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  • Calculating distance from viewer to object in a shader

    - by Jay
    Good morning, I'm working through creating the spherical billboards technique outlined in this paper. I'm trying to create a shader that calculates the distance from the camera to all objects in the scene and stores the results in a texture. I keep getting either a completely black or white texture. Here are my questions: I assume the position that's automatically sent to the vertex shader from ogre is in object space? The gpu interpolates the output position from the vertex shader when it sends it to the fragment shader. Does it do the same for my depth calculation or do I need to move that calculation to the fragment shader? Is there a way to debug shaders? I have no errors but I'm not sure I'm getting my parameters passed into the shaders correctly. Here's my shader code: void DepthVertexShader( float4 position : POSITION, uniform float4x4 worldViewProjMatrix, uniform float3 eyePosition, out float4 outPosition : POSITION, out float Depth ) { // position is in object space // outPosition is in camera space outPosition = mul( worldViewProjMatrix, position ); // calculate distance from camera to vertex Depth = length( eyePosition - position ); } void DepthFragmentShader( float Depth : TEXCOORD0, uniform float fNear, uniform float fFar, out float4 outColor : COLOR ) { // clamp output using clip planes float fColor = 1.0 - smoothstep( fNear, fFar, Depth ); outColor = float4( fColor, fColor, fColor, 1.0 ); } fNear is the near clip plane for the scene fFar is the far clip plane for the scene

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  • How to rotate a group of objects around a common center?

    - by user1662292
    I've made a model in 3D Studio Max 9. It consists of a variety of cubes, clyinders etc. In XNA I've imported the model okay and it shows correctly. However, when I apply rotation, each component in the model rotates around it's own centre. I want the model to rotate as a single unit. I've linked the components in 3D Max and they rotate as I want in Max. protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); model = Content.Load<Model>("Models/Alien1"); } protected override void Update(GameTime gameTime) { camera.Update(1f, new Vector3(), graphics.GraphicsDevice.Viewport.AspectRatio); rotation += 0.1f; base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); Matrix[] transforms = new Matrix[model.Bones.Count]; model.CopyAbsoluteBoneTransformsTo(transforms); Matrix worldMatrix = Matrix.Identity; Matrix rotationYMatrix = Matrix.CreateRotationY(rotation); Matrix translateMatrix = Matrix.CreateTranslation(location); worldMatrix = rotationYMatrix * translateMatrix; foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.World = worldMatrix * transforms[mesh.ParentBone.Index]; effect.View = camera.viewMatrix; effect.Projection = camera.projectionMatrix; effect.EnableDefaultLighting(); effect.PreferPerPixelLighting = true; } mesh.Draw(); } base.Draw(gameTime); } More Info: Rotating the object via it's properties works fine so I'm guessing there's something up with the code rather than with the object itself. Translating the object also causes the objects to get moved independently of each other rather than as a single model and each piece becomes spread around the scene. The model is in .X format.

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  • I've got my 2D/3D conversion working perfectly, how to do perspective

    - by user346992
    Although the context of this question is about making a 2d/3d game, the problem i have boils down to some math. Although its a 2.5D world, lets pretend its just 2d for this question. // xa: x-accent, the x coordinate of the projection // mapP: a coordinate on a map which need to be projected // _Dist_ values are constants for the projection, choosing them correctly will result in i.e. an isometric projection xa = mapP.x * xDistX + mapP.y * xDistY; ya = mapP.x * yDistX + mapP.y * yDistY; xDistX and yDistX determine the angle of the x-axis, and xDistY and yDistY determine the angle of the y-axis on the projection (and also the size of the grid, but lets assume this is 1-pixel for simplicity). x-axis-angle = atan(yDistX/xDistX) y-axis-angle = atan(yDistY/yDistY) a "normal" coordinate system like this --------------- x | | | | | y has values like this: xDistX = 1; yDistX = 0; xDistY = 0; YDistY = 1; So every step in x direction will result on the projection to 1 pixel to the right end 0 pixels down. Every step in the y direction of the projection will result in 0 steps to the right and 1 pixel down. When choosing the correct xDistX, yDistX, xDistY, yDistY, you can project any trimetric or dimetric system (which is why i chose this). So far so good, when this is drawn everything turns out okay. If "my system" and mindset are clear, lets move on to perspective. I wanted to add some perspective to this grid so i added some extra's like this: camera = new MapPoint(60, 60); dx = mapP.x - camera.x; // delta x dy = mapP.y - camera.y; // delta y dist = Math.sqrt(dx * dx + dy * dy); // dist is the distance to the camera, Pythagoras etc.. all objects must be in front of the camera fac = 1 - dist / 100; // this formula determines the amount of perspective xa = fac * (mapP.x * xDistX + mapP.y * xDistY) ; ya = fac * (mapP.x * yDistX + mapP.y * yDistY ); Now the real hard part... what if you got a (xa,ya) point on the projection and want to calculate the original point (x,y). For the first case (without perspective) i did find the inverse function, but how can this be done for the formula with the perspective. May math skills are not quite up to the challenge to solve this. ( I vaguely remember from a long time ago mathematica could create inverse function for some special cases... could it solve this problem? Could someone maybe try?)

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  • 5 reason why you should upgrade to new iPad (3rd generation)

    - by Gopinath
    Apple released the new iPad, 3rd generation, couple of days ago and they will be available in stores from March 16 onwards.  It’s the best tablet available in the market and for first time buyers it’s a no brainer to choose it. What about the iPad owners? Should they upgrade their iPad 2 to the new iPad? This is the question on the lips of most of the iPad owners. In this post we will provide you 5 reasons why you should upgrade your iPad, if more than two reasons are convincing then you should upgrade to the new iPad. Retina display – The best display ever made for mobile device, a game changer The new iPad comes with Retina display with screen resolution of 2048 x 1536, which is twice the resolution of iPad 2. Undoubtedly the iPad 3’s display is the best display ever made for a mobile device and it’s a game changer. With better resolution on iPad 3 eBook reading is going to be a pleasure with clear and crisp text Watching HD movies on iPad is going to be unbelievably good The new Games targeted for Retina display are going to be more realistic and needless to explain the pleasure of playing such games Graphic artists and photo editors get a professional on screen rendering support to create beautiful graphics 2x Faster & 2x Memory – Better Games and powerful Apps The new iPad is more powerful with 2x faster graphics and 2x more memory. Apple claims that the A5x processor of new iPad is 2x faster than iPad 2 and 4x faster than the best graphic chips available from other vendors. The RAM of  new iPad  is upgraded to 1 GB compared from 512 MB of iPad 2. With the fast processor and more memory, Apps and games are going to be blazing fast. 4G Internet – Browse the web at the speeds of 42 MB/sec Half of the iPad owners are frequent commuters who access internet over cellular networks, the new iPad’s 4G LTE is going to be a big boom for their  high data access needs. With the new iPad’s 4G LTE connectivity you can browse the web at 42 MB/sec and it mean you can watch a HD video without buffering issues. iPad 2 comes with 3G network support and it’s browsing speeds are way less than the new iPad. 5MP Camera – HD Movie Recording & gorgeous Photography iPad 2 has a 0.7 mega pixel camera and the new iPad comes with 5 megapixels camera. That is a huge boost for hobbyist  photographers and videographers. With the new iPad you can shoot gorgeous photos and 1080p HD video. The iSight camera of new iPad uses advanced optics with features like auto exposure, auto focus and face detection up to 10 faces. Amazon Pays up to $300 for old iPad 2 16 GB Wifi and more for other models Do you know that you can trade in your iPad 2 16 GB Wifi for upto $300? Amazon has an excellent trade in program for selling your used iPad 2s. Depending on the condition of the iPad 2  Amazon offers $234, $270, $300.00 for 16 GB Wifi versions that in Acceptable, Good and Like New conditions respectively.  The higher models of iPad 2s fetch you more money. With this great deal from Amazon the amount of extra money you need to spend for new iPad is almost half of their price. Visit Amazon Trade In’s website or read Amazon’s brilliant plan to pay you crazy money for your iPad 2 for more details. Related: New IPad Vs. IPad 2–Side By Side Comparison Of Hardware Specification [Infographic]

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  • (libgdx) Button doesn't work

    - by StercoreCode
    At the game I choose StopScreen. At this screen displays button. But if I click it - it doesn't work. What I expect - when I press button it must restart game. At this stage must display at least a message that the button is pressed. I tried to create new and clear project. Main class implement ApplicationListener. I put the same code in the appropriate methods. And it's works! But if i create this button in my game - it doesn't work. When i play and go to the StopScreen, i saw button. But if i click, or touch, nothing happens. I think that the proplem at the InputListener, although i set the stage as InputProcessor. Gdx.input.setInputProcessor(stage); I also try to addListener for Button as ClickListener. But it gave no results. Or it maybe problem that i implements Screen method - not ApplicationListener or Game. But if StopScreen implement ApplicationListener, at the mainGame I can't to setScreen. Just interests question: why button displays but nothing happens to it? Here is the code of StopScreen if it helps find my mistake: public class StopScreen implements Screen{ private OrthographicCamera camera; private SpriteBatch batch; public Stage stage; //** stage holds the Button **// private BitmapFont font; //** same as that used in Tut 7 **// private TextureAtlas buttonsAtlas; //** image of buttons **// private Skin buttonSkin; //** images are used as skins of the button **// public TextButton button; //** the button - the only actor in program **// public StopScreen(CurrusGame currusGame) { camera = new OrthographicCamera(); camera.setToOrtho(false, 800, 480); batch = new SpriteBatch(); buttonsAtlas = new TextureAtlas("button.pack"); //** button atlas image **// buttonSkin = new Skin(); buttonSkin.addRegions(buttonsAtlas); //** skins for on and off **// font = AssetLoader.font; //** font **// stage = new Stage(); stage.clear(); Gdx.input.setInputProcessor(stage); TextButton.TextButtonStyle style = new TextButton.TextButtonStyle(); style.up = buttonSkin.getDrawable("ButtonOff"); style.down = buttonSkin.getDrawable("ButtonOn"); style.font = font; button = new TextButton("PRESS ME", style); //** Button text and style **// button.setPosition(100, 100); //** Button location **// button.setHeight(100); //** Button Height **// button.setWidth(100); //** Button Width **// button.addListener(new InputListener() { public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) { Gdx.app.log("my app", "Pressed"); return true; } public void touchUp(InputEvent event, float x, float y, int pointer, int button) { Gdx.app.log("my app", "Released"); } }); stage.addActor(button); } @Override public void render(float delta) { Gdx.gl.glClearColor(0, 1, 0, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); stage.act(); batch.setProjectionMatrix(camera.combined); batch.begin(); stage.draw(); batch.end(); }

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  • My frustum culling is culling from the wrong point

    - by Xbetas
    I'm having problems with my frustum being in the wrong origin. It follows the rotation of my camera but not the position. In my camera class I'm generating a view-matrix: void Camera::Update() { UpdateViewMatrix(); glMatrixMode(GL_MODELVIEW); //glLoadIdentity(); glLoadMatrixf(GetViewMatrix().m); } Then extracting the planes using the projection matrix and modelview matrix: void UpdateFrustum() { Matrix4x4 projection, model, clip; glGetFloatv(GL_PROJECTION_MATRIX, projection.m); glGetFloatv(GL_MODELVIEW_MATRIX, model.m); clip = model * projection; m_Planes[RIGHT][0] = clip.m[ 3] - clip.m[ 0]; m_Planes[RIGHT][1] = clip.m[ 7] - clip.m[ 4]; m_Planes[RIGHT][2] = clip.m[11] - clip.m[ 8]; m_Planes[RIGHT][3] = clip.m[15] - clip.m[12]; NormalizePlane(RIGHT); m_Planes[LEFT][0] = clip.m[ 3] + clip.m[ 0]; m_Planes[LEFT][1] = clip.m[ 7] + clip.m[ 4]; m_Planes[LEFT][2] = clip.m[11] + clip.m[ 8]; m_Planes[LEFT][3] = clip.m[15] + clip.m[12]; NormalizePlane(LEFT); m_Planes[BOTTOM][0] = clip.m[ 3] + clip.m[ 1]; m_Planes[BOTTOM][1] = clip.m[ 7] + clip.m[ 5]; m_Planes[BOTTOM][2] = clip.m[11] + clip.m[ 9]; m_Planes[BOTTOM][3] = clip.m[15] + clip.m[13]; NormalizePlane(BOTTOM); m_Planes[TOP][0] = clip.m[ 3] - clip.m[ 1]; m_Planes[TOP][1] = clip.m[ 7] - clip.m[ 5]; m_Planes[TOP][2] = clip.m[11] - clip.m[ 9]; m_Planes[TOP][3] = clip.m[15] - clip.m[13]; NormalizePlane(TOP); m_Planes[NEAR][0] = clip.m[ 3] + clip.m[ 2]; m_Planes[NEAR][1] = clip.m[ 7] + clip.m[ 6]; m_Planes[NEAR][2] = clip.m[11] + clip.m[10]; m_Planes[NEAR][3] = clip.m[15] + clip.m[14]; NormalizePlane(NEAR); m_Planes[FAR][0] = clip.m[ 3] - clip.m[ 2]; m_Planes[FAR][1] = clip.m[ 7] - clip.m[ 6]; m_Planes[FAR][2] = clip.m[11] - clip.m[10]; m_Planes[FAR][3] = clip.m[15] - clip.m[14]; NormalizePlane(FAR); } void NormalizePlane(int side) { float length = 1.0/(float)sqrt(m_Planes[side][0] * m_Planes[side][0] + m_Planes[side][1] * m_Planes[side][1] + m_Planes[side][2] * m_Planes[side][2]); m_Planes[side][0] /= length; m_Planes[side][1] /= length; m_Planes[side][2] /= length; m_Planes[side][3] /= length; } And check against it with: bool PointInFrustum(float x, float y, float z) { for(int i = 0; i < 6; i++) { if( m_Planes[i][0] * x + m_Planes[i][1] * y + m_Planes[i][2] * z + m_Planes[i][3] <= 0 ) return false; } return true; } Then i render using: camera->Update(); UpdateFrustum(); int numCulled = 0; for(int i = 0; i < (int)meshes.size(); i++) { if(!PointInFrustum(meshCenter.x, meshCenter.y, meshCenter.z)) { meshes[i]->SetDraw(false); numCulled++; } else meshes[i]->SetDraw(true); } What am i doing wrong?

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  • Incorrect lighting results with deferred rendering

    - by Lasse
    I am trying to render a light-pass to a texture which I will later apply on the scene. But I seem to calculate the light position wrong. I am working on view-space. In the image above, I am outputting the attenuation of a point light which is currently covering the whole screen. The light is at 0,10,0 position, and I transform it to view-space first: Vector4 pos; Vector4 tmp = new Vector4 (light.Position, 1); // Transform light position for shader Vector4.Transform (ref tmp, ref Camera.ViewMatrix, out pos); shader.SendUniform ("LightViewPosition", ref pos); Now to me that does not look as it should. What I think it should look like is that the white area should be on the center of the scene. The camera is at the corner of the scene, and it seems as if the light would move along with the camera. Here's the fragment shader code: void main(){ // default black color vec3 color = vec3(0); // Pixel coordinates on screen without depth vec2 PixelCoordinates = gl_FragCoord.xy / ScreenSize; // Get pixel position using depth from texture vec4 depthtexel = texture( DepthTexture, PixelCoordinates ); float depthSample = unpack_depth(depthtexel); // Get pixel coordinates on camera-space by multiplying the // coordinate on screen-space by inverse projection matrix vec4 world = (ImP * RemapMatrix * vec4(PixelCoordinates, depthSample, 1.0)); // Undo the perspective calculations vec3 pixelPosition = (world.xyz / world.w) * 3; // How far the light should reach from it's point of origin float lightReach = LightColor.a / 2; // Vector in between light and pixel vec3 lightDir = (LightViewPosition.xyz - pixelPosition); float lightDistance = length(lightDir); vec3 lightDirN = normalize(lightDir); // Discard pixels too far from light source //if(lightReach < lightDistance) discard; // Get normal from texture vec3 normal = normalize((texture( NormalTexture, PixelCoordinates ).xyz * 2) - 1); // Half vector between the light direction and eye, used for specular component vec3 halfVector = normalize(lightDirN + normalize(-pixelPosition)); // Dot product of normal and light direction float NdotL = dot(normal, lightDirN); float attenuation = pow(lightReach / lightDistance, LightFalloff); // If pixel is lit by the light if(NdotL > 0) { // I have moved stuff from here to above so I can debug them. // Diffuse light color color += LightColor.rgb * NdotL * attenuation; // Specular light color color += LightColor.xyz * pow(max(dot(halfVector, normal), 0.0), 4.0) * attenuation; } RT0 = vec4(color, 1); //RT0 = vec4(pixelPosition, 1); //RT0 = vec4(depthSample, depthSample, depthSample, 1); //RT0 = vec4(NdotL, NdotL, NdotL, 1); RT0 = vec4(attenuation, attenuation, attenuation, 1); //RT0 = vec4(lightReach, lightReach, lightReach, 1); //RT0 = depthtexel; //RT0 = 100 / vec4(lightDistance, lightDistance, lightDistance, 1); //RT0 = vec4(lightDirN, 1); //RT0 = vec4(halfVector, 1); //RT0 = vec4(LightColor.xyz,1); //RT0 = vec4(LightViewPosition.xyz/100, 1); //RT0 = vec4(LightPosition.xyz, 1); //RT0 = vec4(normal,1); } What am I doing wrong here?

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  • Pantech Link II, Ubuntu and Virtual XP

    - by user85041
    Okay this is my problem. I have a Pantech Link II, dmesg states: [ 896.072037] usb 2-3: new high-speed USB device number 3 using ehci_hcd [ 896.258562] cdc_acm 2-3:1.0: ttyACM0: USB ACM device [ 896.260039] usbcore: registered new interface driver cdc_acm [ 896.260042] cdc_acm: USB Abstract Control Model driver for USB modems and ISDN adapters Have it installed through wine (pc suite and driver) and it doesn't see it. Virtual XP through VMWare Player sees my device, knows it needs a driver. The removable devices says Curitel Pantech USB Device (Maybe Driver). I have PC Suite installed in XP, I install the driver through the executable.. it says problem with installing hardware, and then it disappears. Ubuntu sees it after restart, but if I start XP with that driver installed, it disappears from both and I get these errors in dmesg: [ 1047.760555] /dev/vmmon[2882]: PTSC: initialized at 3093322000 Hz using TSC, TSCs are synchronized. [ 1048.174033] /dev/vmmon[2882]: Monitor IPI vector: 0 [ 1055.293060] /dev/vmnet: open called by PID 3163 (vmx-vcpu-0) [ 1055.293074] /dev/vmnet: port on hub 8 successfully opened [ 1055.293088] /dev/vmnet: open called by PID 3163 (vmx-vcpu-0) [ 1055.293094] /dev/vmnet: port on hub 8 successfully opened [ 1072.446305] /dev/vmnet: open called by PID 3163 (vmx-vcpu-0) [ 1072.446316] /dev/vmnet: port on hub 8 successfully opened [ 1072.446328] /dev/vmnet: open called by PID 3163 (vmx-vcpu-0) [ 1072.446334] /dev/vmnet: port on hub 8 successfully opened [ 1072.856024] usb 1-1: reset high-speed USB device number 2 using ehci_hcd [ 1079.292024] usb 1-1: reset high-speed USB device number 2 using ehci_hcd [ 1079.732024] usb 1-1: reset high-speed USB device number 2 using ehci_hcd [ 1127.743034] NET: Registered protocol family 39 [ 1127.749320] [3163]: VMCI: IOCTL_VMCI_QUEUEPAIR_ALLOC (cid=1522210225,result=4). [ 1144.104031] usb 2-3: reset high-speed USB device number 3 using ehci_hcd [ 1144.412031] usb 2-3: reset high-speed USB device number 3 using ehci_hcd [ 1155.889976] ehci_hcd 0000:00:13.2: force halt; handshake ffffc90000642024 00004000 00000000 -> -110 [ 1155.889980] ehci_hcd 0000:00:13.2: HC died; cleaning up [ 1155.890008] usb 2-3: USB disconnect, device number 3 [ 1155.890013] usb 2-3: usbfs: usb_submit_urb returned -110 [ 1658.310777] [3163]: VMCI: IOCTL_VMCI_QUEUEPAIR_DETACH (cid=1522210225,result=3). [ 1658.392018] NET: Unregistered protocol family 39 [ 1666.546438] /dev/vmnet: open called by PID 3163 (vmx-vcpu-0) [ 1666.546450] /dev/vmnet: port on hub 8 successfully opened [ 1666.546462] /dev/vmnet: open called by PID 3163 (vmx-vcpu-0) [ 1666.546467] /dev/vmnet: port on hub 8 successfully opened [ 1671.431383] uvcvideo: Found UVC 1.00 device USB2.0 Camera (1871:0101) [ 1671.432533] input: USB2.0 Camera as /devices/pci0000:00/0000:00:12.2/usb1/1-1/1-1:1.0/input/input13 lessa@X:~$ dmesg|tail [ 1155.890008] usb 2-3: USB disconnect, device number 3 [ 1155.890013] usb 2-3: usbfs: usb_submit_urb returned -110 [ 1658.310777] [3163]: VMCI: IOCTL_VMCI_QUEUEPAIR_DETACH (cid=1522210225,result=3). [ 1658.392018] NET: Unregistered protocol family 39 [ 1666.546438] /dev/vmnet: open called by PID 3163 (vmx-vcpu-0) [ 1666.546450] /dev/vmnet: port on hub 8 successfully opened [ 1666.546462] /dev/vmnet: open called by PID 3163 (vmx-vcpu-0) [ 1666.546467] /dev/vmnet: port on hub 8 successfully opened [ 1671.431383] uvcvideo: Found UVC 1.00 device USB2.0 Camera (1871:0101) [ 1671.432533] input: USB2.0 Camera as /devices/pci0000:00/0000:00:12.2/usb1/1-1/1-1:1.0/input/input13 I have tried uninstalling, and installing manually from the device manager update driver while it's still has the warning sign.. it doesn't see the drivers as valid. No idea how to fix this.. would prefer to not have to go to another computer. I'm not trying to do anything but get the pictures off of it. I have to restart ubuntu, plug in device, for ubuntu to see it correctly again. I am like a month and a half old linux newbie so I have no idea the commands I could use for this, and I don't have a memory card in the phone to mount.

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  • How to diagnose and solve an erratic "HDCP Support Required"?

    - by Jom Orgstrom
    I am playing a digital tv broadcast on Windows Media Center for Windows 7. I built this system so it works with HDCP, and in fact I have been able to watch tv and bluray before with this same computer. However, I suddenly started getting an "HDCP Support Required" error from WMC. The entire message is as follows: HDCP Support Required High-bandwidth Digital Content Protection (HDCP) may not be supported by the current video card. Use an HDCP-compliant display, video card, and video driver. Or, connect using an analog connection such as component or VGA. Relevant specs are: CPU: Ivy Bridge Core i7-3770 Motherboard: Asus P8H77-I Memory: 16GB DDR3-1600 Graphics: Radeon HD 7850 (Driver by AMD, version 8.982.0.0 built on 2012/07/27) Display: Acer P243w connected by HDMI Sound: Roland Quad-Capture (It complains even when I use the bundled VIA HD Audio) TV Tuner: I-O Data GV-MC7/HZ3 OS: Windows 7 Professional SP1, Windows Update enabled. All patched and up to date. As you can see, there is nothing weird or old about my setup. I am also not doing anything strange, not doing any overclocking, weird system changes and so on. One thing that does happen from time to time, is that the display goes black for a few seconds (sometimes when watching media contents, sometimes when just using photoshop or Visual Studio). This happened with my previous setup as well, so I'd be inclined to think it is a display or cable issue (apart from the BD drive, these are the only things I kept from my previous setup to this one). But being a digital transfer, as far as I know, these things either work or not. Never erratically or with decreased quality. The thing is that sometimes I can watch the TV, sometimes not. This happens with recorded programs as well, so it's not a per-program thing. Sometimes rebooting helps, sometimes it doesn't. Sometimes unplugging and plugging back the HDMI connector helps, sometimes it doesn't. Sometimes doing so doesn't even turn the screen back on, so I have to reboot. Unfortunately, WMC's error message is quite unhelpful. I'd like to know exactly where the problem is, so I can solve it. I don't want to buy a brand new display just to then find out it was a registry setting that was misconfigured. I've tried looking at the system event viewer, but these errors don't show up at all in there. Other people who have this problem seem to have a setup that is not HDCP compliant, so I turn to you guys here. Anybody knows how to diagnose this problem? Edit: So I got the Cyberlink Blu-ray disc advisor. I ran it and told me everything was okay, except for the Video Connection Type, which showed as "Digital (without HDCP)". I then proceeded to unplug the power cable from the monitor, plugged it in again, ran the tool again, and now it's "Digital (with HDCP)". Needless to say, I can watch my TV and recorded programs on WMP again. I'm guessing that at some point, something may be slightly wrong with the HDCP setup, and Windows decides to reset the entire content protection path (which leads to the screen blanking out). Usually the reset succeeds, but sometimes it doesn't, so Windows defaults to turning HDCP off. There's no way to turn it back on, except by doing a hard reset of the display. I really want to know what the exact error was, so I can fix it. Is it the cable? is it the display? is it the video card? the driver? Also, is there any other way to try and turn HDCP on again without having to hard reset the display? Oh, questions, questions...

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  • XNA Reach profile with VMWare - Vertex Buffers not working?

    - by Nektarios
    Running XNA app, using Reach profile, in VMWare Fusion host OS Mac OSX, VM is Windows XP SP 3 (my dual-boot OS). Running on MacBook Pro w/NVidia 320M graphics card When I am booted in to XP natively, my code works. The code is drawing cubes that are set up using vertex buffers When another friend runs this same code on Windows 7, it also works for him just fine When I am running my code in the VM, it doesn't work. I have billboarding sprites running in a shader program and this part displays fine. I get no crashing or errors, the geometry just doesn't appear. I tried Debug and Release. This is very basic operation so I'm thinking VMWare isn't the problem, but it's my code.... My init code: var vertexArray = verts.ToArray(); var indexArray = indices.ToArray(); indexBuffer = new IndexBuffer(GraphicsDevice, typeof(Int16), indexArray.Length, BufferUsage.WriteOnly); indexBuffer.SetData(indexArray); vertexBuffer = new VertexBuffer(GraphicsDevice, typeof(VertexPositionColor), vertexArray.Length, BufferUsage.WriteOnly); vertexBuffer.SetData(vertexArray); My Draw code: // problem isn't here, tried no cull GraphicsDevice.RasterizerState = RasterizerState.CullClockwise; GraphicsDevice.BlendState = BlendState.AlphaBlend; GraphicsDevice.DepthStencilState = new DepthStencilState() { DepthBufferEnable = true }; // Update View and Projection TileEffect.View = ((Game1)Game).Camera.View; TileEffect.Projection = ((Game1)Game).Camera.Projection; TileEffect.CurrentTechnique.Passes[0].Apply(); GraphicsDevice.SetVertexBuffer(vertexBuffer); GraphicsDevice.Indices = indexBuffer; GraphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, indices.Count, 0, indices.Count / 3); For LoadContent: TileEffect = new BasicEffect(GraphicsDevice) { World = Matrix.Identity, View = ((Game1)Game).Camera.View, Projection = ((Game1)Game).Camera.Projection, VertexColorEnabled = true };

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  • Display object in just a certain viewport

    - by PSilo
    Hi I got 4 viewports and one large that I can switch between now I got an object namely the camera and the cameras target position that I show with rendering a sphere at those locations. I want to show the cameras position in 3 of my viewports but not in the last which is the camera display but at the moment I got an all or nothing scenario. void display(int what) { if(what==5){ glMatrixMode(GL_MODELVIEW); glLoadIdentity(); camControll();} if(what==1){ glMatrixMode(GL_MODELVIEW); glLoadIdentity(); gluLookAt(75,15,-5,0,5,-5,0,1,0);} if(what==2){ glMatrixMode(GL_MODELVIEW); glLoadIdentity(); gluLookAt(0,110,0,0,0,0,1,0,0);} if(what==3){ glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0f, float(320) / float(240), 0.1f, 100.0f); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); camControll();} if(what==4){ glMatrixMode(GL_MODELVIEW); glLoadIdentity(); gluLookAt(185,75,25,0,28,0,0,1,0);} //glMatrixMode(GL_MODELVIEW); //glLoadIdentity(); ////gluLookAt(cos(shared.time) * shared.distance, 10, sin(shared.time) * shared.distance, 0, 0, 0, 0, 1, 0); ////ca.orbitYaw(0.05); //ca.lookAt(); glClearColor(0, 0, 0, 1); glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); drawScene(); // scene that all views should render drawCamera(); / camera position that only certain views should render glutSwapBuffers(); } I'm thinking that perhaps I could do one sweep for first the 3 viewports and then call glutSwapBuffers() and then do the other viewport without the camera position but some stuttering I previously had was traced to glutSwapBuffers() being called for each viewport so I guess there has to be another way only that I cant figure it out.

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  • Jquery Blinking issues when using 2 .hover

    - by user1897502
    I want to do 2 .hover : first when the cursor is hover the image icons should appear on the image second when the cursor is hover a specific icon, (for exemple info) a div with the informations should appear I have nearly sucess but I have blinkin problems and when I use the two .hover function the information popup does not show up. here my html {LinkOpenTag}<div class="centrage"><div class="photoDiv"><img src="{PhotoURL-500}" alt="{PhotoAlt}" /> <div class="icons"> {block:Exif} <span class="info"><span> <div class="exif" style="display: none; opacity: 0"> <ol class="CameraMeta"> <li>{block:Camera}Camera: {Camera}{/block:Camera}</li> <li>{block:Aperture}Aperture: {Aperture}{/block:Aperture}</li> <li>{block:Exposure}Exposure: {Exposure}{/block:Exposure}</li> <li>{block:FocalLength}Focal Length: {FocalLength}{/block:FocalLength}</li> </ol> </div> {/block:Exif} </div> </div>{LinkCloseTag} and here my jquery <script type="text/javascript"> $(".photoDiv img").hover( function() { $(this).next().css("visibility", "visible"); }, function() { $(this).next().css("visibility", "hidden"); } ); $("span.info").hover( function() { $(".exif").css("display", "block"); $(".exif").css("opacity", "1"); }, function() { $(".exif").css("display", "none"); $(".exif").css("opacity", "0"); } ); Thanks for your time :)

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  • jQuery ajax post of jpg image to .net webservice. Image results corrupted

    - by sosergio
    I have a phonegap jquery app that opens the camera and take a picture. I then POST this picture to a .net webservice, wich I've coded. I can't use phonegap FileTransfer because such isn't supported by Bada os, wich is a requirement. I believe I've successfully loaded the image from phonegap FileSystem API, I've attached it into an .ajax type:post, I've even received it from .net side, but when .net save the image into the server, the image results corrupted. It seems to me that two sides of the communication have different data type. Has anyone experience in this? Any help will be appreciated. This is my code: //PHONEGAP CAMERA ACCESS (summed up) navigator.camera.getPicture(onGetPictureSuccess, onGetPictureFail, { quality: 50, destinationType:Camera.DestinationType.FILE_URI }); window.resolveLocalFileSystemURI(imageURI, onResolveFileSystemURISuccess, onResolveFileSystemURIError); fileEntry.file(gotFileSuccess, gotFileError); new FileReader().readAsDataURL(file); //UPLOAD FILE function onDataReadSuccess(evt) { var image_data = evt.target.result; var filename = unique_id(); var filext = "jpg"; $.ajax({ type : 'POST', url : SERVICE_BASE_URL+"/fotos/"+filename+"?ext="+filext, cache: false, timeout: 100000, processData: false, data: image_data, contentType: 'image/jpeg', success : function(data) { console.log("Data Uploaded with success. Message: "+ data); $.mobile.hidePageLoadingMsg(); $.mobile.changePage("ok.html"); } }); } On my .net Web Service this is the method that gets invoked: public string FotoSave(string filename, string extension, Stream fileContent) { string filePath = HttpContext.Current.Server.MapPath("~/foto_data/") + "\\" + filename; FileStream writeStream = new FileStream(filePath, FileMode.OpenOrCreate, FileAccess.Write); int Length = 256; Byte[] buffer = new Byte[Length]; int bytesRead = readStream.Read(buffer, 0, Length); // write the required bytes while (bytesRead > 0) { writeStream.Write(buffer, 0, bytesRead); bytesRead = readStream.Read(buffer, 0, Length); } readStream.Close(); writeStream.Close(); }

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  • Android Bluetooth syncing

    - by Darryl
    I am connecting to a bluetooth enabled camera, and I am able to connect using the methods found in the BluetoothChat example. I need to send commands to the camera. The issue is that I also need to get a response BACK from the camera after I send the command in the first place. So basically I need to write a command and receive a response. However, the thing is that the commands sometimes don't generate a response. Even the documentation on the camera says that you "have to send the sync command as many as 25 times on power up before you will get a response." So I cannot just write a command and wait for a response, as the "read" function blocks the thread. If I have the read function in another thread, like the bluetooth chat example, there seems to be sync issues, i.e., if I issue a write command, how can I know that it is reading if that is happening in another thread? I did set a global variable to check for, but this seems "iffy" at best. So basically I need to write to the bluetooth and then attempt to read from it. However, I need to let that read timeout and if I haven't received a response, I need to write again until I get a response (or until it's tried a set number of times). I don't need the read function to be going all the time in the background. Any ideas? Thanks in advance for your time.

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  • iPhone 3GS lens data for Hugin / Panorama Tools

    - by david-ocallaghan
    I'm using the Hugin frontend to Panorama Tools and it requires camera and lens data for the images it handles (details here: http://wiki.panotools.org/Hugin_Camera_and_Lens_tab). Can anyone tell me the appropriate values for the iPhone 3GS camera? Lens: rectilinear Horizontal Field of View: ? focal length: 3.85mm crop factor / focal length multiplier: ?

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  • speakers dont work in macbook pro

    - by Ali_IT
    I have a macbook pro but my Built-in stereo speakers don't work and it comes a red light from Headphone out/optical digital audio out port. my Built-in stereo speakers aren't dead because at first that OS runs it comes a sound from them but as soon as the macbook pro is ready when i play music they don't work and In the SOUND in system preferences the name of device for sound output is Digital Out. Is the problem from hardware or software. Is there any solution?

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  • Task-dedicated computers for the household?

    - by Matias Nino
    This question is to generate ideas for task-dedicated computers in a household. Here's mine: Personal Desktop - Gaming, working, office productivity, entertainment, CD/DVD burning General Server - backups, application hosting, mail server, file server, VM server, torrent seeding Personal Laptop - software development, mobile computing Media Center PC - Digital media playback, media file server, Gaming Photo PC - Digital photo management/archival. Nightstand Netbook - Bedtime surfing/reading Spare Laptop - general household use

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  • How can Rackspace beat DigitalOcean's Pricepoint? [on hold]

    - by Matt Jensen
    I have recently discovered Digital Ocean and I have found it to be a relatively nice experience for small staging servers, and the thought occurred to me, why am I paying $267~ for a server on Rackspace (40GB RAM, 160 GB Drive, 2 vCPUs, 400 Mb/s) when Digital Ocean offers a server for $40 (40 GB RAM, 60GB Drive [storage is not a concern of mine], 2 vCPUs, ?Mb/s)? Does Rackspace offer some kind of obvious advantages in Transfer speed/bandwidth? My applications are small startups that for the immediate future will only have about 200-300 concurrent users at once.

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  • Is it possible to fix photos that are taken blurred

    - by Ieyasu Sawada
    I took pictures with a digital camera and I didn't notice that the blur setting is on so the pictures that were taken were all blurred. The camera has no edit feature. Is it still possible to fix it using photoshop? I followed this tutorial on youtube: http://www.youtube.com/watch?v=SpWDihBHRqM which uses photoshop but no luck. As much as possible I want to see the output that is close to a picture that is taken without the blur setting on.

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  • Can not get sound over hdmi in kubuntu 9.10

    - by user32509
    I have used a hdmi cable to connect my lcd (which is connected with my speakers) with my nvida 275 gtx grafic card. I can not get the sound output to work. The hardware itself is working probably - I tested it under windows. Currently I am running Kubuntu 9.10 64 with Nvidia 190.53. The sound output worked fine before I installed the hdmi connection. (German output - i can change it, if you tell me how :)) aplay -l **** Liste von PLAYBACK Geräten **** Karte 0: Intel [HDA Intel], Gerät 0: ALC889A Analog [ALC889A Analog] Untergeordnete Geräte: 1/1 Untergeordnetes Gerät '0: subdevice #0 Karte 0: Intel [HDA Intel], Gerät 1: ALC889A Digital [ALC889A Digital] Untergeordnete Geräte: 1/1 Untergeordnetes Gerät '0: subdevice #0 aplay -L front:CARD=Intel,DEV=0 HDA Intel, ALC889A Analog Front speakers surround40:CARD=Intel,DEV=0 HDA Intel, ALC889A Analog 4.0 Surround output to Front and Rear speakers surround41:CARD=Intel,DEV=0 HDA Intel, ALC889A Analog 4.1 Surround output to Front, Rear and Subwoofer speakers surround50:CARD=Intel,DEV=0 HDA Intel, ALC889A Analog 5.0 Surround output to Front, Center and Rear speakers surround51:CARD=Intel,DEV=0 HDA Intel, ALC889A Analog 5.1 Surround output to Front, Center, Rear and Subwoofer speakers surround71:CARD=Intel,DEV=0 HDA Intel, ALC889A Analog 7.1 Surround output to Front, Center, Side, Rear and Woofer speakers iec958:CARD=Intel,DEV=0 HDA Intel, ALC889A Digital IEC958 (S/PDIF) Digital Audio Output null Discard all samples (playback) or generate zero samples (capture) pulse Playback/recording through the PulseAudio sound server And i disabled mute in kmix an all channels :) Edit: lspci -v ... 00:1b.0 Audio device: Intel Corporation 82801I (ICH9 Family) HD Audio Controller (rev 02) Subsystem: Giga-byte Technology Device a022 Flags: bus master, fast devsel, latency 0, IRQ 22 Memory at ea400000 (64-bit, non-prefetchable) [size=16K] Capabilities: [50] Power Management version 2 Capabilities: [60] Message Signalled Interrupts: Mask- 64bit+ Queue=0/0 Enable- Capabilities: [70] Express Root Complex Integrated Endpoint, MSI 00 Capabilities: [100] Virtual Channel <?> Capabilities: [130] Root Complex Link <?> Kernel driver in use: HDA Intel Kernel modules: snd-hda-intel ... cat /proc/asound/version Advanced Linux Sound Architecture Driver Version 1.0.20. lsmod | grep snd_hda_intel snd_hda_intel 31880 2 snd_hda_codec 87584 2 snd_hda_codec_realtek,snd_hda_intel snd_pcm 93160 3 snd_hda_intel,snd_hda_codec,snd_pcm_oss snd 77096 16 snd_hda_codec_realtek,snd_hda_intel,snd_hda_codec,snd_hwdep,snd_pcm_oss,snd_mixer_oss,snd_pcm,snd_seq_oss,snd_rawmidi,snd_seq,snd_timer,snd_seq_device snd_page_alloc 10928 2 snd_hda_intel,snd_pcm I think I am missing the something-hdmi module? Is there such a thing?

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  • Strange monitor issue - screen goes black after a few seconds

    - by Scott Szretter
    My LCD monitor display is going black (turning off). It's a Samsung SYncMaster 2233 widescreen. I am trying to figure out if there is anything I can do about it, or if the monitor is junk. I have tried multiple computers, all have the same issue. I have tried a different vga cable, same issue. Power and video cables are tight / double checked. When I power on the monitor, the blue light turns on at the bottom. Then a second or two later the video comes up as expected and it looks fine. However, about 2-3 seconds after that, the screen goes black. The blue light is still on and solid at the bottom (blue light normally flashes when the monitor is sleeping). If I power cycle the monitor, same thing happens. With no computer connected or when I unplug the vga cable, I see the searching for signal message "digital", then the screen goes black. However it usually shows "digital" then "analog" after that and switches between the two a few times. The buttons on the side do not do anything, although they may be, I just can not see if they are or not. I can usually get the "digital" message by pressing the buttons on the side, but then it quickly goes black again. What is really strange is sometimes I can get it to work fine. I am not sure what the difference is. Last week I connected it up and it worked fine and it stayed fine for at least a week! I did not turn it off or anything, I just let the OS put the display to sleep. Then this week one morning I started having the screen going black issue again. Seems like something is either loose inside or beginning to fail. Do you think there is any hope for it? update: pushing the input select button causes the "digital" and "analog" messages to flash on the screen, but only for a few seconds then it goes black. When it was working properly, those messages would flash back and fourth for probably 10-20 seconds then a message would show saying check input signal, but now just a black screen.

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  • Skype + webcam recommendations

    - by jamie
    I'm looking for a webcam for use with Skype which has a built in microphone. I specifically want to be able to use the microphone in the camera when i'm taking calls which aren't video calls on skype. Are they any that do this? Does the microsoft H5D Life Camera do this? The operating environment is windows 7 64 bit.

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  • XML Signature in a Web application

    - by OpenDevSoft
    Hi, We are developing an e-Banking web application for a small bank (up to 20000 clients/users). We have to implement digital signatures with X509 certificates (issued by CA on USB tokens) for signing payment information. We tried using CAPICOM but it seems that it is not working well with Windows Vista (have not tried it with Win 7). The other problem is that core banking system can process only Xml digital signatures, so we have to sign XML documents (not just a bulk-formatted text data like with CAPICOM and Win32 Crypto API). So my questions here are: Does anyone of you have similar problem and how did they solved it? Is there a plug-in, library, component or external tool (for Internet Explorer and/or Fire Fox) that supports XML Digital Signatures in a web application? Can you please recommend some of these products and write something about your experience with them? Thank you very much.

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