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  • Draw multiple objects with textures

    - by Simplex
    I want to draw cubes using textures. void OperateWithMainMatrix(ESContext* esContext, GLfloat offsetX, GLfloat offsetY, GLfloat offsetZ) { UserData *userData = (UserData*) esContext->userData; ESMatrix modelview; ESMatrix perspective; //Manipulation with matrix ... glVertexAttribPointer(userData->positionLoc, 3, GL_FLOAT, GL_FALSE, 0, cubeFaces); //in cubeFaces coordinates verticles cube glVertexAttribPointer(userData->normalLoc, 3, GL_FLOAT, GL_FALSE, 0, cubeFaces); //for normals (use in fragment shaider for textures) glEnableVertexAttribArray(userData->positionLoc); glEnableVertexAttribArray(userData->normalLoc); // Load the MVP matrix glUniformMatrix4fv(userData->mvpLoc, 1, GL_FALSE, (GLfloat*)&userData->mvpMatrix.m[0][0]); //Bind base map glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_CUBE_MAP, userData->baseMapTexId); //Set the base map sampler to texture unit to 0 glUniform1i(userData->baseMapLoc, 0); // Draw the cube glDrawArrays(GL_TRIANGLES, 0, 36); } (coordinates transformation is in OperateWithMainMatrix() ) Then Draw() function is called: void Draw(ESContext *esContext) { UserData *userData = esContext->userData; // Set the viewport glViewport(0, 0, esContext->width, esContext->height); // Clear the color buffer glClear(GL_COLOR_BUFFER_BIT); // Use the program object glUseProgram(userData->programObject); OperateWithMainMatrix(esContext, 0.0f, 0.0f, 0.0f); eglSwapBuffers(esContext->eglDisplay, esContext->eglSurface); } This work fine, but if I try to draw multiple cubes (next code for example): void Draw(ESContext *esContext) { ... // Use the program object glUseProgram(userData->programObject); OperateWithMainMatrix(esContext, 2.0f, 0.0f, 0.0f); OperateWithMainMatrix(esContext, 1.0f, 0.0f, 0.0f); OperateWithMainMatrix(esContext, 0.0f, 0.0f, 0.0f); OperateWithMainMatrix(esContext, -1.0f, 0.0f, 0.0f); OperateWithMainMatrix(esContext, -2.0f, 0.0f, 0.0f); eglSwapBuffers(esContext->eglDisplay, esContext->eglSurface); } A side faces overlapes frontal face. The side face of the right cube overlaps frontal face of the center cube. How can i remove this effect and display miltiple cubes without it?

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  • How do I reconfigure my GLES frame buffer after a rotation?

    - by Panda Pajama
    I am implementing interface rotation for my GLES based game for iOS, written in Xamarin.iOS with OpenTK. I am detecting the rotation by overriding WillRotate, in my UIViewController, and I correctly re-setup all of my projection matrices. However, when drawing a sprite, the image looks a bit blurrier on the landscape version compared to the portrait version, as you can see in the following closeups magnified 10x. Portrait (before rotating) Landscape (after rotating) In both cases, I'm using the same texture with the same sampler, the same shader, and the same GL state. I just changed the order of the parameters in the projection matrix, so the resulting sizes should be exactly the same pixelwise. Since this could be thought of as a window resize, I suppose that the framebuffer has to be recreated to the new size. When working on desktop apps on Direct3D11 (SharpDX), I would have to call swapChain.ResizeBuffers() to do this. I have tried setting AutoResize = true in my iPhoneOSGameView, but then the framebuffer gets clipped as I rotate the interface, and then everything disappears when rotating the interface again. I'm not doing anything strange, my framebuffer initialization is pretty vanilla: int scaling = (int)UIScreen.MainScreen.Scale; DeviceWidth = (int)UIScreen.MainScreen.Bounds.Width * scaling; DeviceHeight = (int)UIScreen.MainScreen.Bounds.Height * scaling; Size = new System.Drawing.Size((int)(DeviceWidth), (int)(DeviceHeight)); Bounds = new System.Drawing.RectangleF(0, 0, DeviceWidth, DeviceHeight); Frame = new System.Drawing.RectangleF(0, 0, DeviceWidth, DeviceHeight); ContextRenderingApi = EAGLRenderingAPI.OpenGLES2; AutoResize = true; LayerRetainsBacking = true; LayerColorFormat = EAGLColorFormat.RGBA8; I get inconsistent results when changing Size, Bounds and Frame on my CreateFrameBuffer override, but since the documentation is so incomplete (it has nothing on Bounds and Frame), I have resorted to randomly changing stuff here and there without really knowing what is going on. There is a similar question which has no answers. However, I don't know if they're experiencing the same problem as I am. Is my supposition that recreating the framebuffer is necessary, correct? If so, does anybody know how to do it correctly in OpenTK for Xamarin.iOS?

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  • Strange rendering in XNA/Monogame

    - by Gerhman
    I am trying to render G-Code generated for a 3d-printer as the printed product by reading the file as line segments and the drawing cylinders with the diameter of the filament around the segment. I think I have managed to do this part right because the vertex I am sending to the graphics device appear to have been processed correctly. My problem I think lies somewhere in the rendering. What basically happens is that when I start rotating my model in the X or Y axis then it renders perfectly for half of the rotation but then for the other half it has this weird effect where you start seeing through the outer filament into some of the shapes inside. This effect is the strongest with X rotations though. Here is a picture of the part of the rotation that looks correct: And here is one that looks horrible: I am still quite new to XNA and/Monogame and 3d programming as a whole. I have no idea what could possibly be causing this and even less of an idea of what this type of behavior is called. I am guessing this has something to do with rendering so have added the code for that part: protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Black); basicEffect.World = world; basicEffect.View = view; basicEffect.Projection = projection; basicEffect.VertexColorEnabled = true; basicEffect.EnableDefaultLighting(); GraphicsDevice.SetVertexBuffer(vertexBuffer); RasterizerState rasterizerState = new RasterizerState(); rasterizerState.CullMode = CullMode.CullClockwiseFace; rasterizerState.ScissorTestEnable = true; GraphicsDevice.RasterizerState = rasterizerState; foreach (EffectPass pass in basicEffect.CurrentTechnique.Passes) { pass.Apply(); GraphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, vertexBuffer.VertexCount); } base.Draw(gameTime); } I don't know if it could be because I am shading something that does not really have a texture. I am using this custom vertex declaration I found on some tutorial that allows me to store a vertex with a position, color and normal: public struct VertexPositionColorNormal { public Vector3 Position; public Color Color; public Vector3 Normal; public readonly static VertexDeclaration VertexDeclaration = new VertexDeclaration ( new VertexElement(0, VertexElementFormat.Vector3, VertexElementUsage.Position, 0), new VertexElement(sizeof(float) * 3, VertexElementFormat.Color, VertexElementUsage.Color, 0), new VertexElement(sizeof(float) * 3 + 4, VertexElementFormat.Vector3, VertexElementUsage.Normal, 0) ); } If any of you have ever seen this type of thing please help. Also, if you think that the problem might lay somewhere else in my code then please just request what part you would like to see in the comments section.

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  • Loading levels from .txt or .XML for XNA

    - by Dave Voyles
    I'm attemptin to add multiple levels to my pong game. I'd like to simply exchange a few elements with each level, nothing crazy. Just the background texture, the color of the AI paddle (the one on the right side), and the music. It seems that the best way to go about this is by utilizing the StreamReader to read and write the files from XML. If there is a better, or more efficient alternative way then I'm all for it. In looking over the XNA Starter Platformer Kit provided by MS it seems that they've done it in this manner as well. I'm perplexed by a few things, however, namely parts within the Level class which aren't commented. /// <summary> /// Iterates over every tile in the structure file and loads its /// appearance and behavior. This method also validates that the /// file is well-formed with a player start point, exit, etc. /// </summary> /// <param name="fileStream"> /// A stream containing the tile data. /// </param> private void LoadTiles(Stream fileStream) { // Load the level and ensure all of the lines are the same length. int width; List<string> lines = new List<string>(); using (StreamReader reader = new StreamReader(fileStream)) { string line = reader.ReadLine(); width = line.Length; while (line != null) { lines.Add(line); if (line.Length != width) throw new Exception(String.Format("The length of line {0} is different from all preceeding lines.", lines.Count)); line = reader.ReadLine(); } } What does width = line.Length mean exactly? I mean I know how it reads the line, but what difference does it make if one line is longer than any of the others? Finally, their levels are simply text files that look like this: .................... .................... .................... .................... .................... .................... .................... .........GGG........ .........###........ .................... ....GGG.......GGG... ....###.......###... .................... .1................X. #################### It can't be that easy..... Can it?

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  • 2D water with dynamic waves

    - by user1103457
    New Super Mario Bros has really cool 2D water that I'd like to learn how to create. Here's a video showing it. When something hits the water, it creates a wave. There are also constant "background" waves. You can get a good look at the constant waves just after 00:50 when the camera isn't moving. I assume the splashes in NSMB work as in the first part of this tutorial. But in NSMB the water also has constant waves on the surface, and the splashes look very different. Another difference is that in the tutorial, if you create a splash, it first creates a deep "hole" in the water at the origin of the splash. In new super mario bros this hole is absent or much smaller. I am referring to the splashes that the player creates when jumping in and out of the water. How do they create the constant waves and the splashes? I am especially interested in the splashes, and how they work together with the constant waves. I am programming in XNA. I've tried this myself, but couldn't really get it all to work well together. Bonus questions: How do they create the light spots just under the surface of the waves and how do they texture the deeper parts of the water? This is the first time I try to create water like this. EDIT: I assume the constant waves are created using a sine function. The splashes are probably created in a way like in the tutorial. (But they are not the same, so I am still interested in how to make this kind of splashes) But I have a lot of trouble combining those things. I know I can use the sine function to set the height of a specific watercolumn but the splashes are using the speed, to determine the new height. I can't figure out how to combine those. Not that I am not asking how the developers of new super mario bros did this exactly. I am just interested in ways to recreate an effect like it. This week I have an examweek so I don't have time to work on the code. After this week I will spend a lot of time on it. But I am constantly thinking about it, so that's why I will be checking comments etc. I just won't be looking at the code since it might be too time-consuming.

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  • Blender to 3ds max to cal3d format

    - by Kaliber64
    There are quite a few questions on cal3d but they are old and don't apply anymore. In Blender(must be 2.49a for python script to work!!!): I have a scene with 7 meshes, 1 armature, 10 bones. I tried going to one mesh to simplify it but doesn't change anything. I found a small blend file that was used for cal3d and it exported just fine. So I tried to copy it's setup with no success. EDIT*8/13/2012 In the last week here is what I have found so far. I made the mesh in the newest blender(2.62?) and exported it to import it in the old one(2.49a). Did an animation in the old one because importing new blend files to old blenders, its just said it would lose keyframe data and all was good. And then you get the last problem of it not exporting meshes. BUT I found that meshes made in the old one export regardless. I can't find any that won't export. So if I used the old blender to remake my model I could get it to export :) At this point I found a modified release of cal3d (because the most core model variable would not initiate as I made a really small test subject in old blender instead of remaking my big one which took 4 hours.) which fixes the morph objects and adds what cal3d left off with. Under their license they have to release the modification but it has no documentation so I have to figure it out on my own. Its mostly the same. But with this lib it came with a 3ds max exporter. My question now is how do I transfer armature and mesh information from blender to 3ds max in order to export into cal3d format. Every time I try the models are see through and small and there are no bones. The formats I have tried to import are .3ds .obj(mesh only) and COLLADA. In all of them the mesh is invisible and no bones. It says the default texture is on so I should be able to see it. All the vertices are present I found a vertex highlighter so I can see those. If any of this is confusing let me know so I can clear it up. Its late .<=sleep.

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  • Drawing 2D Grid in 3D View - Need help with method

    - by Deukalion
    I'm trying to draw a simple 2D grid for an editor, to able to navigate more clearly around the 3D space, but I can't render it: Grid2D class, creates a grid of a certain size at a location and should just draw lines. public class Grid2D : IShape { private VertexPositionColor[] _vertices; private Vector2 _size; private Vector3 _location; private int _faces; public Grid2D(Vector2 size, Vector3 location, Color color) { float x = 0, y = 0; if (size.X < 1f) { size.X = 1f; } if (size.Y < 1f) { size.Y = 1f; } _size = size; _location = location; List<VertexPositionColor> vertices = new List<VertexPositionColor>(); _faces = 0; for (y = -size.Y; y <= size.Y; y++) { vertices.Add(new VertexPositionColor(location + new Vector3(-size.X, y, 0), color)); vertices.Add(new VertexPositionColor(location + new Vector3(size.X, y, 0), color)); _faces++; } for (x = -size.X; x <= size.X; x++) { vertices.Add(new VertexPositionColor(location + new Vector3(x, -size.Y, 0), color)); vertices.Add(new VertexPositionColor(location + new Vector3(x, size.Y, 0), color)); _faces++; } _vertices = vertices.ToArray(); } public void Render(GraphicsDevice device) { device.DrawUserPrimitives<VertexPositionColor>(PrimitiveType.LineList, _vertices, 0, _faces); } } Like this: +----+----+----+----+ | | | | | +----+----+----+----+ | | | | | +----+----+----+----+ | | | | | +----+----+----+----+ | | | | | +----+----+----+----+ Anyone knows what I'm doing wrong? If I add a Shape without texture, it's set automatically to VertexColorEnabled and TextureEnabled = false. This is how I render it: foreach (RenderObject render in _renderObjects) { render.Effect.Projection = projection; render.Effect.View = view; render.Effect.World = world; foreach (EffectPass pass in render.Effect.CurrentTechnique.Passes) { pass.Apply(); try { // Could be a Grid2D render.Shape.Render(_device); } catch { throw; } } } Exception is thrown: The current vertex shader declaration does not include all the elements required by the current Vertex Shader. Normal0 is missing. Simply put, I can't figure out how to draw a few lines. I want to draw them one at a time and I guess that's the problem I haven't figured out, and even when I tried rendering vertices[i], vertices[i+1] and primitiveCount = 1, vertices = 2, and so on it didn't work either. Any suggestions?

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  • How can I achieve a 3D-like effect with spritebatch's rotation and scale parameters

    - by Alic44
    I'm working on a 2d game with a top-down perspective similar to Secret of Mana and the 2D Final Fantasy games, with one big difference being that it's an action rpg using a 3-dimensional physics engine. I'm trying to draw an aimer graphic (basically an arrow) at my characters' feet when they're aiming a ranged weapon. At first I just converted the character's aim vector to radians and passed that into spritebatch, but there was a problem. The position of every object in my world is scaled for perspective when it's drawn to the screen. So if the physics engine coordinates are (1, 0, 1), the screen coords are actually (1, .707) -- the Y and Z axis are scaled by a perspective factor of .707 and then added together to get the screen coordinates. This meant that the direction the aimer graphic pointed (thanks to its rotation value passed into spritebatch) didn't match up with the direction the projectile actually traveled over time. Things looked fine when the characters fired left, right, up, or down, but if you fired on a diagonal the perspective of the physics engine didn't match with the simplistic way I was converting the character's aim direction to a screen rotation. Ok, fast forward to now: I've got the aimer's rotation matched up with the path the projectile will actually take, which I'm doing by decomposing a transform matrix which I build from two rotation matrices (one to represent the aimer's rotation, and one to represent the camera's 45 degree rotation on the x axis). My question is, is there a way to get not just rotation from a series of matrix transformations, but to also get a Vector2 scale which would give the aimer the appearance of being a 3d object, being warped by perspective? Orthographic perspective is what I'm going for, I think. So, the aimer arrow would get longer when facing sideways, and shorter when facing north and south because of the perspective. At the same time, it would get wider when facing north and south, and less wide when facing right or left. I'd like to avoid actually drawing the aimer texture in 3d because I'm still using spritebatch's layerdepth parameter at this point in my project, and I don't want to have to figure out how to draw a 3d object within the depth sorting system I already have. I can provide code and more details if this is too vague as a question... This is my first post on stack exchange. Thanks a lot for reading! Note: (I think) I realize it can't be a technically correct 3D perspective, because the spritebatch's vector2 scaling argument doesn't allow for an object to be skewed the way it actually should be. What I'm really interested in is, is there a good way to fake the effect, or should I just drop it and not scale at all? Edit to clarify without the help of a picture (apparently I can't post them yet): I want the aimer arrow to look like it has been painted on the ground at the character's feet, so it should appear to be drawn on the ground plane (in my case the XZ plane) which should be tilted at a 45 degree angle (around the X axis) from the viewing perspective. Alex

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  • Why my collision detection is not accurate?

    - by optimisez
    After trying and trying, I still cannot understand why the leg of character exceeds the wall but no clipping issue when I hit the wall from below. How should I fix it to make him standstill on the wall? void initPlayer() { // Create texture. hr = D3DXCreateTextureFromFileEx(d3dDevice, "player.png", 169, 44, D3DX_DEFAULT, NULL, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 255), NULL, NULL, &player); playerRect.left = playerRect.top = 0; playerRect.right = 29; playerRect.bottom = 36; playerDest.X = 0; playerDest.Y = 564; playerDest.length = playerRect.right - playerRect.left; playerDest.height = playerRect.bottom - playerRect.top; } void initBox() { hr = D3DXCreateTextureFromFileEx(d3dDevice, "brock.png", 330, 132, D3DX_DEFAULT, NULL, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 255), NULL, NULL, &box); boxRect.left = 33; boxRect.top = 0; boxRect.right = 63; boxRect.bottom = 30; boxDest.X = boxDest.Y = 300; boxDest.length = boxRect.right - boxRect.left; boxDest.height = boxRect.bottom - boxRect.top; } bool spriteCollide(Entity player, Entity target) { float left1, left2; float right1, right2; float top1, top2; float bottom1, bottom2; left1 = player.X; left2 = target.X; right1 = player.X + player.length; right2 = target.X + target.length; top1 = player.Y; top2 = target.Y; bottom1 = player.Y + player.height; bottom2 = target.Y + target.height; if (bottom1 < top2) return false; if (top1 > bottom2) return false; if (right1 < left2) return false; if (left1 > right2) return false; return true; } void collideWithBox() { if ( spriteCollide(playerDest, boxDest) && keyArr[VK_UP]) //playerDest.Y += 50; playerDest.Y = boxDest.Y + boxDest.height; else if ( spriteCollide(playerDest, boxDest) && !keyArr[VK_UP]) playerDest.Y = boxDest.Y - boxDest.height; }

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  • Weird appearance for a 3D XNA ground

    - by Belos
    I wanted to add a ground so I can know the position of a helicopter in the world. But the ground appeared in a weird way: http://i.stack.imgur.com/yTSuW.jpg The ground had the following texture: http://i.stack.imgur.com/pdpxB.png EDIT: Sorry, I forgot to post the code: public class ImportModel { public Vector3 Position { get; set; } public Vector3 Rotation { get; set; } public Vector3 Scale { get; set; } Model Model; Matrix[] modeltransforms; GraphicsDevice GraphicDevice; ContentManager Content; BoundingSphere sphere; bool boundingimplemented = false; public ImportModel(string model, GraphicsDevice gd, ContentManager cm, Vector3 position, Vector3 rot, Vector3 sca) { GraphicDevice = gd; Content = cm; Position = position; Rotation = rot; Scale = sca; Model = Content.Load<Model>(model); modeltransforms = new Matrix[Model.Bones.Count]; Model.CopyAbsoluteBoneTransformsTo(modeltransforms); } public void Draw(Camera camera) { Matrix baseworld = Matrix.CreateScale(Scale) * Matrix.CreateFromYawPitchRoll(Rotation.Y, Rotation.X, Rotation.Z) * Matrix.CreateTranslation(Position); foreach (ModelMesh mesh in Model.Meshes) { Matrix localworld = modeltransforms[mesh.ParentBone.Index] * baseworld; foreach (ModelMeshPart meshpart in mesh.MeshParts) { BasicEffect effect = (BasicEffect)meshpart.Effect; effect.World = localworld; effect.View = camera.View; effect.Projection = camera.Projection; effect.EnableDefaultLighting(); } mesh.Draw(); } } public BoundingSphere BoundingSphere { get { if (!boundingimplemented) { foreach (ModelMesh mesh in Model.Meshes) { BoundingSphere transformed = mesh.BoundingSphere.Transform( modeltransforms[mesh.ParentBone.Index]); sphere = BoundingSphere.CreateMerged(sphere, transformed); } Matrix worldTransform = Matrix.CreateScale(Scale) * Matrix.CreateTranslation(Position); BoundingSphere transforme = sphere; transforme = transforme.Transform(worldTransform); return transforme; } else { Matrix worldTransform = Matrix.CreateScale(Scale) * Matrix.CreateTranslation(Position); BoundingSphere transformed = sphere; transformed = transformed.Transform(worldTransform); return transformed; } } } } Then I call the class from the Game1 class: ImportModel ground = new ImportModel("ground", GraphicsDevice, Content, Vector3.Zero, Vector3.Zero, new Vector3(20f)); EDIT2:This is how the scene looks from top: i.stack.imgur.com/Hs983.jpg

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  • Why are my scene's depth values not being written to my DepthStencilView?

    - by dotminic
    I'm rendering to a depth map in order to use it as a shader resource view, but when I sample the depth map in my shader, the red component has a value of 1 while all other channels have a value of 0. The Texture2D I use to create the DepthStencilView is bound with the D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE flags, the DepthStencilView has the DXGI_FORMAT_D32_FLOAT format, and the ShaderResourceView's format is D3D11_SRV_DIMENSION_TEXTURE2D. I'm setting the depth map render target, then i'm drawing my scene, and once that is done, I'm the back buffer render target and depth stencil are set on the output merger, and I'm using the depth map shader resource view as a texture in my shader, but the depth value in the red channel is constantly 1. I'm not getting any runtime errors from D3D, and no compile time warning or anything. I'm not sure what I'm missing here at all. I have the impression the depth value is always being set to 1. I have not set any depth/stencil states, and AFAICT depth writing is enabled by default. The geometry is being rendered correctly so I'm pretty sure depth writing is enabled. The device is created with the appropriate debug flags; #if defined(DEBUG) || defined(_DEBUG) deviceFlags |= D3D11_CREATE_DEVICE_DEBUG | D3D11_RLDO_DETAIL; #endif This is how I create my depth map. I've omitted error checking for the sake of brevity D3D11_TEXTURE2D_DESC td; td.Width = width; td.Height = height; td.MipLevels = 1; td.ArraySize = 1; td.Format = DXGI_FORMAT_R32_TYPELESS; td.SampleDesc.Count = 1; td.SampleDesc.Quality = 0; td.Usage = D3D11_USAGE_DEFAULT; td.BindFlags = D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE; td.CPUAccessFlags = 0; td.MiscFlags = 0; _device->CreateTexture2D(&texDesc, 0, &this->_depthMap); D3D11_DEPTH_STENCIL_VIEW_DESC dsvd; ZeroMemory(&dsvd, sizeof(dsvd)); dsvd.Format = DXGI_FORMAT_D32_FLOAT; dsvd.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D; dsvd.Texture2D.MipSlice = 0; _device->CreateDepthStencilView(this->_depthMap, &dsvd, &this->_dmapDSV); D3D11_SHADER_RESOURCE_VIEW_DESC srvd; srvd.Format = DXGI_FORMAT_R32_FLOAT; srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; srvd.Texture2D.MipLevels = texDesc.MipLevels; srvd.Texture2D.MostDetailedMip = 0; _device->CreateShaderResourceView(this->_depthMap, &srvd, &this->_dmapSRV);

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  • Accounting for waves when doing planar reflections

    - by CloseReflector
    I've been studying Nvidia's examples from the SDK, in particular the Island11 project and I've found something curious about a piece of HLSL code which corrects the reflections up and down depending on the state of the wave's height. Naturally, after examining the brief paragraph of code: // calculating correction that shifts reflection up/down according to water wave Y position float4 projected_waveheight = mul(float4(input.positionWS.x,input.positionWS.y,input.positionWS.z,1),g_ModelViewProjectionMatrix); float waveheight_correction=-0.5*projected_waveheight.y/projected_waveheight.w; projected_waveheight = mul(float4(input.positionWS.x,-0.8,input.positionWS.z,1),g_ModelViewProjectionMatrix); waveheight_correction+=0.5*projected_waveheight.y/projected_waveheight.w; reflection_disturbance.y=max(-0.15,waveheight_correction+reflection_disturbance.y); My first guess was that it compensates for the planar reflection when it is subjected to vertical perturbation (the waves), shifting the reflected geometry to a point where is nothing and the water is just rendered as if there is nothing there or just the sky: Now, that's the sky reflecting where we should see the terrain's green/grey/yellowish reflection lerped with the water's baseline. My problem is now that I cannot really pinpoint what is the logic behind it. Projecting the actual world space position of a point of the wave/water geometry and then multiplying by -.5f, only to take another projection of the same point, this time with its y coordinate changed to -0.8 (why -0.8?). Clues in the code seem to indicate it was derived with trial and error because there is redundancy. For example, the author takes the negative half of the projected y coordinate (after the w divide): float waveheight_correction=-0.5*projected_waveheight.y/projected_waveheight.w; And then does the same for the second point (only positive, to get a difference of some sort, I presume) and combines them: waveheight_correction+=0.5*projected_waveheight.y/projected_waveheight.w; By removing the divide by 2, I see no difference in quality improvement (if someone cares to correct me, please do). The crux of it seems to be the difference in the projected y, why is that? This redundancy and the seemingly arbitrary selection of -.8f and -0.15f lead me to conclude that this might be a combination of heuristics/guess work. Is there a logical underpinning to this or is it just a desperate hack? Here is an exaggeration of the initial problem which the code fragment fixes, observe on the lowest tessellation level. Hopefully, it might spark an idea I'm missing. The -.8f might be a reference height from which to deduce how much to disturb the texture coordinate sampling the planarly reflected geometry render and -.15f might be the lower bound, a security measure.

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  • How can I create a flexible system for tiling a 2D RPG map?

    - by CptSupermrkt
    Using libgdx here. I've just finished learning some of the basics of creating a 2D environment and using an OrthographicCamera to view it. The tutorials I went through, however, hardcoded their tiled map in, and none made mention of how to do it any other way. By tiled map, I mean like Final Fantasy 1, where the world map is a grid of squares, each with a different texture. So for example, I've got a 6 tile x 6 tile map, using the following code: Array<Tile> tiles = new Array<Tile>(); tiles.add(new Tile(new Vector2(0,5), TileType.FOREST)); tiles.add(new Tile(new Vector2(1,5), TileType.FOREST)); tiles.add(new Tile(new Vector2(2,5), TileType.FOREST)); tiles.add(new Tile(new Vector2(3,5), TileType.GRASS)); tiles.add(new Tile(new Vector2(4,5), TileType.STONE)); tiles.add(new Tile(new Vector2(5,5), TileType.STONE)); //... x5 more times. Given the random nature of the environment, for loops don't really help as I have to start and finish a loop before I was able to do enough to make it worth setting up the loop. I can see how a loop might be helpful for like tiling an ocean or something, but not in the above case. The above code DOES get me my final desired output, however, if I were to decide I wanted to move a piece or swap two pieces out, oh boy, what a nightmare, even with just a 6x6 test piece, much less a 1000x1000 world map. There must be a better way of doing this. Someone on some post somewhere (can't find it now, of course) said to check out MapEditor. Looks legit. The question is, if that is the answer, how can I make something in MapEditor and have the output map plug in to a variable in my code? I need the tiles as objects in my code, because for example, I determine whether or not a tile is can be passed through or collided with based on my TileTyle enum variable. Are there alternative/language "native" (i.e. not using an outside tool) methods to doing this?

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  • Why is my collision detection not accurate?

    - by optimisez
    After trying and trying, I still cannot understand why the leg of character exceeds the wall but no clipping issue when I hit the wall from below. How should I fix it to make him stand still on the wall? From collideWithBox() function below, it shows that playerDest.Y = boxDest.Y - boxDest.height; will get the position the character should standstill on the wall. Theoretically, the clipping effect won't be happen as the character hit the box from below works with the equation playerDest.Y = boxDest.Y + boxDest.height;. void collideWithBox() { if ( spriteCollide(playerDest, boxDest) && keyArr[VK_UP]) //playerDest.Y += 50; playerDest.Y = boxDest.Y + boxDest.height; else if ( spriteCollide(playerDest, boxDest) && !keyArr[VK_UP]) playerDest.Y = boxDest.Y - boxDest.height; } void initPlayer() { // Create texture. hr = D3DXCreateTextureFromFileEx(d3dDevice, "player.png", 169, 44, D3DX_DEFAULT, NULL, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 255), NULL, NULL, &player); playerRect.left = playerRect.top = 0; playerRect.right = 29; playerRect.bottom = 36; playerDest.X = 0; playerDest.Y = 564; playerDest.length = playerRect.right - playerRect.left; playerDest.height = playerRect.bottom - playerRect.top; } void initBox() { hr = D3DXCreateTextureFromFileEx(d3dDevice, "brock.png", 330, 132, D3DX_DEFAULT, NULL, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 255), NULL, NULL, &box); boxRect.left = 33; boxRect.top = 0; boxRect.right = 63; boxRect.bottom = 30; boxDest.X = boxDest.Y = 300; boxDest.length = boxRect.right - boxRect.left; boxDest.height = boxRect.bottom - boxRect.top; } bool spriteCollide(Entity player, Entity target) { float left1, left2; float right1, right2; float top1, top2; float bottom1, bottom2; left1 = player.X; left2 = target.X; right1 = player.X + player.length; right2 = target.X + target.length; top1 = player.Y; top2 = target.Y; bottom1 = player.Y + player.height; bottom2 = target.Y + target.height; if (bottom1 < top2) return false; if (top1 > bottom2) return false; if (right1 < left2) return false; if (left1 > right2) return false; return true; }

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  • Zelda-style top-down RPG. How to store tile and collision data?

    - by Delerat
    I'm looking to build a Zelda: LTTP style top-down RPG. I've read a lot on the subject and am currently going back and forth on a few solutions. I'm using C#, MonoGame, and Tiled. For my tile maps, these are the choices I can see in front of me: Store each tile as its own array. Each one having 3-4 layers, texture/animation, depth, flags, and maybe collision(depending on how I do it). I've read warning about memory issues going this route, and my biggest map will probably be 160x120 tiles. My average map however will be about 40x30. The number of tiles might cut in half if I decide to double my tile size, which is currently 16x16. This is the most appealing approach for me, as I feel like I would know how to save maps, make changes, and separate it into chunks for collision checks. Store the static parts of my tile map in multiple arrays acting as the different layers. Then I would just use entities for anything that wasn't static. All of the other tile data such as collisions, depth, etc., would be stored in their own layers as well I guess? This way just seems messy to me though. Regardless of which one I choose, I'm also unsure how to plan all of that other tile data. I could write a bunch of code that would know which integer represents what tile and it's data, but if I changed a tileset in Tiled and exported it again, all of those integers could potentially change and I'd have to adjust a whole bunch of code. My other issue is about how I could do collision. I want to at least support angled collision that slides you around the corners of objects like LTTP does, if not more oddball shapes as well. So do I: Store collision as a flag for binary collision. Could I get this to support angles? Would it be fine to store collision as an integer and have each number represent a certain angle of collision? Store a list of rectangles or other shapes and do collision that way? Sorry for the large two-part(three-part?) question. I felt like these needed to be asked together as I believe each choice influences the other.

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  • flash core engine by Dinesh [closed]

    - by hdinesh
    This post was a dump of the following code (without the highlights). No question, just a dump. Please update this q. with a real question to have it reopened. You (the asker) risk to be flagged as spammer (if not already) and a bad reputation. This is a q/a site, not a site to promote your own code libraries. package facers { import flash.display.*; import flash.events.*; import flash.geom.ColorTransform; import flash.utils.Dictionary; import org.papervision3d.cameras.*; import org.papervision3d.scenes.*; import org.papervision3d.objects.*; import org.papervision3d.objects.special.*; import org.papervision3d.objects.primitives.*; import org.papervision3d.materials.*; import org.papervision3d.events.FileLoadEvent; import org.papervision3d.materials.special.*; import org.papervision3d.materials.shaders.*; import org.papervision3d.materials.utils.*; import org.papervision3d.lights.*; import org.papervision3d.render.*; import org.papervision3d.view.*; import org.papervision3d.events.InteractiveScene3DEvent; import org.papervision3d.events.*; import org.papervision3d.core.utils.*; import org.papervision3d.core.geom.renderables.Vertex3D; import caurina.transitions.*; public class Main extends Sprite { public var viewport :BasicView; public var displayObject :DisplayObject3D; private var light :PointLight3D; private var shadowPlane :Plane; private var dataArray :Array; private var material :BitmapFileMaterial; private var planeByContainer :Dictionary = new Dictionary(); private var paperSize :Number = 0.5; private var cloudSize :Number = 1500; private var rotSize :Number = 360; private var maxAlbums :Number = 50; private var num :Number = 0; public function Main():void { trace("START APPLICATION"); viewport = new BasicView(1024, 690, true, true, CameraType.FREE); viewport.camera.zoom = 50; viewport.camera.extra = { goPosition: new DisplayObject3D(),goTarget: new DisplayObject3D() }; addChild(viewport); displayObject = new DisplayObject3D(); viewport.scene.addChild(displayObject); createAlbum(); addEventListener(Event.ENTER_FRAME, onRenderEvent); } private function createAlbum() { dataArray = new Array("images/thums/pic1.jpg", "images/thums/pic2.jpg", "images/thums/pic3.jpg", "images/thums/pic4.jpg", "images/thums/pic5.jpg", "images/thums/pic6.jpg", "images/thums/pic7.jpg", "images/thums/pic8.jpg", "images/thums/pic9.jpg", "images/thums/pic10.jpg", "images/thums/pic1.jpg", "images/thums/pic2.jpg", "images/thums/pic3.jpg", "images/thums/pic4.jpg", "images/thums/pic5.jpg", "images/thums/pic6.jpg", "images/thums/pic7.jpg", "images/thums/pic8.jpg", "images/thums/pic9.jpg", "images/thums/pic10.jpg"); for (var i:int = 0; i < dataArray.length; i++) { material = new BitmapFileMaterial(dataArray[i]); material.doubleSided = true; material.addEventListener(FileLoadEvent.LOAD_COMPLETE, loadMaterial); } } public function loadMaterial(event:Event) { var plane:Plane = new Plane(material, 300, 180); displayObject.addChild(plane); var _x:int = Math.random() * cloudSize - cloudSize/2; var _y:int = Math.random() * cloudSize - cloudSize/2; var _z:int = Math.random() * cloudSize - cloudSize/2; var _rotationX:int = Math.random() * rotSize; var _rotationY:int = Math.random() * rotSize; var _rotationZ:int = Math.random() * rotSize; Tweener.addTween(plane, { x:_x, y:_y, z:_z, rotationX:_rotationX, rotationY:_rotationY, rotationZ:_rotationZ, time:5, transition:"easeIn" } ); } protected function onRenderEvent(event:Event):void { var rotY: Number = (mouseY-(stage.stageHeight/2))/(900/2)*(1200); var rotX: Number = (mouseX-(stage.stageWidth/2))/(600/2)*(-1200); displayObject.rotationY = viewport.camera.x + (rotX - viewport.camera.x) / 50; displayObject.rotationX = viewport.camera.y + (rotY - viewport.camera.y) / 30; viewport.singleRender(); } } } package designLab.events { import flash.display.BlendMode; import flash.display.Sprite; import flash.events.Event; import flash.filters.BlurFilter; // Import designLab import designLab.layer.IntroLayer; import designLab.shadow.ShadowCaster; import designLab.utils.LayerConstant; // Import Papervision3D import org.papervision3d.cameras.*; import org.papervision3d.scenes.*; import org.papervision3d.objects.*; import org.papervision3d.objects.special.*; import org.papervision3d.objects.primitives.*; import org.papervision3d.materials.*; import org.papervision3d.materials.special.*; import org.papervision3d.materials.shaders.*; import org.papervision3d.materials.utils.*; import org.papervision3d.lights.*; import org.papervision3d.render.*; import org.papervision3d.view.*; import org.papervision3d.events.InteractiveScene3DEvent; import org.papervision3d.events.*; import org.papervision3d.core.utils.*; import org.papervision3d.core.geom.renderables.Vertex3D; public class CoreEnging extends Sprite { public var viewport :BasicView; // Create BasicView public var displayObject :DisplayObject3D; // Create DisplayObject public var shadowCaster :ShadowCaster; // Create ShadowCaster private var light :PointLight3D; // Create PointLight private var shadowPlane :Plane; // Create Plane private var layer :LayerConstant; // Create constant resource layer private static var instance :CoreEnging; // Create CoreEnging class static instance // CoreEnging class static instance mathod function public static function getinstance() { if (instance != null) return instance; else { instance = new CoreEnging(); return instance; } } // CoreEnging constrictor public function CoreEnging () { trace("INFO: Design Lab Application : Core Enging v0.1"); layer = new LayerConstant(); viewport = new BasicView(900, 600, true, true, CameraType.FREE); // pass the width, height, scaleToStage, interactive, cameraType to BasicView viewport.camera.zoom = 100; // Define the zoom level of camera addChild(viewport); createFloor(); // Create the floor displayObject = new DisplayObject3D(); // Create new instance of DisplayObject viewport.scene.addChild(displayObject); // Add the DisplayObject to the BasicView light = new PointLight3D(); // Create new instance of PointLight light.z = -50; // Position the Z of create instance light.x = 0; //Position the X of create instance light.rotationZ = 45; //Position the rotation angel of the Z of create instance light.y = 500; //Position the Y of create instance shadowCaster = new ShadowCaster("shadow", 0x000000, BlendMode.MULTIPLY, .1, [new BlurFilter(20, 20, 1)]); // pass shadowcaster name, color, blend mode, alpha and filters shadowCaster.setType(ShadowCaster.SPOTLIGHT); // Define the shadow type addEventListener(Event.ENTER_FRAME, onRenderEvent); // Add frame render event } // Start create floor public function createFloor() { var spr:Sprite = new Sprite(); // Create Sprite spr.graphics.beginFill(0xFFFFFF); // Define the fill color for sprite spr.graphics.drawRect(0, 0, 600, 600); // Define the X, Y, width, height of the sprite var sprMaterial:MovieMaterial = new MovieMaterial(spr, true, true, true); //Create a texture from an existing sprite instance shadowPlane = new Plane(sprMaterial, 2000, 2000, 1, 1); // create new instance of the Plane and pass the texture material, width, height, segmentsW and segmentsH shadowPlane.rotationX = 80; //Position the rotation angel of the X of Plane shadowPlane.y = -200; //Position the Y of Plane viewport.scene.addChild(shadowPlane); // Add the Plane to the BasicView } // switch method function of the page layer control public function addLayer(type:String) { switch (type) { case layer.INTRO: var intro:IntroLayer = new IntroLayer(); break; } } // Create get mathod function for DisplayObject public function getDisplayObject():DisplayObject3D { return displayObject; } // Create get mathod function for BasicView public function getViewport():BasicView { return viewport; } // Rendering function protected function onRenderEvent(event:Event):void { var rotY: Number = (mouseY-(stage.stageHeight/2))/(900/2)*(1200); var rotX: Number = (mouseX-(stage.stageWidth/2))/(600/2)*(-1200); displayObject.rotationY = viewport.camera.x + (rotX - viewport.camera.x) / 50; displayObject.rotationX = viewport.camera.y + (rotY - viewport.camera.y) / 30; // Remove the shadow shadowCaster.invalidate(); // create new shadow on DisplayObject move shadowCaster.castModel(displayObject, light, shadowPlane); viewport.singleRender(); } } } package designLab.layer { import flash.display.Sprite; import flash.events.Event; // Import designLab import designLab.materials.iBusinessCard; import designLab.events.CoreEnging; // Import Papervision3D import org.papervision3d.objects.primitives.Cube; import org.papervision3d.materials.ColorMaterial; import org.papervision3d.materials.MovieMaterial; public class IntroLayer { // IntroLayer constrictor public function IntroLayer() { trace("INFO: Load Intro layer"); var indexDP:DP_index = new DP_index(); //Create the library MovieClip var blackMaterial:MovieMaterial = new MovieMaterial(indexDP, true); //Create a texture from an existing library MovieClip instance blackMaterial.smooth = true; blackMaterial.doubleSided = false; var mycolor:ColorMaterial = new ColorMaterial(0x000000); //Create solid color material var mycard:iBusinessCard = new iBusinessCard(blackMaterial, blackMaterial, mycolor, 372, 10, 207); // Create custom 3D cube object to pass the Front, Back, All, CubeWidth, CubeDepth and CubeHeight CoreEnging.getinstance().getDisplayObject().addChild(mycard.create3DCube()); // Add the custom 3D cube to the DisplayObject } } } package designLab.materials { import flash.display.*; import flash.events.*; // Import Papervision3D import org.papervision3d.materials.*; import org.papervision3d.materials.utils.MaterialsList; import org.papervision3d.objects.primitives.Cube; public class iBusinessCard extends Sprite { private var materialsList :MaterialsList; private var cube :Cube; private var Front :MovieMaterial = new MovieMaterial(); private var Back :MovieMaterial = new MovieMaterial(); private var All :ColorMaterial = new ColorMaterial(); private var CubeWidth :Number; private var CubeDepth :Number; private var CubeHeight :Number; public function iBusinessCard(Front:MovieMaterial, Back:MovieMaterial, All:ColorMaterial, CubeWidth:Number, CubeDepth:Number, CubeHeight:Number) { setFront(Front); setBack(Back); setAll(All); setCubeWidth(CubeWidth); setCubeDepth(CubeDepth); setCubeHeight(CubeHeight); } public function create3DCube():Cube { materialsList = new MaterialsList(); materialsList.addMaterial(Front, "front"); materialsList.addMaterial(Back, "back"); materialsList.addMaterial(All, "left"); materialsList.addMaterial(All, "right"); materialsList.addMaterial(All, "top"); materialsList.addMaterial(All, "bottom"); cube = new Cube(materialsList, CubeWidth, CubeDepth, CubeHeight); cube.x = 0; cube.y = 0; cube.z = 0; cube.rotationY = 180; return cube; } public function setFront(Front:MovieMaterial) { this.Front = Front; } public function getFront():MovieMaterial { return Front; } public function setBack(Back:MovieMaterial) { this.Back = Back; } public function getBack():MovieMaterial { return Back; } public function setAll(All:ColorMaterial) { this.All = All; } public function getAll():ColorMaterial { return All; } public function setCubeWidth(CubeWidth:Number) { this.CubeWidth = CubeWidth; } public function getCubeWidth():Number { return CubeWidth; } public function setCubeDepth(CubeDepth:Number) { this.CubeDepth = CubeDepth; } public function getCubeDepth():Number { return CubeDepth; } public function setCubeHeight(CubeHeight:Number) { this.CubeHeight = CubeHeight; } public function getCubeHeight():Number { return CubeHeight; } } } package designLab.shadow { import flash.display.Sprite; import flash.filters.BlurFilter; import flash.geom.Point; import flash.geom.Rectangle; import flash.utils.Dictionary; import org.papervision3d.core.geom.TriangleMesh3D; import org.papervision3d.core.geom.renderables.Triangle3D; import org.papervision3d.core.geom.renderables.Vertex3D; import org.papervision3d.core.math.BoundingSphere; import org.papervision3d.core.math.Matrix3D; import org.papervision3d.core.math.Number3D; import org.papervision3d.core.math.Plane3D; import org.papervision3d.lights.PointLight3D; import org.papervision3d.materials.MovieMaterial; import org.papervision3d.objects.DisplayObject3D; import org.papervision3d.objects.primitives.Plane; public class ShadowCaster { private var vertexRefs:Dictionary; private var numberRefs:Dictionary; private var lightRay:Number3D = new Number3D() private var p3d:Plane3D = new Plane3D(); public var color:uint = 0; public var alpha:Number = 0; public var blend:String = ""; public var filters:Array; public var uid:String; private var _type:String = "point"; private var dir:Number3D; private var planeBounds:Dictionary; private var targetBounds:Dictionary; private var models:Dictionary; public static var DIRECTIONAL:String = "dir"; public static var SPOTLIGHT:String = "spot"; public function ShadowCaster(uid:String, color:uint = 0, blend:String = "multiply", alpha:Number = 1, filters:Array=null) { this.uid = uid; this.color = color; this.alpha = alpha; this.blend = blend; this.filters = filters ? filters : [new BlurFilter()]; numberRefs = new Dictionary(true); targetBounds = new Dictionary(true); planeBounds = new Dictionary(true); models = new Dictionary(true); } public function castModel(model:DisplayObject3D, light:PointLight3D, plane:Plane, faces:Boolean = true, cull:Boolean = false):void{ var ar:Array; if(models[model]) { ar = models[model]; }else{ ar = new Array(); getChildMesh(model, ar); models[model] = ar; } var reset:Boolean = true; for each(var t:TriangleMesh3D in ar){ if(faces) castFaces(light, t, plane, cull, reset); else castBoundingSphere(light, t, plane, 0.75, reset); reset = false; } } private function getChildMesh(do3d:DisplayObject3D, ar):void{ if(do3d is TriangleMesh3D) ar.push(do3d); for each(var d:DisplayObject3D in do3d.children) getChildMesh(d, ar); } public function setType(type:String="point"):void{ _type = type; } public function getType():String{ return _type; } public function castBoundingSphere(light:PointLight3D, target:TriangleMesh3D, plane:Plane, scaleRadius:Number=0.8, clear:Boolean = true):void{ var planeVertices:Array = plane.geometry.vertices; //convert to target space? var world:Matrix3D = plane.world; var inv:Matrix3D = Matrix3D.inverse(plane.transform); var lp:Number3D = new Number3D(light.x, light.y, light.z); Matrix3D.multiplyVector(inv, lp); p3d.setNormalAndPoint(plane.geometry.faces[0].faceNormal, new Number3D()); var b:BoundingSphere = target.geometry.boundingSphere; var bounds:Object = planeBounds[plane]; if(!bounds){ bounds = plane.boundingBox(); planeBounds[plane] = bounds; } var tbounds:Object = targetBounds[target]; if(!tbounds){ tbounds = target.boundingBox(); targetBounds[target] = tbounds; } var planeMovie:Sprite = Sprite(MovieMaterial(plane.material).movie); var movieSize:Point = new Point(planeMovie.width, planeMovie.height); var castClip:Sprite = getCastClip(plane); castClip.blendMode = this.blend; castClip.filters = this.filters; castClip.alpha = this.alpha; if(clear) castClip.graphics.clear(); vertexRefs = new Dictionary(true); var tlp:Number3D = new Number3D(light.x, light.y, light.z); Matrix3D.multiplyVector(Matrix3D.inverse(target.world), tlp); var center:Number3D = new Number3D(tbounds.min.x+tbounds.size.x*0.5, tbounds.min.y+tbounds.size.y*0.5, tbounds.min.z+tbounds.size.z*0.5); var dif:Number3D = Number3D.sub(lp, center); dif.normalize(); var other:Number3D = new Number3D(); other.x = -dif.y; other.y = dif.x; other.z = 0; other.normalize(); var cross:Number3D = Number3D.cross(new Number3D(plane.transform.n12, plane.transform.n22, plane.transform.n32), p3d.normal); cross.normalize(); //cross = new Number3D(-dif.y, dif.x, 0); //cross.normalize(); cross.multiplyEq(b.radius*scaleRadius); if(_type == DIRECTIONAL){ var oPos:Number3D = new Number3D(target.x, target.y, target.z); Matrix3D.multiplyVector(target.world, oPos); Matrix3D.multiplyVector(inv, oPos); dir = new Number3D(oPos.x-lp.x, oPos.y-lp.y, oPos.z-lp.z); } //numberRefs = new Dictionary(true); var pos:Number3D; var c2d:Point; var r2d:Point; //_type = SPOTLIGHT; pos = projectVertex(new Vertex3D(center.x, center.y, center.z), lp, inv, target.world); c2d = get2dPoint(pos, bounds.min, bounds.size, movieSize); pos = projectVertex(new Vertex3D(center.x+cross.x, center.y+cross.y, center.z+cross.z), lp, inv, target.world); r2d = get2dPoint(pos, bounds.min, bounds.size, movieSize); var dx:Number = r2d.x-c2d.x; var dy:Number = r2d.y-c2d.y; var rad:Number = Math.sqrt(dx*dx+dy*dy); castClip.graphics.beginFill(color); castClip.graphics.moveTo(c2d.x, c2d.y); castClip.graphics.drawCircle(c2d.x, c2d.y, rad); castClip.graphics.endFill(); } public function getCastClip(plane:Plane):Sprite{ var planeMovie:Sprite = Sprite(MovieMaterial(plane.material).movie); var movieSize:Point = new Point(planeMovie.width, planeMovie.height); var castClip:Sprite;// = new Sprite(); if(planeMovie.getChildByName("castClip"+uid)) return Sprite(planeMovie.getChildByName("castClip"+uid)); else{ castClip = new Sprite(); castClip.name = "castClip"+uid; castClip.scrollRect = new Rectangle(0, 0, movieSize.x, movieSize.y); //castClip.alpha = 0.4; planeMovie.addChild(castClip); return castClip; } } public function castFaces(light:PointLight3D, target:TriangleMesh3D, plane:Plane, cull:Boolean=false, clear:Boolean = true):void{ var planeVertices:Array = plane.geometry.vertices; //convert to target space? var world:Matrix3D = plane.world; var inv:Matrix3D = Matrix3D.inverse(plane.transform); var lp:Number3D = new Number3D(light.x, light.y, light.z); Matrix3D.multiplyVector(inv, lp); var tlp:Number3D; if(cull){ tlp = new Number3D(light.x, light.y, light.z); Matrix3D.multiplyVector(Matrix3D.inverse(target.world), tlp); } //Matrix3D.multiplyVector(Matrix3D.inverse(target.transform), tlp); //p3d.setThreePoints(planeVertices[0].getPosition(), planeVertices[1].getPosition(), planeVertices[2].getPosition()); p3d.setNormalAndPoint(plane.geometry.faces[0].faceNormal, new Number3D()); if(_type == DIRECTIONAL){ var oPos:Number3D = new Number3D(target.x, target.y, target.z); Matrix3D.multiplyVector(target.world, oPos); Matrix3D.multiplyVector(inv, oPos); dir = new Number3D(oPos.x-lp.x, oPos.y-lp.y, oPos.z-lp.z); } var bounds:Object = planeBounds[plane]; if(!bounds){ bounds = plane.boundingBox(); planeBounds[plane] = bounds; } var castClip:Sprite = getCastClip(plane); castClip.blendMode = this.blend; castClip.filters = this.filters; castClip.alpha = this.alpha; var planeMovie:Sprite = Sprite(MovieMaterial(plane.material).movie); var movieSize:Point = new Point(planeMovie.width, planeMovie.height); if(clear) castClip.graphics.clear(); vertexRefs = new Dictionary(true); //numberRefs = new Dictionary(true); var pos:Number3D; var p2d:Point; var s2d:Point; var hitVert:Number3D = new Number3D(); for each(var t:Triangle3D in target.geometry.faces){ if( cull){ hitVert.x = t.v0.x; hitVert.y = t.v0.y; hitVert.z = t.v0.z; if(Number3D.dot(t.faceNormal, Number3D.sub(tlp, hitVert)) <= 0) continue; } castClip.graphics.beginFill(color); pos = projectVertex(t.v0, lp, inv, target.world); s2d = get2dPoint(pos, bounds.min, bounds.size, movieSize); castClip.graphics.moveTo(s2d.x, s2d.y); pos = projectVertex(t.v1, lp, inv, target.world); p2d = get2dPoint(pos, bounds.min, bounds.size, movieSize); castClip.graphics.lineTo(p2d.x, p2d.y); pos = projectVertex(t.v2, lp, inv, target.world); p2d = get2dPoint(pos, bounds.min, bounds.size, movieSize); castClip.graphics.lineTo(p2d.x, p2d.y); castClip.graphics.lineTo(s2d.x, s2d.y); castClip.graphics.endFill(); } } public function invalidate():void{ invalidateModels(); invalidatePlanes(); } public function invalidatePlanes():void{ planeBounds = new Dictionary(true); } public function invalidateTargets():void{ numberRefs = new Dictionary(true); targetBounds = new Dictionary(true); } public function invalidateModels():void{ models = new Dictionary(true); invalidateTargets(); } private function get2dPoint(pos3D:Number3D, min3D:Number3D, size3D:Number3D, movieSize:Point):Point{ return new Point((pos3D.x-min3D.x)/size3D.x*movieSize.x, ((-pos3D.y-min3D.y)/size3D.y*movieSize.y)); } private function projectVertex(v:Vertex3D, light:Number3D, invMat:Matrix3D, world:Matrix3D):Number3D{ var pos:Number3D = vertexRefs[v]; if(pos) return pos; var n:Number3D = numberRefs[v]; if(!n){ n = new Number3D(v.x, v.y, v.z); Matrix3D.multiplyVector(world, n); Matrix3D.multiplyVector(invMat, n); numberRefs[v] = n; } if(_type == SPOTLIGHT){ lightRay.x = light.x; lightRay.y = light.y; lightRay.z = light.z; }else{ lightRay.x = n.x-dir.x; lightRay.y = n.y-dir.y; lightRay.z = n.z-dir.z; } pos = p3d.getIntersectionLineNumbers(lightRay, n); vertexRefs[v] = pos; return pos; } } } package designLab.utils { public class LayerConstant { public const INTRO:String = "INTRO"; // Intro layer string constant } }*emphasized text*

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  • Ubuntu 11.10 Virtual-box Unity 3D not working

    - by naveen
    After struggling for four hours, I still cannot get Unity 3D of Gnome 3 to work on my VirtualBox - I have been pouring through Internet and forum posts but to no avail. Here's what I've done so far: VirtualBox 4.1.4r74921 on Windows 7 Installed Ubuntu Desktop 11.10 ( 32 bit ) Enabled 3D acceleration Allocated 1.5GB of RAM Allocated 50MB video memory (hope this is not the culprit) Installed Guest edition 4.1.4 Did apt-get update and apt-get upgrade Booted back in to Ubuntu - falls back to Unity 2D Shared folder, mouse integration all works, so guest edition is properly installed Tried the command and below is the output /usr/lib/nux/unity_support_test –p OpenGL vendor string: Mesa Project OpenGL renderer string: Software Rasterizer OpenGL version string: 2.1 Mesa 7.11 Not software rendered: no Not blacklisted: yes GLX fbconfig: yes GLX texture from pixmap: no GL npot or rect textures: yes GL vertex program: yes GL fragment program: yes GL vertex buffer object: yes GL framebuffer object: yes GL version is 1.4+: yes Unity 3D supported: no I am trying to find what the "no" means but cannot find any good answers. Inter Core i5 processor 4GB of RAM on the host Display adapter: NVIDIA GeForce 8400GS Is anyone else facing the same problem? If so, can you point me to a solution or any reference where I can find a solution?

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  • Should I buy more RAM for my computer or a better CPU?

    - by Reijer The Coder
    I have recently bought a new laptop, an ASUS N56VJ-S4149H. I bought it to use it in all possible ways I could want, so that would be gaming downloading and streaming movies browsing the web and programming software. So far it has been running great but one thing annoys me a little bit. I frequently play Mount&Blade: Warband, it's a great game and you should check it out. Everything runs smoothly but only when I turn down the 'Texture Detail'. Otherwise it will lag a lot and I can't really play. Now my question is: Is this a problem of not enough RAM? At first I was really sure it was but after thinking about for a while I'm not anymore. My computer only has 4 Gigabytes of RAM and there is still a slot open. So will it improve when I buy another 8 Gigabytes? EDIT: It has an Nvidia GeForce GT 635M inside. and an Intel Core i5 3230M CPU with 2,6 GHz. Help and answers are really appreciated. Thanks to all.

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  • Is it possible to theme Windows 7 like XP?

    - by LonelyPixel
    Everybody seems to mean the window frame colour and a set of desktop background pictures when they're talking about Windows 7 themes. Does anybody remember what themes used to be in Windows XP? You could actually alter the appearance of the window frame, how close buttons and menu popups looked, put a texture on the taskbar, all those funny things. Microsoft themselves have published a number of XP themes over time (Luna on XP, Royal on MCE2005, Zune later on). I don't say that most of those and the numerous third party XP themes were beautiful or even practical. But it was possible to create something nice. In Windows 7 (I suppress the existence of Windows Vista...) such a theme could well be used to increase readability to a level before Aero Glass again. I mean, you cannot really tell whether a Glass window is active or not. I've been tweaking the colours and transparency levels a lot recently but the only safe indicator is the close button: it's red when the window is active, it's colourless otherwise. Then there's the window title. It is always painted black, on however dark a background. Again, regardless of whether the window is active or not. Turning off Aero is not an option in Windows 7 anymore. Classic design looks just ugly there. It already wasn't exactly looking good on XP with the wide start menu. So, can we increase the readability of the Windows 7 UI with themes like in XP or didn't Microsoft learn a thing since the Windows 7 Preview "Vista"?

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  • Cocos2d score resetting is messing up (long post warning)

    - by Jhon Doe
    The score is not resetting right at all,I am trying to make a high score counter where every time you passed previous high score it will update.However, right now it is resetting during the game. For example if I had high score of 2 during the game it will take 3 points just to put it up to 3 as high score instead of keep going up until it is game over. I have came to the conclusion that I need to reset it in gameoverlayer so it won't reset during game. I have been trying to to do this but no luck. hello world ./h #import "cocos2d.h" // HelloWorldLayer @interface HelloWorldLayer : CCLayer { int _score; int _oldScore; CCLabelTTF *_scoreLabel; } @property (nonatomic, assign) CCLabelTTF *scoreLabel; hello world init ./m _score = [[NSUserDefaults standardUserDefaults] integerForKey:@"score"]; _oldScore = -1; self.scoreLabel = [CCLabelTTF labelWithString:@"" dimensions:CGSizeMake(100, 50) alignment:UITextAlignmentRight fontName:@"Marker Felt" fontSize:32]; _scoreLabel.position = ccp(winSize.width - _scoreLabel.contentSize.width, _scoreLabel.contentSize.height); _scoreLabel.color = ccc3(255,0,0); [self addChild:_scoreLabel z:1]; hello world implement ./m - (void)update:(ccTime)dt { NSMutableArray *projectilesToDelete = [[NSMutableArray alloc] init]; CGRect projectileRect = CGRectMake( projectile.position.x - (projectile.contentSize.width/2), projectile.position.y - (projectile.contentSize.height/2), projectile.contentSize.width, projectile.contentSize.height); BOOL monsterHit = FALSE; NSMutableArray *targetsToDelete = [[NSMutableArray alloc] init]; for (CCSprite *target in _targets) { CGRect targetRect = CGRectMake( target.position.x - (target.contentSize.width/2), target.position.y - (target.contentSize.height/2), target.contentSize.width, target.contentSize.height); if (CGRectIntersectsRect(projectileRect, targetRect)) { CCParticleFire* explosion = [[CCParticleFire alloc] initWithTotalParticles:200]; explosion.texture =[[CCTextureCache sharedTextureCache] addImage:@"sun.png"]; explosion.autoRemoveOnFinish = YES; explosion.startSize = 20.0f; explosion.speed = 70.0f; explosion.anchorPoint = ccp(0.5f,0.5f); explosion.position = target.position; explosion.duration = 1.0f; [self addChild:explosion z:11]; [explosion release]; monsterHit = TRUE; Monster *monster = (Monster *)target; monster.hp--; if (monster.hp <= 0) { [targetsToDelete addObject:target]; [[SimpleAudioEngine sharedEngine] playEffect:@"splash.wav"]; _score ++; } break; } } for (CCSprite *target in targetsToDelete) { [_targets removeObject:target]; [self removeChild:target cleanup:YES]; } if (targetsToDelete.count > 0) { [ projectilesToDelete addObject:projectile]; } [targetsToDelete release]; if (_score > _oldScore) { _oldScore = _score; [_scoreLabel setString:[NSString stringWithFormat:@"score%d", _score]]; [[NSUserDefaults standardUserDefaults] setInteger:_oldScore forKey:@"score"]; _score = 0; } } - (void)update:(ccTime)dt { NSMutableArray *projectilesToDelete = [[NSMutableArray alloc] init]; CGRect projectileRect = CGRectMake( projectile.position.x - (projectile.contentSize.width/2), projectile.position.y - (projectile.contentSize.height/2), projectile.contentSize.width, projectile.contentSize.height); BOOL monsterHit = FALSE; NSMutableArray *targetsToDelete = [[NSMutableArray alloc] init]; for (CCSprite *target in _targets) { CGRect targetRect = CGRectMake( target.position.x - (target.contentSize.width/2), target.position.y - (target.contentSize.height/2), target.contentSize.width, target.contentSize.height); if (CGRectIntersectsRect(projectileRect, targetRect)) { CCParticleFire* explosion = [[CCParticleFire alloc] initWithTotalParticles:200]; explosion.texture =[[CCTextureCache sharedTextureCache] addImage:@"sun.png"]; explosion.autoRemoveOnFinish = YES; explosion.startSize = 20.0f; explosion.speed = 70.0f; explosion.anchorPoint = ccp(0.5f,0.5f); explosion.position = target.position; explosion.duration = 1.0f; [self addChild:explosion z:11]; [explosion release]; monsterHit = TRUE; Monster *monster = (Monster *)target; monster.hp--; if (monster.hp <= 0) { [targetsToDelete addObject:target]; [[SimpleAudioEngine sharedEngine] playEffect:@"splash.wav"]; _score ++; } break; } } for (CCSprite *target in targetsToDelete) { [_targets removeObject:target]; [self removeChild:target cleanup:YES]; } if (targetsToDelete.count > 0) { [projectilesToDelete addObject:projectile]; } [targetsToDelete release]; if (_score > _oldScore) { _oldScore = _score; [_scoreLabel setString:[NSString stringWithFormat:@"score%d", _score]]; [[NSUserDefaults standardUserDefaults] setInteger:_oldScore forKey:@"score"]; _score = 0; } The game overlayer .h file game over @interface GameOverLayer : CCLayerColor { CCLabelTTF *_label; CCSprite * background; int _score; int _oldScore; } @property (nonatomic, retain) CCLabelTTF *label; @end @interface GameOverScene : CCScene { GameOverLayer *_layer; } @property (nonatomic, retain) GameOverLayer *layer; @end .m file gameover #import "GameOverLayer.h" #import "HelloWorldLayer.h" #import "MainMenuScene.h" @implementation GameOverScene @synthesize layer = _layer; - (id)init { if ((self = [super init])) { self.layer = [GameOverLayer node]; [self addChild:_layer]; } return self; } - (void)dealloc { [_layer release]; _layer = nil; [super dealloc]; } @end @implementation GameOverLayer @synthesize label = _label; -(id) init { if( (self=[super initWithColor:ccc4(0,0,0,0)] )) { CGSize winSize = [[CCDirector sharedDirector] winSize]; self.label = [CCLabelTTF labelWithString:@"" fontName:@"Arial" fontSize:32]; _label.color = ccc3(225,0,0); _label.position = ccp(winSize.width/2, winSize.height/2); [self addChild:_label]; [self runAction:[CCSequence actions: [CCDelayTime actionWithDuration:3], [CCCallFunc actionWithTarget:self selector:@selector(gameOverDone)], nil]]; _score=0; }

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  • Games on windows 8 in bootcamp lag even on lowest graphics

    - by Jackson Gariety
    I've been playing Crysis 2 and Skyrim on my Retina MacBookPro (10,1) for months now. The two games used to run super smoothly even on nearly maxed out settings. This laptop has an Nvidia GeForce GT 650M graphics card inside, it runs great. But I recently replaced my Windows 8 consumer preview with the retail copy, and since then, 3D games lag in this odd way, no matter what the graphics settings. Every second Skyrim and Crysis alternates between running smoothly and lagging. It's a cyclical lag that comes and goes like clockwork. I can turn the graphics down to 800x600 with no antialiasing and low texture quality, and it runs much smoother on the "up" motion of the cycle, but every second it moves back into this lag spike. I've tried installing beta graphics drivers, re installing the operating system, re installing the bootcamp support software, and freeing up space (I have about 20 GB free). I can't figure out what suddenly caused this other than some obscure difference between the consumer preview and the retail version. What can I try? Is my video card failing? Are there some other drivers I can install? This isn't normal lag from maxing out the card, it

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  • DirectX works for 64-bit but not 32-bit

    - by dtbarne
    I'm trying to play a game (Civilization 5) which was previously working but no longer. I believe I've narrowed it down to a DirectX issue because I get an error running dxdiag.exe in 32 bit mode. My goal (at least I believe) is to get Direct3D Acceleration "Enabled" in dxdiag (as it is in 64 bit dxdiag). A very similar issue is here: http://answers.microsoft.com/en-us/windows/forum/windows_7-gaming/direct3d-acceleration-is-not-available-in-windows/4c345e6e-dc68-e011-8dfc-68b599b31bf5?page=1 The proposed answer, which looks very promising, doesn't seem to work for me. Like other users in that thread, HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Microsoft\Direct3D\Drivers does not have a SoftwareOnly key to change. I even tried manually adding it as a string and dword, to no avail. I have a NVIDIA GeForce GT 525M, and before you ask, yes I've tried updating (also uninstalling, reinstalling) my drivers. I've also tried doing the same with DirectX (and Civilization 5 for that matter). Been debugging for some 4+ hours now after a full day of work and I've run out of ideas. I'm hoping somebody knows the solution here! :) Here's what I see when I open dxdiag: DxDiag has detected that there mgiht have been a problem accessing Direct3D the last time this program was used. Would you like to bypass Direct3D this time? No - Crash Yes - Works, but in Display tab: DirectDraw Acceleration: Disabled Direct3D Acceleration: Not Available AGP Texture Acceleration: Not Available If I click "Run 64-bit DxDiag", all three are "Enabled". I should also note that I've tried the following steps as Microsoft suggests, but I'm not able to do so as the "Change Settings" button is disabled. Some programs run very slowly—or not at all—unless Microsoft DirectDraw or Direct3D hardware acceleration is turned on. To determine this, click the Display tab, and then under DirectX Features, check to see whether DirectDraw, Direct3D, and AGP Texture Acceleration appear as Enabled. If not, try turning on hardware acceleration. Click to open Screen Resolution. Click Advanced settings. Click the Troubleshoot tab, and then click Change settings. If you're prompted for an administrator password or confirmation, type the password or provide confirmation. Move the Hardware Acceleration slider to Full. Full dxdiag dump: ------------------ System Information ------------------ Time of this report: 11/8/2012, 23:13:24 Machine name: DTBARNE Operating System: Windows 7 Professional 64-bit (6.1, Build 7601) Service Pack 1 (7601.win7sp1_gdr.120830-0333) Language: English (Regional Setting: English) System Manufacturer: Dell Inc. System Model: Dell System XPS L502X BIOS: Default System BIOS Processor: Intel(R) Core(TM) i5-2450M CPU @ 2.50GHz (4 CPUs), ~2.5GHz Memory: 8192MB RAM Available OS Memory: 8086MB RAM Page File: 2466MB used, 13704MB available Windows Dir: C:\Windows DirectX Version: DirectX 11 DX Setup Parameters: Not found User DPI Setting: Using System DPI System DPI Setting: 96 DPI (100 percent) DWM DPI Scaling: Disabled DxDiag Version: 6.01.7601.17514 32bit Unicode DxDiag Previously: Crashed in Direct3D (stage 2). Re-running DxDiag with "dontskip" command line parameter or choosing not to bypass information gathering when prompted might result in DxDiag successfully obtaining this information ------------ DxDiag Notes ------------ Display Tab 1: No problems found. Sound Tab 1: No problems found. Sound Tab 2: No problems found. Input Tab: No problems found. -------------------- DirectX Debug Levels -------------------- Direct3D: 0/4 (retail) DirectDraw: 0/4 (retail) DirectInput: 0/5 (retail) DirectMusic: 0/5 (retail) DirectPlay: 0/9 (retail) DirectSound: 0/5 (retail) DirectShow: 0/6 (retail) --------------- Display Devices --------------- Card name: Intel(R) HD Graphics 3000 Manufacturer: Chip type: DAC type: Device Key: Enum\PCI\VEN_8086&DEV_0126&SUBSYS_04B61028&REV_09 Display Memory: Dedicated Memory: n/a Shared Memory: n/a Current Mode: 1920 x 1080 (32 bit) (60Hz) Monitor Name: Generic PnP Monitor Monitor Model: Monitor Id: Native Mode: Output Type: Driver Name: Driver File Version: () Driver Version: DDI Version: Driver Model: WDDM 1.1 Driver Attributes: Final Retail Driver Date/Size: , 0 bytes WHQL Logo'd: n/a WHQL Date Stamp: n/a Device Identifier: Vendor ID: Device ID: SubSys ID: Revision ID: Driver Strong Name: oem11.inf:IntelGfx.NTamd64.6.0:iSNBM0:8.15.10.2696:pci\ven_8086&dev_0126&subsys_04b61028 Rank Of Driver: 00E60001 Video Accel: Deinterlace Caps: n/a D3D9 Overlay: DXVA-HD: DDraw Status: Disabled D3D Status: Not Available AGP Status: Not Available ------------- Sound Devices ------------- Description: Speakers (High Definition Audio Device) Default Sound Playback: Yes Default Voice Playback: Yes Hardware ID: HDAUDIO\FUNC_01&VEN_10EC&DEV_0665&SUBSYS_102804B6&REV_1000 Manufacturer ID: 1 Product ID: 65535 Type: WDM Driver Name: HdAudio.sys Driver Version: 6.01.7601.17514 (English) Driver Attributes: Final Retail WHQL Logo'd: Yes Date and Size: 11/20/2010 22:23:47, 350208 bytes Other Files: Driver Provider: Microsoft HW Accel Level: Basic Cap Flags: 0xF1F Min/Max Sample Rate: 100, 200000 Static/Strm HW Mix Bufs: 1, 0 Static/Strm HW 3D Bufs: 0, 0 HW Memory: 0 Voice Management: No EAX(tm) 2.0 Listen/Src: No, No I3DL2(tm) Listen/Src: No, No Sensaura(tm) ZoomFX(tm): No Description: Digital Audio (S/PDIF) (High Definition Audio Device) Default Sound Playback: No Default Voice Playback: No Hardware ID: HDAUDIO\FUNC_01&VEN_10EC&DEV_0665&SUBSYS_102804B6&REV_1000 Manufacturer ID: 1 Product ID: 65535 Type: WDM Driver Name: HdAudio.sys Driver Version: 6.01.7601.17514 (English) Driver Attributes: Final Retail WHQL Logo'd: Yes Date and Size: 11/20/2010 22:23:47, 350208 bytes Other Files: Driver Provider: Microsoft HW Accel Level: Basic Cap Flags: 0xF1F Min/Max Sample Rate: 100, 200000 Static/Strm HW Mix Bufs: 1, 0 Static/Strm HW 3D Bufs: 0, 0 HW Memory: 0 Voice Management: No EAX(tm) 2.0 Listen/Src: No, No I3DL2(tm) Listen/Src: No, No Sensaura(tm) ZoomFX(tm): No --------------------- Sound Capture Devices --------------------- Description: Microphone (High Definition Audio Device) Default Sound Capture: Yes Default Voice Capture: Yes Driver Name: HdAudio.sys Driver Version: 6.01.7601.17514 (English) Driver Attributes: Final Retail Date and Size: 11/20/2010 22:23:47, 350208 bytes Cap Flags: 0x1 Format Flags: 0xFFFFF ------------------- DirectInput Devices ------------------- Device Name: Mouse Attached: 1 Controller ID: n/a Vendor/Product ID: n/a FF Driver: n/a Device Name: Keyboard Attached: 1 Controller ID: n/a Vendor/Product ID: n/a FF Driver: n/a Poll w/ Interrupt: No ----------- USB Devices ----------- + USB Root Hub | Vendor/Product ID: 0x8086, 0x1C26 | Matching Device ID: usb\root_hub20 | Service: usbhub | +-+ Generic USB Hub | | Vendor/Product ID: 0x8087, 0x0024 | | Location: Port_#0001.Hub_#0002 | | Matching Device ID: usb\class_09 | | Service: usbhub ---------------- Gameport Devices ---------------- ------------ PS/2 Devices ------------ + Standard PS/2 Keyboard | Matching Device ID: *pnp0303 | Service: i8042prt | + Terminal Server Keyboard Driver | Matching Device ID: root\rdp_kbd | Upper Filters: kbdclass | Service: TermDD | + Synaptics PS/2 Port TouchPad | Matching Device ID: *dll04b6 | Upper Filters: SynTP | Service: i8042prt | + Terminal Server Mouse Driver | Matching Device ID: root\rdp_mou | Upper Filters: mouclass | Service: TermDD ------------------------ Disk & DVD/CD-ROM Drives ------------------------ Drive: C: Free Space: 26.2 GB Total Space: 122.0 GB File System: NTFS Model: M4-CT128M4SSD2 ATA Device Drive: D: Model: Optiarc DVDRWBD BC-5540H ATA Device Driver: c:\windows\system32\drivers\cdrom.sys, 6.01.7601.17514 (English), , 0 bytes -------------- System Devices -------------- Name: High Definition Audio Controller Device ID: PCI\VEN_8086&DEV_1C20&SUBSYS_04B61028&REV_05\3&11583659&0&D8 Driver: n/a Name: PCI standard host CPU bridge Device ID: PCI\VEN_8086&DEV_0104&SUBSYS_04B61028&REV_09\3&11583659&0&00 Driver: n/a Name: PCI standard PCI-to-PCI bridge Device ID: PCI\VEN_8086&DEV_1C1A&SUBSYS_04B61028&REV_B5\3&11583659&0&E5 Driver: n/a Name: PCI standard PCI-to-PCI bridge Device ID: PCI\VEN_8086&DEV_0101&SUBSYS_20108086&REV_09\3&11583659&0&08 Driver: n/a Name: PCI standard PCI-to-PCI bridge Device ID: PCI\VEN_8086&DEV_1C18&SUBSYS_04B61028&REV_B5\3&11583659&0&E4 Driver: n/a Name: Intel(R) Centrino(R) Advanced-N 6230 Device ID: PCI\VEN_8086&DEV_0091&SUBSYS_52218086&REV_34\4&2634DE8D&0&00E1 Driver: n/a Name: PCI standard ISA bridge Device ID: PCI\VEN_8086&DEV_1C4B&SUBSYS_04B61028&REV_05\3&11583659&0&F8 Driver: n/a Name: PCI standard PCI-to-PCI bridge Device ID: PCI\VEN_8086&DEV_1C16&SUBSYS_04B61028&REV_B5\3&11583659&0&E3 Driver: n/a Name: Realtek PCIe GBE Family Controller Device ID: PCI\VEN_10EC&DEV_8168&SUBSYS_04B61028&REV_06\4&109EAB2F&0&00E5 Driver: n/a Name: Intel(R) Management Engine Interface Device ID: PCI\VEN_8086&DEV_1C3A&SUBSYS_04B61028&REV_04\3&11583659&0&B0 Driver: n/a Name: PCI standard PCI-to-PCI bridge Device ID: PCI\VEN_8086&DEV_1C12&SUBSYS_04B61028&REV_B5\3&11583659&0&E1 Driver: n/a Name: NVIDIA GeForce GT 525M Device ID: PCI\VEN_10DE&DEV_0DF5&SUBSYS_04B61028&REV_A1\4&4DCA75F&0&0008 Driver: n/a Name: Standard Enhanced PCI to USB Host Controller Device ID: PCI\VEN_8086&DEV_1C2D&SUBSYS_04B61028&REV_05\3&11583659&0&D0 Driver: n/a Name: PCI standard PCI-to-PCI bridge Device ID: PCI\VEN_8086&DEV_1C10&SUBSYS_04B61028&REV_B5\3&11583659&0&E0 Driver: n/a Name: Standard Enhanced PCI to USB Host Controller Device ID: PCI\VEN_8086&DEV_1C26&SUBSYS_04B61028&REV_05\3&11583659&0&E8 Driver: n/a Name: Standard AHCI 1.0 Serial ATA Controller Device ID: PCI\VEN_8086&DEV_1C03&SUBSYS_04B61028&REV_05\3&11583659&0&FA Driver: n/a Name: SM Bus Controller Device ID: PCI\VEN_8086&DEV_1C22&SUBSYS_04B61028&REV_05\3&11583659&0&FB Driver: n/a Name: Intel(R) HD Graphics 3000 Device ID: PCI\VEN_8086&DEV_0126&SUBSYS_04B61028&REV_09\3&11583659&0&10 Driver: n/a Name: Renesas Electronics USB 3.0 Host Controller Device ID: PCI\VEN_1033&DEV_0194&SUBSYS_04B61028&REV_04\4&3494AC3A&0&00E3 Driver: n/a ------------------ DirectShow Filters ------------------ DirectShow Filters: WMAudio Decoder DMO,0x00800800,1,1,WMADMOD.DLL,6.01.7601.17514 WMAPro over S/PDIF DMO,0x00600800,1,1,WMADMOD.DLL,6.01.7601.17514 WMSpeech Decoder DMO,0x00600800,1,1,WMSPDMOD.DLL,6.01.7601.17514 MP3 Decoder DMO,0x00600800,1,1,mp3dmod.dll,6.01.7600.16385 Mpeg4s Decoder DMO,0x00800001,1,1,mp4sdecd.dll,6.01.7600.16385 WMV Screen decoder DMO,0x00600800,1,1,wmvsdecd.dll,6.01.7601.17514 WMVideo Decoder DMO,0x00800001,1,1,wmvdecod.dll,6.01.7601.17514 Mpeg43 Decoder DMO,0x00800001,1,1,mp43decd.dll,6.01.7600.16385 Mpeg4 Decoder DMO,0x00800001,1,1,mpg4decd.dll,6.01.7600.16385 DV Muxer,0x00400000,0,0,qdv.dll,6.06.7601.17514 Color Space Converter,0x00400001,1,1,quartz.dll,6.06.7601.17713 WM ASF Reader,0x00400000,0,0,qasf.dll,12.00.7601.17514 Screen Capture filter,0x00200000,0,1,wmpsrcwp.dll,12.00.7601.17514 AVI Splitter,0x00600000,1,1,quartz.dll,6.06.7601.17713 VGA 16 Color Ditherer,0x00400000,1,1,quartz.dll,6.06.7601.17713 SBE2MediaTypeProfile,0x00200000,0,0,sbe.dll,6.06.7601.17528 Microsoft DTV-DVD Video Decoder,0x005fffff,2,4,msmpeg2vdec.dll,6.01.7140.0000 AC3 Parser Filter,0x00600000,1,1,mpg2splt.ax,6.06.7601.17528 StreamBufferSink,0x00200000,0,0,sbe.dll,6.06.7601.17528 MJPEG Decompressor,0x00600000,1,1,quartz.dll,6.06.7601.17713 MPEG-I Stream Splitter,0x00600000,1,2,quartz.dll,6.06.7601.17713 SAMI (CC) Parser,0x00400000,1,1,quartz.dll,6.06.7601.17713 VBI Codec,0x00600000,1,4,VBICodec.ax,6.06.7601.17514 MPEG-2 Splitter,0x005fffff,1,0,mpg2splt.ax,6.06.7601.17528 Closed Captions Analysis Filter,0x00200000,2,5,cca.dll,6.06.7601.17514 SBE2FileScan,0x00200000,0,0,sbe.dll,6.06.7601.17528 Microsoft MPEG-2 Video Encoder,0x00200000,1,1,msmpeg2enc.dll,6.01.7601.17514 Internal Script Command Renderer,0x00800001,1,0,quartz.dll,6.06.7601.17713 MPEG Audio Decoder,0x03680001,1,1,quartz.dll,6.06.7601.17713 DV Splitter,0x00600000,1,2,qdv.dll,6.06.7601.17514 Video Mixing Renderer 9,0x00200000,1,0,quartz.dll,6.06.7601.17713 Microsoft MPEG-2 Encoder,0x00200000,2,1,msmpeg2enc.dll,6.01.7601.17514 ACM Wrapper,0x00600000,1,1,quartz.dll,6.06.7601.17713 Video Renderer,0x00800001,1,0,quartz.dll,6.06.7601.17713 MPEG-2 Video Stream Analyzer,0x00200000,0,0,sbe.dll,6.06.7601.17528 Line 21 Decoder,0x00600000,1,1,qdvd.dll,6.06.7601.17835 Video Port Manager,0x00600000,2,1,quartz.dll,6.06.7601.17713 Video Renderer,0x00400000,1,0,quartz.dll,6.06.7601.17713 VPS Decoder,0x00200000,0,0,WSTPager.ax,6.06.7601.17514 WM ASF Writer,0x00400000,0,0,qasf.dll,12.00.7601.17514 VBI Surface Allocator,0x00600000,1,1,vbisurf.ax,6.01.7601.17514 File writer,0x00200000,1,0,qcap.dll,6.06.7601.17514 iTV Data Sink,0x00600000,1,0,itvdata.dll,6.06.7601.17514 iTV Data Capture filter,0x00600000,1,1,itvdata.dll,6.06.7601.17514 DVD Navigator,0x00200000,0,3,qdvd.dll,6.06.7601.17835 Overlay Mixer2,0x00200000,1,1,qdvd.dll,6.06.7601.17835 AVI Draw,0x00600064,9,1,quartz.dll,6.06.7601.17713 RDP DShow Redirection Filter,0xffffffff,1,0,DShowRdpFilter.dll, Microsoft MPEG-2 Audio Encoder,0x00200000,1,1,msmpeg2enc.dll,6.01.7601.17514 WST Pager,0x00200000,1,1,WSTPager.ax,6.06.7601.17514 MPEG-2 Demultiplexer,0x00600000,1,1,mpg2splt.ax,6.06.7601.17528 DV Video Decoder,0x00800000,1,1,qdv.dll,6.06.7601.17514 SampleGrabber,0x00200000,1,1,qedit.dll,6.06.7601.17514 Null Renderer,0x00200000,1,0,qedit.dll,6.06.7601.17514 MPEG-2 Sections and Tables,0x005fffff,1,0,Mpeg2Data.ax,6.06.7601.17514 Microsoft AC3 Encoder,0x00200000,1,1,msac3enc.dll,6.01.7601.17514 StreamBufferSource,0x00200000,0,0,sbe.dll,6.06.7601.17528 Smart Tee,0x00200000,1,2,qcap.dll,6.06.7601.17514 Overlay Mixer,0x00200000,0,0,qdvd.dll,6.06.7601.17835 AVI Decompressor,0x00600000,1,1,quartz.dll,6.06.7601.17713 AVI/WAV File Source,0x00400000,0,2,quartz.dll,6.06.7601.17713 Wave Parser,0x00400000,1,1,quartz.dll,6.06.7601.17713 MIDI Parser,0x00400000,1,1,quartz.dll,6.06.7601.17713 Multi-file Parser,0x00400000,1,1,quartz.dll,6.06.7601.17713 File stream renderer,0x00400000,1,1,quartz.dll,6.06.7601.17713 Microsoft DTV-DVD Audio Decoder,0x005fffff,1,1,msmpeg2adec.dll,6.01.7140.0000 StreamBufferSink2,0x00200000,0,0,sbe.dll,6.06.7601.17528 AVI Mux,0x00200000,1,0,qcap.dll,6.06.7601.17514 Line 21 Decoder 2,0x00600002,1,1,quartz.dll,6.06.7601.17713 File Source (Async.),0x00400000,0,1,quartz.dll,6.06.7601.17713 File Source (URL),0x00400000,0,1,quartz.dll,6.06.7601.17713 Infinite Pin Tee Filter,0x00200000,1,1,qcap.dll,6.06.7601.17514 Enhanced Video Renderer,0x00200000,1,0,evr.dll,6.01.7601.17514 BDA MPEG2 Transport Information Filter,0x00200000,2,0,psisrndr.ax,6.06.7601.17669 MPEG Video Decoder,0x40000001,1,1,quartz.dll,6.06.7601.17713 WDM Streaming Tee/Splitter Devices: Tee/Sink-to-Sink Converter,0x00200000,1,1,ksproxy.ax,6.01.7601.17514 Video Compressors: WMVideo8 Encoder DMO,0x00600800,1,1,wmvxencd.dll,6.01.7600.16385 WMVideo9 Encoder DMO,0x00600800,1,1,wmvencod.dll,6.01.7600.16385 MSScreen 9 encoder DMO,0x00600800,1,1,wmvsencd.dll,6.01.7600.16385 DV Video Encoder,0x00200000,0,0,qdv.dll,6.06.7601.17514 MJPEG Compressor,0x00200000,0,0,quartz.dll,6.06.7601.17713 Cinepak Codec by Radius,0x00200000,1,1,qcap.dll,6.06.7601.17514 Intel IYUV codec,0x00200000,1,1,qcap.dll,6.06.7601.17514 Intel IYUV codec,0x00200000,1,1,qcap.dll,6.06.7601.17514 Microsoft RLE,0x00200000,1,1,qcap.dll,6.06.7601.17514 Microsoft Video 1,0x00200000,1,1,qcap.dll,6.06.7601.17514 Audio Compressors: WM Speech Encoder DMO,0x00600800,1,1,WMSPDMOE.DLL,6.01.7600.16385 WMAudio Encoder DMO,0x00600800,1,1,WMADMOE.DLL,6.01.7600.16385 IMA ADPCM,0x00200000,1,1,quartz.dll,6.06.7601.17713 PCM,0x00200000,1,1,quartz.dll,6.06.7601.17713 Microsoft ADPCM,0x00200000,1,1,quartz.dll,6.06.7601.17713 GSM 6.10,0x00200000,1,1,quartz.dll,6.06.7601.17713 CCITT A-Law,0x00200000,1,1,quartz.dll,6.06.7601.17713 CCITT u-Law,0x00200000,1,1,quartz.dll,6.06.7601.17713 MPEG Layer-3,0x00200000,1,1,quartz.dll,6.06.7601.17713 Audio Capture Sources: Microphone (High Definition Aud,0x00200000,0,0,qcap.dll,6.06.7601.17514 PBDA CP Filters: PBDA DTFilter,0x00600000,1,1,CPFilters.dll,6.06.7601.17528 PBDA ETFilter,0x00200000,0,0,CPFilters.dll,6.06.7601.17528 PBDA PTFilter,0x00200000,0,0,CPFilters.dll,6.06.7601.17528 Midi Renderers: Default MidiOut Device,0x00800000,1,0,quartz.dll,6.06.7601.17713 Microsoft GS Wavetable Synth,0x00200000,1,0,quartz.dll,6.06.7601.17713 WDM Streaming Capture Devices: HD Audio Microphone 2,0x00200000,1,1,ksproxy.ax,6.01.7601.17514 Integrated Webcam,0x00200000,1,2,ksproxy.ax,6.01.7601.17514 WDM Streaming Rendering Devices: HD Audio Headphone/Speakers,0x00200000,1,1,ksproxy.ax,6.01.7601.17514 HD Audio SPDIF out,0x00200000,1,1,ksproxy.ax,6.01.7601.17514 BDA Network Providers: Microsoft ATSC Network Provider,0x00200000,0,1,MSDvbNP.ax,6.06.7601.17514 Microsoft DVBC Network Provider,0x00200000,0,1,MSDvbNP.ax,6.06.7601.17514 Microsoft DVBS Network Provider,0x00200000,0,1,MSDvbNP.ax,6.06.7601.17514 Microsoft DVBT Network Provider,0x00200000,0,1,MSDvbNP.ax,6.06.7601.17514 Microsoft Network Provider,0x00200000,0,1,MSNP.ax,6.06.7601.17514 Video Capture Sources: Integrated Webcam,0x00200000,1,2,ksproxy.ax,6.01.7601.17514 Multi-Instance Capable VBI Codecs: VBI Codec,0x00600000,1,4,VBICodec.ax,6.06.7601.17514 BDA Transport Information Renderers: BDA MPEG2 Transport Information Filter,0x00600000,2,0,psisrndr.ax,6.06.7601.17669 MPEG-2 Sections and Tables,0x00600000,1,0,Mpeg2Data.ax,6.06.7601.17514 BDA CP/CA Filters: Decrypt/Tag,0x00600000,1,1,EncDec.dll,6.06.7601.17708 Encrypt/Tag,0x00200000,0,0,EncDec.dll,6.06.7601.17708 PTFilter,0x00200000,0,0,EncDec.dll,6.06.7601.17708 XDS Codec,0x00200000,0,0,EncDec.dll,6.06.7601.17708 WDM Streaming Communication Transforms: Tee/Sink-to-Sink Converter,0x00200000,1,1,ksproxy.ax,6.01.7601.17514 Audio Renderers: Speakers (High Definition Audio,0x00200000,1,0,quartz.dll,6.06.7601.17713 Default DirectSound Device,0x00800000,1,0,quartz.dll,6.06.7601.17713 Default WaveOut Device,0x00200000,1,0,quartz.dll,6.06.7601.17713 Digital Audio (S/PDIF) (High De,0x00200000,1,0,quartz.dll,6.06.7601.17713 DirectSound: Digital Audio (S/PDIF) (High Definition Audio Device),0x00200000,1,0,quartz.dll,6.06.7601.17713 DirectSound: Speakers (High Definition Audio Device),0x00200000,1,0,quartz.dll,6.06.7601.17713 --------------- EVR Power Information --------------- Current Setting: {651288E5-A7ED-4076-A96B-6CC62D848FE1} (Balanced) Quality Flags: 2576 Enabled: Force throttling Allow half deinterlace Allow scaling Decode Power Usage: 100 Balanced Flags: 1424 Enabled: Force throttling Allow batching Force half deinterlace Force scaling Decode Power Usage: 50 PowerFlags: 1424 Enabled: Force throttling Allow batching Force half deinterlace Force scaling Decode Power Usage: 0

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  • How to remove window applet from Gnome3?

    - by Filip Nowak
    I installed today window applet for Gnome3 from this webupd8 post. The effect of the installation shown in the picture. I tried apt-get remove --purge and nothing happens. How do I remove this window applet? http://i.stack.imgur.com/D1s9b.jpg When i try metacity --replace &unity [1] 3171 Checking if settings need to be migrated ...no Checking if internal files need to be migrated ...no Backend : gconf Integration : true Profile : default Adding plugins Skipping upgrade com.canonical.unity.unity.01.upgrade Skipping upgrade com.canonical.unity.unity.02.upgrade Initializing core options...done Initializing bailer options...done Initializing detection options...done Initializing composite options...done Initializing opengl options...done Initializing decor options...done Initializing move options...done Initializing vpswitch options...done Initializing gnomecompat options...done Initializing grid options...done Initializing mousepoll options...done Initializing place options...done Initializing resize options...done Initializing animation options...done Initializing wall options...done Initializing session options...done Initializing workarounds options...done Initializing wobbly options...done compiz (expo) - Warn: failed to bind image to texture Initializing expo options...done Initializing ezoom options...done Initializing staticswitcher options...done Initializing fade options...done Initializing scale options...done Screen geometry changed: 0x0x1920x1080 Initializing unityshell options...done DEBUG 2012-02-19 21:22:40 glib <unknown>:0 Setting to primary screen rect: x=0 y=0 w=1920 h=1080 WARN 2012-02-19 21:22:40 unity.favorites FavoriteStoreGSettings.cpp:138 Unable to load GDesktopAppInfo for 'bluefish.desktop' WARN 2012-02-19 21:22:40 unity.favorites FavoriteStoreGSettings.cpp:138 Unable to load GDesktopAppInfo for 'filezilla.desktop' WARN 2012-02-19 21:22:40 unity.favorites FavoriteStoreGSettings.cpp:138 Unable to load GDesktopAppInfo for 'gimp.desktop' WARN 2012-02-19 21:22:40 glib.glib-gobject <unknown>:0 invalid cast from `BamfWindow' to `BamfApplication' WARN 2012-02-19 21:22:40 glib.glib-gobject <unknown>:0 invalid cast from `BamfWindow' to `BamfApplication' WARN 2012-02-19 21:22:40 glib.glib-gobject <unknown>:0 invalid cast from `BamfWindow' to `BamfApplication' WARN 2012-02-19 21:22:40 glib.glib-gobject <unknown>:0 invalid cast from `BamfWindow' to `BamfApplication' WARN 2012-02-19 21:22:40 glib.glib-gobject <unknown>:0 invalid cast from `BamfWindow' to `BamfApplication' WARN 2012-02-19 21:22:40 glib.glib-gobject <unknown>:0 invalid cast from `BamfWindow' to `BamfApplication' WARN 2012-02-19 21:22:40 glib.glib-gobject <unknown>:0 invalid cast from `BamfWindow' to `BamfApplication' WARN 2012-02-19 21:22:40 glib.glib-gobject <unknown>:0 invalid cast from `BamfWindow' to `BamfApplication' WARN 2012-02-19 21:22:40 glib.glib-gobject <unknown>:0 invalid cast from `BamfWindow' to `BamfApplication' WARN 2012-02-19 21:22:40 glib.glib-gobject <unknown>:0 invalid cast from `BamfWindow' to `BamfApplication' WARN 2012-02-19 21:22:40 glib.glib-gobject <unknown>:0 invalid cast from `BamfWindow' to `BamfApplication' WARN 2012-02-19 21:22:40 glib.glib-gobject <unknown>:0 invalid cast from `BamfWindow' to `BamfApplication' WARN 2012-02-19 21:22:40 glib.glib-gobject <unknown>:0 invalid cast from `BamfWindow' to `BamfApplication' WARN 2012-02-19 21:22:40 glib.glib-gobject <unknown>:0 invalid cast from `BamfWindow' to `BamfApplication' WARN 2012-02-19 21:22:40 glib.glib-gobject <unknown>:0 invalid cast from `BamfWindow' to `BamfApplication' WARN 2012-02-19 21:22:40 glib.glib-gobject <unknown>:0 invalid cast from `BamfWindow' to `BamfApplication' WARN 2012-02-19 21:22:40 glib.glib-gobject <unknown>:0 invalid cast from `BamfWindow' to `BamfApplication' WARN 2012-02-19 21:22:40 glib.glib-gobject <unknown>:0 invalid cast from `BamfWindow' to `BamfApplication' WARN 2012-02-19 21:22:40 glib.glib-gobject <unknown>:0 invalid cast from `BamfWindow' to `BamfApplication' WARN 2012-02-19 21:22:40 glib.glib-gobject <unknown>:0 invalid cast from `BamfWindow' to `BamfApplication' WARN 2012-02-19 21:22:40 glib.glib-gobject <unknown>:0 invalid cast from `BamfWindow' to `BamfApplication' Setting Update "texture_filter" Setting Update "sync_to_vblank" Setting Update "fullscreen_visual_bell" Setting Update "panel_opacity" Setting Update "launcher_opacity" Setting Update "icon_size" WARN 2012-02-19 21:23:32 unity.glib.dbusproxy GLibDBusProxy.cpp:255 Cannot call method InfoRequest proxy /com/canonical/unity/lens/applications does not exist WARN 2012-02-19 21:23:32 unity.glib.dbusproxy GLibDBusProxy.cpp:255 Cannot call method SetActive proxy /com/canonical/unity/lens/applications does not exist WARN 2012-02-19 21:23:32 unity.glib.dbusproxy GLibDBusProxy.cpp:255 Cannot call method InfoRequest proxy /com/canonical/unity/lens/commands does not exist WARN 2012-02-19 21:23:32 unity.glib.dbusproxy GLibDBusProxy.cpp:255 Cannot call method SetActive proxy /com/canonical/unity/lens/commands does not exist WARN 2012-02-19 21:23:32 unity.glib.dbusproxy GLibDBusProxy.cpp:255 Cannot call method InfoRequest proxy /com/canonical/unity/lens/files does not exist WARN 2012-02-19 21:23:32 unity.glib.dbusproxy GLibDBusProxy.cpp:255 Cannot call method SetActive proxy /com/canonical/unity/lens/files does not exist WARN 2012-02-19 21:23:32 unity.glib.dbusproxy GLibDBusProxy.cpp:255 Cannot call method InfoRequest proxy /com/canonical/unity/lens/music does not exist WARN 2012-02-19 21:23:32 unity.glib.dbusproxy GLibDBusProxy.cpp:255 Cannot call method SetActive proxy /com/canonical/unity/lens/music does not exist WARN 2012-02-19 21:23:33 unity.iconloader IconLoader.cpp:509 Unable to load contents of file:///usr/share/icons/unity-icon-theme/places/svg/category-available.svg: Blad podczas otwierania pliku: Nie ma takiego pliku ani katalogu WARN 2012-02-19 21:23:33 unity.iconloader IconLoader.cpp:509 Unable to load contents of file:///usr/share/icons/unity-icon-theme/places/svg/category-installed.svg: Blad podczas otwierania pliku: Nie ma takiego pliku ani katalogu

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  • How to use caching to increase render performance?

    - by Christian Ivicevic
    First of all I am going to cover the basic design of my 2d tile-based engine written with SDL in C++, then I will point out what I am up to and where I need some hints. Concept of my engine My engine uses the concept of GameScreens which are stored on a stack in the main game class. The main methods of a screen are usually LoadContent, Render, Update and InitMultithreading. (I use the last one because I am using v8 as a JavaScript bridge to the engine. The main game loop then renders the top screen on the stack (if there is one; otherwise, it exits the game) - actually it calls the render methods, but stores all items to be rendered in a list. After gathering all this information the methods like SDL_BlitSurface are called by my GameUIRenderer which draws the enqueued content and then draws some overlay. The code looks like this: while(Game is running) { Handle input if(Screens on stack == 0) exit Update timer etc. Clear the screen Peek the screen on the stack and collect information on what to render Actually render the enqueue screen stuff and some overlay etc. Flip the screen } The GameUIRenderer uses as hinted a std::vector<std::shared_ptr<ImageToRender>> to hold all necessary information described by this class: class ImageToRender { private: SDL_Surface* image; int x, y, w, h, xOffset, yOffset; }; This bunch of attributes is usually needed if I have a texture atlas with all tiles in one SDL_Surface and then the engine should crop one specific area and draw this to the screen. The GameUIRenderer::Render() method then just iterates over all elements and renders them something like this: std::for_each( this->m_vImageVector.begin(), this->m_vImageVector.end(), [this](std::shared_ptr<ImageToRender> pCurrentImage) { SDL_Rect rc = { pCurrentImage->x, pCurrentImage->y, 0, 0 }; // For the sake of simplicity ignore offsets... SDL_Rect srcRect = { 0, 0, pCurrentImage->w, pCurrentImage->h }; SDL_BlitSurface(pCurrentImage->pImage, &srcRect, g_pFramework->GetScreen(), &rc); } ); this->m_vImageVector.clear(); Current ideas which need to be reviewed The specified approach works really good and IMHO it is really has a good structure, however the performance could be definitely increased. I would like to know what do you suggest, how to implement efficient caching of surfaces etc so that there is no need to redraw the same scene over and over again? The map itself would be almost static, only when the player moves, we would need to move the map. Furthermore animated entities would either require updates of the whole map or updates of only the specific areas the entities are currently moving in. My first approaches were to include a flag IsTainted which should be used by the GameUIRenderer to decide whether to redraw everything or use cached version (or to not render anything so that we do not have to Clear the screen and let the last frame persist). However this seems to be quite messy if I have to manually handle in my Render method of the screen class if something has changed or not.

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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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