Search Results

Search found 11395 results on 456 pages for 'intel integrated graphics'.

Page 62/456 | < Previous Page | 58 59 60 61 62 63 64 65 66 67 68 69  | Next Page >

  • strange raid5 issue: [closed]

    - by 8steve8
    ok so ive had a 4x2TB(samsung HD204UI w/firmware patch) raid5 array working normally for about a month. It was in a h57 gigabyte motherboard using the intel raid with windows 7 x64. Today I got an intel h67 motherboard, so I upgraded the intel raid drivers to 10.1.0.1008 from 9.6.0.1014, and I'm not sure if i checked after a reboot, but it caused no problems. I swapped in the new dh67 motherboard, and my array status was "failed". 2 of the 4 drives listed themselves as members, while the other two drives listed themselves as non-members. I tried going back to the old h57 mobo, and downgrading the raid drivers, but the issue remains. It's not port dependent, 2 of the drives always come up as non-members regardless of what port or motherboard they are plugged into. the screenshot should show that the SNs match, which begs the question why the software doesn't realize the drive is a member of the array: http://img837.imageshack.us/img837/6145/both.png I'd like to know if anyone has experienced anything similar, and what should i do, can i force the drive to be recognized as a member (without wiping data)?

    Read the article

  • Computer makes odd noise. Replace almost every component. Computer still makes odd noise.

    - by ShimmerGeek
    My PC was getting pretty old, 5 years or so, and over the course of it's life I replaced the graphics card, HDD and a couple of sticks of RAM; but the PSU, processor, motherboard, fans etc. were all original. A few weeks ago, I started hearing an odd noise. I struggle to describe it, it sounded sortof like the 'click of death' you hear when a HDD may fail, but not quite... (And it was far less irregular) Also, I was sure I heard it once or twice a minute or two after I shut down the PC. This was going on very irregularly for a couple weeks. Some days I would hear no noise at all, others I would hear it often, maybe once every 30 seconds or so. I could find no common denominator - i.e. it did not happen more during gaming or any other intensive use. Anyway, I need my PC to sit some classes over the summer, so I put it in for them to run a HDD stress test and to replace a bunch of the components. I ended up replacing almost everything - the only elements I still have are my blu-ray drive and graphics card. They said when they started to run the HDD stress test it failed instantly (They started the test and it immediately said 'Test Complete' so they assumed it was at fault, and put a new HDD in since I was still under warranty with them.) I took it home a few hours ago, and I am still hearing the noise!!! Do you guys have any theories? I'm getting a little worried, I can't afford for my PC to suddenly fail during the next month - I have a lot of coursework to do. Any thoughts? Is it possible it could be the fan on the graphics card? I'm confused because it's so irregular. Any help would be much appreciated.

    Read the article

  • Custom edit box - how to do it?

    - by user3834459
    I'd like to create a new text editor with some non-standard capabilities for the edit box where you would normally type your code (and do syntax highlighting). Since I'd like to have complete control over this I was thinking how should I proceed.. my target is primarily linux and I was thinking to use GTK+ as GUI toolkit. Since I'm a newbie I'm not sure how custom controls are drawn/rendered. Should I consider using openGL to draw a control from scratch? That doesn't sound right to be honest but I have no idea on how to do it.. The "nonstandard capabilities" would include drawing stuff on the control (shapes and boxes) at any position, being able to write into multiple areas.. all stuff you can't normally do with an edit box. Question: How should I create a GTK+ nonstandard GUI control like an edit box that has the following capabilities: edit text, select text, delete text, draw message boxes on top of it, draw images inside it (under and/or on top of the text), insert text into multiple places at the same time? Should I subclass an edit box control or should I "render" an entirely new one with openGL or such? I'm still in the design phase (I even need to identify the frameworks I should use) and I've taken a look at the Chromium project (GTK+). I haven't found anything that suited my problem

    Read the article

  • nouveau Unknown Fermi chipset

    - by Abood Mount
    I've installed a fresh install of Ubuntu 13.04 and whenever I start my laptop I get this output error [ 19.469816] nouveau ![ DEVICE][0000:01:00.0] unknown Fermi chipset [ 19.469846] nouveau E[ DEVICE][0000:01:00.0] unknown chipset, 0x0d7000a2 [ 19.469870] nouveau E[ DRM] failed to create 0x80000080, -22 [ 19.470095] nouveau: probe of 0000:01:00.0 failed with error -22 I have Lenovo G580 with nVidia Geforce 710m.

    Read the article

  • Quick 2D sight area calculation algorithm?

    - by Rogach
    I have a matrix of tiles, on some of that tiles there are objects. I want to calculate which tiles are visible to player, and which are not, and I need to do it quite efficiently (so it would compute fast enough even when I have a big matrices (100x100) and lots of objects). I tried to do it with Besenham's algorithm, but it was slow. Also, it gave me some errors: ----XXX- ----X**- ----XXX- -@------ -@------ -@------ ----XXX- ----X**- ----XXX- (raw version) (Besenham) (correct, since tunnel walls are still visible at distance) (@ is the player, X is obstacle, * is invisible, - is visible) I'm sure this can be done - after all, we have NetHack, Zangband, and they all dealt with this problem somehow :) What algorithm can you recommend for this? EDIT: Definition of visible (in my opinion): tile is visible when at least a part (e.g. corner) of the tile can be connected to center of player tile with a straight line which does not intersect any of obstacles.

    Read the article

  • Hyper-Threading comments

    - by jchang
    There seems to be significant confusion about Hyper-Threading. Part of the problem is that vendors like to tout every new feature as the greatest invention since the six-pack, and its follow-on the 12-pack. I used to think the 4-pack was a travesty, but now that I am older and can nolonger finish a 12-pack with each meal, suddenly the 4-pack is not such a travesty. But I digress. I do appluad innovation, and I do accept that the first generation is almost never perfect, thats why its the bleeding...(read more)

    Read the article

  • How to remove the “AMD Testing use only” watermark from Ubuntu 12.10

    - by Lucio
    I've installed the latest catalyst driver (beta) following the step in this guide for Ubuntu Quantal Quetzal. My system is 64 bit and my graphic card is an ATI RadeonHD 6670, this g.c. is Officially Supported (Catalyst & Open Source), you can confirm that from this AMD Linux Community thread. I don't have any problem, except the AMD testing use only watermark. I see the following frame in any stage into the OS (logged, unlloged, etc.) except in the terminals. I found different versions of how to remove this image, but this change according to the system, so I want an answer from this popular (trusted) site. How to solve this issue in Ubuntu 12.10 32b? This procedure is different in a 64b system?

    Read the article

  • ld cannot find -limf -lsvml -lipgo -ldecimal -lirc

    - by Jaguaraci Silva
    I have installed the ICC recently, the XE composer 2013 version and I don't get success for running it because I have some errors to find libs that I don't know, however, I think that the artifact ia32-libs don't be found on the Ubuntu 12.04.1 can be the reason!. Thus, I got these dependencies: sudo apt-get install rpm build-essential sudo apt-get install libstdc++6 but these don't sudo apt-get install ia32-libs* or sudo apt-get install ia32-libs-multiarch I got this error always I'm trying compile on ICC: ld: cannot find -limf ld: cannot find -lsvml ld: cannot find -lipgo ld: cannot find -ldecimal ld: cannot find -lirc ld: cannot find -lsvml Thanks in advantage.

    Read the article

  • OpenGL ES 2.0: Vertex and Fragment Shader for 2D with Transparency

    - by Bunkai.Satori
    Could I knindly ask for correct examples of OpenGL ES 2.0 Vertex and Fragment shader for displaying 2D textured sprites with transparency? I have fairly simple shaders that display textured polygon pairs but transparency is not applied despite: texture map contains transparency information Blending is enabled: glEnable(GL_BLEND); glEnable(GL_DEPTH_TEST); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); My Vertex Shader: uniform mat4 uOrthoProjection; uniform vec3 Translation; attribute vec4 Position; attribute vec2 TextureCoord; varying vec2 TextureCoordOut; void main() { gl_Position = uOrthoProjection * (Position + vec4(Translation, 0)); TextureCoordOut = TextureCoord; } My Fragment Shader: varying mediump vec2 TextureCoordOut; uniform sampler2D Sampler; void main() { gl_FragColor = texture2D(Sampler, TextureCoordOut); }

    Read the article

  • OpenGL ES 2.0: Filtering Polygons within VBO

    - by Bunkai.Satori
    Say, I send 10 polygon pairs (one polygon pair == one 2d sprite == one rectangle == two triangles) into OpenGL ES 2.0 VBO. The 10 polygon pairs represent one animated 2D object consisting of 10 frames. The 10 frames, of course, can not be rendered all at the same time, but will be rendered in particular order to make up smooth animation. Would you have an advice, how to pick up proper polygon pair for rendering (4 vertices) inside Vertex Shader from the VBO? Creating separate VBO for each frame would end up with thousands of VBOs, which is not the right way of doing it. I use OpenGL ES 2.0, and VBOs for both Vertices and Indices.

    Read the article

  • What is the Xbox360's D3DRS_VIEWPORTENABLE equivalent on WinXP D3D9?

    - by Jim Buck
    I posted this on StackOverlow, but of course it should be posted here. I am maintaining a multiplatform codebase for Xbox360 and WinXP. I am seeing an issue on the XP side that appears to be related to D3DRS_VIEWPORTENABLE on the Xbox360 version not having an equivalent on WinXP D3D9. This article had an interesting idea, but the only way to construct an identity matrix is to supply negative numbers to D3DVIEWPORT9::X and D3DVIEWPORT9::Height, but they are unsigned numbers. (I tried to put in negative numbers anyway, but nothing interesting happened.) So, how does one emulate the behavior of D3DRS_VIEWPORTENABLE under WinXP/D3D9? (For clarity, the result I'm seeing is that a 2d screen-aligned quad works fine on Xbox360 but is offset/stretched on WinXP. In fact, the (0, 0) starts in the center of the screen on WinXP instead of in the lower-left corner like on the Xbox360 as a result of applying the viewport transform.) Update: I didn't have an Xbox360 devkit at the time I wrote up this question, but I've since gotten one. I commented out the disabling of the D3DRS_VIEWPORTENABLE state, and the exact same behavior resulted on the Xbox360 as on the WinXP build. So, there must be some DirectX magic to bridge the gap here for emulating D3DRS_VIEWPORTENABLE being turned off on WinXP.

    Read the article

  • Reflections based on distance from plane

    - by Andrea Benedetti
    Let's consider, for example, a surface like the volleyball court, we can see that legs and shoes of the players are reflected, with a blur effect, but body and stadium don't (as each object not near to the court). I've already made a reflection effect, but it works as a specular reflection, and I need to achieve an effect like the photo above. So, I would like to make a reflection that is based on the distance between the object and the plane, in this manner a close object would reflect more than an object that is positioned far away from the plane. What is the best way to achieve this effect? My first idea was to use the depth value (taken from the reflected camera), and use that value to blend between reflection and court. But I don't know if it's a correct way. Edit: as rendering engine I use Ogre that already provides a reflections system: reflecting the camera through a plane (obviously I can select the models to draw from the reflected camera). After a render to texture pass I can blend the reflected texture with the original plane. So, if possible, I'm looking for a way that best suits my system.

    Read the article

  • glsl shader to allow color change of skydome ogre3d

    - by Tim
    I'm still very new to all this but learning a lot. I'm putting together an application using Ogre3d as the rendering engine. So far I've got it running, with a simple scene, a day/night cycle system which is working okay. I'm now moving on to looking at changing the color of the skydome material based on the time of day. What I've done so far is to create a struct to hold the ColourValues for the different aspects of the scene. struct todColors { Ogre::ColourValue sky; Ogre::ColourValue ambient; Ogre::ColourValue sun; }; I created an array to store all the colours todColors sceneColours [4]; I populated the array with the colours I want to use for the various times of the day. For instance DayTime (when the sun is high in the sky) sceneColours[2].sky = Ogre::ColourValue(135/255, 206/255, 235/255, 255); sceneColours[2].ambient = Ogre::ColourValue(135/255, 206/255, 235/255, 255); sceneColours[2].sun = Ogre::ColourValue(135/255, 206/255, 235/255, 255); I've got code to work out the time of the day using a float currentHours to store the current hour of the day 10.5 = 10:30 am. This updates constantly and updates the sun as required. I am then calculating the appropriate colours for the time of day when relevant using else if( currentHour >= 4 && currentHour < 7) { // Lerp from night to morning Ogre::ColourValue lerp = Ogre::Math::lerp<Ogre::ColourValue, float>(sceneColours[GT_TOD_NIGHT].sky , sceneColours[GT_TOD_MORNING].sky, (currentHour - 4) / (7 - 4)); } My original attempt to get this to work was to dynamically generate a material with the new colour and apply that material to the skydome. This, as you can probably guess... didn't go well. I know it's possible to use shaders where you can pass information such as colour to the shader from the code but I am unsure if there is an existing simple shader to change a colour like this or if I need to create one. What is involved in creating a shader and material definition that would allow me to change the colour of a material without the overheads of dynamically generating materials all the time? EDIT : I've created a glsl vertex and fragment shaders as follows. Vertex uniform vec4 newColor; void main() { gl_FrontColor = newColor; gl_Position = ftransform(); } Fragment void main() { gl_FragColor = gl_Color; } I can pass a colour to it using ShaderDesigner and it seems to work. I now need to investigate how to use it within Ogre as a material. EDIT : I created a material file like this : vertex_program colour_vs_test glsl { source test.vert default_params { param_named newColor float4 0.0 0.0 0.0 1 } } fragment_program colour_fs_glsl glsl { source test.frag } material Test/SkyColor { technique { pass { lighting off fragment_program_ref colour_fs_glsl { } vertex_program_ref colour_vs_test { } } } } In the code I have tried : Ogre::MaterialPtr material = Ogre::MaterialManager::getSingleton().getByName("Test/SkyColor"); Ogre::GpuProgramParametersSharedPtr params = material->getTechnique(0)->getPass(0)->getVertexProgramParameters(); params->setNamedConstant("newcolor", Ogre::Vector4(0.7, 0.5, 0.3, 1)); I've set that as the Skydome material which seems to work initially. I am doing the same with the code that is attempting to lerp between colours, but when I include it there, it all goes black. Seems like there is now a problem with my colour lerping.

    Read the article

  • java slick2D - problem using ScalableGame class

    - by nellykvist
    I have problem adjusting the size of the screen, using the ScalableGame class from Slick2D library. So, what I want to achieve, whenever I change display size, background should adjust to screen size, and objects (images, grahpic shapes) should fit (scale). Alright, so this is how state looks by default. I can change screen size, but images and graphic shapes does not appGameContainer = new AppGameContainer(     new ScalableGame(new AppStateController(), Settings.video.getWidth(), Settings.video.getHeight(), true) ); appGameContainer.setDisplayMode(Settings.video.getWidth(), Settings.video.getHeight(), Settings.video.isFullScreen()); appGameContainer.start(); If I assign to width/height +100, ScalableGame constructor: appGameContainer = new AppGameContainer(     new ScalableGame(new AppStateController(), Settings.video.getWidth() + 100, Settings.video.getHeight() + 100, true) ); appGameContainer.setDisplayMode(Settings.video.getWidth(), Settings.video.getHeight(), Settings.video.isFullScreen()); appGameContainer.start(); If I assign to width/height +100, to display: appGameContainer = new AppGameContainer(     new ScalableGame(new AppStateController(), Settings.video.getWidth(), Settings.video.getHeight(), true) ); appGameContainer.setDisplayMode(Settings.video.getWidth() + 100, Settings.video.getHeight() + 100, Settings.video.isFullScreen()); appGameContainer.start();

    Read the article

  • about the JOGL 2 problem

    - by Chuchinyi
    Please some help me about the JOGL 2 problem(Sorry for previous error format). I complied JOGL2Template.java ok. but execut it with following error. D:\java\java\jogl>javac JOGL2Template.java <== compile ok D:\java\java\jogl>java JOGL2Template <== execute error Exception in thread "main" java.lang.ExceptionInInitializerError at javax.media.opengl.GLProfile.<clinit>(GLProfile.java:1176) at JOGL2Template.<init>(JOGL2Template.java:24) at JOGL2Template.main(JOGL2Template.java:57) Caused by: java.lang.SecurityException: no certificate for gluegen-rt.dll in D:\ java\lib\gluegen-rt-natives-windows-i586.jar at com.jogamp.common.util.JarUtil.validateCertificate(JarUtil.java:350) at com.jogamp.common.util.JarUtil.validateCertificates(JarUtil.java:324) at com.jogamp.common.util.cache.TempJarCache.validateCertificates(TempJa rCache.java:328) at com.jogamp.common.util.cache.TempJarCache.bootstrapNativeLib(TempJarC ache.java:283) at com.jogamp.common.os.Platform$3.run(Platform.java:308) at java.security.AccessController.doPrivileged(Native Method) at com.jogamp.common.os.Platform.loadGlueGenRTImpl(Platform.java:298) at com.jogamp.common.os.Platform.<clinit>(Platform.java:207) ... 3 more there is JOGL2Template.java source code: import java.awt.Dimension; import java.awt.Frame; import java.awt.event.WindowAdapter; import java.awt.event.WindowEvent; import javax.media.opengl.GLAutoDrawable; import javax.media.opengl.GLCapabilities; import javax.media.opengl.GLEventListener; import javax.media.opengl.GLProfile; import javax.media.opengl.awt.GLCanvas; import com.jogamp.opengl.util.FPSAnimator; import javax.swing.JFrame; /* * JOGL 2.0 Program Template For AWT applications */ public class JOGL2Template extends JFrame implements GLEventListener { private static final int CANVAS_WIDTH = 640; // Width of the drawable private static final int CANVAS_HEIGHT = 480; // Height of the drawable private static final int FPS = 60; // Animator's target frames per second // Constructor to create profile, caps, drawable, animator, and initialize Frame public JOGL2Template() { // Get the default OpenGL profile that best reflect your running platform. GLProfile glp = GLProfile.getDefault(); // Specifies a set of OpenGL capabilities, based on your profile. GLCapabilities caps = new GLCapabilities(glp); // Allocate a GLDrawable, based on your OpenGL capabilities. GLCanvas canvas = new GLCanvas(caps); canvas.setPreferredSize(new Dimension(CANVAS_WIDTH, CANVAS_HEIGHT)); canvas.addGLEventListener(this); // Create a animator that drives canvas' display() at 60 fps. final FPSAnimator animator = new FPSAnimator(canvas, FPS); addWindowListener(new WindowAdapter() { // For the close button @Override public void windowClosing(WindowEvent e) { // Use a dedicate thread to run the stop() to ensure that the // animator stops before program exits. new Thread() { @Override public void run() { animator.stop(); System.exit(0); } }.start(); } }); add(canvas); pack(); setTitle("OpenGL 2 Test"); setVisible(true); animator.start(); // Start the animator } public static void main(String[] args) { new JOGL2Template(); } @Override public void init(GLAutoDrawable drawable) { // Your OpenGL codes to perform one-time initialization tasks // such as setting up of lights and display lists. } @Override public void display(GLAutoDrawable drawable) { // Your OpenGL graphic rendering codes for each refresh. } @Override public void reshape(GLAutoDrawable drawable, int x, int y, int w, int h) { // Your OpenGL codes to set up the view port, projection mode and view volume. } @Override public void dispose(GLAutoDrawable drawable) { // Hardly used. } }

    Read the article

  • In GLSL is it possible to offset vertices based on height map colour?

    - by Rob
    I am attempting to generate some terrain based upon a heightmap. I have generated a 32 x 32 grid and a corresponding height map - In my vertex shader I am trying to offset the position of the Y axis based upon the colour of the heightmap, white vertices being higher than black ones. //Vertex Shader Code #version 330 uniform mat4 modelMatrix; uniform mat4 viewMatrix; uniform mat4 projectionMatrix; uniform sampler2D heightmap; layout (location=0) in vec4 vertexPos; layout (location=1) in vec4 vertexColour; layout (location=3) in vec2 vertexTextureCoord; layout (location=4) in float offset; out vec4 fragCol; out vec4 fragPos; out vec2 fragTex; void main() { // Retreive the current pixel's colour vec4 hmColour = texture(heightmap,vertexTextureCoord); // Offset the y position by the value of current texel's colour value ? vec4 offset = vec4(vertexPos.x , vertexPos.y + hmColour.r, vertexPos.z , 1.0); // Final Position gl_Position = projectionMatrix * viewMatrix * modelMatrix * offset; // Data sent to Fragment Shader. fragCol = vertexColour; fragPos = vertexPos; fragTex = vertexTextureCoord; } However the code I have produced only creates a grid with none of the y vertices higher than any others. This is the C++ code that generates the grid and texture co-orientates which I believe to be correct as the texture is mapped to the grid, hence the white blob in the middle. The grid-lines are generated in the fragment shader, sorry for any confusion. I have tried multiplying the r value of hmColour by 1000 unfortunately that had no effect. The only other problem it could be is that the texture coordinate data is incorrect ? for (int z = 0; z < MAP_Z ; z++) { for(int x = 0; x < MAP_X ; x++) { //Generate Vertex Buffer vertexData[iVertex++] = float (x) * MAP_X; vertexData[iVertex++] = 0; vertexData[iVertex++] = -(float) (z) * MAP_Z; //Colour Buffer NOT NEEDED colourData[iColour++] = 255.0f; // R colourData[iColour++] = 1.0f; // G colourData[iColour++] = 0.0f; // B //Texture Buffer textureData[iTexture++] = (float ) x * (1.0f / MAP_X); textureData[iTexture++] = (float ) z * (1.0f / MAP_Z); } } The heightmap texture I am trying to use appears like so (without grid-lines). This is the corresponding fragment shader // Fragment Shader Code #version 330 uniform sampler2D hmTexture; layout (location=0) out vec4 fragColour; in vec2 fragTex; in vec4 pos; void main(void) { vec2 line = fragTex * 32; // Without Gridlines fragColour = texture(hmTexture,fragTex); // With grid lines // + mix(vec4(0.0, 0.0, 1.0, 0.0), vec4(1.0, 1.0, 1.0, 1.0), // smoothstep(0.05,fract(line.y), 0.99) * smoothstep(0.05,fract(line.x),0.99)); }

    Read the article

  • Ideas for extending tic-tac-toe game?

    - by pimvdb
    I'm building a 3D tic-tac-toe game and this is what I've implemented so far: 3D renderer with texture mapping Playing against the computer Playing online (multiplayer) Now I'm a little lost what I could add. Obviously, tic-tac-toe isn't that exciting or advanced, but I just miss something to salt it a little bit. Therefore, could anyone please suggest some ideas that would be worth implementing? Thanks!

    Read the article

  • How do i mount my SD Card? I am using ubuntu 10.04

    - by shobhit
    root@shobhit:/media# lsusb Bus 002 Device 017: ID 14cd:125c Super Top Bus 002 Device 003: ID 0c45:6421 Microdia Bus 002 Device 002: ID 8087:0020 Bus 002 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 001 Device 011: ID 413c:8160 Dell Computer Corp. Bus 001 Device 006: ID 413c:8162 Dell Computer Corp. Bus 001 Device 005: ID 413c:8161 Dell Computer Corp. Bus 001 Device 004: ID 138a:0008 DigitalPersona, Inc Bus 001 Device 003: ID 0a5c:4500 Broadcom Corp. BCM2046B1 USB 2.0 Hub (part of BCM2046 Bluetooth) Bus 001 Device 002: ID 8087:0020 Bus 001 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub root@shobhit:/home/shobhit/scripts/internalUtilities# sudo lspci -v -nn 00:1a.0 USB Controller [0c03]: Intel Corporation 5 Series/3400 Series Chipset USB2 Enhanced Host Controller [8086:3b3c] (rev 06) (prog-if 20) Subsystem: Dell Device [1028:0441] Flags: bus master, medium devsel, latency 0, IRQ 16 Memory at fbc08000 (32-bit, non-prefetchable) [size=1K] Capabilities: [50] Power Management version 2 Capabilities: [58] Debug port: BAR=1 offset=00a0 Capabilities: [98] PCIe advanced features <?> Kernel driver in use: ehci_hcd 00:1d.0 USB Controller [0c03]: Intel Corporation 5 Series/3400 Series Chipset USB2 Enhanced Host Controller [8086:3b34] (rev 06) (prog-if 20) Subsystem: Dell Device [1028:0441] Flags: bus master, medium devsel, latency 0, IRQ 23 Memory at fbc07000 (32-bit, non-prefetchable) [size=1K] Capabilities: [50] Power Management version 2 Capabilities: [58] Debug port: BAR=1 offset=00a0 Capabilities: [98] PCIe advanced features <?> Kernel driver in use: ehci_hcd 00:1e.0 PCI bridge [0604]: Intel Corporation 82801 Mobile PCI Bridge [8086:2448] (rev a6) (prog-if 01) Flags: bus master, fast devsel, latency 0 Bus: primary=00, secondary=20, subordinate=20, sec-latency=32 Capabilities: [50] Subsystem: Dell Device [1028:0441] 00:1f.0 ISA bridge [0601]: Intel Corporation Mobile 5 Series Chipset LPC Interface Controller [8086:3b0b] (rev 06) Subsystem: Dell Device [1028:0441] Flags: bus master, medium devsel, latency 0 Capabilities: [e0] Vendor Specific Information <?> Kernel modules: iTCO_wdt 00:1f.2 SATA controller [0106]: Intel Corporation 5 Series/3400 Series Chipset 6 port SATA AHCI Controller [8086:3b2f] (rev 06) (prog-if 01) Subsystem: Dell Device [1028:0441] Flags: bus master, 66MHz, medium devsel, latency 0, IRQ 29 I/O ports at f070 [size=8] I/O ports at f060 [size=4] I/O ports at f050 [size=8] I/O ports at f040 [size=4] I/O ports at f020 [size=32] Memory at fbc06000 (32-bit, non-prefetchable) [size=2K] Capabilities: [80] Message Signalled Interrupts: Mask- 64bit- Queue=0/0 Enable+ Capabilities: [70] Power Management version 3 Capabilities: [a8] SATA HBA <?> Capabilities: [b0] PCIe advanced features <?> Kernel driver in use: ahci Kernel modules: ahci 00:1f.3 SMBus [0c05]: Intel Corporation 5 Series/3400 Series Chipset SMBus Controller [8086:3b30] (rev 06) Subsystem: Dell Device [1028:0441] Flags: medium devsel, IRQ 3 Memory at fbc05000 (64-bit, non-prefetchable) [size=256] I/O ports at f000 [size=32] Kernel modules: i2c-i801 00:1f.6 Signal processing controller [1180]: Intel Corporation 5 Series/3400 Series Chipset Thermal Subsystem [8086:3b32] (rev 06) Subsystem: Dell Device [1028:0441] Flags: bus master, fast devsel, latency 0, IRQ 3 Memory at fbc04000 (64-bit, non-prefetchable) [size=4K] Capabilities: [50] Power Management version 3 Capabilities: [80] Message Signalled Interrupts: Mask- 64bit- Queue=0/0 Enable- 12:00.0 Network controller [0280]: Broadcom Corporation Device [14e4:4727] (rev 01) Subsystem: Dell Device [1028:0010] Flags: bus master, fast devsel, latency 0, IRQ 17 Memory at fbb00000 (64-bit, non-prefetchable) [size=16K] Capabilities: [40] Power Management version 3 Capabilities: [58] Vendor Specific Information <?> Capabilities: [48] Message Signalled Interrupts: Mask- 64bit+ Queue=0/0 Enable- Capabilities: [d0] Express Endpoint, MSI 00 Capabilities: [100] Advanced Error Reporting <?> Capabilities: [13c] Virtual Channel <?> Capabilities: [160] Device Serial Number cb-c0-8b-ff-ff-38-00-00 Capabilities: [16c] Power Budgeting <?> Kernel driver in use: wl Kernel modules: wl 13:00.0 Ethernet controller [0200]: Realtek Semiconductor Co., Ltd. RTL8111/8168B PCI Express Gigabit Ethernet controller [10ec:8168] (rev 03) Subsystem: Dell Device [1028:0441] Flags: bus master, fast devsel, latency 0, IRQ 28 I/O ports at e000 [size=256] Memory at d0b04000 (64-bit, prefetchable) [size=4K] Memory at d0b00000 (64-bit, prefetchable) [size=16K] Expansion ROM at fba00000 [disabled] [size=128K] Capabilities: [40] Power Management version 3 Capabilities: [50] Message Signalled Interrupts: Mask- 64bit+ Queue=0/0 Enable+ Capabilities: [70] Express Endpoint, MSI 01 Capabilities: [ac] MSI-X: Enable- Mask- TabSize=4 Capabilities: [cc] Vital Product Data <?> Capabilities: [100] Advanced Error Reporting <?> Capabilities: [140] Virtual Channel <?> Capabilities: [160] Device Serial Number 00-e0-4c-68-00-00-00-03 Kernel driver in use: r8169 Kernel modules: r8169 root@shobhit:/home/shobhit/scripts/internalUtilities# sudo lshw shobhit description: Portable Computer product: Vostro 3500 vendor: Dell Inc. version: A10 serial: FV1L3N1 width: 32 bits capabilities: smbios-2.6 dmi-2.6 smp-1.4 smp configuration: boot=normal chassis=portable cpus=2 uuid=44454C4C-5600-1031-804C-C6C04F334E31 *-core description: Motherboard product: 0G2R51 vendor: Dell Inc. physical id: 0 version: A10 serial: .FV1L3N1.CN7016612H00PW. slot: To Be Filled By O.E.M. *-cpu:0 description: CPU product: Intel(R) Core(TM) i5 CPU M 480 @ 2.67GHz vendor: Intel Corp. physical id: 4 bus info: cpu@0 version: 6.5.5 serial: 0002-0655-0000-0000-0000-0000 slot: CPU 1 size: 1197MHz capacity: 2926MHz width: 64 bits clock: 533MHz capabilities: boot fpu fpu_exception wp vme de pse tsc msr pae mce cx8 apic mtrr pge mca cmov pat pse36 clflush dts acpi mmx fxsr sse sse2 ss ht tm pbe nx rdtscp x86-64 constant_tsc arch_perfmon pebs bts xtopology nonstop_tsc aperfmperf pni dtes64 monitor ds_cpl vmx est tm2 ssse3 cx16 xtpr pdcm sse4_1 sse4_2 popcnt lahf_lm ida arat tpr_shadow vnmi flexpriority ept vpid cpufreq configuration: id=4 *-cache:0 description: L1 cache physical id: 5 slot: L1-Cache size: 64KiB capacity: 64KiB capabilities: internal write-back unified *-cache:1 description: L2 cache physical id: 6 slot: L2-Cache size: 512KiB capacity: 512KiB capabilities: internal varies unified *-cache:2 description: L3 cache physical id: 7 slot: L3-Cache size: 3MiB capacity: 3MiB capabilities: internal varies unified *-logicalcpu:0 description: Logical CPU physical id: 4.1 width: 64 bits capabilities: logical *-logicalcpu:1 description: Logical CPU physical id: 4.2 width: 64 bits capabilities: logical *-logicalcpu:2 description: Logical CPU physical id: 4.3 width: 64 bits capabilities: logical *-logicalcpu:3 description: Logical CPU physical id: 4.4 width: 64 bits capabilities: logical *-logicalcpu:4 description: Logical CPU physical id: 4.5 width: 64 bits capabilities: logical *-logicalcpu:5 description: Logical CPU physical id: 4.6 width: 64 bits capabilities: logical *-logicalcpu:6 description: Logical CPU physical id: 4.7 width: 64 bits capabilities: logical *-logicalcpu:7 description: Logical CPU physical id: 4.8 width: 64 bits capabilities: logical *-logicalcpu:8 description: Logical CPU physical id: 4.9 width: 64 bits capabilities: logical *-logicalcpu:9 description: Logical CPU physical id: 4.a width: 64 bits capabilities: logical *-logicalcpu:10 description: Logical CPU physical id: 4.b width: 64 bits capabilities: logical *-logicalcpu:11 description: Logical CPU physical id: 4.c width: 64 bits capabilities: logical *-logicalcpu:12 description: Logical CPU physical id: 4.d width: 64 bits capabilities: logical *-logicalcpu:13 description: Logical CPU physical id: 4.e width: 64 bits capabilities: logical *-logicalcpu:14 description: Logical CPU physical id: 4.f width: 64 bits capabilities: logical *-logicalcpu:15 description: Logical CPU physical id: 4.10 width: 64 bits capabilities: logical *-memory description: System Memory physical id: 1d slot: System board or motherboard size: 3GiB *-bank:0 description: DIMM Synchronous 1333 MHz (0.8 ns) product: HMT112S6TFR8C-H9 vendor: AD80 physical id: 0 serial: 5525C935 slot: DIMM_A size: 1GiB width: 64 bits clock: 1333MHz (0.8ns) *-bank:1 description: DIMM Synchronous 1333 MHz (0.8 ns) product: HMT125S6TFR8C-H9 vendor: AD80 physical id: 1 serial: 3441D6CA slot: DIMM_B size: 2GiB width: 64 bits clock: 1333MHz (0.8ns) *-firmware description: BIOS vendor: Dell Inc. physical id: 0 version: A10 (10/25/2010) size: 64KiB capacity: 1984KiB capabilities: mca pci upgrade shadowing escd cdboot bootselect socketedrom edd int13floppy1200 int13floppy720 int13floppy2880 int5printscreen int9keyboard int14serial int17printer int10video acpi usb zipboot biosbootspecification *-cpu:1 physical id: 1 bus info: cpu@1 version: 6.5.5 serial: 0002-0655-0000-0000-0000-0000 size: 1197MHz capacity: 1197MHz capabilities: vmx ht cpufreq configuration: id=4 *-logicalcpu:0 description: Logical CPU physical id: 4.1 capabilities: logical *-logicalcpu:1 description: Logical CPU physical id: 4.2 capabilities: logical *-logicalcpu:2 description: Logical CPU physical id: 4.3 capabilities: logical *-logicalcpu:3 description: Logical CPU physical id: 4.4 capabilities: logical *-logicalcpu:4 description: Logical CPU physical id: 4.5 capabilities: logical *-logicalcpu:5 description: Logical CPU physical id: 4.6 capabilities: logical *-logicalcpu:6 description: Logical CPU physical id: 4.7 capabilities: logical *-logicalcpu:7 description: Logical CPU physical id: 4.8 capabilities: logical *-logicalcpu:8 description: Logical CPU physical id: 4.9 capabilities: logical *-logicalcpu:9 description: Logical CPU physical id: 4.a capabilities: logical *-logicalcpu:10 description: Logical CPU physical id: 4.b capabilities: logical *-logicalcpu:11 description: Logical CPU physical id: 4.c capabilities: logical *-logicalcpu:12 description: Logical CPU physical id: 4.d capabilities: logical *-logicalcpu:13 description: Logical CPU physical id: 4.e capabilities: logical *-logicalcpu:14 description: Logical CPU physical id: 4.f capabilities: logical *-logicalcpu:15 description: Logical CPU physical id: 4.10 capabilities: logical *-pci description: Host bridge product: Core Processor DRAM Controller vendor: Intel Corporation physical id: 100 bus info: pci@0000:00:00.0 version: 18 width: 32 bits clock: 33MHz configuration: driver=agpgart-intel resources: irq:0 *-display description: VGA compatible controller product: Core Processor Integrated Graphics Controller vendor: Intel Corporation physical id: 2 bus info: pci@0000:00:02.0 version: 18 width: 64 bits clock: 33MHz capabilities: msi pm bus_master cap_list rom configuration: driver=i915 latency=0 resources: irq:30 memory:fac00000-faffffff memory:c0000000-cfffffff(prefetchable) ioport:f080(size=8) *-communication UNCLAIMED description: Communication controller product: 5 Series/3400 Series Chipset HECI Controller vendor: Intel Corporation physical id: 16 bus info: pci@0000:00:16.0 version: 06 width: 64 bits clock: 33MHz capabilities: pm msi bus_master cap_list configuration: latency=0 resources: memory:fbc09000-fbc0900f *-usb:0 description: USB Controller product: 5 Series/3400 Series Chipset USB2 Enhanced Host Controller vendor: Intel Corporation physical id: 1a bus info: pci@0000:00:1a.0 version: 06 width: 32 bits clock: 33MHz capabilities: pm debug bus_master cap_list configuration: driver=ehci_hcd latency=0 resources: irq:16 memory:fbc08000-fbc083ff *-multimedia description: Audio device product: 5 Series/3400 Series Chipset High Definition Audio vendor: Intel Corporation physical id: 1b bus info: pci@0000:00:1b.0 version: 06 width: 64 bits clock: 33MHz capabilities: pm msi pciexpress bus_master cap_list configuration: driver=HDA Intel latency=0 resources: irq:22 memory:fbc00000-fbc03fff *-pci:0 description: PCI bridge product: 5 Series/3400 Series Chipset PCI Express Root Port 1 vendor: Intel Corporation physical id: 1c bus info: pci@0000:00:1c.0 version: 06 width: 32 bits clock: 33MHz capabilities: pci pciexpress msi pm bus_master cap_list configuration: driver=pcieport resources: irq:24 ioport:2000(size=4096) memory:bc000000-bc1fffff memory:bc200000-bc3fffff(prefetchable) *-pci:1 description: PCI bridge product: 5 Series/3400 Series Chipset PCI Express Root Port 2 vendor: Intel Corporation physical id: 1c.1 bus info: pci@0000:00:1c.1 version: 06 width: 32 bits clock: 33MHz capabilities: pci pciexpress msi pm bus_master cap_list configuration: driver=pcieport resources: irq:25 ioport:3000(size=4096) memory:fbb00000-fbbfffff memory:bc400000-bc5fffff(prefetchable) *-network description: Wireless interface product: Broadcom Corporation vendor: Broadcom Corporation physical id: 0 bus info: pci@0000:12:00.0 logical name: eth1 version: 01 serial: c0:cb:38:8b:aa:d8 width: 64 bits clock: 33MHz capabilities: pm msi pciexpress bus_master cap_list ethernet physical wireless configuration: broadcast=yes driver=wl0 driverversion=5.60.48.36 ip=10.0.1.50 latency=0 multicast=yes wireless=IEEE 802.11 resources: irq:17 memory:fbb00000-fbb03fff *-pci:2 description: PCI bridge product: 5 Series/3400 Series Chipset PCI Express Root Port 3 vendor: Intel Corporation physical id: 1c.2 bus info: pci@0000:00:1c.2 version: 06 width: 32 bits clock: 33MHz capabilities: pci pciexpress msi pm bus_master cap_list configuration: driver=pcieport resources: irq:26 ioport:e000(size=4096) memory:fba00000-fbafffff ioport:d0b00000(size=1048576) *-network description: Ethernet interface product: RTL8111/8168B PCI Express Gigabit Ethernet controller vendor: Realtek Semiconductor Co., Ltd. physical id: 0 bus info: pci@0000:13:00.0 logical name: eth0 version: 03 serial: 78:2b:cb:cc:0e:2a size: 10MB/s capacity: 1GB/s width: 64 bits clock: 33MHz capabilities: pm msi pciexpress msix vpd bus_master cap_list rom ethernet physical tp mii 10bt 10bt-fd 100bt 100bt-fd 1000bt 1000bt-fd autonegotiation configuration: autonegotiation=on broadcast=yes driver=r8169 driverversion=2.3LK-NAPI duplex=half latency=0 link=no multicast=yes port=MII speed=10MB/s resources: irq:28 ioport:e000(size=256) memory:d0b04000-d0b04fff(prefetchable) memory:d0b00000-d0b03fff(prefetchable) memory:fba00000-fba1ffff(prefetchable) *-pci:3 description: PCI bridge product: 5 Series/3400 Series Chipset PCI Express Root Port 5 vendor: Intel Corporation physical id: 1c.4 bus info: pci@0000:00:1c.4 version: 06 width: 32 bits clock: 33MHz capabilities: pci pciexpress msi pm bus_master cap_list configuration: driver=pcieport resources: irq:27 ioport:d000(size=4096) memory:fb000000-fb9fffff ioport:d0000000(size=10485760) *-usb:1 description: USB Controller product: 5 Series/3400 Series Chipset USB2 Enhanced Host Controller vendor: Intel Corporation physical id: 1d bus info: pci@0000:00:1d.0 version: 06 width: 32 bits clock: 33MHz capabilities: pm debug bus_master cap_list configuration: driver=ehci_hcd latency=0 resources: irq:23 memory:fbc07000-fbc073ff *-pci:4 description: PCI bridge product: 82801 Mobile PCI Bridge vendor: Intel Corporation physical id: 1e bus info: pci@0000:00:1e.0 version: a6 width: 32 bits clock: 33MHz capabilities: pci bus_master cap_list *-isa description: ISA bridge product: Mobile 5 Series Chipset LPC Interface Controller vendor: Intel Corporation physical id: 1f bus info: pci@0000:00:1f.0 version: 06 width: 32 bits clock: 33MHz capabilities: isa bus_master cap_list configuration: latency=0 *-storage description: SATA controller product: 5 Series/3400 Series Chipset 6 port SATA AHCI Controller vendor: Intel Corporation physical id: 1f.2 bus info: pci@0000:00:1f.2 logical name: scsi0 logical name: scsi1 version: 06 width: 32 bits clock: 66MHz capabilities: storage msi pm bus_master cap_list emulated configuration: driver=ahci latency=0 resources: irq:29 ioport:f070(size=8) ioport:f060(size=4) ioport:f050(size=8) ioport:f040(size=4) ioport:f020(size=32) memory:fbc06000-fbc067ff *-disk description: ATA Disk product: WDC WD3200BEKT-7 vendor: Western Digital physical id: 0 bus info: scsi@0:0.0.0 logical name: /dev/sda version: 01.0 serial: WD-WX21AC0W1945 size: 298GiB (320GB) capabilities: partitioned partitioned:dos configuration: ansiversion=5 signature=77e3ed41 *-volume:0 description: Windows NTFS volume physical id: 1 bus info: scsi@0:0.0.0,1 logical name: /dev/sda1 version: 3.1 serial: aa69-51c0 size: 98MiB capacity: 100MiB capabilities: primary bootable ntfs initialized configuration: clustersize=4096 created=2012-04-03 02:00:15 filesystem=ntfs label=System Reserved state=clean *-volume:1 description: Windows NTFS volume physical id: 2 bus info: scsi@0:0.0.0,2 logical name: /dev/sda2 version: 3.1 serial: 9854ff5c-1dea-a147-84a6-624e758f44b8 size: 48GiB capacity: 48GiB capabilities: primary ntfs initialized configuration: clustersize=4096 created=2012-04-10 13:55:31 filesystem=ntfs modified_by_chkdsk=true mounted_on_nt4=true resize_log_file=true state=dirty upgrade_on_mount=true *-volume:2 description: Extended partition physical id: 3 bus info: scsi@0:0.0.0,3 logical name: /dev/sda3 size: 48GiB capacity: 48GiB capabilities: primary extended partitioned partitioned:extended *-logicalvolume:0 description: Linux swap / Solaris partition physical id: 5 logical name: /dev/sda5 capacity: 1952MiB capabilities: nofs *-logicalvolume:1 description: Linux filesystem partition physical id: 6 logical name: /dev/sda6 logical name: / capacity: 46GiB configuration: mount.fstype=ext4 mount.options=rw,relatime,errors=remount-ro,barrier=1,data=ordered state=mounted *-volume:3 description: Windows NTFS volume physical id: 4 bus info: scsi@0:0.0.0,4 logical name: /dev/sda4 logical name: /media/56AA8094AA807273 version: 3.1 serial: 22a29e8d-56c7-9a4a-adea-528103948f6d size: 200GiB capacity: 200GiB capabilities: primary ntfs initialized configuration: clustersize=4096 created=2012-04-02 20:17:15 filesystem=ntfs modified_by_chkdsk=true mount.fstype=fuseblk mount.options=rw,nosuid,nodev,relatime,user_id=0,group_id=0,default_permissions,allow_other,blksize=4096 mounted_on_nt4=true resize_log_file=true state=mounted upgrade_on_mount=true *-cdrom description: DVD-RAM writer product: DVD+-RW TS-L633J vendor: TSSTcorp physical id: 1 bus info: scsi@1:0.0.0 logical name: /dev/cdrom logical name: /dev/cdrw logical name: /dev/dvd logical name: /dev/dvdrw logical name: /dev/scd0 logical name: /dev/sr0 version: D200 capabilities: removable audio cd-r cd-rw dvd dvd-r dvd-ram configuration: ansiversion=5 status=nodisc *-serial UNCLAIMED description: SMBus product: 5 Series/3400 Series Chipset SMBus Controller vendor: Intel Corporation physical id: 1f.3 bus info: pci@0000:00:1f.3 version: 06 width: 64 bits clock: 33MHz configuration: latency=0 resources: memory:fbc05000-fbc050ff ioport:f000(size=32) *-generic UNCLAIMED description: Signal processing controller product: 5 Series/3400 Series Chipset Thermal Subsystem vendor: Intel Corporation physical id: 1f.6 bus info: pci@0000:00:1f.6 version: 06 width: 64 bits clock: 33MHz capabilities: pm msi bus_master cap_list configuration: latency=0 resources: memory:fbc04000-fbc04fff *-scsi physical id: 2 bus info: usb@2:1.1 logical name: scsi15 capabilities: emulated scsi-host configuration: driver=usb-storage *-disk description: SCSI Disk physical id: 0.0.0 bus info: scsi@15:0.0.0 logical name: /dev/sdb I have tried all options like fdisk /dev/sdb , pmount /dev/sdb but nothing is working .Pls guide me

    Read the article

  • Suggestions for implementing a dynamic 2D level

    - by Wouter
    I am working on a game that needs a level that is completely generated. Currently my approach is to draw textures for the levels pixel by pixel during the game (in XNA with SpriteBatch). This is too intensive unfortunately. The game has frame drops even when I only draw 1 level texture each draw cycle. Here is an example of the current prototype. It is a simple sidescroller with the avatar swimming through a cave. The shape of this cave will alter throughout the level (textures and physics collision shapes). You can clearly see the boundaries of the level tiles in the screenshot below. These are generated just before they move into camera view. For inspiration I looked at PixelJunk Shooter 2. These levels are obviously not generated, but some of the levels have movement. How do you guys think they implemented it? My guess is that the level and other objects in the game are actually flat 3d models, but I am not sure..

    Read the article

  • Camera rotation flicker in OpenGL ES 2.0

    - by seahorse
    I implemented an orbit camera in my own OpenGL ES 2.0 application. I was getting extensive amount of flicker while rotating the camera using the mouse. When I added the line eglSwapInterval( ..., 0.1); after eglSwapBuffers() and then the flicker immediately stopped. I am not able to understand why eglSwapInterval solves the flicker problem? (The FPS of my app prior to eglSwapInterval was around 700FPS) (The flicker is NOT due to z-fighting because I have set near and far clip planes as 100 and 500)

    Read the article

  • Generating Normal map from a Image with a given Albedo map

    - by snape
    I am working on a research problem part of which involves generating normal map from a given image of a rusted object. I searched the internet for techniques to achieve the above and apparently crazybump is mentioned a lot. I tried it but it didn't produce the desirable effects. Also I am looking for a method which draws inspiration from an existing research paper not some closed source software. I turned my attention to the technique described in the this paper. Results from this technique are satisfactory for normal objects because of bias in the training data but it doesn't work very well in the case of rusted objects. After this I focussed my attention on generating Albedo map (the above problem would become more solvable if Albedo map is obtained). Fortunately I am able to generate pretty good albedo maps for images of rusted objects. I used this paper's approach to generate Albedo maps. Now I want to know a good technique to get Normal map given an image and it's corresponding Albedo map. To give you an idea of what kind of images I am working with I am attaching a sample. Links to research material would be really appreciated. Thanks!

    Read the article

  • Can frequent state changes decrease rendering performance?

    - by Miro
    Can frequent texture and shader binding decrease rendering performance? "Frequent" binding example: for object for material in object render part of object using that material "Low count" binding example: for material for object in material render part of object using that material I'm planning to use an octree later and with this "low count" method of rendering it can drastically increase memory consumption. So is it good idea?

    Read the article

  • Nvidia Drivers, Ubuntu 12.10, GeForce GT 540m

    - by Stacks
    How do I install Nvidia drivers for Ubuntu 12.10? I have a GeForce GT 540m and have been trying to do this for the past 2 months with no luck. I tried the official repository, then I added the x swat ppa. I've installed Linux-headers-generic and Linux-source, and virtually every solution google has to offer. Throughout the course of this I must have done at least 25 fresh installs of Ubuntu; does anybody else(with a GT 540m) have this problem?

    Read the article

  • Scaling background without scaling foreground in platformer?

    - by David Xu
    I'm currently developing a platform game and I've run into a problem with scaling resolutions. I want a different resolution of the game to still display the foreground unscaled (characters, tiles, etc) but I want the background to be scaled to fit into the window. To explain this better, my viewport has 4 variables: (x, y, width, height) where x and y are the top left corner and width and height are the dimensions. These can be either 800x600, 1024x768 or 1280x960. When I design my levels, I design everything for the highest resolution (1280x960) and expect the game engine to scale it down if a user is running in a lower resolution. I have tried the following to make it work but nothing I've come up with solves it so far: scale = view->width/1280; drawX = x * scale; drawY = y * scale; (this makes the translation too small for low resolution) and scale = view->width/1280; bgWidth = background->width*scale; bgHeight = background->height*scale; drawX = x + background->width/2 - bgWidth/2; drawY = y + background->height/2 - bgHeight/2; (this makes the translation completely wrong at the edges of the map) The thing is, no matter what resolution the game is run at, the map remains the same size, and the foreground is unscaled. (With a lower resolution you just see less of the foreground in the viewport) I was wondering if anyone had any idea how to solve this problem? Thank you in advance!

    Read the article

  • Black screen in installation when Nvidia graphic card plugged

    - by jopasso1
    When I try to install any recent version of Ubuntu, the screen shows some green and purple mess (like analog TVs when thers no signal). Then, a black screen. I guess it keeps booting in live/install mode. But I can't see it. I tried installing from CD and USB, I tryed changing some BIOS settings... I installed older versions, like 8.04, and it worked, but after updating the system, it crashes again. That's why I discovered that upgrading Nvidia drivers, made system show a black screen again. After that, I unplugged the Nvidia card and installed 12.04 with onboard card. It worked perfectly. Then, I plugged Nvidia again and system booted, but only showing that black screen again. I keep working with onboard card, so far... The nVidia is a GeForce 8500GT.

    Read the article

< Previous Page | 58 59 60 61 62 63 64 65 66 67 68 69  | Next Page >