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  • Silverlight Not Rendering On Navigation

    - by Azmath
    I'm trying to create a site that requires login. Its entirely designed in silverlight. So my first page, home.xaml loads in mysite.aspx and it basically has a login page. AFter login, the user is redirected to another page user.aspx. in that page, i've embedded another silverlight control called nav.xaml. so now when user.aspx loads it is supposed to load a silverlight control. i've programmed app.xaml.vb such that it loads nav.xaml in the rootlayout when the page requesting is user.aspx. but for some reason its not working. my app.xaml.vb code: Private Sub Application_Startup(ByVal o As Object, ByVal e As StartupEventArgs) Handles Me.Startup If e.InitParams.ContainsKey("ReqPage") Then If e.InitParams("ReqPage") = "userpage" Then Me.RootVisual = New Nav() End If Else Me.RootVisual = New Home() End If End Sub in IE, half of the nav.xaml is rendered. but in firefox nothing is rendered. so wats going on exactly? pls help!

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  • how can I display controller's variable (which is on a loop) on .html.erb page? ruby on rails

    - by rrz
    I have the following code listed below in my controller: struc = {'en' => 'english', 'es' => 'espaniol', 'de' => 'germany', 'fr' => 'french', 'it' => 'italy'} struc.each_pair do |key, value| @key=key @value=value end on my application.html.erb I have the following <select name="Language" onchange="location=this.options[this.selectedIndex].value;"> <option value="/<% @key %>/<%= @rem %>"><%= @value %></option> </select> Now how can i make the value of '@key' and '@value' appear recursively display on (application.html.erb)? Thanks in advance

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  • Strange Rendering in Firefox

    - by Alex
    I've just noticed when loading my client's page (http://habbopfm.com/) in Firefox, that it renders what looks like a rectangle is pushed down a few pixels. It's difficult to describe, but imagine you took a screenshot of the page, opened it in Photoshop, selected a rectangle and moved it down a bit. IE and Safari don't appear to do this - I'm assuming this is a browser glitch, not a problem with the code. Can anyone confirm what causes this? Below is a screenshot taken of the issue: http://habbopfm.com/problem.png One other thing is that it only does this once the page has finished loading. While it is loading, it looks fine.

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  • How many BasicEffects do you have in a Game? What is the best way to render multiple objects/shapes at once?

    - by Deukalion
    I'm trying to understand 3D rendering and it seems that everytime you render a new object (A 3D Cube or something) you need to have a new BasicEffect for each Box you render unless you want the exact same texture? ...so if I have over a hundred boxes with each different textures, I need at least as many BasicEffects? Will that not be "too much" for the CPU/GPU in the end or result in lagging? Is there any good way to render multiple objects (cubes or other shapes) at the same time? I've tried changing the BasicEffect.Texture with each cube drawn, but it resulting in changing the first Cube's texture too. Any suggestions would be really appreciated, I'm really new to 3D in XNA so I'm trying to wrap my head around the best methods for example render a Map with objects (of shapes).

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  • Multiple SVN repos on Debian HTTPd vhost setup

    - by Jonathon Reinhart
    I would like to have my svn/http server setup so I can access multiple repositories via a "svn" subdomain: https://svn.example.com/repo1 https://svn.example.com/repo2 I am using Debian 6, and already have multiple vhosts set up via the standard sites-available method. Resources and their problems: How To: subversion SVN with Apache2 and DAV This one doesn't deal with a server with multiple vhosts. Installing and Configuring Subversion This one only considers one subversion repository. This one does show putting the SVN DAV <Location> in the svn vhost file. However, it doesn't say whether to put it inside or outside the <VirtualHost> tag. Does this really limit the subversion access to just that vhost? I just tried, and can access /foorepo from any subdomain. Setting Up Subversion And Trac As Virtual Hosts On An Ubuntu Server This one appears to be very close, but I can still access repos from any vhost. In other words, it doesn't matter what subdomain I specify, as long as the path matches the repo name. Doesn't make any sense. And yes, my <Location> tag is inside the <VirtualHost>. A lot of these articles seem to have been written in 2006 or earlier, and don't necessarily conform to the configuration methods that newer distros are using. Can anyone guide me in the right direction?

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  • New monitor connected to HDMI adaptor doesn't show output after booting

    - by Paul
    Hello out there in the multiple monitors’ world. I am a very old newbie in your world and need help. I just purchased a new Asus VH236H monitor and hooked it up the HDMI port of an ATI Radeon HD4300 / 4500 Series display adaptor. I left the old Princeton LCD19 (TMDS) hooked up to the DVI port of the same display adaptor. Both monitors displayed the boot sequence, after I fired good old Sarastro2 (Asus P5Q Pro Turbo – Dual Core E5300 – 2.60 GHz) up. The Asus lacked one half of a second behind the Princeton until the Windows 7 Ultimate SP 1 boot up was complete. Then the Asus displayed “HDMI NO SIGNAL” and went into hibernation. The Princeton stayed lit up as before. Both monitors are displayed on the “Screen Resolution Setup Display” and I plaid around with them for a while. The only thing I accomplished was to shove the desktop icons from the Princeton to the still hibernating Asus. The “Multiple displays:” is set to “Extend these displays”, the Orientation is “Landscape” and the Resolutions are set on both to the “recommended” one. Both monitors show that they work properly in the advanced Properties display. What am I doing wrong, what am I missing? Never mind the opinions about the different resolutions of the two monitors. I always can unhook the Princeton and give it to a Goodwill Store if I do not like the setup. I just would like to make it work. Any constructive help is very much appreciated, Thank you.

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  • IPTables: NAT multiple IPs to one public IP

    - by Kaemmelot
    I'm looking for a way how to nat 2 or more inner IPs (in my case xen doms) to one outer IP. I tried to use iptables -t nat -A PREROUTING -d 123.123.123.123 -j DNAT --to 1.2.3.4 --to 1.2.3.7 iptables -t nat -A POSTROUTING -s 1.2.3.4 -j SNAT --to 123.123.123.123 iptables -t nat -A POSTROUTING -s 1.2.3.7 -j SNAT --to 123.123.123.123 And got an error: iptables v1.4.14: DNAT: Multiple --to-destination not supported Try `iptables -h' or 'iptables --help' for more information. I found this in the manpage: Later Kernels (= 2.6.11-rc1) don't have the ability to NAT to multiple ranges anymore. So my question is: Why is it not possible anymore and is there a workaround? Maybe I should use an other method I don't know yet? EDIT: The idea is to use the system like a router, so I have one address but multiple users behind. The problem is I don't know which connection reffers to a user (for example 1.2.3.4). But I know, they all have different ports open for incomming traffic. So my solution (for DNAT) would be to nat all incoming connections to all users and filter all unused ports, so the connection goes to one single user. For outgoing traffic I would use iptables -A FORWARD -i eth0 -d 1.2.3.4 -m state --state ESTABLISHED,RELATED -j ACCEPT

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  • CentOS Client - Unable to Establish iSCSI connection with multiple interfaces on the initiator

    - by slashdot
    So after upgrading to CentOS 6.2, I am seemingly no longer able to login into my iSCSI targets. I have multiple interfaces on different subnets on the system, and I first thought that it had to do with the fact that I may not be binding correct interfaces, which seems to be the case when looking at netstat, as this is clearly wrong: [root]? netstat -na|grep .90 tcp 0 1 10.10.100.60:42354 10.10.8.90:3260 SYN_SENT tcp 0 1 10.10.100.60:40777 10.10.9.90:3260 SYN_SENT I then went ahead and disabled all but one interface, and so as a result netstat appears to be correct, but the issue with login remains. I am positive that the target never sees a packet, because I see nothing by SYN_SENT. I know the problem is on my client, because the target is servicing multiple systems, none of which are CentOS 6.2. At this point I am pretty confident that some things changed between CentOS 6.0/6.1 and 6.2. So, if anyone have any thoughts, or ran into this, I would very much like to hear your thoughts. [root]? iscsiadm --mode node --targetname iqn.2011-12.dom.homer:01:lab-centos-servers-00001 --portal 10.10.8.90:3260,2 --interface=sw-iscsi-0 --login Logging in to [iface: sw-iscsi-0, target: iqn.2011-12.dom.homer:01:lab-centos-servers-00001, portal: 10.10.8.90,3260] (multiple) iscsiadm: Could not login to [iface: sw-iscsi-0, target: iqn.2011-12.dom.homer:01:lab-centos-servers-00001, portal: 10.10.8.90,3260]. iscsiadm: initiator reported error (8 - connection timed out) iscsiadm: Could not log into all portals [root]? netstat -rn Kernel IP routing table Destination Gateway Genmask Flags MSS Window irtt Iface 10.10.8.0 0.0.0.0 255.255.255.0 U 0 0 0 eth2.7 10.10.9.0 0.0.0.0 255.255.255.0 U 0 0 0 eth3.7 10.10.100.0 0.0.0.0 255.255.252.0 U 0 0 0 eth0 169.254.0.0 0.0.0.0 255.255.0.0 U 0 0 0 eth0 169.254.0.0 0.0.0.0 255.255.0.0 U 0 0 0 eth1 169.254.0.0 0.0.0.0 255.255.0.0 U 0 0 0 eth2 169.254.0.0 0.0.0.0 255.255.0.0 U 0 0 0 eth3 169.254.0.0 0.0.0.0 255.255.0.0 U 0 0 0 eth2.7 169.254.0.0 0.0.0.0 255.255.0.0 U 0 0 0 eth3.7 0.0.0.0 10.10.100.1 0.0.0.0 UG 0 0 0 eth0 Output of ip addr show for the two interfaces involved: [root]? for i in 2.7 3.7; do ip addr show eth$i; done 6: eth2.7@eth2: <BROADCAST,MULTICAST,UP,LOWER_UP> mtu 1500 qdisc noqueue state UP link/ether 00:0c:29:94:5b:8d brd ff:ff:ff:ff:ff:ff inet 10.10.8.60/24 brd 10.10.8.255 scope global eth2.7 inet6 fe80::20c:29ff:fe94:5b8d/64 scope link valid_lft forever preferred_lft forever 7: eth3.7@eth3: <BROADCAST,MULTICAST,UP,LOWER_UP> mtu 1500 qdisc noqueue state UP link/ether 00:0c:29:94:5b:97 brd ff:ff:ff:ff:ff:ff inet 10.10.9.60/24 brd 10.10.9.255 scope global eth3.7 inet6 fe80::20c:29ff:fe94:5b97/64 scope link valid_lft forever preferred_lft forever Update 01/06/2012: This issue is getting even more interesting by the day it seems. I went a few weeks back and grabbed a snapshot of this system from before upgrading to 6.2. I spun up a new system from the snapshot, and reconfigured interface info and host keys, as well as iSCSI initiator and iscsi interface info to match new MACs. Changed nothing else. Then, I attempted to connect to my targets, and no issues at all. I cannot say that this was unexpected. I then went ahead and compared sysctl settings from both systems and there were differences after the upgrade, but nothing seemingly relevant to iSCSI or IP that could contribute to this. I also noticed that by default now two sessions per connection were enabled after the upgrade, but I changed it back to 1 session in /etc/iscsi/iscsid.conf. On the problematic system we can see that source interface is seemingly wrong, but even when I disable the 10.10.100 interface, problems persist. So, while this may be relevant, I could not validate it for certain. Needless to say, further research is necessary. Something is clearly different between releases. Working system is on 6.1, and non-working is 6.2. ::Working System:: tcp 0 0 10.10.8.210:39566 10.10.8.90:3260 ESTABLISHED tcp 0 0 10.10.9.210:46518 10.10.9.90:3260 ESTABLISHED [root]? ip route show 10.10.8.0/24 dev eth2.6 proto kernel scope link src 10.10.8.210 10.10.9.0/24 dev eth3.7 proto kernel scope link src 10.10.9.210 10.10.100.0/22 dev eth0 proto kernel scope link src 10.10.100.210 169.254.0.0/16 dev eth0 scope link metric 1002 169.254.0.0/16 dev eth2.6 scope link metric 1006 169.254.0.0/16 dev eth3.7 scope link metric 1007 default via 10.10.100.1 dev eth0 ::Non-working System:: tcp 0 1 10.10.100.60:44737 10.10.9.90:3260 SYN_SENT tcp 0 1 10.10.100.60:55479 10.10.8.90:3260 SYN_SENT [root]? ip route show 10.10.8.0/24 dev eth2.6 proto kernel scope link src 10.10.8.60 10.10.9.0/24 dev eth3.7 proto kernel scope link src 10.10.9.60 10.10.100.0/22 dev eth0 proto kernel scope link src 10.10.100.60 169.254.0.0/16 dev eth0 scope link metric 1002 169.254.0.0/16 dev eth2.6 scope link metric 1006 169.254.0.0/16 dev eth3.7 scope link metric 1007 default via 10.10.100.1 dev eth0 And the result is still same: [root]? iscsiadm: Could not login to [iface: sw-iscsi-0, target: iqn.2011-12.dom.homer:01:lab-centos-servers-00001, portal: 10.10.8.90,3260]. iscsiadm: initiator reported error (8 - connection timed out) iscsiadm: Could not login to [iface: sw-iscsi-1, target: iqn.2011-12.dom.homer:02:lab-centos-servers-00001, portal: 10.10.9.90,3260]. iscsiadm: initiator reported error (8 - connection timed out) iscsiadm: Could not log into all portals Update 01/08/2012: I believe I have been able to figure out the answer to my issue. It is quite obscure and I doubt this will happen to anyone else any time soon. It turns out that setting iface.iscsi_ifacename and iface.hwaddress in the interfaces configuration file is not legal. When one manually adds an iscsi target, such as below, all settings from the interface config file are copied into the node config file, that gets created by the below command. Result is parameters iface.iscsi_ifacename and iface.hwaddress together in the same config file. These parameters are seemingly mutually exclusive, which does not exactly make sense, or there is perhaps an oversight in the codepath. Perhaps I will investigate further. # iscsiadm -m node --op new -T iqn.2011-12.dom.homer:01:lab-centos-servers-00001 -p 10.10.8.90,3260,2 -I sw-iscsi-0 # iscsiadm -m node --op new -T iqn.2011-12.dom.homer:02:lab-centos-servers-00001 -p 10.10.9.90,3260,2 -I sw-iscsi-1 Notice, below I commented out iface.hwaddress and iface.ipaddress, after which I re-added targets, with same command as above. All works just fine. [root]? cat * # BEGIN RECORD 2.0-872.33.el6 iface.iscsi_ifacename = sw-iscsi-0 iface.net_ifacename = eth2.6 #iface.hwaddress = XX:XX:XX:XX:XX:XX #iface.ipaddress = 10.10.8.60 iface.transport_name = tcp iface.vlan_id = 6 iface.vlan_priority = 0 iface.iface_num = 0 iface.mtu = 0 iface.port = 0 # END RECORD # BEGIN RECORD 2.0-872.33.el6 iface.iscsi_ifacename = sw-iscsi-1 iface.net_ifacename = eth3.7 #iface.hwaddress = XX:XX:XX:XX:XX:XX #iface.ipaddress = 10.10.9.60 iface.transport_name = tcp iface.vlan_id = 7 iface.vlan_priority = 0 iface.iface_num = 0 iface.mtu = 0 iface.port = 0 # END RECORD Again, chances of this happening to someone else are slim to none, so likely waste of time typing this up. But, if someone does encounter this issue, I hope this post will help.

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  • Setting up Apache with multiple virtual host when using Plone 4.1

    - by Shaun Owens
    I have a Plone server running on CentOS, I have multiple instances of Plone running 4.0 and 4.1, I also have multiple sites. I am new to linux and haveing problems getting Apache to work with multiple virtuale hosts. The first host listed works just fine but the second host does not. I get the following error message when I start HTTPD: Starting httpd: [Mon Nov 07 14:38:31 2011] [warn] VirtualHost ordevel3.ucdavis.edu:80 overlaps with VirtualHost ordevel4.ucdavis.edu:80, the first has precedence, perhaps you need a NameVirtualHost directive. What am I missing to get the virtual hosts to work correctly? Below in my syntax in httpd.conf. <VirtualHost ordevel3.abc.edu:80> ServerAlias ordevel3.abc.edu ServerAdmin [email protected] ServerSignature On <IfModule mod_rewrite.c> RewriteEngine On # serving icons from apache 2 server RewriteRule ^/icons/ - [L] RewriteRule ^/(.*) \ http://localhost:8080/VirtualHostBase/http/%{SERVER_NAME}:80/itsdevel3/VirtualHostRoot/$1 [L,P] </IfModule> <IfModule mod_proxy.c> ProxyVia On # prevent the webserver from beeing used as proxy <LocationMatch "^[^/]"> Deny from all </LocationMatch> </IfModule> </VirtualHost> <VirtualHost ordevel4.abc.edu:80> ServerAlias ordevel4.abc.edu ServerAdmin [email protected] ServerSignature On <IfModule mod_rewrite.c> RewriteEngine On # serving icons from apache 2 server RewriteRule ^/icons/ - [L] RewriteRule ^/(.*) \ http://localhost:8180/VirtualHostBase/http/%{SERVER_NAME}:80/ITS/VirtualHostRoot/$1 [L,P] </IfModule> <IfModule mod_proxy.c> ProxyVia On # prevent the webserver from beeing used as proxy <LocationMatch "^[^/]"> Deny from all </LocationMatch> </IfModule> </VirtualHost>

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  • Windows 8 install app for multiple user accounts

    - by Robert Graves
    I purchased Adera episode 2 intending to play through it with my son. We each have our own user account on the same PC. When my son logged in, he was prompted to purchase the app which I had already purchased, installed, and played on the same PC. So I checked the Terms of Use. After selecting an app in the store, there is a Terms of Use link on the left side under the Install button. It is almost impossible to identify it as a link unless you put your mouse over it. The Terms of Use are standard across all apps in the store, not specific to particular apps. The terms of use indicates that the app may be installed on up to five devices, but says nothing about multiple user accounts on those devices. However, this Microsoft blog article indicates that it is allowed. Say, for example, that your family has a shared PC. You have previously used your Microsoft account to purchase a game that all your kids like to play. You can install it for each of your kids by having each of them sign in to their Windows accounts on the shared PC, then launch the Store and sign in to the Store using your own Microsoft account. There, you’ll see all your apps and you can re-install the app on your kid’s Windows account. Installing apps on multiple user accounts on a shared PC still only counts as one of the five allowable PCs where you can install apps. So I have two questions: Is it permissible under the Terms of Use to install the app under multiple accounts on the same device? If so, how do I do so given that my son has already signed into the store using his own Microsoft account.

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  • How to distribute multiple executions of an app across many machines

    - by Salec
    I've got a simulation app (64-bit windows) that runs without any user interaction. This app gathers information and pushes it to a remote MS SQL Server. What I'd like to do is execute this simulation as many times as I can on multiple machines after our nightly build has finished and it has passed the test suite. If possible I'd love to have the ability to configure it to stop after x total runs or if the entire batch has taken over y hours. I've tried using Visual Studio's built in test framework since we already have a test lab set up with multiple agents. I created a single unit test that simply runs the simulation then I created an ordered test and added that single test multiple times (from what I gather, this is the only way to execute the same unit test more than once). I found that ordered tests are only run on a single agent and not distributed which is very limiting. We use TeamCity to perform our nightly builds and I suspect it's possible to implement this on top of that, but I'm fairly new to TeamCity. We also have Jenkins and Bamboo available and I'm open to any other software that would get the job done presuming it runs on a 64-bit Windows OS. Any suggestions?

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  • Possible to draw a select portion of a render target? (in XNA)

    - by TheBroodian
    I'm going to try to do this in reverse fashion and skip straight to the punch line, and then give the back story afterward: Is it possible to, after drawing a scene to a RenderTarget2D, only draw a select portion of the RenderTarget2D, if I don't want the entire thing? I'm using xTile to manage world data in my game (it's a great piece of work, colinvella [xTile's author] has made an amazing product), and for the most part it works great. xTile supports parallax effects in its layers to add some wonderful depth to 2d scenes, which was great, until I implemented a dynamic split-screen system into my game. Wanted to make a co-op game that wouldn't require players to be in close proximity to each other, so I made it so that if the players separate too far apart, the singular full-screen viewport 'snaps-apart', and is replaced by two split-screen viewports, which then smoothly transition to their respective player targets. The effect is pretty smooth aside from the part where the parallax backgrounds become skewed once the viewports split, because xTile's ratio for handling parallax effects is dependent upon viewport size. This is unfortunate, because the effect would otherwise be really snazzy, but the backgrounds become pretty heavily affected when the game goes from single-viewport to multi-viewport. So, Colinvella suggests using rendertargets to record the scene at full viewport size, and then only drawing a portion of it. But as far as I can tell, that isn't even possible? That being said, I've never even used render targets before, so I'm still learning, hence the question here.

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  • How to render different tab content on different facebook pages, by using the same Page Tab App in facebook

    - by Shekhar
    Is there any way, through which I can render different page tabs for different facebook pages, by using the same "page tab app". Something like: For FB Page "Blah" the app should render the page from the url "http://www.mywebsite.com/Blah" For FB Page "Blah-Blah" the app should render the page from the url "http://www.mywebsite.com/Blah-Blah" For FB Page "Blah-Blah-Blah" the app should render the page from the url "http://www.mywebsite.com/Blah-Blah-Blah" Can I achieve this by using the same facebook app?

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  • How can I make a 32 bit render target with a 16 bit alpha channel in DirectX?

    - by J Junker
    I want to create a render target that is 32-bit, with 16 bits each for alpha and luminance. The closest surface formats I can find in the DirectX SDK are: D3DFMT_A8L8 // 16-bit using 8 bits each for alpha and luminance. D3DFMT_G16R16F // 32-bit float format using 16 bits for the red channel and 16 bits for the green channel. But I don't think either of these will work, since D3DFMT_A8L8 doesn't have the precision and D3DFMT_G16R16F doesn't have an alpha channel (I need a separate blend state for alpha). How can I create a render target that allows a separate blend state for luminance and alpha, with 16 bit precision on each channel, that doesn't exceed 32 bits per pixel?

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  • How do I render terrain in a 2.5D perspective, like in the game Don't Starve?

    - by Hamdan
    I have experience in making 2D side scroller games such as Terraria, but now I want to challenge myself and make a game that has a 2.5D perspective. The game I am trying to mimic is Don't Starve. Right now my focus is on figuring out how to render the ground. I am having a hard time figuring out how they generated the ground, and then rendered it. The way I think they rendered the ground is by first painting the ground in some paint program, and then somehow manipulating that flat image so that it appears to have depth. I am completely confused by how you would actually render that type of terrain. I want the terrain to have the following features: Look like the terrain in Don't Starve, here is a video showing the terrain in Don't Starve The terrain will be flat, and the camera's angle and perspective will be fixed Any tips and hints will be appreciated, Thank you in advance. (I am working in Java, using the Light Weight Java Game Library (LWJGL).)

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  • Can't change color of sprites in unity

    - by Aceleeon
    I would like to create a script that targets a 2d sprite "enemy" and changes their color to red (slightly opaque red if possible) when you hit tab. I have this code from a 3d tutorial hoping the transition would work. But it does not. I only get the script to cycle the enemy tags but never changes the color of the sprite. I have the code below I'm very new to coding, and any help would be FANTASTIC! HELP! hahah. TL;DR Cant get 3d color targeting to work for 2D. Check out the c#code below using UnityEngine; using System.Collections; using System.Collections.Generic; public class Targetting : MonoBehaviour { public List targets; public Transform selectedTarget; private Transform myTransform; // Use this for initialization void Start () { targets = new List(); selectedTarget = null; myTransform = transform; AddAllEnemies(); } public void AddAllEnemies() { GameObject[] go = GameObject.FindGameObjectsWithTag("Enemy"); foreach(GameObject enemy in go) AddTarget(enemy.transform); } public void AddTarget(Transform enemy) { targets.Add(enemy); } private void SortTargetsByDistance() { targets.Sort(delegate(Transform t1,Transform t2) { return Vector3.Distance(t1.position, myTransform.position).CompareTo(Vector3.Distance(t2.position, myTransform.position)); }); } private void TargetEnemy() { if(selectedTarget == null) { SortTargetsByDistance(); selectedTarget = targets[0]; } else { int index = targets.IndexOf(selectedTarget); if(index < targets.Count -1) { index++; } else { index = 0; } selectedTarget = targets[index]; } } private void SelectTarget() { selectedTarget.GetComponent().color = Color.red; } private void DeselectTarget() { selectedTarget.GetComponent().color = Color.blue; selectedTarget = null; } // Update is called once per frame void Update() { if(Input.GetKeyDown(KeyCode.Tab)) { TargetEnemy(); } } }

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  • How to render a retro-like pixel graphics from 3d models?

    - by momijigari
    I was wondering if there's a possibility to render a retro-pixel-like graphics from 3d model in real time? I'm talking about the Starfarer-like graphics. I know it's hand drawn, and it's 2d. But if I need a 3d objects with the same aesthetics? I'm currently working with Flash. But I don't need any ready-solutions, I just want to understand the principle from any other platform if there is one. So if anybody met anything like this I would appreciate your help. (If it's not possible to do in real time, I could at least pre-render a sequence of sprites. It would be much better than creating hundreds of hand-drawn ones)

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  • How do I render an entire frame to a Texture2D?

    - by redcodefinal
    I asked a question here: C# XNA Make rendered screen a texture2d But, I ended up not getting the exact result I was looking for since I didn't ask the question right. In a game I am writing, I render an extremely large city out of objects, this can cause lag when moving the camera to view things that are off screen. I need a way to render then ENTIRE city, even the stuff that is off screen, and make it into a Texture2D. The answer I chose for the last one didn't work entirely right because it only gets what is on screen, not what is off.

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  • Why use multiple OpenGL context

    - by Luca
    For rendering I have a current GL context, associated to a window. In the case the application render multiple scenes (for example using accumulation or different viewports) I think it is ok to reuse the same context. My question, indeed, is: why should I use multiple GL context? I red on ARB_framebuffer_object extension spec that MakeCurrent call could be expansive, and in the case the ARB_framebuffer_object extension is present I can render on a generic buffer without using MakeCurrent. Apparently the only reason to use multiple GL context is to avoid to setup context state (pixel store, transfer, point size, polygon stipple...) or to have avaialable multiple render buffers configuration (one context with accumulation, another without). How to determine when is better an alternative context instead of setting context state? Thankyou all!

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  • How to serve pages through multiple frameworks/template engines efficiently

    - by Leftium
    I would like to render a file that has both PHP tags and Web2Py tags mixed together. To do this, I would like the web server to pass the file through Web2Py, then PHP. I found a method to call PHP from Web2py via Python (based on this method for running PHP on top of django), but this method loses the benefits of any server optimizations from mod_php or FastCGI like caching and multi-threaded operation. A new process is created for each PHP request, which is very slow. Is there a better way to efficiently render pages with both Web2Py(Python) and PHP tags in the same file? Note I am not looking for methods of serving PHP-only and Web2Py-only files from the same server/domain. I prefer solutions for Apache2 or Cherokee. I'm open to using other web servers, though. Background info: I prefer to develop in Web2Py, but we have this pre-existing system written in PHP. I would like to augment the PHP system with some of Web2Py's features like auth authentication/user management and the T() internationalization object. Also it would make it much easier to port the PHP project to Web2Py if it could be done piecemeal. Since the PHP project consists of many files, it would greatly help if they did not need modification.

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  • Xcode strange warning - Multiple build commands for output file

    - by Futur
    Hi All, I am getting an error like this, [WARN]Warning: Multiple build commands for output file /Developer/B/Be/build/Release-iphonesimulator/BB.app/no.png [WARN]Warning: Multiple build commands for output file /Developer/B/Be/build/Release-iphonesimulator/BB.app/d.png [WARN]Warning: Multiple build commands for output file /Developer/B/Be/build/Release-iphonesimulator/BB.app/n.png but i have checked the xcode and i dont see any duplicates of such files at all. As the apple lists says : http://lists.apple.com/archives/xcode-users/2006/Dec/msg00276.html there are no duplicates. Please help.

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