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  • Find vertices of a convex hull

    - by Jeff Bullard
    I am attempting to do this within CGAL. From a 3D point cloud, find the convex hull, then loop over the finite facets of the convex hull and print each facet's vertices. It seems like there should be a straightforward way to do this; I would have expected that 3D polyhedra would own a vector of facet objects, each of which in turn would own a vector of its edges, each of which in turn would own a vector of its vertices, and that their would be some access through this hierarchy using iterators. But so far I have been unable to find a simple way to navigate through this hierarchy (if it exists).

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  • VirtualBox 4.2.14 is now available

    - by user12611829
    The VirtualBox development team has just released version 4.2.14, and it is now available for download. This is a maintenance release for version 4.2 and contains quite a few fixes. Here is the list from the official Changelog. VMM: another TLB invalidation fix for non-present pages VMM: fixed a performance regression (4.2.8 regression; bug #11674) GUI: fixed a crash on shutdown GUI: prevent stuck keys under certain conditions on Windows hosts (bugs #2613, #6171) VRDP: fixed a rare crash on the guest screen resize VRDP: allow to change VRDP parameters (including enabling/disabling the server) if the VM is paused USB: fixed passing through devices on Mac OS X host to a VM with 2 or more virtual CPUs (bug #7462) USB: fixed hang during isochronous transfer with certain devices (4.1 regression; Windows hosts only; bug #11839) USB: properly handle orphaned URBs (bug #11207) BIOS: fixed function for returning the PCI interrupt routing table (fixes NetWare 6.x guests) BIOS: don't use the ENTER / LEAVE instructions in the BIOS as these don't work in the real mode as set up by certain guests (e.g. Plan 9 and QNX 4) DMI: allow to configure DmiChassisType (bug #11832) Storage: fixed lost writes if iSCSI is used with snapshots and asynchronous I/O (bug #11479) Storage: fixed accessing certain VHDX images created by Windows 8 (bug #11502) Storage: fixed hang when creating a snapshot using Parallels disk images (bug #9617) 3D: seamless + 3D fixes (bug #11723) 3D: version 4.2.12 was not able to read saved states of older versions under certain conditions (bug #11718) Main/Properties: don't create a guest property for non-running VMs if the property does not exist and is about to be removed (bug #11765) Main/Properties: don't forget to make new guest properties persistent after the VM was terminated (bug #11719) Main/Display: don't lose seamless regions during screen resize Main/OVF: don't crash during import if the client forgot to call Appliance::interpret() (bug #10845) Main/OVF: don't create invalid appliances by stripping the file name if the VM name is very long (bug #11814) Main/OVF: don't fail if the appliance contains multiple file references (bug #10689) Main/Metrics: fixed Solaris file descriptor leak Settings: limit depth of snapshot tree to 250 levels, as more will lead to decreased performance and may trigger crashes VBoxManage: fixed setting the parent UUID on diff images using sethdparentuuid Linux hosts: work around for not crashing as a result of automatic NUMA balancing which was introduced in Linux 3.8 (bug #11610) Windows installer: force the installation of the public certificate in background (i.e. completely prevent user interaction) if the --silent command line option is specified Windows Additions: fixed problems with partial install in the unattended case Windows Additions: fixed display glitch with the Start button in seamless mode for some themes Windows Additions: Seamless mode and auto-resize fixes Windows Additions: fixed trying to to retrieve new auto-logon credentials if current ones were not processed yet Windows Additions installer: added the /with_wddm switch to select the experimental WDDM driver by default Linux Additions: fixed setting own timed out and aborted texts in information label of the lightdm greeter Linux Additions: fixed compilation against Linux 3.2.0 Ubuntu kernels (4.2.12 regression as a side effect of the Debian kernel build fix; bug #11709) X11 Additions: reduced the CPU load of VBoxClient in drag'and'drop mode OS/2 Additions: made the mouse wheel work (bug #6793) Guest Additions: fixed problems copying and pasting between two guests on an X11 host (bug #11792) The full changelog can be found here. You can download binaries for Solaris, Linux, Windows and MacOS hosts at http://www.virtualbox.org/wiki/Downloads Technocrati Tags: Oracle Virtualization VirtualBox

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  • Gnome 3 after run has graphic problems

    - by Antonis
    I have 3d accelarator but gnome still doesn't work My pc enters gnome desktop bu there i have graphic problems! Graphic problems with the top taskbar and wherever i click it, my desktop transforms into gnome clasic desktop. I am using ati radeon 4800 hd and ubuntu 11.10 Not software rendered: yes Not blacklisted: yes GLX fbconfig: yes GLX texture from pixmap: yes 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: yes Similar report from @user26930 - ATI HD5770 graphics card - gnome-shell is affected but Unity works fine.

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  • /etc/X11/xorg.conf doesn't exist?

    - by BBetances
    I'm trying to get my video card properly setup to handle 3D acceleration. After searching a bit, I've come across a few howtos that tell me I need to edit my xorg.conf file. That file doesn't exist. X.org is installed by default, I'm sure, and I figured this video card would be widely supported. 00:02.0 VGA compatible controller: Intel Corporation Mobile 4 Series Chipset Integrated Graphics Controller (rev 09) Any ideas on how I can get this to work properly and play Starcraft II? Or any game for that matter? No resolution problems or anything, just no 3D rendering.

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  • How to port animation from one skeleton to another?

    - by shawn
    While I need to do this in a Blender3D modeler script, the math should be similar for other modelers or realtime engines. Blender3D specific terminology: Armature = skeleton EditBone = rest pose bone (stores the rest pose matrix) PoseBone = can store a different pose (animation matrix) for each frame of your animation I need to share animations (Blender Actions) between Armatures which have EditBones with same names and which have the same positions, but can have different (rest pose) angles and scales. Plus the Armatures might have different bone hierarchy (bone parenting/ no bone parenting). Why I need this: I've made an importer/exporter for a 3d format for a game. The format doesn't store enough info to connect/parent the bones, which makes posing/animating character models in a 3d modeller nearly impossible (original model files for the 3d modeler don't exist, this is for modding). As there are only 2 character skeleton types in the game, I decided to optionally allow to generate the bone from a hardcoded data in the model importer and undo that in the exporter. This allows to easily pose the model for checking weights, easily create weights, makes it easier for Blender to generate automatic weights and of course makes animating possible. This worked perfectly: the importer optionally generated the Armature itself and the exporter removed those changes, so the exported model works with existing animations in the game. But now I'm writing an importer and exporter for the game's animation format and here come the problems of: Trying to make original animations work in Blender with my "custom" (modified) Armature Trying to make animations created by using the "custom" (modified) Armature work with the original models in the game (and Blender). Constraints or bone snapping inside Blender won't work as they don't care that the bones have different angles in the rest pose, they will still face the same direction. It seems I just need to get the "difference" between the EditBone matrices of all EditBones for the two Armatures somehow and apply that difference to PoseBone matrices of all PoseBones, for all frames of my animation. I need to know how to get that difference and how to apply it. BTW, PoseBone matrices are relative to rest pose, they are by default [1.000000, 0.000000, 0.000000, 0.000000](matrix [row 0]) [0.000000, 1.000000, 0.000000, 0.000000](matrix [row 1]) [0.000000, 0.000000, 1.000000, 0.000000](matrix [row 2]) [0.000000, 0.000000, 0.000000, 1.000000](matrix [row 3]) So the question is: How to get the difference between two bone (EditBone) matrices to apply that difference to the animation matrices (PoseBone matrices)? Please be easy on the matrix math.

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  • How could you model "scent trails" in a game?

    - by Sebastien Diot
    Say you want to create a 3D game, and have either players, or mobiles, be able to tract other entity by following their scent trails. Is there any known data-structure that matches this use case? If you have only few individuals going about, you can probably do something like a map of 3D coord to entity ID, but real scent works differently, because it fades over time, but slowly. And most of the time, you can only know approximately what went there, and approximately how many things of that type went there. And the approximation becomes worst with time, until it's gone. I imagine it's kind of like starting with an exact number, and slowly loosing the least significant digits, until you loose the most significant digit too. But that doesn't really help me, because entity IDs aren't normally encoded to contain the entity type, in addition to it's individual ID.

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  • What are examples of games with "minimalist" models/art assets

    - by Ken
    When teaching game development, my student's obsess about building realistic or complex art/models/animation. And spending wayyy to much time trying to get accurate collision detection between two 3D models [despite my best efforts] However I would like them to spend more time thinking about developing the game mechanics, interaction and game play. I'm looking for some games where the visuals are simple but have good game play. Things I am thinking about are Cubes' vs Spheres or Impossible Game. What are more examples of visually simple (preferably 3D) games to help inspire my students?

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

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

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  • How to install Radeon Open Source Driver?

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

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  • IASA South East Florida Chapter &ndash; November 2012 Meeting

    - by Rainer Habermann
    After a short introduction by Rainer Habermann and announcements for the chapter and promoting the upcoming IASA IFC Certification Class in January 2013 at Citrix, the audience was exited to welcome Jesus Rodriquez for the main presentation about “Mobilizing the Enterprise”.       Jesus is a co-founder and CEO of both Tellago Studios and Tellago, two fast growing start-ups with a unique vision around software technology. Jesus spends his days working on the technology and strategic vision of both companies. Under his leadership, Tellago and Tellago Studios have been recognized as an innovator in the areas of enterprise software and solutions achieving important awards like the Inc500, American Business Awards’ American and International Business Awards. A software scientist by background, Jesus is an internationally recognized speaker and author with contributions that include hundreds of articles and sessions at industry conferences. Jesus serves as an advisor to several software companies such as Microsoft and Oracle, and is the only person who holds both the Microsoft MVP and Oracle ACE awards. Jesus introduced the architecture of the Enterprise Mobile Backend as a service, integrating enterprise mobile applications with corporate line of business systems and providing robust backend capabilities represent some of the major challenges in today’s enterprise mobility solutions. The mobile consumer space has seen the emergence of backend as a service technologies as one of the main mechanisms for enabling backend capabilities in mobile applications. This session introduced the concept of mobile backend as a service (MBaaS) as the fundamental enabler of the next generation enterprise mobile applications. The session further explored the fundamental components and services of a mBaaS platform that makes it an ideal option for enabling backend capabilities in enterprise mobile applications. Using real world examples. Jesus demonstrated how mBaaS represents an agile and extremely simple model to integrate mobile applications with corporate systems. Thank you very much to Jesus Rodriquez for an outstanding presentation, Peak 10 Data Centers for hosting our meeting, and to TEK Systems for Snacks. Pictures taken by Ted Harwood.   Rainer Habermann President IASA SE Florida Chapter

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  • 2D shader to draw representation of rotating sphere.

    - by TheBigO
    I want to display a 3D textured sphere, and then rotate it in one direction. The direction will never change, and the camera will never move. One way is to actually create a spherical mesh, map a texture to it, rotate the sphere, and render in 3D. My question is, is there a way to display a 2D circle, that looks like a rotating sphere, with just a 2D shader. In other words, can someone think of a trick, like mapping a texture to the circle in a particular way, to give the appearance of an in-place rotating sphere, that is always viewed from the side? I don't need exact shader code, I'm just looking for the right idea.

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  • Why isn't Japanese software industry as strong as their hardware technology?

    - by Joan Venge
    I admire Japanese technology and their innovation. They always seem to be one step ahead of everyone else. But why isn't their software industry just as developed? Why aren't there any Japanese operating systems, high-end game engines, 3D digital content creation applications? I would like to see their take on these and I think it could bring alot of innovation. Btw I mentioned 3D software because the animation industry is strong there as well, but they are using North American software for this.

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  • Easiest, most fun way to program 2D games? Flash? XNA? Some other engine?

    - by Maxi
    Hi, this is a post detailing my search for the most enjoyable way for a hobbyist game programmer to sweeten his free time with making a game. My requirements: I looked at Flash first, I made a couple of small games but I'm doubtful of the performance. I would like to make a fairly large strategy game, with several hundred units fighting simultaneously, explosions and animations included. Also zoomable maps. I saw that Adobe has a new 3D API for Flash, but I don't know if that improves 2D performance aswell, I couldn't find anything related to that question on their MAX10 sessions. Would you say that Flash is a good technology for making large 2D games easily? I really like Actionscript, and I love how easy everything is in Flash. There are several engines available which make it even easier. I just do this for fun, and it would be even better if there were proper animation/particle editors available and if the engine I were to use, would be available for multiple platforms. (so more people can play my game once finished). I'd like to have it available on many mobile platforms aswell. (because I love touch input for some reason) I do know the XNA framework pretty well, but there are no good engines available for it, and it will only run on Windows, which is a huge turn off. Even bigger is, that you need to install the XNA redistributable each time you want to give the game to someone. If I use XNA, I would have to make all the tools myself, and I'd probably have to make them with WPF. (I'd love to make tools with Adobe AIR, but unfortunately the API's for image manipulation etc. are far worse in Flash, than they are in XNA/WPF.) Now, I'm aware that I could make my own engine that supports each of those platforms, but quite frankly, that would be too much work plowing through APIs. After all, I want to make a game, not an engine. So the question becomes: Is there maybe a cross platform (free or free to develop?) engine available that I could use for 2D development? I prefer: C#, Actionscript. I don't mind using c++ if the toolset is above average, but I highly doubt that there is something out there like that. Please prove me wrong :) So summary: I'd like to use Flash, but I don't know if it scales well enough. I'm not a scripter, I want some real APIs that I can work with inside a proper IDE. Just for information, I looked at several alternatives, I'm actually looking for a long time already. You'd help me a lot to make a decision finally. Feature-wise the Flatredball engine would be ideal. But I tried their tools, and quite frankly, they are horrible. Absolutely unusable, I'd need to make my own for sure. I didn't look at their API, but if their tools are so bad, I'm not inclined to look further. Unity3D. This one is quite nice, but I really don't need 3D, and it is quite ...a lot of work to learn. I also don't like that it is so expensive to use for different platforms and that I can only code for it through scripting. You have to buy each platform separately. The editor usability is average, the product overall is good enough for most purposes, but learning it myself would be overkill. Shiva 3D. It looks good enough, but again: I don't really need 3D. The editor usability is a little worse than Unity3D in my opinion and it wasn't clear to me how to start programming. I think it requires C++ for coding, so that's a negative too. I want to have fun, and c# is fun ;) SDL. Quite frankly, I'd still need to port to all those different SDL implementations. And I don't like OpenGL style programming, it's just plain ugly. And it needs c++, I know that there might be some wrappers available, but I don't like to use wrappers, because... Irrlicht. A lot of features, but support seems to be low and it is aimed at enthusiasts. C# bindings get dropped repeatedly. I'm not an engine enthusiast, I just want to make a game. I don't see this happening with Irrlicht. Ogre3D. Way too much work, it's just a graphics engine. Also no multiple platform support and c++. Torque2D. Costs something to use, and I didn't hear a lot of good things about support and documentation. Also costs extra for each platform.

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  • How can I set up OpenVPN to accept more than 60 connections?

    - by Robin
    Greetings! We're using OpenVPN and today hit an unexpected connection limit of 60 - even though max-clients is set to the source code default 1024. Server log: Tue Dec 21 13:49:41 2010 MULTI: new incoming connection would exceed maximum number of clients (60) We're slowly adding new clients to the VPN and expect to hit 200 some time next year, if we can get it working. We're running the server on a Win2003 R2. OpenVPN 2.0.9 Server config as follows: local 192.168.10.211 port 1195 proto tcp dev tun dev-node OpenVPN_Vision ca vision_ca.crt cert vision_server.crt key vision_server.key # This file should be kept secret dh vision_dh1024.pem server 192.168.211.0 255.255.255.0 ifconfig-pool-persist vision_ipp.txt ;server-bridge 10.8.0.4 255.255.255.0 10.8.0.50 10.8.0.100 ;client-to-client keepalive 10 120 comp-lzo ;max-clients 100 # Default in source code is 1024 persist-key persist-tun status openvpn-status-vision.log log vision.log verb 3 I would greatly appreciate any help or input on this one. Thanks! Best regards, Robin

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  • Complete Guide/Tutorials on LWJGL?

    - by user43353
    Dont get me wrong, I finished these tutorials on http://lwjgl.org/wiki/index.php?title=Main_Page. I finished The Basics section, OpenGL 3.2 and newer section, and I looked at the Example Code section. They were great tutorials, and I have looked at the external tutorials as well. I don't know where to go from here, and OpenGL is not my strong point. Some one suggested Learning Modern 3D Graphics Programming, and I didnt learn much. I looked at the port to LWJGL, but the book was on C and I couldn't really understand what the OpenGL meant. I am trying to learn 2D gaming, not 3D. Maybe later. Is there any tutorials that aren't C/C++ heavy and teach you 2D OpenGL?

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  • Current state of the art for holographic displays?

    - by kamziro
    In another thread I was asking about independent arcade system development, and partly it was because I'm interested in using available 3D holographic technology for the displays. I saw one which involved a rotating mirror at very high speeds, so that's probably not going to be too feasible (I'd hate to think of what happens when something goes wrong). However, I looked around for videos from trade shows, and I found this: http://www.youtube.com/watch?v=Vl0EIngM-RA But information is scarce, and I'm led to believe it's just using mirrors and reflections, and does not convey true 3D depth like the one using rotating mirrors at high speed: http://www.youtube.com/watch?v=YKCUGQ-uo8c So yeah, does anyone know if there's something better available today?

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  • Beggining OpenGL vs beggining DirectX and some question about the philosophical difference between them

    - by jokoon
    I'm begginning with Direct X at school, and my teacher said it was harder to begin with than OpenGL, but I read several things that in fact, Direct X was more advanced than OpenGL in terms of recent graphic cards features. Since I'm far from wanting to do top notch effects, which can already be implemented with existing engines and/or shaders, I wanted to know your opinion: Can OpenGL be considered like a more basic, KISS, hardware agnostic, graphic library to just do 3D with acceleration, and consider DirectX like a top notch, game-oriented graphic API that will always support the next-gen 3D chips ? Citation from wikipedia on http://en.wikipedia.org/wiki/Id_Tech_5 : John Carmack mentioned in his keynote at QuakeCon 2007 that the id Tech 5 engine will not be using the DirectX 10 API. I don't want to seem like I'm minding open source because Carmack does and because he is famous, it's just that android and iPhone are out there, and Direct X doesn't seems to me to be the necessary API to know, since Windows supports OpenGL, and since the 360 is just a console among other consoles.

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  • Exporting an animated FBX to XNA? (in 3DS Max)

    - by Itamar Marom
    I'm now working on an XNA 3D game, and I want to add animated models in it. I came across this example. I see there is one FBX file and a few texture files in the content project, and that in the code you can choose which "take" to play. In this code it is "Take_001". Please tell me: When I create and animate my own 3D model in 3DS Max (2012, since I was told it's only possible in this version), how can I define those takes? plus, are any configurations need to be made when exporting FBX from 3DS Max to XNA? Thank you.

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  • Question about BoundingSpheres and Ray intersections

    - by NDraskovic
    I'm working on a XNA project (not really a game) and I'm having some trouble with picking algorithm. I have a few types of 3D models that I draw to the screen, and one of them is a switch. So I'm trying to make a picking algorithm that would enable the user to click on the switch and that would trigger some other function. The problem is that the BoundingSphere.Intersect() method always returns null as result. This is the code I'm using: In the declaration section: ` //Basic matrices private Matrix world = Matrix.CreateTranslation(new Vector3(0, 0, 0)); private Matrix view = Matrix.CreateLookAt(new Vector3(10, 10, 10), new Vector3(0, 0, 0), Vector3.UnitY); private Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45), 800f / 600f, 0.01f, 100f); //Collision detection variables Viewport mainViewport; List<BoundingSphere> spheres = new List<BoundingSphere>(); Ray ControlRay; Vector3 nearPoint, farPoint, nearPlane, farPlane, direction; ` And then in the Update method: ` nearPlane = new Vector3((float)Mouse.GetState().X, (float)Mouse.GetState().Y, 0.0f); farPlane = new Vector3((float)Mouse.GetState().X, (float)Mouse.GetState().Y, 10.0f); nearPoint = GraphicsDevice.Viewport.Unproject(nearPlane, projection, view, world); farPoint = GraphicsDevice.Viewport.Unproject(farPlane, projection, view, world); direction = farPoint - nearPoint; direction.Normalize(); ControlRay = new Ray(nearPoint, direction); if (spheres.Count != 0) { for (int i = 0; i < spheres.Count; i++) { if (spheres[i].Intersects(ControlRay) != null) { Window.Title = spheres[i].Center.ToString(); } else { Window.Title = "Empty"; } } ` The "spheres" list gets filled when the 3D object data gets loaded (I read it from a .txt file). For every object marked as switch (I use simple numbers to determine which object is to be drawn), a BoundingSphere is created (center is on the coordinates of the 3D object, and the diameter is always the same), and added to the list. The objects are drawn normally (and spheres.Count is not 0), I can see them on the screen, but the Window title always says "Empty" (of course this is just for testing purposes, I will add the real function when I get positive results) meaning that there is no intersection between the ControlRay and any of the bounding spheres. I think that my basic matrices (world, view and projection) are making some problems, but I cant figure out what. Please help.

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  • Xen 4.1 + NVidia driver = Unity has no window decorations

    - by Shade
    I am running Ubuntu 11.10 with Unity. I installed XEN and booted its kernel. The machine booted normally. However, when I started Unity (3D), there were no window decorations. I tried Unity 2D and the window decorations are present there. I then decided to remove the driver (installed through Additional Drivers) and install it manually like this: IGNORE_XEN_PRESENCE=y CC="gcc -DNV_VMAP_4_PRESENT -DNV_SIGNAL_STRUCT_RLIM" ./NVIDIA* ...but the window decorations were still missing in Unity 3D. The window decorations are there when I boot the regular Ubuntu kernel (without XEN support). What could be the problem and how to fix it?

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  • Is it possible to procure venture capital based on in-progress ideas? [migrated]

    - by Clay Shannon
    I hope this is not the wrong forum for this question, but I can't find one in the Stack Exchange "family" that would be more appropriate. I have ideas for two web sites which I think will be quite popular (they are totally unrelated to each other). I am a programmer, and a "creative" (photographer, author, musician). So I have the "vision" as well as the technical know-how to bring these websites into being. My "problem" is that I'm champing at the bit to complete them, and don't have much time to work on them (being employed fulltime, etc.) If I continue to work on them in my so-called spare time, it will probably be a year or more before they are both done. If I was in a position to work on them fulltime (IOW, if I had a "silent partner" willing to invest enough money that I could quit my job), I could have them complete in about three months. I would be willing to partner with somebody or some group who would back me financially in this way. My vision/work combined with their monetary investment could bring about "great things" or at least moderately great things. I know you can "crowd fund" startups and so on, but for that you need to expose your idea. My ideas are not something I would want to make public, as somebody might "steal" them. I'm willing to discuss them with serious individual potential investors, though (provided they were willing to sign a non-disclosure agreement). Does anybody have any recommendation on how I might find a suitable partner[s] for this/these ventures?

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  • How to fix openGL error for Vmware Workstation 9?

    - by Xxx Xxx
    I have recently installed Vmware workstation 9 on Ubuntu 12.04 & i have migrated my VM's from windows to Ubuntu 12.04 . Now i am getting openGL error & it says no 3D acceleration as shown in pic below How Do I Fix It ? UPDATED Before i have windows 7 ( host os ) & it was working fine with 3D Acceleration & no OpenGL error . Now my i have Ubuntu 12.04 ( host os ) & openGL error The Laptop is DELL INSPIRON N5110

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  • Webcast on using live upgrade

    - by Owen Allen
    Leon Shaner is doing a webcast next week, on Thursday Nov. 6 at 11 am EST, about updating Oracle Solaris in Ops Center using Live Upgrade. He's also written a blog post over on the Enterprise Manager blog about using Live Upgrade and and Oracle Solaris 11 Boot Environments, which goes into a lot of detail about the benefits, requirements, setup, and use of these features. To join the webconference, when it rolls around: Go to https://oracleconferencing.webex.com/oracleconferencing/j.php?ED=209834092&UID=1512097467&PW=NMTJjY2NkZjg0&RT=MiMxMQ%3D%3D If requested, enter your name and email address. If a password is required, enter the meeting password: oracle123 Click Join. To dial into the conference, dial 1-866-682-4770 (US/Canada) or go here for the numbers in other countries. The conference code is 7629343# and the security code is 7777#.

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  • Partitions and cdrom are not mounted, and the bars are missing in Ubuntu 12.04

    - by nuit
    Provide my spec and sorry for my poor English first. MB: Gigabyte G31M-S2L (bios ver. F9) CPU: intel E5200 2G RAM HD1: WD 160G with 2 partitions (partition 1:60G, NTFS, win xp; partition 2:100G, NTFS) HD2: WD 320G with 2 partitions (partition 3:220G, NTFS; partition 4:100G, ext4, Ubuntu) Recently, I tried to install Ubuntu 12.04 Beta 2 on my desktop PC (on partition 4). At the beginning, everything looked great including the auto-mounting of partitions 1~3 and the unity (3D). However, after I deleted and re-allocated the partitions on HD2 and re-installed Ubuntu on partition 4, the partitions 1~3 are no longer auto-mounted when I logged in the desktop (and even the inserted cdrom would not be mounted either), and the launch bar and menu bar in unity (3D) are missing. The configurations during these two installations are all the same as default. Are there any possible reasons or solutions for this issue? Thank you in advance!

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