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  • ATI Radeon HD 5970 Display numbering issues

    - by Arindam Sen
    I have 2 computers on which i have ATI Radeon HD 5970 graphics card installed. There is 1 VGA out and 1 DVI out in it. When I connect my VGA out to a monitor on my 1st computer, it shows it as display 1 and when I connect my DVI out to a monitor it show it as display 2 (I am using extended display). When I do the same thing on my 2nd computer it shows just the opposite. The VGA out shows as display 2 and the DVI out shows as display 1. Is it a problem with the drivers or the hardware? (because the graphics card on both is exactly the same)

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  • BSOD when playing Portal 2 using ATI Radeon 4800 on H61M/U3S3 mobo

    - by Ben Walker
    playing Portal 2 will always give me blue screen of death, usually after about 10 minutes of playing. BSOD references atikmpag.sys. I have tried several updates for graphics driver and through ATI Catalyst Center. I have updated the motherboard BIOS. My RAM is OK. Nothing changes. I had previously run the game fine, then I removed my video card to use on-board graphics once, and after re-installing the video card, I get this problem every time. I am using: ATI Radeon 4800 ASRockH61M/U3S3 motherboard Windows 7 64-bit

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  • Changing ati graphics setting into a batch file

    - by FrozenKing
    I want to change my saturation level to zero and again to default but I can do it manually by going to ati catalyst center. Since, I want to do it regularly I need some batch file code or program to alter this settings in a click or using shortcut keys. The reason I am doing this because I want to change my screen to black and white from color since b/w will make my eyes less tired then a colored display. I came to know about this saturation from my previously asked question : Changing display color from B/W to color (vice-versa)using a program.

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  • Dell Latitude E6420 dual-boot Ubuntu + Windows 7 Optimus graphics problems

    - by Ryan
    I have a Dell Latitude E6420 laptop with Ubuntu 12.04 alongside Windows 7 (dual-boot) docked in a docking station with 2 DVI outputs. It took me a week of tinkering to get the dual external monitors to work in Ubuntu, and I had to disabled the "Optimus" feature in the BIOS. But now neither external monitor is detected in Windows, and the resolution is also very low. Do you know how I can successfully dual-boot Windows 7 and Ubuntu on this machine using my 2 external DVI monitors? I have an open question here too, trying to resolve this same issue: http://askubuntu.com/questions/146933/dock-with-dual-external-dvi-monitors-with-intel-nvidia-optimus

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  • DVI to VGA adapter only working in one output

    - by Tom Jenkinson
    I have a AMD Radeon HD 6800 Series graphics card which has 2 DVI outputs. I tried to set it up with 2 monitors which both have vga connectors on the end and used 2 dvi to vga adapters like these. http://www.tvcables.co.uk/images/items/vga-to-dvi.jpg For some reason nothing would reach the monitor, it would remain in standby, if it was plugged into the second output. I tried all the different combinations of cables, adapters and the 2 monitors but whichever monitor that was plugged into the second output wouldn't work. I then randomly decided to plug a different monitor into the second output which has a dvi connector on the end so there was no need for an adapter and plugged it in and it worked! Does anyone know why the second output on the graphics card won't work with a dvi to vga adapter (and the first output will)? I'm really confused! Thanks

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  • Grayed-Out Sleep and Hibernate Options on Windows 7 After Updating Graphics Driver

    - by Maxim Zaslavsky
    I have a Gateway M275 Tablet PC, on which I've installed Windows 7 Ultimate. The laptop is quite old, so there aren't any Win7 drivers for it, not to mention any Vista drivers. Win7 has been working for some time, but I noticed that my video output wasn't working. I went into Device Manager and found that I didn't have a driver for my video card: it just recognized it as the standard one. I searched online and found an XP driver for it, released by Gateway. Device Manager accepted this driver and prompted me to reboot. After that, I noticed that my Sleep and Hibernate options in the Shut Down menu have been grayed-out. I looked online and found that many people are attributing this to display drivers, as such an old driver would surely not be compatible with the standby procedures Windows 7 uses. To make it clear: I was able to Sleep and Hibernate before updating the drivers; now, I can't. Running powercfg /a gives me, "An internal system component has disabled this standby state," for each available standby mode. Is there some way that the driver can be modified to support hibernation? The new driver fixed my video output problem, but I guess hibernation is more important for me. If not, what steps should I take to remove the driver and just leave the standard Windows one, which previously supported hibernation and sleep on this computer? Thanks in advance.

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  • Second Monitor "Input Not Supported"

    - by Drew
    I have two identical monitors (new Acer s211hl) with a native resolution of 1920x1080. When enabling dual monitor support in Windows 7, the primary monitor works as expected, but the second monitor says, "Input not Supported" and fails to display anything. If I change the resolution of the second monitor to 1440x900, it works as expected. Likewise, if I set it to 1920x1080 with a refresh rate of 30hz, the monitor displays video. However, neither of these are solutions, because the output looks very blurry, and the content is stretched. I am using the following hardware: Monitors: Acer s211hl Motherboard: Asus F1A75M-Pro CPU/GPU: AMD A8-3850 with integrated Radeon HD 6550D graphics I suspect that there is probably an issue with the integrated graphics or motherboard not being able to output to two 1920x1080 monitors, but I am hoping for official confirmation.

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  • Intel 82865G Graphics Controller - making it work in Windows 7

    - by abrams
    RE: Putting this out there in case someone else runs into this issue. The intel chipset is on-board. I discovered the reason for the crappy resolution in windows 7 was that the memory to share with the video card was set to 1MB in the BIOS. I changed this to 8MB (the maximum) and then the PC rebooted I was able to select a higher resolution. link|flag answered Aug 18 '09 at 5:53 Nick Kavadias Nick, Does this give Aero functionalty ?

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  • Grayed-Out Sleep and Hibernate Options on Windows 7 After Updating Graphics Driver

    - by Maxim Z.
    I have a Gateway M275 Tablet PC, on which I've installed Windows 7 Ultimate. The laptop is quite old, so there aren't any Win7 drivers for it, not to mention any Vista drivers. Win7 has been working for some time, but I noticed that my video output wasn't working. I went into Device Manager and found that I didn't have a driver for my video card: it just recognized it as the standard one. I searched online and found an XP driver for it, released by Gateway. Device Manager accepted this driver and prompted me to reboot. After that, I noticed that my Sleep and Hibernate options in the Shut Down menu have been grayed-out. I looked online and found that many people are attributing this to display drivers, as such an old driver would surely not be compatible with the standby procedures Windows 7 uses. To make it clear: I was able to Sleep and Hibernate before updating the drivers; now, I can't. Running powercfg /a gives me, "An internal system component has disabled this standby state," for each available standby mode. Is there some way that the driver can be modified to support hibernation? The new driver fixed my video output problem, but I guess hibernation is more important for me. If not, what steps should I take to remove the driver and just leave the standard Windows one, which previously supported hibernation and sleep on this computer? Thanks in advance.

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  • GeForce GT 430 with 1 VGA port and 1 HDMI port can support dual monitor?

    - by Tendou Kishi
    This question is similar to 3 Monitors, 1 graphics card but with different video card. It has the same ports as GT 120 in that question. Would it support dual monitor? I don't need 3 monitors. Just 2 is good. Checked GeForce GT 430 Specs but have no idea whether it will support or not. While on it, can somebody explain how to know whether a graphics card support multiple display from such information?

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  • VGA passthrough and desktop virtualization

    - by Zacariaz
    In short, my dream is to have one machine with multiple paravirtualized desktop and server guests, one of which has to be a Windows desktop with powerful graphics. As Windows can't be paravirtualized in the normal sense of the word, I was quite happy when I heard about VGA passthrough, but then I read on. As I understand it, such a setup would mean that the Graphics will be dedicated to one particular guest, thus you wouldn't be able to switch between guests. If this is in fact so, would someone please explain to me what the purpose/use of VGA passthrough is? I can think of no real use for it. Yes it's a cool technology, but to me it seems pointless. It's true that it's possible to passthrough individual VMs to separate GPUs, which is also cool, but in the end I should think that two seperate computers would make life a whole lot simpler. Again it seems rather pointless.

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  • Asus x551c windows 7 Intel HD Graphics driver

    - by user3609459
    I did install Windows 7 64 bit on my ex. Windows 8 pro Asus x551c "Ultrabook". The CD with the drivers isn't useable since its a windows 8 only DVD-Rom. I got the Wi-Fi and other stuff running and already tryed 3 of the Intel-HD Graphic drivers for win7 64Bit i found with google. No one was compatible with my pc. Any suggestions how to get this running? I hate windows 8 and dont want to get forced to use it.

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  • Missing Driver - Video Controller (VGA Compatible)

    - by arahant
    I have a HP 2000-2106TU Notebook PC running Windows XP. I want to get the brightness keys to work. They are placed over the F2 and F3 buttons and are meant to be used in conjunction with the Fn key. But these combinations do not work, though other Fn keys such as the volume control keys do. I see a missing driver for a device called Video Controller (VGA Compatible) in the Windows Device Manager. The hardware id is PCI VEN 8086 DEV 0106 SUBSYS_1858103C which a Google search suggests is in an Intel HD Graphics family, but I don't know where to locate the driver. HP's driver scan does not help, as it does not show any missing driver related to video/graphics. What can I do next?

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  • Qt - drag and drop with graphics view framework

    - by David Davidson
    I'm trying to make a simple draggable item using the graphics framework. Here's the code for what I did so far: Widget class: class Widget : public QWidget { Q_OBJECT public: Widget(QWidget *parent = 0); ~Widget(); }; Widget::Widget(QWidget *parent) : QWidget(parent) { DragScene *scene = new DragScene(); DragView *view = new DragView(); QHBoxLayout *layout = new QHBoxLayout(); DragItem *item = new DragItem(); view->setAcceptDrops(true); scene->addItem(item); view->setScene(scene); layout->addWidget(view); this->setLayout(layout); } Widget::~Widget() { } DragView class: class DragView : public QGraphicsView { public: DragView(QWidget *parent = 0); }; DragView::DragView(QWidget *parent) : QGraphicsView(parent) { setRenderHints(QPainter::Antialiasing); } DragScene class: class DragScene : public QGraphicsScene { public: DragScene(QObject* parent = 0); protected: void dragEnterEvent(QGraphicsSceneDragDropEvent *event); void dragMoveEvent(QGraphicsSceneDragDropEvent *event); void dragLeaveEvent(QGraphicsSceneDragDropEvent *event); void dropEvent(QGraphicsSceneDragDropEvent *event); }; DragScene::DragScene(QObject* parent) : QGraphicsScene(parent) { } void DragScene::dragEnterEvent(QGraphicsSceneDragDropEvent *event){ } void DragScene::dragMoveEvent(QGraphicsSceneDragDropEvent *event){ } void DragScene::dragLeaveEvent(QGraphicsSceneDragDropEvent *event){ } void DragScene::dropEvent(QGraphicsSceneDragDropEvent *event){ qDebug() << event->pos(); event->acceptProposedAction(); DragItem *item = new DragItem(); this->addItem(item); item->setPos(event->pos()); } DragItem class: class DragItem : public QGraphicsItem { public: DragItem(QGraphicsItem *parent = 0); QRectF boundingRect() const; void paint(QPainter *painter, const QStyleOptionGraphicsItem *option, QWidget *widget = 0); protected: void mouseDoubleClickEvent(QGraphicsSceneMouseEvent *event); void mouseMoveEvent(QGraphicsSceneMouseEvent *event); void mousePressEvent(QGraphicsSceneMouseEvent *event); void mouseReleaseEvent(QGraphicsSceneMouseEvent *event); }; DragItem::DragItem(QGraphicsItem *parent) : QGraphicsItem(parent) { setFlag(QGraphicsItem::ItemIsMovable); } QRectF DragItem::boundingRect() const{ const QPointF *p0 = new QPointF(-10,-10); const QPointF *p1 = new QPointF(10,10); return QRectF(*p0,*p1); } void DragItem::paint(QPainter *painter, const QStyleOptionGraphicsItem *option, QWidget *widget){ if(painter == 0) painter = new QPainter(); painter->drawEllipse(QPoint(0,0),10,10); } void DragItem::mouseDoubleClickEvent(QGraphicsSceneMouseEvent *event){ } void DragItem::mouseMoveEvent(QGraphicsSceneMouseEvent *event){ } void DragItem::mousePressEvent(QGraphicsSceneMouseEvent *event){ QMimeData* mime = new QMimeData(); QDrag* drag = new QDrag(event->widget()); drag->setMimeData(mime); drag->exec(); } void DragItem::mouseReleaseEvent(QGraphicsSceneMouseEvent *event){ } main.cpp instantiates a Widget and shows it. When I try to drag the circle, the app just creates another circle over the original one, regardless of where I release the drag. qDebug() in DragScene's dropEvent() shows QPointF(0,0) everytime the drag ends. I'm having a hard time trying to understand exactly what I have to do, which classes I should subclass, which methods needs to be overriden, to make this work. The documentation on this isn't very detailed. I'd like to know how to make this work, and if there's some other, more comprehensive resource to learn about the graphics view framework, besides the official documentation (which is excellent btw, but it would be great if there was a more detailed treatise on the subject). EDIT: Following badgerr's advice, I replaced item-pos() in DragScene::dropEvent() with item-scenePos(), now the drop event creates a new circle in the drop site, which is more or less what I wanted. But the original circle is still in place, and while the drag is in progress, the item doesn't follow the mouse cursor. The QGraphicsSceneDragDropEvent documentation says that pos() should return the cursor position in relation to the view that sent the event, which, unless I got it wrong, shouldn't be (0,0) all the time. Weird. I've read in a forum post that you can use QDrag::setPixMap() to show something during the drag, and in examples I've seen pictures being set as pixmaps, but how do I make the pixmap just like the graphics item I'm supposed to be dragging?

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  • Analyzing bitmaps produced by NSAffineTransform and CILineOverlay filters

    - by Adam
    I am trying to manipulate an image using a chain of CIFilters, and then examine each byte of the resulting image (bitmap). Long term, I do not need to display the resulting image (bitmap) -- I just need to "analyze" it in memory. But near-term I am displaying it on screen, to help with debugging. I have some "bitmap examination" code that works as expected when examining the NSImage (bitmap representation) I use as my input (loaded from a JPG file into an NSImage). And it SOMETIMES works as expected when I use it on the outputBitmap produced by the code below. More specifically, when I use an NSAffineTransform filter to create outputBitmap, then outputBitmap contains the data I would expect. But if I use a CILineOverlay filter to create the outputBitmap, none of the bytes in the bitmap have any data in them. I believe both of these filters are working as expected, because when I display their results on screen (via outputImageView), they look "correct." Yet when I examine the outputBitmaps, the one created from the CILineOverlay filter is "empty" while the one created from NSAffineTransfer contains data. Furthermore, if I chain the two filters together, the final resulting bitmap only seems to contain data if I run the AffineTransform last. Seems very strange, to me??? My understanding (from reading the CI programming guide) is that the CIImage should be considered an "image recipe" rather than an actual image, because the image isn't actually created until the image is "drawn." Given that, it would make sense that the CIimage bitmap doesn't have data -- but I don't understand why it has data after I run the NSAffineTransform but doesn't have data after running the CILineOverlay transform? Basically, I am trying to determine if creating the NSCIImageRep (ir in the code below) from the CIImage (myResult) is equivalent to "drawing" the CIImage -- in other words if that should force the bitmap to be populated? If someone knows the answer to this please let me know -- it will save me a few hours of trial and error experimenting! Finally, if the answer is "you must draw to a graphics context" ... then I have another question: would I need to do something along the lines of what is described in the Quartz 2D Programming Guide: Graphics Contexts, listing 2-7 and 2-8: drawing to a bitmap graphics context? That is the path down which I am about to head ... but it seems like a lot of code just to force the bitmap data to be dumped into an array where I can get at it. So if there is an easier or better way please let me know. I just want to take the data (that should be) in myResult and put it into a bitmap array where I can access it at the byte level. And since I already have code that works with an NSBitmapImageRep, unless doing it that way is a bad idea for some reason that is not readily apparent to me, then I would prefer to "convert" myResult into an NSBitmapImageRep. CIImage * myResult = [transform valueForKey:@"outputImage"]; NSImage *outputImage; NSCIImageRep *ir = [NSCIImageRep alloc]; ir = [NSCIImageRep imageRepWithCIImage:myResult]; outputImage = [[[NSImage alloc] initWithSize: NSMakeSize(inputImage.size.width, inputImage.size.height)] autorelease]; [outputImage addRepresentation:ir]; [outputImageView setImage: outputImage]; NSBitmapImageRep *outputBitmap = [[NSBitmapImageRep alloc] initWithCIImage: myResult]; Thanks, Adam

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  • Why can't Android find android.graphics.OpenGLContext?

    - by lostInTransit
    I am trying to compile some OpenGL samples available on the net in SDK 1.5. But the import statement for android.graphics.OpenGLContext gives me an error saying the class cannot be found. Can someone please tell me where I can find this class. And if it is no longer supported by the android SDK then how do I port the samples to 1.5.

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  • website design - graphics files

    - by mb08
    Hi Friends, I have a website to be designed and have most of the material ready with me. I have shortlisted a designer who is ready to start. The question I have is, should I hand over the original .psd graphics files of logo etc to the designer. Is it ok to hand over the .psds or is there any risk in doing so that I should be aware of and cover with an agreement... thanks in advance.. mb

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  • Advantages/disadvantages of browser-based interface vs. graphics

    - by Josh
    Hello everyone, I'm in the design phase for a desktop-based application. Because of the nature of this particular application, I believe it would benefit greatly from a web-based approach (i.e., allowing a user to interface with the application through a browser running in kiosk mode) in order to leverage the simplicity of HTML/CSS/JS and the availability of many great JS interface plugins. Does taking this approach (rather than coding in a native or cross-platform graphics library) come with any gotchas?

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  • Java - FontMetrics without Graphics

    - by subSeven
    Hello! How to get FontMetrics without use Graphics ? I want to get FontMetrics in constructor, now I do this way: BufferedImage bi = new BufferedImage(5, 5, BufferedImage.TYPE_INT_RGB); FontMetrics fm = bi.getGraphics().getFontMetrics(font); int width = fm.stringWidth(pattern); int height = fm.getHeight();

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  • Help with simple frame, and graphics in Java

    - by Crystal
    For hw, I'm trying to create a "CustomButton" that has a frame and in that frame, I draw two triangles, and a square over it. It's supposed to give the user the effect of a button press once it is depressed. So for starters, I am trying to set up the beginning graphics, drawing two triangles, and a square. The problem I have is although I set my frame to 200, 200, and the triangles I have drawn I think to the correct ends of my frame size, when I run the program, I have to extend my window to make the whole artwork, my "CustomButton," viewable. Is that normal? Thanks. Code: import java.awt.*; import java.awt.event.*; import javax.swing.*; public class CustomButton { public static void main(String[] args) { EventQueue.invokeLater(new Runnable() { public void run() { CustomButtonFrame frame = new CustomButtonFrame(); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); frame.setVisible(true); } }); } } class CustomButtonFrame extends JFrame { // constructor for CustomButtonFrame public CustomButtonFrame() { setTitle("Custom Button"); setSize(DEFAULT_WIDTH, DEFAULT_HEIGHT); CustomButtonSetup buttonSetup = new CustomButtonSetup(); this.add(buttonSetup); } private static final int DEFAULT_WIDTH = 200; private static final int DEFAULT_HEIGHT = 200; } class CustomButtonSetup extends JComponent { public void paintComponent(Graphics g) { Graphics2D g2 = (Graphics2D) g; // first triangle coords int x[] = new int[TRIANGLE_SIDES]; int y[] = new int[TRIANGLE_SIDES]; x[0] = 0; y[0] = 0; x[1] = 200; y[1] = 0; x[2] = 0; y[2] = 200; Polygon firstTriangle = new Polygon(x, y, TRIANGLE_SIDES); // second triangle coords x[0] = 0; y[0] = 200; x[1] = 200; y[1] = 200; x[2] = 200; y[2] = 0; Polygon secondTriangle = new Polygon(x, y, TRIANGLE_SIDES); g2.drawPolygon(firstTriangle); g2.setColor(Color.WHITE); g2.fillPolygon(firstTriangle); g2.drawPolygon(secondTriangle); g2.setColor(Color.GRAY); g2.fillPolygon(secondTriangle); // draw rectangle 10 pixels off border g2.drawRect(10, 10, 180, 180); } public static final int TRIANGLE_SIDES = 3; }

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