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  • Black frame around screen after HDMI connection failure

    - by Wolter Hellmund
    I was trying to watch a movie in my computer through the TV, so I connected both with an HDMI cable. I was unable to have a successful setup (the colors were all weird on the TV and the screen size, incorrect), I tried many resolutions using the nvidia-settings application and somehow my screen got framed by a black border and after that I have been unable to remove it, even after restarting the computer and not being connected to the HDMI cable anymore. I am using Ubuntu 11.10 amd64, my GPU is an nVidia GeForce 8600M GT and I am using the propietary driver version 280. The problem is due to some setting with my account only. I logged in to the guest session and the resolution is right there. Also, my desktop "thinks" the resolution is right (i.e. 1280x800), but it must be right in another scale because there is pixel area occupied by the black frame.

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  • How can I support scrolling when using batched rendering for my tiles?

    - by dardanel
    I have tiled map 100*75 and tiles are 32*32 pixel.I want to use batching for performance .I don't figure it out , because of my game needs scrolling and every frame i draw 22*16 tiles (my screen is 20*16 tile) .I thought that batching tiles for every frame .Is it good or any suggestion? edit :to more clarify I want to use occlusion culling and batching at the same time.I thought that drawing only visible areas and batching them together .But there is a something i couldn't figure out .When scrolling screen with translate matrix , if one row become invisible , I bind new row and batch them again.Every batched objects needs to buffer again.So I batch tiles and buffer to VBO every time when one row become invisible .I don't know these way is efficient or not .This is my question .And i am open to any suggestions.

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  • How to make a table structure for products to be available for both wholesale and retail?

    - by kmy
    Ignoring the different column details like colors, shapes, and sizes, I already have an idea of dealing with that, I'm more interested in dealing with retail pricing, whole pricing (with or without a table), and possibly discount. If anything, I want to know what I should also take account for. Will it just be adding a quantity column, two pricing cols, and two discount columns, and a quantity limit? If I were to add a pricing table it would be inserted as a json file, would this be a bad idea? Please give any insight about this.

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  • Spherical harmonics lighting interpolation

    - by TravisG
    I want to use hardware filtering to smooth out colors in texels of a texture when I'm accessing texels at coordinates that are not directly at the center of the texel, the catch being that the texels store 2 bands of spherical harmonics coefficients (=4 coefficients), not RGBA intensity values. Can I just use hardware filtering like that (GL_LINEAR with and without mip mapping) without any considerations? In other terms: If I were to first convert the coefficients back to intensity representations, than manually interpolate between two intensities, would the resulting intensity be the same as if I interpolated between the coefficient vectors directly and then converted the interpolated result to intensities?

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  • How are vertex shader outs sent as inputs to the fragment shader?

    - by Jeffrey
    I'm learning some OpenGL 3.2 way of doing things and I think it's quite great, I'm actually understanding more of shaders and non-fixed pipeline in 1 week rather than those 2 years I tried to learn OpenGL fixed pipeline functions. But here's my question: From what I think I've understood the vertex shader is run for each vertexes in the VBO. But the fragments shader is run per each pixel (is that right?) which is a huge number compared to let's say 3 vertexes of a triangle. Now it seems that in the vertex shader the out variables (like colors and stuff) are passed 1 to 1 to the fragment shader. But let's say that I pass to the fragment shader the position of the vertex in the vertex shader. How is all executed? What vertex (A, B or C of the hipothetical triangle) is passed per each fragment and why?

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  • Plug In to the Web at India's Largest Adobe Conference

    Bangalore, June 16, 2010: Adobe Flash Platform Summit, India's largest Adobe conference, recognizes the blurring dynamic of the designer/developer workflow, and features the latest developments on the Adobe Flash Platform that is of utmost importance to both developers, as well as designers. Based on the overarching theme Functional Intent Meets Pixel Perfection, AFPS 2010 will feature a convergence of thousands of developers and designers, Adobe community members and Adobe teams from across...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Wubi doesn't install Ubuntu

    - by Nick
    I've tried 4 times on 2 different computers. After downloading wubi, and installing Ubuntu inside Windows XP, I restart and get the dual boot screen. I choose Ubuntu, and then nothing, my screen flashes for a few minutes with the Ubuntu colors. I restart and go to Ubuntu recovery, where it says "shadow passwords now on" and "clock off by a day-Fixed". I restart to only get the same thing, but Xubuntu, in stalled on one, but it's Ubuntu I want to try. Any thoughts ??

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  • Particles are not moving correctly [closed]

    - by cr33p
    I want to make a particle explosion, after something gets destroyed, but somehow only one line of mixed colors show up on the screen. Here's the header: http://pastebin.com/JW5bPLj2 Here's the source: http://pastebin.com/KHmFqytD I don't get what's wrong, as it's nearly the same as in "Programming Linux Games" Can somebody help me fix that? PS: "Uint32 delta" is needed to update the pixels based on time. PSS: Maybe I should add that it's programmed in C and includes SDL. EDIT: Found the problem. It was the "drawParticles" function. The problem was, that I passed a double to "offset" (as particles[i].x, etc are all doubles). So I ended up with values like ~MAX_INT because I didn't cast the doubles properly to ints.

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  • Possible to pass pygame data to memory map block?

    - by toozie21
    I am building a matrix out of addressable pixels and it will be run by a Pi (over the ethernet bus). The matrix will be 75 pixels wide and 20 pixels tall. As a side project, I thought it would be neat to run pong on it. I've seen some python based pong tutorials for Pi, but the problem is that they want to pass the data out to a screen via pygame.display function. I have access to pass pixel information using a memory map block, so is there anyway to do that with pygame instead of passing it out the video port? In case anyone is curious, this was the pong tutorial I was looking at: Pong Tutorial

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  • What are some ways to texture map a terrain?

    - by ApocKalipsS
    I'm working with XNA on a 3D Game, and I'm trying to have a proper and nice environnement. I actually followed a tutorial to create a terrain from a heightmap. To texture it, I just apply a grass texture on it and tile it a number of times. But what I want to do is to have a really realistic texturing, but also generate it automatically (for example if I want to use Perlin noise to generate a terrain and then texture it). I already learned about multi-texturing, loading a map file with different colors for different textures, but I don't think this is really efficient, for instance for cliffs or very steep areas it will tile a texture badly as it's a view from the top. (Also, I don't know how I'll draw roads or dirt paths with that.) I'm looking for an efficient solution to realistically texture mapping procedurally-generated terrain.

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  • How to tweak the appearance of desktop icons in Lubuntu?

    - by vasa1
    In Ubuntu 11.10 with Nautilus it was possible to tweak the appearance of desktop icons by editing nautilus.css as I had posted in How can I change the text colour on my desktop icons?. In Xubuntu the same can be done by adding a few lines to one's .gtkrc-2.0 as described in How to highlight items on Desktop using xfce?. In both cases, it is possible to assign colors to the various icon states (such as normal, selected and active). My question is this: is it possible to do the same in Lubuntu? PCManFM seems to be responsible but I can't find any GUI or files to edit for the purpose. The default ~/.config/pcmanfm/lubuntu/pcmanfm.conf doesn't have any relevant settings.

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  • How Can I Disable Windows 7's Aero Performance Warnings?

    - by Jason Fitzpatrick
    You know your computer isn’t cutting edge, but there’s no need for Windows 7 to constantly remind you. Read on to see how you can disable its constant nagging to adjust your color scheme to improve performance. Today’s Question & Answer session comes to us courtesy of SuperUser—a subdivision of Stack Exchange, a community-drive grouping of Q&A web sites. Secure Yourself by Using Two-Step Verification on These 16 Web Services How to Fix a Stuck Pixel on an LCD Monitor How to Factory Reset Your Android Phone or Tablet When It Won’t Boot

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  • Running external commands improved a bit

    - by Tomas Mysik
    Hi all, today we would like to show you one small improvement related to running external commands (e.g. generating documentation, running framework commands etc.) which will be available in NetBeans 7.3. First, have a look at the screenshot: As you can see, the first line represents the command that is being executed. In case of any error, this command can be easily copy & pasted to the console for deeper investigation (and proper bug reports ;). Also please notice that the Output window now supports background colors. That's all for today, as always, please test it and report all the issues or enhancements you find in NetBeans Bugzilla (component php, subcomponent Code).

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  • What is the minimum of shader I need to use to run basic calculation on GPU?

    - by Jinxi
    I read, that the Hull Shader, Domain Shader, Geometry Shader and Pixel Shader can be used optional. So, is the Vertex Shader optional too? If no: What does a basic Vertex Shader look like? Just like a simple pass through? Is the Vertex Shader necessary to tell what kind of datastructure (Van Stripes or Meshes) are used? What can I do, with just the vertex shader? Are the fixed functions working without any help of programming a programmable stage?

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  • Screen sometimes inverts after locking

    - by hackedd
    Sometimes, when I wake up my computer from a screen lock, one of my screens is inverted. It does not always happen (maybe one in ten times) and it is not always the same screen. Re-locking and unlocking the screen a couple of times fixes the colors again. I have a dual monitor setup on an ATI Radeon HD 3450, using two HP screens connected over DVI. I am using the radeon driver, and according to jockey there are no additional drivers available for my system. Any ideas as to why this happens?

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  • How to Use The US Windows 8 Store From Another Country

    - by Taylor Gibb
    Have you ever searched for an app only to find that its not available in your country? Luckily for us there is a work around for the Windows Store. How to use the US Windows Store from Another Country Press the Win + X keyboard combination, or right click in the bottom left hand corner of your screen to open the WinX menu, then launch the Control Panel. Now change the Control Panel’s view to the Small icons view. Then head into the Region settings. When the Region settings open you will need to switch over to the Location tab. Here you will be able to see the location that the Windows Store, as well as other applications , is using. You can change it by simply selecting United States from the drop down. That’s all there is to it. Secure Yourself by Using Two-Step Verification on These 16 Web Services How to Fix a Stuck Pixel on an LCD Monitor How to Factory Reset Your Android Phone or Tablet When It Won’t Boot

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  • Best way to make a safe deal when delivering websites and other digital material [closed]

    - by AntonNiklasson
    I have a small business where I create websites. Lately I have been trying to evaluate the way I handle everything besides writing code and picking nice colors etc. I am trying to come up with a decent contract which keeps me safe and makes sure I get paid and so on. I would like to hear from more experienced people how they handle clients. How do you agree on what is supposed to be delivered? Is it a good idea to make sure you get paid say 30% before doing any work at all? Any other helpful tips or routines you can think of are of course gratefully appreciated.

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  • 2 Google Tag Manager containers = double triggers?

    - by fred
    I have a Joomla website with existing analytics done by a GTM tag and I need to add another image tag (1x1 pixel) from a separate GTM container. I set the event name for the additional GTM container to a different name from from the existing GTM container (default 'gtm.js') so that the new tag only fires under the specified event. The new container tested out fine in a blank HTML page, but when it is put in the website, it ends up firing twice. I know that because Firebug showed 2 1x1 pixels being loaded and I mark each request with a randomly-generated UID to distinguish them on the server side. I suspect this being caused by having multiple GTM container tags but want to check whether anyone has run into this problem before? As of now, I could not verify nor fix the double counting problem.

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  • Write depth buffer to texture

    - by innochenti
    I need to read depth buffer from GPU and write it to texture. How this can be done? Here is how texture for depth buffer is created: depthBufferDesc.Width = screenWidth; depthBufferDesc.Height = screenHeight; depthBufferDesc.MipLevels = 1; depthBufferDesc.ArraySize = 1; depthBufferDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT; depthBufferDesc.SampleDesc.Count = 1; depthBufferDesc.SampleDesc.Quality = 0; depthBufferDesc.Usage = D3D10_USAGE_DEFAULT; depthBufferDesc.BindFlags = D3D10_BIND_DEPTH_STENCIL; depthBufferDesc.CPUAccessFlags = 0; depthBufferDesc.MiscFlags = 0; m_device->CreateTexture2D(&depthBufferDesc, NULL, m_depthStencilBuffer); Also, I've got another question: is it possible to bind depth buffer texture as sampler to the pixel shader?

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  • EVGA GTX650Ti Boost / Ubuntu 12.04 / 2 X-Star WQHD

    - by user210045
    I bought 2 X-Star WQHD monitors which, predictably, did not work with my on board video card. Yesterday I installed the EVGA card and have been trying to get the NVIDIA drivers to work. I tried to install the 304 .run, I tried to remove that and then install the nvidia-current, then I tried to activate the proprietary driver from within Ubuntu...for the first couple of attempts, I was able to see 800x600 or something close on the X-Star displays but now all I see is flashing colors on those. On my older Samsung monitor (S22B300B 21.5") is still displaying through the EVGA card. Any thoughts on how to go about fixing this?

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  • Ask the Readers: How Do You Find Your Next Book?

    - by Jason Fitzpatrick
    It’s never been easier to find book reviews, recommendations, and comparisons; tools which are more necessary than ever thanks to the increasing number of new titles on the market. This week we want to hear all about your techniques for picking your next book. Whether you consult the New York Times best seller list, pore over Amazon book reviews, use a book suggestion engine, or just buy whatever the local book store has on the end-cap display that month, we want to hear about your system for finding new books. Sound off in the comments with your technique (bonus points for including links to any services or sites you use) and then check back on Friday for the What You Said roundup to see how your fellow readers fill their book bags. Secure Yourself by Using Two-Step Verification on These 16 Web Services How to Fix a Stuck Pixel on an LCD Monitor How to Factory Reset Your Android Phone or Tablet When It Won’t Boot

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  • Libgdx change color of Texture at runtime [on hold]

    - by Springrbua
    i allready asked this on Stackoverflow, but i think this question may belong here. In a Libgdx game i have some Animations for my Player. All the Frames for this Animation are inside a TextureAtlas. The Player Textures show a human, with a white T-Shirt. The T-Shirt is the only white part of the Player. Now i want to be able to replace the white color with red for Player1, with green for Player2 and so on. How can i do that, without loosing the advantage of the TextureAtlas (Texture switching)? Ofc 1 way would be to store 4 versions of every Frame, for 4 different Players (colors). But there are games out there, where you can fully customize the Player, give him a blue hat, red pants and pink shirts and so on. How can this be done? Thanks a lot! EDIT: The question on Stackoverflow

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  • Alternative ways to construct maps

    - by sideways8
    I've searched around and it seems like most people are using tile-based map systems. I suppose this question is more theoretical than practical (I am not very concerned about memory or performance speed), but I want to know: what other ways can a map be created in a game? A map being a graphic representation of terrain that can be navigated, has entrances and exits, and boundares (no-go zones). Besides using text files to store and arrays to load tile data, one idea I had was to store a map entirely as a graphic file and use queries on the pixel colour to determine boundaries (ie, you can only move in a certain direction if the way is bright enough in that direction). What other creative map systems are out there?

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  • Changing a Sprite When Hit in GameMaker

    - by Pixels_
    I am making a simple little Galaga style game. I want the objects sprite to change whenever it is hit. For example if a laser hits an alien then the sprite takes 1 out of 4 damage to its health points (HP). However I want the sprite to change from green to yellow after 1 hit, yellow to orange after 2 hits, orange to red after 3 hits, and red to pixel explosion after all 4 HPs are lost. That way you can easily distinguish the amount of health each alien has left. How can I do this? Preferably explain it in code.

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  • Logitech C310 webcam problems

    - by haggai_e
    I've just installed a Logitech C310 webcam on my Ubuntu Oneiric machine, and I've got several problems. When I use cheese, if I set it to use the higher resolutions, the picture contain shadows and has distorted colors. Only with lower resolutions the picture looks okay. The above photos were taken with cheese. In addition, the camera's internal microphone didn't always work. When using it through pulseaudio, the sounds were fast and with high pitch. When using it directly through alsa it sounded fine. Any ideas?

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