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  • I have tearing or extremely low fps on fullhd video playback on Ubuntu 12.10 beta 2 , plus 3d gaming is imposible !

    - by digitalcrow
    I have tearing or extremely low fps on fullhd video playback on Ubuntu 12.10 beta 2 , plus 3d gaming is imposible ! I don't know what are you trying to do but seems pretty FAILED to me ! It sucks way too much ! -Plus wifi internet connection stays for 5minutes then no internet ! but wifi connections stays. I've tested ubuntu 12.10 beta 2 64bit with 1) Nvidia geforce gts250 (EXCESSIVE TEARING, 3d games dont change res and have low fps plus bad support on plymouth etc) 2) Ati radeon hd 6450 (Low Fps on full hd video playback , can play hd flash videos)

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  • can't jQuery 3d party dialog to do what i want :)

    - by ropstah
    i'm using NyroModal, a 3rd party jQuery based dialog script. According to these settings, I should be able to do this: $.nyroModalManual({ type : 'ajax', url : '/url', 'ajax' : { url : '/url', data : 'somedata=1' } }); However I receive an error "$.ajax() is not defined". How could this be? p.s. If I run console.debug($.ajax()) right before the nyroModalManual part, it shows the XMLHTTPObject nicely, so I'm probably doing something wrong in the settings... I just need to be able to pass data.

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  • Would a multitouch capable PC allow me to do Android development simulating the touch UI without an Android device ?

    - by Scott Davies
    Hi, I recently purchased a Samsung Galaxy Tab as a reference implementation (phone and first gen Android tablet), of Android 2.x for app development. I have noticed a slew of Android 3.0 slates being talked about at CES 2011 (Motorola XOOM, etc.). If I had a multitouch PC with the Android SDK/Emulator on it, would this allow me to more closely approximate device simulation by allowing user input via the multitouch screen ? Would it work via touch just like Windows 7 recognizes touch as mouse style input ? Has anyone done this ? Thanks, Scott

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  • Drawing Rounded Rectangle in DirectX/3D for 2D

    - by Jengerer
    I'm using Direct3D to draw 2D elements in a C++ application of mine, and it'd be neat if I could create rounded-rectangle GUI elements that were varying in size, but I'm not sure how to do that in the most efficient manner possible. I thought of the "easy" way which would be to have images of the four corners and then just place them in the proper positions, and fill in the rest, but varying radii for the rectangle corners would be a definite plus, and this method doesn't accommodate that feature well. Through my searches I've come across the terms Pixel Shader, Stencil Buffering, and HLSL, but I'm not sure whether these terms are relevant and which one to jump into if so. Thanks in advance, Jengerer

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  • Why is implementing copy-paste in a touch screen based smartphone such a big deal?

    - by EpsilonVector
    I'm not entirely sure this is on-topic, but it definitely needs a programmer's understanding to be answered, and deals with general development (for a specific scenario) as opposed to a specific piece of code. In a way it also translates into "what are the challenges in doing X in a touch screen app", and similar questions have been asked here in the past. So here it is: When Apple didn't implement copy-pasting on the iPhone since version 1 I just assumed it was a UI issue- they were waiting until they figured out a good UI for it. But now the idea is out there, and Microsoft still released Windows Phone 7 without copy-pasting, promising it'll be ready in a few months. My question is: why does this takes a few months to implement? Are there some technological challenges that are unique to programming for a touch screen that I'm not familiar with?

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  • Maths: Determining angle in 3D space

    - by 742
    I hope this is the proper location to ask this question which is the same as this one, but expressed as pure math instead of graphically (at least I hope I translated the problem to math correctly). Considering: two vectors that are orthogonal: Up (ux, uy, uz) and Look (lx, ly, lz) a plane P which is perpendicular to Look (hence including Up) Y1 which is the projection of Y (vertical axis) along Look onto P Question: what is the value of the angle between Y1 and Up? As mathematicians will agree, this is a very basic question, but I've been scratching my head on walls now for at least two weeks without being able to visualize the solution... maybe now too old for finding solutions to school exercises. I'm looking for the scalar trigonometric solution, not a solution using a matrix. Thanks.

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  • Why isn't multi-touch working for my imagebuttons?

    - by Droidy
    I'm using imagebuttons that play sounds using SoundPool. Here is example code of one of the imagebuttons: ImageButton Button1 = (ImageButton)findViewById(R.id.sound); Button1.setOnTouchListener(new OnTouchListener() { public boolean onTouch(View v, MotionEvent event) { if (event.getAction() == MotionEvent.ACTION_DOWN ) { mSoundManager.playSound(1); return false; } return false; } }); For some reason, it doesn't allow you to click multiple buttons at the same time. Is it because I'm building for 1.6 SDK? Thanks!

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  • Calculating 2D angles for 3D objects in perspective

    - by Will
    Imagine a photo, with the face of a building marked out. Its given that the face of the building is a rectangle, with 90 degree corners. However, because its a photo, perspective will be involved and the parallel edges of the face will converge on the horizon. With such a rectangle, is it possible to calculate the angle in 2D of the edges of a face that is 90 degrees to it? In the image below, the blue is the face marked on the photo, and I'm wondering how to calculate the 2D vector of the red lines of the other face:

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  • Collision point of 2 curves in a 3d-room

    - by Frank
    Hello, i am programming a small game for quite some time. We started coding a small FPS-Shooter inside of a project at school to get a bit experience using directX. I dont know why, but i couldnt stop the project and started programming at home aswell. At the moment i am trying to create some small AI. Of cause thats definatlly not easy, but thats my personal goal anyways. The topic could prolly fill multiple books hehe. I've got the walking part of my bots done so far. They walk along a scriped path. I am not working on the "aiming" of the bots. While programming that i hit on some math problem i couldnt solve yet. I hope of your input on this to help me get further. Concepts, ideas and everything else are highly appreciated. Problem: Calculate the position (D3DXVECTOR3) where the curve of the projectile (depends on gravity, speed), hit the curved of the enemys walking path (depends on speed). We assume that the enemy walks in a constant line. Known variables: float projectilSpeed = 2000 m/s //speed of the projectile per second float gravitation = 9.81 m/s^2 //of cause the gravity lol D3DXVECTOR3 targetPosition //position of the target stored in a vector (x,y,z) D3DXVECTOR3 projectilePosition //position of the projectile D3DXVECTOR3 targetSpeed //stores the change of the targets position in the last second Variabledefinition ProjectilePosition at time of collision = ProjectilePos_t TargetPosition at time of collision = TargetPos_t ProjectilePosition at time 0, now = ProjectilePos_0 TargetPosition at time 0, now = TargetPos_0 Time to impact = t Aim-angle = theta My try: Found a formular to calculate "drop" (Drop of the projectile based on the gravity) on Wikipedia: float drop = 0.5f * gravity * t * t The speed of the projectile has a horizontal and a vertical part.. Found a formular for that on wikipedia aswell: ProjectilVelocity.x = projectilSpeed * cos(theta) ProjectilVelocity.y = projectilSpeed * sin(theta) So i would assume this is true for the projectile curve: ProjectilePos_t.x = ProjectilePos_0.x + ProjectileSpeed * t ProjectilePos_t.y = ProjectilePos_0.y + ProjectileSpeed * t + 0.5f * gravity * t * t ProjectilePos_t.z = ProjectilePos_0.z + ProjectileSpeed * t The target walk with a constant speed, so we can determine his curve by this: TargetPos_t = TargetPos_0 + TargetSpeed * D3DXVECTOR3(t, t, t) Now i dont know how to continue. I have to solve it somehow to get a hold on the time to impact somehow. As a basic formular i could use: float time = distanz / projectileSpeed But that wouldnt be truly correct as it would assume a linear "Trajectory". We just find this behaivor when using a rocket. I hope i was able to explain the problem as much as possible. If there are questions left, feel free to ask me! Greets from germany, Frank

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  • Can 3D OpenGL game written in Python look good and run fast?

    - by praavDa
    I am planning to write an simple 3d(isometric view) game in Java using jMonkeyEngine - nothing to fancy, I just want to learn something about OpenGL and writing efficient algorithms (random map generating ones). When I was planning what to do, I started wondering about switching to Python. I know that Python didn't come into existence to be a tool to write 3d games, but is it possible to write good looking games with this language? I have in mind 3d graphics, nice effects and free CPU time to power to rest of game engine? I had seen good looking java games - and too be honest, I was rather shocked when I saw level of detail achieved in Runescape HD. On the other hand, pygame.org has only 2d games, with some starting 3d projects. Are there any efficient 3d game engines for python? Is pyopengl the only alternative? Good looking games in python aren't popular or possible to achieve? I would be grateful for any information / feedback.

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  • iPhone 3d Model format: .h file, .obj, or some other?

    - by T Reddy
    I'm beginning to write an iPhone game using OpenGL-ES and I've come across a problem with deciding what format my 3D models should be in. I've read (link escapes me at the moment) that some developers prefer the models compiled in Objective-C .h files. Still, others prefer having .obj as these are more portable (i.e., for deployment on non-iPhone platforms). Various 3D game engines seem to support many(?) formats, but I'm not going to use any of these engines as I would like to actually learn OpenGL-ES. Am I putting myself at a disadvantage here by not using a packaged engine? Thanks!

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  • 3D Math: Calculate Bank (Roll) angle from Look and Up orthogonal vectors

    - by 742
    I hope this is the proper location to ask this question which is the same as this one, but expressed as pure math instead of graphically (at least I hope I translated the problem to math correctly). Considering: two vectors that are orthogonal: Up (ux, uy, uz) and Look (lx, ly, lz) a plane P which is perpendicular to Look (hence including Up) Y1 which is the projection of Y (vertical axis) along Look onto P Question: what is the value of the angle between Y1 and Up? As mathematicians will agree, this is a very basic question, but I've been scratching my head for at least two weeks without being able to visualize how to project Y onto P... maybe now too old for finding solutions to school exercises. I'm looking for the trigonometric solution, not a solution using a matrix. Thanks.

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  • Using Sandy 3D AS3, fill the viewport (exact fit) with multiple 3D objects.

    - by Andrew Mullins
    I'm stitching together an image using multiple instances of the sandy.primitive.Box. Each box is 96x91 while the viewport is 960x273 which should make for an exact fit if I layout the boxes in a perfect grid of 10x3. However, I can't seem to get the exact camera fieldOfView. I've tried a couple formulas (one for adjusting the "focal length" and one for adjusting the fov, directly). Both of these formulas produce a fov angle that is too narrow. // focal length (stage.stageHeight/2) / Math.tan(cam.fov / 2 * Math.PI / 180) // field of view 2 * Math.atan2( (stage.stageHeight/2), -cam.z ) * (180 / Math.PI) Another question about the same project: I need to adjust the perspective of each cube so that the image appears to be in 2D space (flat)... Any ideas on the best method for calculating such a "correction"?

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  • matlab image processing 3d

    - by jaysean
    i have 100 b&w image of smthing.the probllem is i want to scan each image in 0&1 formatin mby n format and then place each image to one over one and again scan and save them in mbynby100 form. how i do this and from where i should start _jaysean

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  • iPhone UIWebView touch cause Toolbar to appear

    - by BahaiResearch.com
    I am trying to have a UI which is a full screen UIWebView. When the view is touched the tool bar appears. I can do everything but get the touchend event in the UIWebView. I have tried putting a UIColor.Clear'd UIView ontop and catching TouchEnd there and passing it on, but would like a better solution. I understand that we are not supposed to subclass the UIWebView from the docs. Ideas?

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  • Efficiently compute the row sums of a 3d array in R

    - by Gavin Simpson
    Consider the array a: > a <- array(c(1:9, 1:9), c(3,3,2)) > a , , 1 [,1] [,2] [,3] [1,] 1 4 7 [2,] 2 5 8 [3,] 3 6 9 , , 2 [,1] [,2] [,3] [1,] 1 4 7 [2,] 2 5 8 [3,] 3 6 9 How do we efficiently compute the row sums of the matrices indexed by the third dimension, such that the result is: [,1] [,2] [1,] 12 12 [2,] 15 15 [3,] 18 18 ?? The column sums are easy via the 'dims' argument of colSums(): > colSums(a, dims = 1) but I cannot find a way to use rowSums() on the array to achieve the desired result, as it has a different interpretation of 'dims' to that of colSums(). It is simple to compute the desired row sums using: > apply(a, 3, rowSums) [,1] [,2] [1,] 12 12 [2,] 15 15 [3,] 18 18 but that is just hiding the loop. Are there other efficient, truly vectorised, ways of computing the required row sums?

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  • Coding issue in the 3D Buzz Hyperion tutorial.I am work

    - by Geno
    I'm following along with the tutorial. And we are currently coding the Item class. I am using the 2008 edition, while the tutorial uses 2005. The code I am having issue with is: public string Weight { get { return weight; } set { weight = value; } } earlier in the code, we had: private int Weight = 1; as you can see, they are both different variables, int, and string. I'm doing exactly as the tutorial shows, on mine, I get a conversion error, whereas in the tutorial, there are no errors, why is this? I'm doing exactly what the video shows.

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  • NeoAxis 3D disponible en version 1.3, le moteur de jeu ajoute le SSAO et une meilleure gestion du terrain

    NeoAxis 3D et maintenant disponible en version 1.3 La nouvelle version du moteur de jeu apporte le SSAO, des améliorations sur le terrain et plein d'autres surprises C'est en cette période de Noël que NeoAxis 3D, le moteur de jeu multi-plateforme revient avec une hotte fournit en cadeau pour nous, les développeurs. Tout d'abord, cette version estampillée 1.3 apporte le Screen Space Ambient Occlusion (SSAO). Une technique de rendu temps réel qui est grandement utilisée dans l'industrie pour permettre une approximation efficace de l'ambient occlusion (des ombres sont rajoutés selon le buffer de profondeur).. Celui-ci est implémenté tel un effet après rendu (post processing) afin de garder une bonne synergi...

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  • Predicting performance for an iPhone/iPod Touch App

    - by Avizz
    I don't have an iPhone Developer Program Account yet and will be getting one in the next couple of days. Can instruments be used with the simulator to give a rough estimate on how well my app may perform? Using instruments I checked and fixed all the leaks it was detecting, and it appears that my memory usage maxes out at about 5.77mb. Is there any other tests I could perform with instruments to judge how well my app would perform? I realize there is no way other then the actual device to get a definite answer, it would be nice to get an estimate.

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  • Touch draw in Quatz 2D/Core Graphics

    - by OgreSwamp
    Hello, I'm trying to implement "hand draw tool". At the moment algorythm looks like that (I don't insert any code because methods are quite big, will try to explain an idea): Drawing In touchesStarted: method I create NSMutableArray *pointsArray and add point into it. Call setNeedsDisplay: method. In touchesMoved: method I calculate points between last added point from the pointsArray and current point. Add all points to the pointsArray. Call setNeedsDisplay: method. In touchesFinished: event I calculate points between last added point from the array and current point. Set flag touchesWereFinished. Call setNeedsDisplay:. Render: drawRect: method checks is pointsArray != nil and is there any data in it. If there is - it starts to traw circles in each point of this array. If flag touchesWereFinished is set - save current context to the UIImage, release pointsArray, set it to nil and reset the flag. There are a lot disadvantages of this method: It is slow It becomes extremely slow when user touches and move finger for long time. Array becomes enormous "Lines" composed by circles are ugly I would like to change my algorithm to make it bit faster and line smoother. In result I would like to have lines like on the picture at following URL (sorry, not enough reputation to insert an image): http://2.bp.blogspot.com/_r5VzEAUYXJ4/SrOYp8tJCPI/AAAAAAAAAMw/ZwDKXiHlhV0/s320/SketchBook+Mobile(4).png Can you advice me, ho I can draw lines this way (smooth and slim on the edges)? I thought to draw circles with alpha gradient on the edges (to make lines smoother), but it will be extremely slowly IMHO. Thanks for help

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  • How to change ScrollView's position after touch?

    - by Matt
    I'm trying to make a ScrollView with a list of numbers in it that the user can select from. After the user touches and scrolls, after the finger is lifted I want the scroll to "snap" to the item in the middle of the ScrollView and give me the output. My ScrollView contains a vertical linear layout with TextView objects in it. The ScrollView's vertical size is about 60sp. I think this would involve the ScrollView.onTouch with a ACTION_UP, but I don't know how to use it. Also, is there a way to get an item's index or value based on a position in the list? Thanks!

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  • MediaElement not showing in custom 3D class

    - by user3271180
    I'm trying to display a videostream in a Viewport3d. When I add the MediaElement via xaml, the video plays without a problem; even when I add the video as ModelVisual3D in the code-behind, the video works. When I abstract the video into a class, however, the video stops appearing. This happens with both web and local video files. I tried compiling with both x86 and 64 bit. Any way to fix this behaviour? Why is this happening? I have the following viewport: <Viewport3D> <!-- Camera --> <Viewport3D.Camera> <PerspectiveCamera Position="0,0,100" LookDirection="0,0,-1" UpDirection="0,1,0" /> </Viewport3D.Camera> <!-- Light --> <ModelVisual3D> <ModelVisual3D.Content> <AmbientLight Color="White" /> </ModelVisual3D.Content> </ModelVisual3D> <!-- this doesn't work --> <mediaElementTest:VideoControl /> <!-- but this does? --> <!--<ModelVisual3D> <ModelVisual3D.Content> <GeometryModel3D> <GeometryModel3D.Geometry> <MeshGeometry3D Positions="-100,-100,0 100,-100,0 100,100,0 -100,100,0" TextureCoordinates="0,1 1,1 1,0 0,0" TriangleIndices="0 1 2 0 2 3" /> </GeometryModel3D.Geometry> <GeometryModel3D.Material> <DiffuseMaterial> <DiffuseMaterial.Brush> <VisualBrush> <VisualBrush.Visual> <MediaElement Source="http://www.quirksmode.org/html5/videos/big_buck_bunny.mp4" /> </VisualBrush.Visual> </VisualBrush> </DiffuseMaterial.Brush> </DiffuseMaterial> </GeometryModel3D.Material> </GeometryModel3D> </ModelVisual3D.Content> </ModelVisual3D>--> </Viewport3D> VideoControl.xaml <UIElement3D x:Class="MediaElementTest.VideoControl" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"/> VideoControl.xaml.cs public partial class VideoControl { public VideoControl() { InitializeComponent(); Visual3DModel = CreateModel(); } private GeometryModel3D CreateModel() { return new GeometryModel3D { Geometry = new MeshGeometry3D { Positions = new Point3DCollection { new Point3D(-100, -100, 0), new Point3D(100, -100, 0), new Point3D(100, 100, 0), new Point3D(-100, 100, 0) }, TextureCoordinates = new PointCollection { new Point(0, 1), new Point(1, 1), new Point(1, 0), new Point(0, 0) }, TriangleIndices = new Int32Collection { 0, 1, 2, 0, 2, 3 } }, Material = new DiffuseMaterial(new VisualBrush(new MediaElement { Source = new Uri("http://www.quirksmode.org/html5/videos/big_buck_bunny.mp4", UriKind.RelativeOrAbsolute) })) }; } }

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  • Disposing a dialog in touch devices in lwuit

    - by MANISH
    I am displaying a dialog when a user touches the screen and want the dialog to dispose when the user touches anywhere outside the dialog.i have set setDisposeWhenPointerOutOfBounds() to true though by default it is...n hav written the following code in pointerReleased() event but whenever the user touches the screen outside of dialog the dialog disposes but not without executing the code that shud be executed only wen the x,y are within the dialog....plz help me out....ne1... public void pointerReleased(int x, int y) { dispose(); if (contains(x, y)) { actionCommand((cmds[l.getSelectedIndex()])); } }

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