Search Results

Search found 17870 results on 715 pages for 'screen resolution'.

Page 70/715 | < Previous Page | 66 67 68 69 70 71 72 73 74 75 76 77  | Next Page >

  • ScrollBall press events while screen is off on an Android device.

    - by stolksdorf
    I'm writing a quick music player for myself on my Nexus One and really want to add the feature of being able to switch to the next song without removing it from it's case, ie. by pressing the scrollball through the sleeve. I've scoured many resources and... Haven't found a decently easy way to listen to key press events while the screen is off. Can't seem to even get scrollball press events to work. I've tried using a broadcastreciever listening for the Dpad_center intent, but it doesn't seem to function properly. I'm not looking for someone to write the code for me, but if you have successfully done either of these things, any insight on techniques or resources would be amazing. Thanks in advance!

    Read the article

  • Display stretches 4:3 ratios; Adds scrolling to other ratios

    - by Matt
    I have a dual monitor setup. Normally, they both display at 1680x1050. They have been setup this way for about a year. I'm using Windows XP Professional 2003 x64 SP2. Today, out of nowhere, one of the monitors kicked back to a lower resolution. I was not playing with any configuration at the time.. in fact all I had done was close a window (maybe a browser). But the thing is that the resolution is still preserved partially by the fact that the screen will scroll when you move the mouse. So it's like looking through a 1024x768 window into a 1680x1050 world. The monitor itself does not appear to be damaged, because I also have it connected to my netbook (via KVM) and higher resolutions work fine. I tried uninstalling/reinstalling the drivers to no avail. System restore doesn't help either. I'm unsure of the exact ATI card I'm using.. Device Manager lists it as "Radeon X300/X550/X1050". There is no Catalyst Control Center software installed. I tried to install it, but there doesn't seem to be a way to install it by itself ... it forces you to install another driver, which breaks both of my displays, forcing me to go into safe mode and run system restore again. Any ideas? Thanks EDIT: After playing around more, I discovered that the "scrolling" behavior is only present for aspect ratios that are not 4:3. For 4:3 ratios, it just stretches out to fit the wide screen. My monitor's native ratio is 16:9 .. what could be causing it to think it needs to scroll?

    Read the article

  • How can I get VirtualBox to run at 1366x768?

    - by Joe White
    I'm trying to run Windows 8 in VirtualBox. My laptop's display is exactly 1366x768. Windows 8 disables some of its features if the resolution is less than 1366x768, so I need to run the guest OS fullscreen. The problem is, VirtualBox refuses to run the guest at 1366x768. When VirtualBox is "fullscreen", the guest is only 1360x768 -- six pixels too narrow. So there's a three-pixel black bar at the left and right sides of the display. This user had the same problem, but the accepted answer is "install the Guest Additions", which I've already done; that got me to 1360, but not to 1366. According to the VirtualBox ticket tracker, there used to be a bug where the guest's screen width would be rounded down to the nearest multiple of 8, but they claim to have fixed the bug in version 3.2.12. I'm using version 4.1.18 and seeing the same problem they claim to have fixed, so either they broke it again, they were wrong about ever having fixed it, or my problem is something else entirely. This answer suggested giving the VM 128MB of video memory, and claimed no problems getting 1366x768 afterward. When I created the VM, its display memory was already defaulted to 128 MB. I tried increasing it to 256MB, but with no effect: the guest is still six pixels too narrow. My host OS is Windows 7 64-bit, and I'm running VirtualBox 4.1.18. How can I get VirtualBox to run my guest OS fullscreen at my display's native resolution of 1366x768?

    Read the article

  • Display stretches 4:3 ratios; Adds scrolling to other ratios

    - by Matt
    I have a dual monitor setup. Normally, they both display at 1680x1050. They have been setup this way for about a year. I'm using Windows XP Professional 2003 x64 SP2. Today, out of nowhere, one of the monitors kicked back to a lower resolution. I was not playing with any configuration at the time.. in fact all I had done was close a window (maybe a browser). But the thing is that the resolution is still preserved partially by the fact that the screen will scroll when you move the mouse. So it's like looking through a 1024x768 window into a 1680x1050 world. The monitor itself does not appear to be damaged, because I also have it connected to my netbook (via KVM) and higher resolutions work fine. I tried uninstalling/reinstalling the drivers to no avail. System restore doesn't help either. I'm unsure of the exact ATI card I'm using.. Device Manager lists it as "Radeon X300/X550/X1050". There is no Catalyst Control Center software installed. I tried to install it, but there doesn't seem to be a way to install it by itself ... it forces you to install another driver, which breaks both of my displays, forcing me to go into safe mode and run system restore again. Any ideas? Thanks EDIT: After playing around more, I discovered that the "scrolling" behavior is only present for aspect ratios that are not 4:3. For 4:3 ratios, it just stretches out to fit the wide screen. My monitor's native ratio is 16:9 .. what could be causing it to think it needs to scroll?

    Read the article

  • ATI Radeon 5670 Won't Show Resolutions over 1400x900

    - by Phil Sandler
    Just got my new Dell computer with Windows 7 and an ATI Radeon 5670. I attached it to my current monitor, which is a Samsung 24" (2443bwt). Windows 7 does not allow me to display in resolutions greater than 1400 x 900. The setup through a VGA cable into the VGA port of the card. The card also has a DVI port, but I need to use the VGA port because a KVM that supports VGA only. My old PC (which is Windows XP, GeForce 8600 video) can display in 1900 x 1200 on the same monitor (which is what I want) and even higher. It does this through a vga cable also connected to the KVM (through the DVI port but using an adapter). I have tried the same setup (DVI = VGA adapter) on the new PC and nothing changed. I have tried: Updating the drivers via Windows "Update Driver" (says they are current) Installing the updated version of the drivers from ATI (made no difference) Installing Powerstrip (all the options I would need for a custom resolution are greyed out) Installing the drivers/software from ATI caused the ATI Catalyst Control Center software to stop functioning, so I can no longer even start it. I have found some references to other people having this problem and instructions on cleaning the software off and reinstalling it (as uninstalling normally doesn't solve it). I will try this tonight. In any case, I didn't see any options in CCC that would allow me to override the settings for max resolution. However I didn't tinker with it too much before I tried updating the drivers, so I may have missed a setting. I contacted Samsung via online chat and they say it's a problem with the video card/driver (of course--what else would they say?). Any thoughts on what else I could try?

    Read the article

  • Problem with room/screen/menu controller in python game: old rooms are not removed from memory

    - by Jordan Magnuson
    I'm literally banging my head against a wall here (as in, yes, physically, at my current location, I am damaging my cranium). Basically, I've got a Python/Pygame game with some typical game "rooms", or "screens." EG title screen, high scores screen, and the actual game room. Something bad is happening when I switch between rooms: the old room (and its various items) are not removed from memory, or from my event listener. Not only that, but every time I go back to a certain room, my number of event listeners increases, as well as the RAM being consumed! (So if I go back and forth between the title screen and the "game room", for instance, the number of event listeners and the memory usage just keep going up and up. The main issue is that all the event listeners start to add up and really drain the CPU. I'm new to Python, and don't know if I'm doing something obviously wrong here, or what. I will love you so much if you can help me with this! Below is the relevant source code. Complete source code at http://www.necessarygames.com/my_games/betraveled/betraveled_src0328.zip MAIN.PY class RoomController(object): """Controls which room is currently active (eg Title Screen)""" def __init__(self, screen, ev_manager): self.room = None self.screen = screen self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.room = self.set_room(config.room) def set_room(self, room_const): #Unregister old room from ev_manager if self.room: self.room.ev_manager.unregister_listener(self.room) self.room = None #Set new room based on const if room_const == config.TITLE_SCREEN: return rooms.TitleScreen(self.screen, self.ev_manager) elif room_const == config.GAME_MODE_ROOM: return rooms.GameModeRoom(self.screen, self.ev_manager) elif room_const == config.GAME_ROOM: return rooms.GameRoom(self.screen, self.ev_manager) elif room_const == config.HIGH_SCORES_ROOM: return rooms.HighScoresRoom(self.screen, self.ev_manager) def notify(self, event): if isinstance(event, ChangeRoomRequest): if event.game_mode: config.game_mode = event.game_mode self.room = self.set_room(event.new_room) #Run game def main(): pygame.init() screen = pygame.display.set_mode(config.screen_size) ev_manager = EventManager() spinner = CPUSpinnerController(ev_manager) room_controller = RoomController(screen, ev_manager) pygame_event_controller = PyGameEventController(ev_manager) spinner.run() EVENT_MANAGER.PY class EventManager: #This object is responsible for coordinating most communication #between the Model, View, and Controller. def __init__(self): from weakref import WeakKeyDictionary self.last_listeners = {} self.listeners = WeakKeyDictionary() self.eventQueue= [] self.gui_app = None #---------------------------------------------------------------------- def register_listener(self, listener): self.listeners[listener] = 1 #---------------------------------------------------------------------- def unregister_listener(self, listener): if listener in self.listeners: del self.listeners[listener] #---------------------------------------------------------------------- def clear(self): del self.listeners[:] #---------------------------------------------------------------------- def post(self, event): # if isinstance(event, MouseButtonLeftEvent): # debug(event.name) #NOTE: copying the list like this before iterating over it, EVERY tick, is highly inefficient, #but currently has to be done because of how new listeners are added to the queue while it is running #(eg when popping cards from a deck). Should be changed. See: http://dr0id.homepage.bluewin.ch/pygame_tutorial08.html #and search for "Watch the iteration" print 'Number of listeners: ' + str(len(self.listeners)) for listener in list(self.listeners): #NOTE: If the weakref has died, it will be #automatically removed, so we don't have #to worry about it. listener.notify(event) def notify(self, event): pass #------------------------------------------------------------------------------ class PyGameEventController: """...""" def __init__(self, ev_manager): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.input_freeze = False #---------------------------------------------------------------------- def notify(self, incoming_event): if isinstance(incoming_event, UserInputFreeze): self.input_freeze = True elif isinstance(incoming_event, UserInputUnFreeze): self.input_freeze = False elif isinstance(incoming_event, TickEvent) or isinstance(incoming_event, BoardCreationTick): #Share some time with other processes, so we don't hog the cpu pygame.time.wait(5) #Handle Pygame Events for event in pygame.event.get(): #If this event manager has an associated PGU GUI app, notify it of the event if self.ev_manager.gui_app: self.ev_manager.gui_app.event(event) #Standard event handling for everything else ev = None if event.type == QUIT: ev = QuitEvent() elif event.type == pygame.MOUSEBUTTONDOWN and not self.input_freeze: if event.button == 1: #Button 1 pos = pygame.mouse.get_pos() ev = MouseButtonLeftEvent(pos) elif event.type == pygame.MOUSEBUTTONDOWN and not self.input_freeze: if event.button == 2: #Button 2 pos = pygame.mouse.get_pos() ev = MouseButtonRightEvent(pos) elif event.type == pygame.MOUSEBUTTONUP and not self.input_freeze: if event.button == 2: #Button 2 Release pos = pygame.mouse.get_pos() ev = MouseButtonRightReleaseEvent(pos) elif event.type == pygame.MOUSEMOTION: pos = pygame.mouse.get_pos() ev = MouseMoveEvent(pos) #Post event to event manager if ev: self.ev_manager.post(ev) # elif isinstance(event, BoardCreationTick): # #Share some time with other processes, so we don't hog the cpu # pygame.time.wait(5) # # #If this event manager has an associated PGU GUI app, notify it of the event # if self.ev_manager.gui_app: # self.ev_manager.gui_app.event(event) #------------------------------------------------------------------------------ class CPUSpinnerController: def __init__(self, ev_manager): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.clock = pygame.time.Clock() self.cumu_time = 0 self.keep_going = True #---------------------------------------------------------------------- def run(self): if not self.keep_going: raise Exception('dead spinner') while self.keep_going: time_passed = self.clock.tick() fps = self.clock.get_fps() self.cumu_time += time_passed self.ev_manager.post(TickEvent(time_passed, fps)) if self.cumu_time >= 1000: self.cumu_time = 0 self.ev_manager.post(SecondEvent(fps=fps)) pygame.quit() #---------------------------------------------------------------------- def notify(self, event): if isinstance(event, QuitEvent): #this will stop the while loop from running self.keep_going = False EXAMPLE CLASS USING EVENT MANAGER class Timer(object): def __init__(self, ev_manager, time_left): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.time_left = time_left self.paused = False def __repr__(self): return str(self.time_left) def pause(self): self.paused = True def unpause(self): self.paused = False def notify(self, event): #Pause Event if isinstance(event, Pause): self.pause() #Unpause Event elif isinstance(event, Unpause): self.unpause() #Second Event elif isinstance(event, SecondEvent): if not self.paused: self.time_left -= 1

    Read the article

  • Andengine put bullet to pull, when it leaves screen

    - by Ashot
    i'm creating a bullet with physics body. Bullet class (extends Sprite class) has die() method, which unregister physics connector, hide sprite and put it in pull public void die() { Log.d("bulletDie", "See you in hell!"); if (this.isVisible()) { this.setVisible(false); mPhysicsWorld.unregisterPhysicsConnector(physicsConnector); physicsConnector.setUpdatePosition(false); body.setActive(false); this.setIgnoreUpdate(true); bulletsPool.recyclePoolItem(this); } } in onUpdate method of PhysicsConnector i executes die method, when sprite leaves screen physicsConnector = new PhysicsConnector(this,body,true,false) { @Override public void onUpdate(final float pSecondsElapsed) { super.onUpdate(pSecondsElapsed); if (!camera.isRectangularShapeVisible(_bullet)) { Log.d("bulletDie","Dead?"); _bullet.die(); } } }; it works as i expected, but _bullet.die() executes TWICE. what i`m doing wrong and is it right way to hide sprites? here is full code of Bullet class (it is inner class of class that represents player) private class Bullet extends Sprite implements PhysicsConstants { private final Body body; private final PhysicsConnector physicsConnector; private final Bullet _bullet; private int id; public Bullet(float x, float y, ITextureRegion texture, VertexBufferObjectManager vertexBufferObjectManager) { super(x,y,texture,vertexBufferObjectManager); _bullet = this; id = bulletId++; body = PhysicsFactory.createCircleBody(mPhysicsWorld, this, BodyDef.BodyType.DynamicBody, bulletFixture); physicsConnector = new PhysicsConnector(this,body,true,false) { @Override public void onUpdate(final float pSecondsElapsed) { super.onUpdate(pSecondsElapsed); if (!camera.isRectangularShapeVisible(_bullet)) { Log.d("bulletDie","Dead?"); Log.d("bulletDie",id+""); _bullet.die(); } } }; mPhysicsWorld.registerPhysicsConnector(physicsConnector); $this.getParent().attachChild(this); } public void reset() { final float angle = canon.getRotation(); final float x = (float) ((Math.cos(MathUtils.degToRad(angle))*radius) + centerX) / PIXEL_TO_METER_RATIO_DEFAULT; final float y = (float) ((Math.sin(MathUtils.degToRad(angle))*radius) + centerY) / PIXEL_TO_METER_RATIO_DEFAULT; this.setVisible(true); this.setIgnoreUpdate(false); body.setActive(true); mPhysicsWorld.registerPhysicsConnector(physicsConnector); body.setTransform(new Vector2(x,y),0); } public Body getBody() { return body; } public void setLinearVelocity(Vector2 velocity) { body.setLinearVelocity(velocity); } public void die() { Log.d("bulletDie", "See you in hell!"); if (this.isVisible()) { this.setVisible(false); mPhysicsWorld.unregisterPhysicsConnector(physicsConnector); physicsConnector.setUpdatePosition(false); body.setActive(false); this.setIgnoreUpdate(true); bulletsPool.recyclePoolItem(this); } } }

    Read the article

  • Help with Collision of spawned object(postion fixed) with objects that there are translating on screen

    - by Amrutha
    Hey guys I am creating a game using Corona SDK and so coding it in Lua. So there are 2 separate functions, To translate the hit objects and change their color when they are tapped The link below is the code I am using to for the first function http://developer.anscamobile.com/sample-code/fishies Spawn objects that will hit the translating objects on collision. Alos on collision the spawned object disappears and the translating object bears a color(indicating the collision). In addition the size of this spawned object is dependent on i/p volume level. The function I have written is as follows: --VOICE INPUT CODE local r = media.newRecording() r:startRecording() r:startTuner() --local function newBar() -- local bar = display.newLine( 0, 0, 1, 0 ) -- bar:setColor( 0, 55, 100, 20 ) -- bar.width = 5 -- bar.y=400 -- bar.x=20 -- return bar --end local c1 = display.newImage("str-minion-small.png") c1.isVisible=false local c2 = display.newImage("str-minion-mid.png") c2.isVisible=false local c3 = display.newImage("str-minion-big.png") c3.isVisible=false --SPAWNING local function spawnDisk( event ) local phase = event.phase local volumeBar = display.newLine( 0, 0, 1, 0 ) volumeBar.y = 400 volumeBar.x = 20 --volumeBar.isVisible=false local v = 20*math.log(r:getTunerVolume()) local MINTHRESH = 30 local LEFTMARGIN = 20 local v2 = MINTHRESH + math.max (v, -MINTHRESH) v2 = (display.contentWidth - 1 * LEFTMARGIN ) * v2 / MINTHRESH volumeBar.xScale = math.max ( 20, v2 ) local l = volumeBar.xScale local cnt1 = 0 local cnt2 = 0 local cnt3 = 0 local ONE =1 local val = event.numTaps --local px=event.x --local py=event.y if "ended" == phase then --audio.play( popSound ) --myLabel.isVisible = false if l > 50 and l <=150 then --c1:setFillColor(10,105,0) --c1.isVisible=false c1.x=math.random( 10, 450 ) c1.y=math.random( 10, 300 ) physics.addBody( c1, { density=1, radius=10.0 } ) c1.isVisible=true cnt1= cnt1+ ONE return c1 elseif l > 100 and l <=250 then --c2:setFillColor(200,10,0) c2.x=math.random( 10, 450 ) c2.y=math.random( 10, 300 ) physics.addBody( c2, { density=2, radius=9000.0 } ) c2.isVisible=true cnt2= cnt2+ ONE return c2 elseif l >=250 then c3.x=math.random( 40, 450 ) c3.y=math.random( 40, 300 ) physics.addBody( c3, { density=2, radius=7000.0 , bounce=0.0 } ) c3.isVisible=true cnt3= cnt3+ ONE return c3 end end end buzzR:addEventListener( "touch", spawnDisk ) -- touch the screen to create disks Now both functions work fine independently but there is no collision happening. Its almost as if the translating object and the spawn object are on different layers. The translating object passes through the spawn object freely. Can anyone please tell me how to resolve this problem. And how can I get them to collide. Its my first attempt at game development, that too for a mobile platform so would appreciate all help. Also if I have not been specific do let me know. I'll try to frame the query better :). Thanks in advance.

    Read the article

  • Help with Collision of spawned object(postion fixed) with objects that there are translating on screen

    - by Amrutha
    Hey guys I am creating a game using Corona SDK and so coding it in Lua. So there are 2 separate functions, To translate the hit objects and change their color when they are tapped The link below is the code I am using to for the first function http://developer.anscamobile.com/sample-code/fishies Spawn objects that will hit the translating objects on collision. Alos on collision the spawned object disappears and the translating object bears a color(indicating the collision). In addition the size of this spawned object is dependent on i/p volume level. The function I have written is as follows, --VOICE INPUT CODE local r = media.newRecording() r:startRecording() r:startTuner() --local function newBar() -- local bar = display.newLine( 0, 0, 1, 0 ) -- bar:setColor( 0, 55, 100, 20 ) -- bar.width = 5 -- bar.y=400 -- bar.x=20 -- return bar --end local c1 = display.newImage("str-minion-small.png") c1.isVisible=false local c2 = display.newImage("str-minion-mid.png") c2.isVisible=false local c3 = display.newImage("str-minion-big.png") c3.isVisible=false --SPAWNING local function spawnDisk( event ) local phase = event.phase local volumeBar = display.newLine( 0, 0, 1, 0 ) volumeBar.y = 400 volumeBar.x = 20 -- volumeBar.isVisible=false local v = 20*math.log(r:getTunerVolume()) local MINTHRESH = 30 local LEFTMARGIN = 20 local v2 = MINTHRESH + math.max (v, -MINTHRESH) v2 = (display.contentWidth - 1 * LEFTMARGIN ) * v2 / MINTHRESH volumeBar.xScale = math.max ( 20, v2 ) local l = volumeBar.xScale local cnt1 = 0 local cnt2 = 0 local cnt3 = 0 local ONE =1 local val = event.numTaps --local px=event.x --local py=event.y if "ended" == phase then --audio.play( popSound ) --myLabel.isVisible = false if l > 50 and l <=150 then -- c1:setFillColor(10,105,0) -- c1.isVisible=false c1.x=math.random( 10, 450 ) c1.y=math.random( 10, 300 ) physics.addBody( c1, { density=1, radius=10.0 } ) c1.isVisible=true cnt1= cnt1+ ONE return c1 elseif l > 100 and l <=250 then --c2:setFillColor(200,10,0) c2.x=math.random( 10, 450 ) c2.y=math.random( 10, 300 ) physics.addBody( c2, { density=2, radius=9000.0 } ) c2.isVisible=true cnt2= cnt2+ ONE return c2 elseif l >=250 then c3.x=math.random( 40, 450 ) c3.y=math.random( 40, 300 ) physics.addBody( c3, { density=2, radius=7000.0 , bounce=0.0 } ) c3.isVisible=true cnt3= cnt3+ ONE return c3 end end end buzzR:addEventListener( "touch", spawnDisk ) -- touch the screen to create disks Now both functions work fine independently but there is no collision happening. Its almost as if the translating object and the spawn object are on different layers. The translating object passes through the spawn object freely. Can anyone please tell me how to resolve this problem. And how can I get them to collide. Its my first attempt at game development, that too for a mobile platform so would appreciate all help. Also if I have not been specific do let me know. I ll try to frame the query better :). Thanks in advance.

    Read the article

  • Rendering Texture Quad to Screen or FBO (OpenGL ES)

    - by Usman.3D
    I need to render the texture on the iOS device's screen or a render-to-texture frame buffer object. But it does not show any texture. It's all black. (I am loading texture with image myself for testing purpose) //Load texture data UIImage *image=[UIImage imageNamed:@"textureImage.png"]; GLuint width = FRAME_WIDTH; GLuint height = FRAME_HEIGHT; //Create context void *imageData = malloc(height * width * 4); CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB(); CGContextRef context = CGBitmapContextCreate(imageData, width, height, 8, 4 * width, colorSpace, kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big); CGColorSpaceRelease(colorSpace); //Prepare image CGContextClearRect(context, CGRectMake(0, 0, width, height)); CGContextDrawImage(context, CGRectMake(0, 0, width, height), image.CGImage); glGenTextures(1, &texture); glBindTexture(GL_TEXTURE_2D, texture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageData); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); Simple Texture Quad drawing code mentioned here //Bind Texture, Bind render-to-texture FBO and then draw the quad const float quadPositions[] = { 1.0, 1.0, 0.0, -1.0, 1.0, 0.0, -1.0, -1.0, 0.0, -1.0, -1.0, 0.0, 1.0, -1.0, 0.0, 1.0, 1.0, 0.0 }; const float quadTexcoords[] = { 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0 }; // stop using VBO glBindBuffer(GL_ARRAY_BUFFER, 0); // setup buffer offsets glVertexAttribPointer(ATTRIB_VERTEX, 3, GL_FLOAT, GL_FALSE, 3*sizeof(float), quadPositions); glVertexAttribPointer(ATTRIB_TEXCOORD0, 2, GL_FLOAT, GL_FALSE, 2*sizeof(float), quadTexcoords); // ensure the proper arrays are enabled glEnableVertexAttribArray(ATTRIB_VERTEX); glEnableVertexAttribArray(ATTRIB_TEXCOORD0); //Bind Texture and render-to-texture FBO. glBindTexture(GL_TEXTURE_2D, GLid); //Actually wanted to render it to render-to-texture FBO, but now testing directly on default FBO. //glBindFramebuffer(GL_FRAMEBUFFER, textureFBO[pixelBuffernum]); // draw glDrawArrays(GL_TRIANGLES, 0, 2*3); What am I doing wrong in this code? P.S. I'm not familiar with shaders yet, so it is difficult for me to make use of them right now.

    Read the article

  • UIGraphicsGetImageFromCurrentImageContext gives poor quality / low resolution image, how do I get be

    - by user157733
    Ok so I am taking a screen shot of a photo I took with my camera on the iPhone. I put the camera photo into UIImageView and grab a screenshot of it using this sort of code (this is from http://www.skylarcantu.com/blog/2009/10/16/saving-a-view-as-an-image/)... - (void)takeScreenshot { UIWindow *theScreen = [[UIApplication sharedApplication].windows objectAtIndex:0]; UIGraphicsBeginImageContext(theScreen.frame.size); [[theScreen layer] renderInContext:UIGraphicsGetCurrentContext()]; UIImage *screenshot = UIGraphicsGetImageFromCurrentImageContext(); UIGraphicsEndImageContext(); [self doSomethingWith:screenshot]; } I have it working as I want but the image quality of the screenshot is much worse than the image I take with my camera. Is there a way to overcome this? I guess it is because this takes a screenshot which captures the resolution of the iPhone screen rather than the resolution of the camera - maybe?! Any suggestions would be great :-)

    Read the article

  • Toshiba Portege M400 screen rotation not working under Windows 7 x64

    - by Christi
    I have installed Windows 7 on my Toshiba Portege M400. This in itself was relatively tricky.* However, the button utilities aren't quite working for me. One of the buttons tries to launch the Toshiba Assist program, which doesn't appear to be available under Windows 7 for the M400, but this I can live without. More important is that the screen won't rotate as it is supposed to when you hold the "cancel" (X in a circle) button on the bezel. The PC is set to run "C:\Program Files (x860\Toshiba\Toshiba Rotation Utility\phtrot.exe". There is a "trot.exe" file in the same directory (the former appears to be to cause slightly different behaviour when rotation is done by press and hold). Neither of these programs rotates the screen either by using the buttons or from the command line. The screen is rotating normally when switching from tablet to laptop mode, so there does not appear to be an inherent problem with rotation. I'd just like to be able to use the buttons on the side of the screen to change the screen orientation. Windows XP used to have a "setrot" utility to do this, but that seems to have gone in Windows 7 Thanks for your help. *Just in case anyone comes looking for how to do this, you need to extract driver files from http://cdgenp01.csd.toshiba.com/content/support/downloads/util_raid_os2007252a.exe, which does not seem to be listed among the available files for the m400. This executable contains the SATA interface drivers that will need to be loaded by the installer before it can see your hard disk drive. It needs to be unpacked and the files copied to a USB key which they can then be loaded from in the install process. The utilities etc. for installation post windows install are all available from the Toshiba USA support website.

    Read the article

  • How to consistently enable screen sharing with iChat

    - by Joel
    I am unable to consistently get screen sharing in iChat to work. When I select an online buddy, under the Buddies menu the options "Share my screen with Bob" and "Ask to Share Bob's Screen" are disabled. Sometimes starting a chat with that person will enable the screen sharing but often not. Once its enabled it works fine but I have no idea what the key is to getting it enabled. It seems fairly random when it works. This is over the public internet using Google Talk. Both ends are running OSX 10.5.

    Read the article

  • Loading Images with Real Screen Resolution (Flash AS3)

    - by yar
    I am loading JPEGs into a Flash presentation using load with a flash.display.Loader and it's working great. The JPEGs are sizing to their native resolution (which is perfect). However, if I maximize the Flash presentation (in the Flash Player), the JPGs do NOT take advantage of the bigger screen. For example, the presentation is 1024x768, and the image is 1280x400. Normally the image shows with a part offscreen in the Flash presentation. However, if I expand the Flash presentation to 1680x1200, the freshly loaded image still goes offscreen. Is there any way to load the jpg (or png, or whatever) to take advantage of the displayed resolution of the Flash presentation? Edit: I realize this question is hard to read, so any help would be appreciated.

    Read the article

  • Windows Vista: Screen remains darkened for 30-60 seconds *after* UAC prompt

    - by sf2k
    Fixing someone's Vista computer. Process: I click any program or process that opens a User Account Control prompt. Screen goes dim so you may hit Continue to perform a secure user action. I click Continue Screen goes black for 30 seconds to 1 minute while you wait for the screen to return. In another example I click Cancel and screen still then goes black for 30 seconds to a minute. In that timeframe a chime goes off while you wait. (No chime if it was being cancelled.) Then screen comes back to continue with whatever. Something is occurring after the UAC prompt. Considering everything is practically a UAC acceptance this can get pretty annoying pretty quickly. Laptop has external monitor to regular external plug. Works fine. Laptop also has USB IOGEAR additional external video card. This is problematic but when unplugged same above behaviour occurs. I've ruled out monitor interference since same blackout after the UAC prompt appears with external monitors plugged in or when rebooted with no external monitors. Any suggestions on how to address this problem?

    Read the article

  • Disable Outlook 2003 splash screen when auto-starting

    - by serhio
    I want to hide the splash screen of Outlook 2003. I currently have it set to auto-start and hide to icon. Every time I start my computer I see the Outlook splash screen which makes me think that it's slowing down the OS to become "operational" after startup. What do I change in settings to not have the splash screen display on startup?

    Read the article

  • DPMS, keep screen off when lid shut

    - by Evan Teran
    I have a laptop running linux. In my xorg configuration, I have DPMS setup so that the screen automatically turns off during several events. In addition to that I have to the following script tied to ACPI lid open/close events: #!/bin/sh for i in $(pidof X); do CMD=$(ps --no-heading $i) XAUTH="$(echo $CMD | sed -n 's/.*-auth \(.*\)/\1/p')" DISPLAY="$(echo $CMD | sed -n 's/.* \(:[0-9]\) .*/\1/p')" # turn the display off or back on export XAUTHORITY=$XAUTH /usr/bin/xset -display $DISPLAY dpms force $1 done Basically, this script takes one parameter ("on" or "off") then iterates through all of my running X sessions and either turns on or turns off the monitor. Here's my issue. When I close the lid of the laptop, the screen goes off as expected, but if a mouse event occurs (like if something bumps into the table...) then the screen turns back on even though it is closed (I can see the light through the side of the laptop). Is there a way to prevent the screen from turning on during a mouse event if the lid is closed?

    Read the article

  • Dinamically creating a member ID card as pdf using PHP?

    - by aefxx
    I need to code a PHP script that would let me generate a pdf file which displays a member ID card (something like a credit card used to identify oneself) at a certain resolution. Let me explain: I do have the basic blueprint of the card in png file format. The script needs to drop in a member's name and birth day along with a serial. So far, no problem - there are plenty of good working PHP librarys out there. My problem is to ensure that the resulting pdf (the generated image of the card, to be precise) meets a certain resolution (preferably 300dpi), so that printing it would look right. Any ideas? EDIT I solved it using the TCPDF library which let's you scale images at a certain resolution. Get it here: http://www.tecnick.com/public/code/cp_dpage.php?aiocp_dp=tcpdf

    Read the article

  • Black screen when switching users on HP laptop (running vista)

    - by davepreston
    Vista machine: When I switch users I get a black screen for 30+ seconds. Doesn't seem to matter who is logged in. Delay happens when I click "switch user" but not when I lock the screen and log back in as same user. Specs: Windows Vista 64-bit; HP pavilion dv9710t laptop; 17" screen (best guess is that it has something to do with display settings, not sure)

    Read the article

  • White lines appear right in the middle of my Dell XPS M1210 screen

    - by ymasood
    My Dell XPSM1210 has developed these weird lines right in the middle of the screen. When I connect an external monitor the lines disappear and the display is fine. I would like to know if this is a problem with the screen panel and if it needs replacement is there a place where I could buy one. This laptop is not under warranty so I'm willing to get the screen replaced. Thanks in advance!

    Read the article

  • Top/left edges of screen, in Virtualbox, act like bottom/right edges

    - by Ken
    I have Virtualbox running on Windows Vista, and Debian running inside Virtualbox. Everything's running great, for the most part. Everything looks correct. But when I'm in full-screen mode, the top edge seems to act (to the mouse) like it's the bottom edge, and the left edge seems to act like the right edge. For example, if I click in the middle of the desktop and drag left, as if to select some icons, when I hit the very leftmost pixel of the screen, the selection (but not the mouse pointer) jumps to the far right edge of the screen). For the left edge, it's not such a big deal, but not having the top edge is kind of annoying: it means I can't select things from the menu in my top panel by slamming the mouse against the top of the screen. Anyone seen this before? Is there some way to make this work? Thanks!

    Read the article

  • Dynamically creating a member ID card as pdf using PHP?

    - by aefxx
    I need to code a PHP script that would let me generate a pdf file which displays a member ID card (something like a credit card used to identify oneself) at a certain resolution. Let me explain: I do have the basic blueprint of the card in png file format. The script needs to drop in a member's name and birthday along with a serial. So far, no problem - there are plenty of good working PHP libraries out there. My problem is to ensure that the resulting pdf (the generated image of the card, to be precise) meets a certain resolution (preferably 300dpi), so that printing it would look right. Any ideas? EDIT I solved it using the TCPDF library which lets you scale images at a certain resolution. Get it here: http://www.tecnick.com/public/code/cp_dpage.php?aiocp_dp=tcpdf

    Read the article

  • Mac OS date command - getting higher temporal resolution

    - by Mark
    Hey all, I am trying to use the date command in Terminal on multiple Mac OS X machines that are synced via NTP to synchronize some code in a program. Essentially I am running a program... MyProgram with arguments[date] I can get date to give me the seconds since the Unix epoch with the %M specifier. When I try to use %N to get nanosecond resolution, date just returns N. Is there anyway to get date to give me finer then second resolution? I wouldn't even mind passing two arguments such as (date +%M):arg2 And then converting units in the program. Many thanks in advance! %N specifier listed here: http://en.wikipedia.org/wiki/Date_(Unix)

    Read the article

  • tmux and screen-256 TERM not supported on remote hosts

    - by Yoav Aner
    I have set up my tmux to use screen-256colors and it works great with vim. However, when I ssh to a remote host from within tmux, screen-256colors isn't recognized, so I'm getting errors like this: E558: Terminal entry not found in terminfo 'screen-256color' not known. Available builtin terminals are: builtin_ansi builtin_xterm builtin_iris-ansi builtin_dumb defaulting to 'ansi' Other than editing each remote .bashrc (similarly to this suggestion), is there any way to set the TERM correctly and automatically on the remote host?

    Read the article

  • Mac OS date command - getting higher resolution time

    - by Mark
    Hey all, I am trying to use the date command in Terminal on multiple Mac OS X machines that are synced via NTP to synchronize some code in a program. Essentially I am running a program... MyProgram with arguments[date] I can get date to give me the seconds since the Unix epoch with the %M specifier. When I try to use %N to get nanosecond resolution, date just returns N. Is there anyway to get date to give me finer then second resolution? I wouldn't even mind passing two arguments such as (date +%M):arg2 And then converting units in the program. Many thanks in advance! %N specifier listed here: http://en.wikipedia.org/wiki/Date_(Unix)

    Read the article

< Previous Page | 66 67 68 69 70 71 72 73 74 75 76 77  | Next Page >