6windowEv compiz (core) - Error: Couldn't load plugin 'unityshell' compiz (core) - Warn: unhandled ConfigureNotify on 0x7000090! compiz (core) - Warn: this should never happen. you should probably file a bug about this. compiz (core) - Warn: unhandled ConfigureNotify on 0x7000093! compiz (core) - Warn: this should never happen. you should probably file a bug about this. compiz (core) - Warn: unhandled ConfigureNotify on 0x7000096! compiz (core) - Warn: this should never happen. you should probably file a bug about this. compiz (core) - Warn: unhandled ConfigureNotify on 0x7000099! compiz (core) - Warn: this should never happen. you should probably file a bug about this. compiz (core) - Warn: unhandled ConfigureNotify on 0x700009c! compiz (core) - Warn: this should never happen. you should probably file a bug about this. compiz (core) - Warn: unhandled ConfigureNotify on 0x700009f! compiz (core) - Warn: this should never happen. you should probably file a bug about this. Initializing annotate options...done Initializing blur options...done Initializing clone options...done Initializing colorfilter options...done Initializing commands options...done Initializing cube options...done Initializing imgjpeg options...done Initializing kdecompat options...done Initializing mag options...done Initializing neg options...done Initializing obs options...done Initializing opacify options...done Initializing put options...done Initializing resizeinfo options...done Initializing ring options...done Initializing rotate options...done Initializing scaleaddon options...done Initializing screenshot options...done Initializing shift options...done Initializing staticswitcher options...done Initializing switcher options...done Initializing thumbnail options...done Initializing unityshell options...done Initializing water options...done Initializing winrules options...done Initializing wobbly options...done Setting Update "main_menu_key" Setting Update "run_key" Starting gtk-window-decorator As you can see the terminal never comes back to the CI prompt. I must do a control C to get to the CI prompt, but then the OS is frozen. I have to reboot and run Unity 2D in able to do anything on my laptop. I hope I have explained this enough and provided some useful info. I am at a loss to understand what the problem is, or what exactly what is causing the problem. Is it Unity or Compiz? Can anyone help?

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  • Ogre 3d and bullet physics interaction

    - by Tim
    I have been playing around with Ogre3d and trying to integrate bullet physics. I have previously somewhat successfully got this functionality working with irrlicht and bullet and I am trying to base this on what I had done there, but modifying it to fit with Ogre. It is working but not correctly and I would like some help to understand what it is I am doing wrong. I have a state system and when I enter the "gamestate" I call some functions such as setting up a basic scene, creating the physics simulation. I am doing that as follows. void GameState::enter() { ... // Setup Physics btBroadphaseInterface *BroadPhase = new btAxisSweep3(btVector3(-1000,-1000,-1000), btVector3(1000,1000,1000)); btDefaultCollisionConfiguration *CollisionConfiguration = new btDefaultCollisionConfiguration(); btCollisionDispatcher *Dispatcher = new btCollisionDispatcher(CollisionConfiguration); btSequentialImpulseConstraintSolver *Solver = new btSequentialImpulseConstraintSolver(); World = new btDiscreteDynamicsWorld(Dispatcher, BroadPhase, Solver, CollisionConfiguration); ... createScene(); } In the createScene method I add a light and try to setup a "ground" plane to act as the ground for things to collide with.. as follows. I expect there is issues with this as I get objects colliding with the ground but half way through it and they glitch around like crazy on collision. void GameState::createScene() { m_pSceneMgr->createLight("Light")->setPosition(75,75,75); // Physics // As a test we want a floor plane for things to collide with Ogre::Entity *ent; Ogre::Plane p; p.normal = Ogre::Vector3(0,1,0); p.d = 0; Ogre::MeshManager::getSingleton().createPlane( "FloorPlane", Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, p, 200000, 200000, 20, 20, true, 1, 9000,9000,Ogre::Vector3::UNIT_Z); ent = m_pSceneMgr->createEntity("floor", "FloorPlane"); ent->setMaterialName("Test/Floor"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(ent); btTransform Transform; Transform.setIdentity(); Transform.setOrigin(btVector3(0,1,0)); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); btCollisionShape *Shape = new btStaticPlaneShape(btVector3(0,1,0),0); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(0, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(0, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; // End Physics } I then have a method to create a cube and give it rigid body physics properties. I know there will be errors here as I get the items colliding with the ground but not with each other properly. So I would appreciate some input on what I am doing wrong. void GameState::CreateBox(const btVector3 &TPosition, const btVector3 &TScale, btScalar TMass) { Ogre::Vector3 size = Ogre::Vector3::ZERO; Ogre::Vector3 pos = Ogre::Vector3::ZERO; Ogre::Vector3 scale = Ogre::Vector3::ZERO; pos.x = TPosition.getX(); pos.y = TPosition.getY(); pos.z = TPosition.getZ(); scale.x = TScale.getX(); scale.y = TScale.getY(); scale.z = TScale.getZ(); Ogre::Entity *entity = m_pSceneMgr->createEntity( "Box" + Ogre::StringConverter::toString(m_pNumEntities), "cube.mesh"); entity->setCastShadows(true); Ogre::AxisAlignedBox boundingB = entity->getBoundingBox(); size = boundingB.getSize(); //size /= 2.0f; // Only the half needed? //size *= 0.96f; // Bullet margin is a bit bigger so we need a smaller size entity->setMaterialName("Test/Cube"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(entity); node->setPosition(pos); //node->scale(scale); // Physics btTransform Transform; Transform.setIdentity(); Transform.setOrigin(TPosition); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); btVector3 HalfExtents(TScale.getX()*0.5f,TScale.getY()*0.5f,TScale.getZ()*0.5f); btCollisionShape *Shape = new btBoxShape(HalfExtents); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(TMass, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(TMass, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; } Then in the GameState::update() method which which runs every frame to handle input and render etc I call an UpdatePhysics method to update the physics simulation. void GameState::UpdatePhysics(unsigned int TDeltaTime) { World->stepSimulation(TDeltaTime * 0.001f, 60); btRigidBody *TObject; for(std::vector<btRigidBody *>::iterator it = Objects.begin(); it != Objects.end(); ++it) { // Update renderer Ogre::SceneNode *node = static_cast<Ogre::SceneNode *>((*it)->getUserPointer()); TObject = *it; // Set position btVector3 Point = TObject->getCenterOfMassPosition(); node->setPosition(Ogre::Vector3((float)Point[0], (float)Point[1], (float)Point[2])); // set rotation btVector3 EulerRotation; QuaternionToEuler(TObject->getOrientation(), EulerRotation); node->setOrientation(1,(Ogre::Real)EulerRotation[0], (Ogre::Real)EulerRotation[1], (Ogre::Real)EulerRotation[2]); //node->rotate(Ogre::Vector3(EulerRotation[0], EulerRotation[1], EulerRotation[2])); } } void GameState::QuaternionToEuler(const btQuaternion &TQuat, btVector3 &TEuler) { btScalar W = TQuat.getW(); btScalar X = TQuat.getX(); btScalar Y = TQuat.getY(); btScalar Z = TQuat.getZ(); float WSquared = W * W; float XSquared = X * X; float YSquared = Y * Y; float ZSquared = Z * Z; TEuler.setX(atan2f(2.0f * (Y * Z + X * W), -XSquared - YSquared + ZSquared + WSquared)); TEuler.setY(asinf(-2.0f * (X * Z - Y * W))); TEuler.setZ(atan2f(2.0f * (X * Y + Z * W), XSquared - YSquared - ZSquared + WSquared)); TEuler *= RADTODEG; } I seem to have issues with the cubes not colliding with each other and colliding strangely with the ground. I have tried to capture the effect with the attached image. I would appreciate any help in understanding what I have done wrong. Thanks. EDIT : Solution The following code shows the changes I made to get accurate physics. void GameState::createScene() { m_pSceneMgr->createLight("Light")->setPosition(75,75,75); // Physics // As a test we want a floor plane for things to collide with Ogre::Entity *ent; Ogre::Plane p; p.normal = Ogre::Vector3(0,1,0); p.d = 0; Ogre::MeshManager::getSingleton().createPlane( "FloorPlane", Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, p, 200000, 200000, 20, 20, true, 1, 9000,9000,Ogre::Vector3::UNIT_Z); ent = m_pSceneMgr->createEntity("floor", "FloorPlane"); ent->setMaterialName("Test/Floor"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(ent); btTransform Transform; Transform.setIdentity(); // Fixed the transform vector here for y back to 0 to stop the objects sinking into the ground. Transform.setOrigin(btVector3(0,0,0)); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); btCollisionShape *Shape = new btStaticPlaneShape(btVector3(0,1,0),0); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(0, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(0, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; // End Physics } void GameState::CreateBox(const btVector3 &TPosition, const btVector3 &TScale, btScalar TMass) { Ogre::Vector3 size = Ogre::Vector3::ZERO; Ogre::Vector3 pos = Ogre::Vector3::ZERO; Ogre::Vector3 scale = Ogre::Vector3::ZERO; pos.x = TPosition.getX(); pos.y = TPosition.getY(); pos.z = TPosition.getZ(); scale.x = TScale.getX(); scale.y = TScale.getY(); scale.z = TScale.getZ(); Ogre::Entity *entity = m_pSceneMgr->createEntity( "Box" + Ogre::StringConverter::toString(m_pNumEntities), "cube.mesh"); entity->setCastShadows(true); Ogre::AxisAlignedBox boundingB = entity->getBoundingBox(); // The ogre bounding box is slightly bigger so I am reducing it for // use with the rigid body. size = boundingB.getSize()*0.95f; entity->setMaterialName("Test/Cube"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(entity); node->setPosition(pos); node->showBoundingBox(true); //node->scale(scale); // Physics btTransform Transform; Transform.setIdentity(); Transform.setOrigin(TPosition); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); // I got the size of the bounding box above but wasn't using it to set // the size for the rigid body. This now does. btVector3 HalfExtents(size.x*0.5f,size.y*0.5f,size.z*0.5f); btCollisionShape *Shape = new btBoxShape(HalfExtents); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(TMass, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(TMass, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; } void GameState::UpdatePhysics(unsigned int TDeltaTime) { World->stepSimulation(TDeltaTime * 0.001f, 60); btRigidBody *TObject; for(std::vector<btRigidBody *>::iterator it = Objects.begin(); it != Objects.end(); ++it) { // Update renderer Ogre::SceneNode *node = static_cast<Ogre::SceneNode *>((*it)->getUserPointer()); TObject = *it; // Set position btVector3 Point = TObject->getCenterOfMassPosition(); node->setPosition(Ogre::Vector3((float)Point[0], (float)Point[1], (float)Point[2])); // Convert the bullet Quaternion to an Ogre quaternion btQuaternion btq = TObject->getOrientation(); Ogre::Quaternion quart = Ogre::Quaternion(btq.w(),btq.x(),btq.y(),btq.z()); // use the quaternion with setOrientation node->setOrientation(quart); } } The QuaternionToEuler function isn't needed so that was removed from code and header files. The objects now collide with the ground and each other appropriately.

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  • Arcad C1 3d cad

    - by borisha
    Recently I saw a version of Arcad in the Ubuntu software center. What kind of version is this? A trial version, evaluation version or full software for only 32 US? Second question. I tried to buy this software from software center but for some reason my transaction online couldn't end successfully. I contact my bank but they told me insufficent credit but is not possible. Anyway, is another way, like bank transfer order to buy this software?

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  • Need to translate a Rotation Matrix to Rotation y, x, z OpenGL & Jitter for 3D Game

    - by MineMan287
    I am using the Jitter Physics engine which gives a rotation matrix: M11 M12 M13 M21 M22 M23 M21 M32 M33 And I need it so OpenGL can use it for rotation GL.Rotate(xr, 1, 0, 0) GL.Rotate(yr, 0, 1, 0) GL.Rotate(zr, 0, 0, 1) Initially I Tried xr = M11 yr = M22 zr = M33 [1 0 0] [0 1 0] [0 0 1] Which did not work, please help, I have been struggling on this for days :( Re-Edit The blocks are stored in text files with Euler angles so it needs to be converted or the rendering engine will simply fail. I am now using the matrix in the text files. Example Block 1,1,1 'Size 0,0,0 'Position 255,255,255 'Colour 0,0,0,0,0,0,0,0,0 'Rotation Matrix

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  • Best hardware for a Ubuntu Computer?

    - by Dante Ashton
    Hey all. I'll be needing a new PC soon, but I've decided to build my own, so my question is...what's the best hardware for Ubuntu? Specifically, in terms of graphics cards; I'm looking for something that will run smoothly (for Compiz's effects and Unity) but will be quite modern (IE: have a HDMI output) The machine itself is just a generic computer, nothing special; I just want to future-proof it. I'm looking at quad-core chips and 3-4 gig of RAM. I want something that will play nice with Ubuntu; now, and in the future... I used to build machines years ago, but I've fallen behind (that was in the Windows 98 era...so yeah, quite a while ago!) My main problem is the graphics card; I'd prefer to stick with NVIDIA, but only a tiny amount of computers I've seen play nice with Nouveau.

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  • Flash game size and distribution between asset types

    - by EyeSeeEm
    I am currently developing a Flash game and am planning on a large amount of graphics and audio assets, which has led to some questions about Flash game size. By looking at some of the popular games on NG, there seem to be many in the 5-10Mb and a few in the 10-25Mb range. I was wondering if anyone knew of other notable large-scale games and what their sizes were, and if there have been any cases of games being disadvantaged because of their size. What is a common distribution of game size between code, graphics and audio? I know this can vary strongly, but I would like to hear your thoughts on an average case for a high-quality game.

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  • Advanced 2D and 3D Design Tools in ZWCAD 2010

    Last time I introduced you my initial experiences with a powerful CAD software - ZWCAD 2010 (http://www.zwcad.org/products_download_list.php?id=107). As I continued with my testing, I found more surp... [Author: Damian Chloe - Computers and Internet - March 29, 2010]

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  • C++ problem with assimp 3D model loader

    - by Brendan Webster
    In my game I have model loading functions for Assimp model loading library. I can load the model and render it, but the model displays incorrectly. The models load in as if they were using a seperate projection matrix. I have looked over my code over and over again, but I probably keep on missing the obvious reason why this is happening. Here is an image of my game: It's simply a 6 sided cube, but it's off big time! Here are my code snippets for rendering the cube to the screen: void C_MediaLoader::display(void) { float tmp; glTranslatef(0,0,0); // rotate it around the y axis glRotatef(angle,0.f,0.f,1.f); glColor4f(1,1,1,1); // scale the whole asset to fit into our view frustum tmp = scene_max.x-scene_min.x; tmp = aisgl_max(scene_max.y - scene_min.y,tmp); tmp = aisgl_max(scene_max.z - scene_min.z,tmp); tmp = (1.f / tmp); glScalef(tmp/5, tmp/5, tmp/5); // center the model //glTranslatef( -scene_center.x, -scene_center.y, -scene_center.z ); // if the display list has not been made yet, create a new one and // fill it with scene contents if(scene_list == 0) { scene_list = glGenLists(1); glNewList(scene_list, GL_COMPILE); // now begin at the root node of the imported data and traverse // the scenegraph by multiplying subsequent local transforms // together on GL's matrix stack. recursive_render(scene, scene->mRootNode); glEndList(); } glCallList(scene_list); } void C_MediaLoader::recursive_render (const struct aiScene *sc, const struct aiNode* nd) { unsigned int i; unsigned int n = 0, t; struct aiMatrix4x4 m = nd->mTransformation; // update transform aiTransposeMatrix4(&m); glPushMatrix(); glMultMatrixf((float*)&m); // draw all meshes assigned to this node for (; n < nd->mNumMeshes; ++n) { const struct aiMesh* mesh = scene->mMeshes[nd->mMeshes[n]]; apply_material(sc->mMaterials[mesh->mMaterialIndex]); if(mesh->mNormals == NULL) { glDisable(GL_LIGHTING); } else { glEnable(GL_LIGHTING); } for (t = 0; t < mesh->mNumFaces; ++t) { const struct aiFace* face = &mesh->mFaces[t]; GLenum face_mode; switch(face->mNumIndices) { case 1: face_mode = GL_POINTS; break; case 2: face_mode = GL_LINES; break; case 3: face_mode = GL_TRIANGLES; break; default: face_mode = GL_POLYGON; break; } glBegin(face_mode); for(i = 0; i < face->mNumIndices; i++) { int index = face->mIndices[i]; if(mesh->mColors[0] != NULL) glColor4fv((GLfloat*)&mesh->mColors[0][index]); if(mesh->mNormals != NULL) glNormal3fv(&mesh->mNormals[index].x); glVertex3fv(&mesh->mVertices[index].x); } glEnd(); } } // draw all children for (n = 0; n < nd->mNumChildren; ++n) { recursive_render(sc, nd->mChildren[n]); } glPopMatrix(); } Sorry there is so much code to look through, but I really cannot find the problem, and I would love to have help.

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  • samsung netbook n102sp problems with ubuntu 12.04 does not recognize intel 3150 hd high resolution

    - by foxtier494
    hello friends I have a samsung netbook n102sp atom processor 1.6, 2GB ddr3 ram and a intel 3150hd chiset chart, well the problem is the following the regular work pc has audio, lan, wi-fi reconose the video but I only lansa the resolution of 800 x 600 and I can not upload that's in the details of the computer I get into graphics (VESA: Intel ® Graphics XX) and I can not see videos because they only hear the audio and I use the vlc player I investigate intel 3150hd drivers and try to install layered but I was not please someone help me because it's an ugly work 800 x 600 and I can not see videos please, if anyone knows how to install the driver from Intel that are on the web please guide me when applied dpkg-s xserver-xorg-video-intel tells me that this driver installed ( XvMC "XVideo Motion Compensation" drivers for i810/i815 and i9xx and newer chipsets.)

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