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  • Acer aspire 5520 power light blinks no boot

    - by Shawn Mclean
    My laptop was working fine last night, I hibernated it and went to sleep. Got up, pressed the power button. The power light comes on for 4 seconds and the hdd light blinked a few times, then it turned off for a second then repeats the process. The only way to stop this process/power down is to remove the AC and take out the battery. It does not even reach a boot screen, nothing shows up on the screen, fan does not start. People on this forum has the same problem but they suggest to put the laptop in a oven and heat it (reflow). What could be the problem? Is there another solution other than a reflow? I dont feel like putting my motherboard in the oven.

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  • Light following me around the room. Something is wrong with my shader!

    - by Robinson
    I'm trying to do a spot (Blinn) light, with falloff and attenuation. It seems to be working OK except I have a bit of a space problem. That is, whenever I move the camera the light moves to maintain the same relative position, rather than changing with the camera. This results in the light moving around, i.e. not always falling on the same surfaces. It's as if there's a flashlight attached to the camera. I'm transforming the lights beforehand into view space, so Light_Position and Light_Direction are already in eye space (I hope!). I made a little movie of what it looks like here: My camera rotating around a point inside a box. The light is fixed in the centre up and its "look at" point in a fixed position in front of it. As you can see, as the camera rotates around the origin (always looking at the centre), so don't think the box is rotating (!). The lighting follows it around. To start, some code. This is how I'm transforming the light into view space (it gets passed into the shader already in view space): // Compute eye-space light position. Math::Vector3d eyeSpacePosition = MyCamera->ViewMatrix() * MyLightPosition; MyShaderVariables->Set(MyLightPositionIndex, eyeSpacePosition); // Compute eye-space light direction vector. Math::Vector3d eyeSpaceDirection = Math::Unit(MyLightLookAt - MyLightPosition); MyCamera->ViewMatrixInverseTranspose().TransformNormal(eyeSpaceDirection); MyShaderVariables->Set(MyLightDirectionIndex, eyeSpaceDirection); Can anyone give me a clue as to what I'm doing wrong here? I think the light should remain looking at a fixed point on the box, regardless of the camera orientation. Here are the vertex and pixel shaders: /////////////////////////////////////////////////// // Vertex Shader /////////////////////////////////////////////////// #version 420 /////////////////////////////////////////////////// // Uniform Buffer Structures /////////////////////////////////////////////////// // Camera. layout (std140) uniform Camera { mat4 Camera_View; mat4 Camera_ViewInverseTranspose; mat4 Camera_Projection; }; // Matrices per model. layout (std140) uniform Model { mat4 Model_World; mat4 Model_WorldView; mat4 Model_WorldViewInverseTranspose; mat4 Model_WorldViewProjection; }; // Spotlight. layout (std140) uniform OmniLight { float Light_Intensity; vec3 Light_Position; vec3 Light_Direction; vec4 Light_Ambient_Colour; vec4 Light_Diffuse_Colour; vec4 Light_Specular_Colour; float Light_Attenuation_Min; float Light_Attenuation_Max; float Light_Cone_Min; float Light_Cone_Max; }; /////////////////////////////////////////////////// // Streams (per vertex) /////////////////////////////////////////////////// layout(location = 0) in vec3 attrib_Position; layout(location = 1) in vec3 attrib_Normal; layout(location = 2) in vec3 attrib_Tangent; layout(location = 3) in vec3 attrib_BiNormal; layout(location = 4) in vec2 attrib_Texture; /////////////////////////////////////////////////// // Output streams (per vertex) /////////////////////////////////////////////////// out vec3 attrib_Fragment_Normal; out vec4 attrib_Fragment_Position; out vec2 attrib_Fragment_Texture; out vec3 attrib_Fragment_Light; out vec3 attrib_Fragment_Eye; /////////////////////////////////////////////////// // Main /////////////////////////////////////////////////// void main() { // Transform normal into eye space attrib_Fragment_Normal = (Model_WorldViewInverseTranspose * vec4(attrib_Normal, 0.0)).xyz; // Transform vertex into eye space (world * view * vertex = eye) vec4 position = Model_WorldView * vec4(attrib_Position, 1.0); // Compute vector from eye space vertex to light (light is in eye space already) attrib_Fragment_Light = Light_Position - position.xyz; // Compute vector from the vertex to the eye (which is now at the origin). attrib_Fragment_Eye = -position.xyz; // Output texture coord. attrib_Fragment_Texture = attrib_Texture; // Compute vertex position by applying camera projection. gl_Position = Camera_Projection * position; } and the pixel shader: /////////////////////////////////////////////////// // Pixel Shader /////////////////////////////////////////////////// #version 420 /////////////////////////////////////////////////// // Samplers /////////////////////////////////////////////////// uniform sampler2D Map_Diffuse; /////////////////////////////////////////////////// // Global Uniforms /////////////////////////////////////////////////// // Material. layout (std140) uniform Material { vec4 Material_Ambient_Colour; vec4 Material_Diffuse_Colour; vec4 Material_Specular_Colour; vec4 Material_Emissive_Colour; float Material_Shininess; float Material_Strength; }; // Spotlight. layout (std140) uniform OmniLight { float Light_Intensity; vec3 Light_Position; vec3 Light_Direction; vec4 Light_Ambient_Colour; vec4 Light_Diffuse_Colour; vec4 Light_Specular_Colour; float Light_Attenuation_Min; float Light_Attenuation_Max; float Light_Cone_Min; float Light_Cone_Max; }; /////////////////////////////////////////////////// // Input streams (per vertex) /////////////////////////////////////////////////// in vec3 attrib_Fragment_Normal; in vec3 attrib_Fragment_Position; in vec2 attrib_Fragment_Texture; in vec3 attrib_Fragment_Light; in vec3 attrib_Fragment_Eye; /////////////////////////////////////////////////// // Result /////////////////////////////////////////////////// out vec4 Out_Colour; /////////////////////////////////////////////////// // Main /////////////////////////////////////////////////// void main(void) { // Compute N dot L. vec3 N = normalize(attrib_Fragment_Normal); vec3 L = normalize(attrib_Fragment_Light); vec3 E = normalize(attrib_Fragment_Eye); vec3 H = normalize(L + E); float NdotL = clamp(dot(L,N), 0.0, 1.0); float NdotH = clamp(dot(N,H), 0.0, 1.0); // Compute ambient term. vec4 ambient = Material_Ambient_Colour * Light_Ambient_Colour; // Diffuse. vec4 diffuse = texture2D(Map_Diffuse, attrib_Fragment_Texture) * Light_Diffuse_Colour * Material_Diffuse_Colour * NdotL; // Specular. float specularIntensity = pow(NdotH, Material_Shininess) * Material_Strength; vec4 specular = Light_Specular_Colour * Material_Specular_Colour * specularIntensity; // Light attenuation (so we don't have to use 1 - x, we step between Max and Min). float d = length(-attrib_Fragment_Light); float attenuation = smoothstep(Light_Attenuation_Max, Light_Attenuation_Min, d); // Adjust attenuation based on light cone. float LdotS = dot(-L, Light_Direction), CosI = Light_Cone_Min - Light_Cone_Max; attenuation *= clamp((LdotS - Light_Cone_Max) / CosI, 0.0, 1.0); // Final colour. Out_Colour = (ambient + diffuse + specular) * Light_Intensity * attenuation; }

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  • How to move a directional light according to the camera movement?

    - by Andrea Benedetti
    Given a light direction, how can I move it according to the camera movement, in a shader? Think that an artist has setup a scene (e.g., in 3DSMax) with a mesh in center of that and a directional light with a position and a target. From this position and target I've calculated the light direction. Now I want to use the same direction in my lighting equation but, obviously, I want that this light moves correctly with the camera. Thanks.

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  • charging light on in laptop with battery removed.

    - by Jus12
    I hope this is the right place for this question. I have an LG R310 laptop. Recently the adapter connector started playing up, so I got a second hand replacement adapter of the same rating. The adapter was a cheap type (I know I made a mistake) and faulty.. it made a low buzzing sound when plugged in and not connected to the laptop. It didn't make the noise when connected to the laptop. Foolishly I used this adapter for several weeks. One day the adapter stopped working. The led didnt work and it was not charging. It had also drained the laptop's battery to 0%. I then got an original replacement adapter. Now I can use the laptop on power but the battery does not charge. The charging light does not come on. The interesting thing is that when I remove the battery the charging light comes on and stays on after I insert the battery back (the battery still does not charge). I need to know if the faulty adapter damaged the motherboard or if its just a problem with the battery. I have a multimeter and I prefer not to open the laptop. Thanks in advance.

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  • Looking for a "light" compositing manager for GNOME

    - by detly
    I have an HP Pavilion DM3 (graphics is nVidia GeForce G105M), running Debian Squeeze with GNOME 2.30. My preference for DE is Gnome + Metacity + Nautilus. I'd like to use Docky, but it requires compositing. So I'm looking for a relatively "light" compositing manager. I realise that "light" is ambiguous, but I basically want something that won't chew through my notebook's batteries because of CPU or GPU usage. I know that Metacity is capable of compositing, but as far as I'm aware it's still testing. Some people report that it's smooth and lightweight, others claim that it eats up processor time. I've also seen references to a problem with nVidia, but no actual details. I'm not averse to Compiz, but I haven't used it before and I don't know what to expect in terms of "weight." And maybe there's something else I haven't heard of. So can anyone recommend anything? Or dispel my idea that Metacity is not the right tool for the job? (Originally posted on GNOME forums.)

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  • Power supply switch like stays off motherboard light turns on

    - by Sion
    I bought a computer at the thrift store yesterday. The computer powered on without any error beeps. Getting it back to the house determined that the CD and hard drive needed to be changed. Put in a populated hard drive to check, the computer turned on and seemed to function. Put in a new CD drive, and just put in a new Hard drive. I plugged it in to check and I noticed that the light for the power supply switch did not come on. But I did notice that the light on the motherboard is lit. and I could not turn the computer on. To help troubleshoot it I unplugged the CD and Hard drive. then re-plugged the power supply and switched it on and off. Nothing changed. Parts: Motherboard: Digital Home PSW DH deluxe Power Supply: FSP-Group FX700-GLN Did I accidentally unplug something while installing the hard drive? Is the Power supply fried somehow?

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  • Light Blue Monitor Screen

    - by SixfootJames
    I have seen this before with an older monitor that over time, the monitor colours change to a light blue haze. This has started happening with an older monitor of mine now (A GigaByte Monitor) and although none of the pins are bent and it's a brand new machine, there is no reason, other than aging that it should show the light blue screen. Perhaps it is just time for a new monitor, but if there is a way of saving it still. I would appreciate the insight. Perhaps there is something I have not tried, perhaps it has something to do with the new machine instead of the monitor? I had the monitor plugged into two other machines over the weekend and didn't have this problem. So I am not quite sure what to make of it. Many thanks! EDIT: I must also add that when I plugged the monitor into the older machines, I had the VGA converter attached to the end of the newer DVI output. Which, when plugged into the newer PC, I don't need of course.

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  • How do I blend 2 lightmaps for day/night cycle in Unity?

    - by Timothy Williams
    Before I say anything else: I'm using dual lightmaps, meaning I need to blend both a near and a far. So I've been working on this for a while now, I have a whole day/night cycle set up for renderers and lighting, and everything is working fine and not process intensive. The only problem I'm having is figuring out how I could blend two lightmaps together, I've figured out how to switch lightmaps, but the problem is that looks kind of abrupt and interrupts the experience. I've done hours of research on this, tried all kinds of shaders, pixel by pixel blending, and everything else to no real avail. Pixel by pixel blending in C# turned out to be a bit process intensive for my liking, though I'm still working on cleaning it up and making it run more smoothly. Shaders looked promising, but I couldn't find a shader that could properly blend two lightmaps. Does anyone have any leads on how I could accomplish this? I just need some sort of smooth transition between my daytime and nighttime lightmap. Perhaps I could overlay the two textures and use an alpha channel? Or something like that?

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  • light text editor for csv file? (on windows)

    - by Radek
    could anybody suggest a light (small, fast) text editor that can handle columnar view of csv files? save quote character to all fields, even if not 'necessary' OpenOffice Calc is bit big for my old laptop. My favourite Notepad++ cannot do the columnar view. And it seems to me that Sharp Tools Spreadsheet cannot import csv file. GoogleDoc convert some date fields by default which I do not want and it is really not fast and easy way how to edit csv.

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  • Good light debian derivates-distro for VIA C3 processor

    - by stighy
    Hi, i would like to install a good distro on a VIA C3 Samuel system. It would be a light server (with a graphical environment) useful for print server, file server etc. I've tried to install crunchbang linux but it tell me that my processor not support cx8 and cmov instructions. So i'm trying Knoppix.. but i still have some problem ... Do you know other good lightweight distro debian derivates that support via c3 processor ? Thanks

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  • Hard Drive Light Emulator

    - by ProfKaos
    I've just got a new Dell Inspiron, and I'm a little disconcerted without the reassurance of a flashing hard drive light, especially with long installs. Is there something that can reveal HDD activity onscreen, e.g. in the system tray?

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  • How AlphaBlend Blendstate works in XNA when accumulighting light into a RenderTarget?

    - by cubrman
    I am using a Deferred Rendering engine from Catalin Zima's tutorial: His lighting shader returns the color of the light in the rgb channels and the specular component in the alpha channel. Here is how light gets accumulated: Game.GraphicsDevice.SetRenderTarget(LightRT); Game.GraphicsDevice.Clear(Color.Transparent); Game.GraphicsDevice.BlendState = BlendState.AlphaBlend; // Continuously draw 3d spheres with lighting pixel shader. ... Game.GraphicsDevice.BlendState = BlendState.Opaque; MSDN states that AlphaBlend field of the BlendState class uses the next formula for alphablending: (source × Blend.SourceAlpha) + (destination × Blend.InvSourceAlpha), where "source" is the color of the pixel returned by the shader and "destination" is the color of the pixel in the rendertarget. My question is why do my colors are accumulated correctly in the Light rendertarget even when the new pixels' alphas equal zero? As a quick sanity check I ran the following code in the light's pixel shader: float specularLight = 0; float4 light4 = attenuation * lightIntensity * float4(diffuseLight.rgb,specularLight); if (light4.a == 0) light4 = 0; return light4; This prevents lighting from getting accumulated and, subsequently, drawn on the screen. But when I do the following: float specularLight = 0; float4 light4 = attenuation * lightIntensity * float4(diffuseLight.rgb,specularLight); return light4; The light is accumulated and drawn exactly where it needs to be. What am I missing? According to the formula above: (source x 0) + (destination x 1) should equal destination, so the "LightRT" rendertarget must not change when I draw light spheres into it! It feels like the GPU is using the Additive blend instead: (source × Blend.One) + (destination × Blend.One)

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  • How AlphaBlend Blendstate works in XNA 4 when accumulighting light into a RenderTarget?

    - by cubrman
    I am using a Deferred Rendering engine from Catalin Zima's tutorial: His lighting shader returns the color of the light in the rgb channels and the specular component in the alpha channel. Here is how light gets accumulated: Game.GraphicsDevice.SetRenderTarget(LightRT); Game.GraphicsDevice.Clear(Color.Transparent); Game.GraphicsDevice.BlendState = BlendState.AlphaBlend; // Continuously draw 3d spheres with lighting pixel shader. ... Game.GraphicsDevice.BlendState = BlendState.Opaque; MSDN states that AlphaBlend field of the BlendState class uses the next formula for alphablending: (source × Blend.SourceAlpha) + (destination × Blend.InvSourceAlpha), where "source" is the color of the pixel returned by the shader and "destination" is the color of the pixel in the rendertarget. My question is why do my colors are accumulated correctly in the Light rendertarget even when the new pixels' alphas equal zero? As a quick sanity check I ran the following code in the light's pixel shader: float specularLight = 0; float4 light4 = attenuation * lightIntensity * float4(diffuseLight.rgb,specularLight); if (light4.a == 0) light4 = 0; return light4; This prevents lighting from getting accumulated and, subsequently, drawn on the screen. But when I do the following: float specularLight = 0; float4 light4 = attenuation * lightIntensity * float4(diffuseLight.rgb,specularLight); return light4; The light is accumulated and drawn exactly where it needs to be. What am I missing? According to the formula above: (source x 0) + (destination x 1) should equal destination, so the "LightRT" rendertarget must not change when I draw light spheres into it! It feels like the GPU is using the Additive blend instead: (source × Blend.One) + (destination × Blend.One)

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  • Use android.R.layout.simple_list_item_1 with a light theme

    - by Felix
    I have learned that when using android:entries with a ListView, it uses android.R.layout.simple_list_item_1 as the layout for a list item and android.R.id.text1 as the ID of the TextView inside that layout. Please, correct me if I'm wrong. Knowing this, I wanted to create my own adapter but use the same layout resources, in order to provide UI consistency with the platform. Thus, I tried the following: mAdapter = new SimpleCursorAdapter( getApplicationContext(), android.R.layout.simple_list_item_1, mSites, new String[] { SitesDatabase.KEY_SITE }, new int[] { android.R.id.text1 } ); Unfortunately, because I am using a light theme (I have android:theme="@android:style/Theme.Light" in my <application>), the list items appear with white text, making them unreadable. However, when using android:entries to specify a static list of items, the items appear correctly, with black text color. What am I doing wrong? How can I make my dynamic adapter use the standard layout but work with a light theme?

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  • Make an iPhone InfoButton light/dark based on color behind it

    - by Paula
    How do I detect what color is under the InfoButton... so I can change the button from DARK to LIGHT? I set my view's color... but how do I tell if it's "kind of light" or "kind of dark"? Besides... I can't change the info-button from light to dark anyway. (read only) Ugh. Shouldn't Apple have some kind of a simple "cmdButton.doThisExtremelyCommonThingForMe = TRUE" statement? InfoButtons are useless if you can't even see them. (Or how would I put an image behind the button to make it stand-out more?)

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  • How to program three editions Light, Pro, Ultimate in one solution

    - by Henry99
    I'd like to know how best to program three different editions of my C# ASP.NET 3.5 application in VS2008 Professional (which includes a web deployment project). I have a Light, Pro and Ultimate edition (or version) of my application. At the moment I've put all in one solution with three build versions in configuration manager and I use preprocessor directives all over the code (there are around 20 such constructs in some ten thousand lines of code, so it's overseeable): #if light //light code #endif #if pro //pro code #endif //etc... I've read in stackoverflow for hours and thought to encounter how e.g. Microsoft does this with its different Windows editions, but did not find what I expected. Somewhere there is a heavy discussion about if preprocessor directives are evil. What I like with those #if-directives is: the side-by-side code of differences, so I will understand the code for the different editions after six months and the special benefit to NOT give out compiled code of other versions to the customer. OK, long explication, repeated question: What's the best way to go?

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  • Light-weight, free, database query tool for Windows?

    - by NoCatharsis
    My question is very similar to the one here except pertaining to a Windows tool. I am also referencing this table and what I found here with a Google search. However, I have no idea which tool would best meet my (very basic) purposes. I am currently using Excel with a basic ODBC connection string to query my database at work. However, Excel is pretty memory-heavy and a basic query tends to throw my computer into a 30 second stall-a-thon. Is there a free tool out there that is light-weight and can serve the same purpose when provided an ODBC connection and a SQL query? Also would prefer that it easily copies over to a spreadsheet as needed.

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  • Hardware issue: UI freezes and hard drive light goes solid several times per hour

    - by alchemical
    I have a workstation that has been acting up for the last few weeks. It currently has Windows Server 2008 R2 installed on it, and 2 HDD mirrored. A few times per hour the screen will freeze up, applications will say "not responding", sometimes the screen will turn a lighter shaded color--at the same time the HDD light is on solid. This lasts anywhere from 10 to about 50 seconds. Could this be something with one of the drives or the mechanism keeping the mirror in place? Any other ideas?

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  • What is Light Peak

    - by Jonathan.
    I've heard this a lot recently, todo with Apple and Intel. Some says it's a protocol, others say it's fibre optic, and others say it's copper. One source even said it was a "wireless wire". Apparently it can carry data, but not video streams, surely the cable can't know the difference between 1s and 0s representing data, and 1s and 0s representing video streams. Or it will replace all the wires we currently have except power, another place said it is for inside laptops. Those are just examples so I haven't given any sources, I just want to know what on Earth Light Peak is?

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  • small light laptop with docking station that has a PCI(e) slot

    - by laramichaels
    Hi everyone, I am looking for a new laptop/netbook and I have two simple requirements: must be small (10-12in screen) and light (<=3-3.5pounds); must work with a dock into which I can put a PCI or PCI Express card. Basically, I have no performance requirements. Discontinued or low-end are fine. All I want is something easy to carry that when at work I can use a PCI/PCI Express card with to do multi-head. Eg, if an Acer Aspire 1410 fitted the second requirement I would by one in a blink. The only solution with which I am acquainted are Thinkpads that can go into the Thinkpad Advanced Dock. Do other laptop (or netbook brands) also offer the possibility of using Although this is not a "requirement" per se, I would rather hear about options that would not involve buying the latest-greatest-+$2k model... : ) Thank you for any advice! ~lara

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  • Linksys WRT54GS V6 Router Blinking Power Light

    - by Frank
    I have a Linksys WRT54GS V6 Router in my possession got it at my local goodwill for 5$. Upon start up the Power LED starts flashing like crazy and at the same time the Ethernet ports all light up once then turn off (DMZ and WLAN never turn on). I can ping the router only by setting a static IP on my Pc. I can also successfully push a file (official Linksys OS and DD-wrt) into it via TFTP but this currently does nothing (no 192.1681.1 Access). Any ideas as to what may be wrong? I think its pretty obvious that it's bricked but.. I keep hearing a whole lot of "if it pings it's fixable" on the internet.

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  • What do light purple color mean in uTorrent

    - by blasteralfred
    I run uTorrent 3.1.2 in my Windows 7 PC. When I download one file, I see some purple colored lines under Files Tab Pieces. Below is an image of what I am telling (little resized); I think that the light green color indicates downloaded parts. But I have no idea about purple lines. The file is a streamable mp3 file. The connection speed is very low, about 5KB/s down and 1KB/s up. The done file size is not progressing in a smooth way (usually changes in KB are visible), it stays as it is for sometime and then changes to a size (changes in MB), and again the same thing. Questions: Why does this happen? What does the purple color mean? Thank you.

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