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  • Server problem (duh)

    - by j-t-s
    Sorry the title couldn't be more specific. I installed Abyss Web Server. I'm running Windows XP Home Edition and I have Wireless Mobile Broadband internet. I used to be able to access (and other people on other networks) my site by entering my ip address in the browser, but after I formatted, and the installed abyss web server again, this does not work anymore. There are no errors. I CAN visit my own site by entering my ip address BUT anybody else can't do the same, it just says "connecting" in the browser's statusbar and it never changes. I have consulted the docs and have found no help. Google hasn't helped with this problem either. Can somebody please help? Thank you :)

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  • Problem downloading Android SDK?

    - by primehunter326
    So I'm trying to download the Android SDK for Windows from their website but it isn't working. The download seems to proceed without a hitch but something is wrong because the downloaded .zip is only 2-3 MB (size varies), MD5 doesn't match and the file won't open or extract. Obviously the download is corrupt but I have no idea why. A quick google didn't turn up anyone else with this problem to indicate that it might be on the server side. My connection is rock solid and I've never had issues with it so I'm not sure what it could be on my end. I tried downloading the linux version as well and tried using the alternate link, both to no avail. Having recently discovered this amazing community I thought I'd ask here. Any ideas?

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  • 2D Rendering with OpenGL ES 2.0 on Android (matrices not working)

    - by TranquilMarmot
    So I'm trying to render two moving quads, each at different locations. My shaders are as simple as possible (vertices are only transformed by the modelview-projection matrix, there's only one color). Whenever I try and render something, I only end up with slivers of color! I've only done work with 3D rendering in OpenGL before so I'm having issues with 2D stuff. Here's my basic rendering loop, simplified a bit (I'm using the Matrix manipulation methods provided by android.opengl.Matrix and program is a custom class I created that just calls GLES20.glUniformMatrix4fv()): Matrix.orthoM(projection, 0, 0, windowWidth, 0, windowHeight, -1, 1); program.setUniformMatrix4f("Projection", projection); At this point, I render the quads (this is repeated for each quad): Matrix.setIdentityM(modelview, 0); Matrix.translateM(modelview, 0, quadX, quadY, 0); program.setUniformMatrix4f("ModelView", modelview); quad.render(); // calls glDrawArrays and all I see is a sliver of the color each quad is! I'm at my wits end here, I've tried everything I can think of and I'm at the point where I'm screaming at my computer and tossing phones across the room. Anybody got any pointers? Am I using ortho wrong? I'm 100% sure I'm rendering everything at a Z value of 0. I tried using frustumM instead of orthoM, which made it so that I could see the quads but they would get totally skewed whenever they got moved, which makes sense if I correctly understand the way frustum works (it's more for 3D rendering, anyway). If it makes any difference, I defined my viewport with GLES20.glViewport(0, 0, windowWidth, windowHeight); Where windowWidth and windowHeight are the same values that are pased to orthoM It might be worth noting that the android.opengl.Matrix methods take in an offset as the second parameter so that multiple matrices can be shoved into one array, so that'w what the first 0 is for For reference, here's my vertex shader code: uniform mat4 ModelView; uniform mat4 Projection; attribute vec4 vPosition; void main() { mat4 mvp = Projection * ModelView; gl_Position = vPosition * mvp; } I tried swapping Projection * ModelView with ModelView * Projection but now I just get some really funky looking shapes... EDIT Okay, I finally figured it out! (Note: Since I'm new here (longtime lurker!) I can't answer my own question for a few hours, so as soon as I can I'll move this into an actual answer to the question) I changed Matrix.orthoM(projection, 0, 0, windowWidth, 0, windowHeight, -1, 1); to float ratio = windowWwidth / windowHeight; Matrix.orthoM(projection, 0, 0, ratio, 0, 1, -1, 1); I then had to scale my projection matrix to make it a lot smaller with Matrix.scaleM(projection, 0, 0.05f, 0.05f, 1.0f);. I then added an offset to the modelview translations to simulate a camera so that I could center on my action (so Matrix.translateM(modelview, 0, quadX, quadY, 0); was changed to Matrix.translateM(modelview, 0, quadX + camX, quadY + camY, 0);) Thanks for the help, all!

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  • What problem does double or triple buffering solve in modern games?

    - by krokvskrok
    I want to check if my understanding of the causes for using double (or triple) buffering is correct: A monitor with 60Hz refresh's the monitor-display 60 times per second. If the monitor refresh the monitor-display, he updates pixel for pixel and line for line. The monitor requests the color values for the pixels from the video memory. If I run now a game, then this game is constantly manipulating this video memory. If this game don't use a buffer strategy (double buffering etc.) then the following problem can happen: The monitor is now refreshing his monitor-display. At this moment the monitor had refreshed the first half monitor-display already. At the same time, the game had manipulated the video memory with new data. Now the monitor accesses for the second half monitor-display this new manipulated data from the video memory. The problems can be tearing or flickering. Is my understanding of cases of using buffer strategy correct? Are there other reasons?

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  • How do I know if DirectX is using hardware acceleration or software rendering?

    - by JohnIdol
    Is there any DirectX diagnostcs tool which will allow me to understand if Graphics acceleration from my GPU is actually working or software rendering is kicking-in instead? I ask this because If I go properties (right click on desktop) -- settings -- I get an error saying my drivers are not working for my Intel Embedded GPU (Intel Embedded Graphics Driver - IEGD) and the system is defaulting to standard VGA drivers. I am on WinXP Professional.

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  • centos postfix send email problem

    - by Catalin
    Hello. I have a big problem with postfix. I can receive mail in webmin and outlook but I can't send (only on local I can - user to user). Dovecot is working just fine. Sendmail is disable. Please help me. postfix -n postfix: invalid option -- n postfix: fatal: usage: postfix [-c config_dir] [-Dv] command [root@xprivatecams usr]# postconf -n alias_database = hash:/etc/aliases alias_maps = hash:/etc/aliases broken_sasl_auth_clients = yes command_directory = /usr/sbin config_directory = /etc/postfix daemon_directory = /usr/libexec/postfix debug_peer_level = 2 home_mailbox = Maildir/ html_directory = no inet_interfaces = all mail_owner = postfix mailbox_command = mailq_path = /usr/bin/mailq.postfix manpage_directory = /usr/share/man milter_default_action = acceptsmtpd_tls_auth_only = no milter_protocol = 2 mydestination = $myhostname, localhost.$mydomain, localhost myhostname = xprivatecams.com mynetworks = 94.177.41.0/24, 127.0.0.0/8 newaliases_path = /usr/bin/newaliases.postfix non_smtpd_milters = inet:localhost:20207 queue_directory = /var/spool/postfix readme_directory = /usr/share/doc/postfix-2.3.3/README_FILES sample_directory = /usr/share/doc/postfix-2.3.3/samples sendmail_path = /usr/sbin/sendmail.postfix setgid_group = postdrop smtp_tls_note_starttls_offer = yes smtp_use_tls = yes smtpd_milters = inet:localhost:20207 smtpd_recipient_restrictions = permit_sasl_authenticated,permit_mynetworks,reject_unauth_destination smtpd_sasl_auth_enable = yes smtpd_sasl_authenticated_header = yes smtpd_sasl_local_domain = smtpd_sasl_security_options = noanonymous smtpd_tls_CAfile = /etc/postfix/ssl/cacert.pem smtpd_tls_auth_only = no smtpd_tls_cert_file = /etc/postfix/ssl/smtpd.crt smtpd_tls_key_file = /etc/postfix/ssl/smtpd.key smtpd_tls_loglevel = 1 smtpd_tls_received_header = yes smtpd_tls_session_cache_timeout = 3600s smtpd_use_tls = yes tls_random_source = dev:/dev/urandom unknown_local_recipient_reject_code = 550 Jan 18 00:46:17 xprivatecams postfix/postfix-script: starting the Postfix mail system Jan 18 00:46:17 xprivatecams postfix/master[15545]: daemon started -- version 2.3.3, configuration /etc/postfix Jan 18 00:48:00 xprivatecams postfix/pickup[15546]: EDE7EA8001B: uid=0 from=<[email protected]> Jan 18 00:48:00 xprivatecams postfix/cleanup[15817]: EDE7EA8001B: message-id=<[email protected]> Jan 18 00:48:00 xprivatecams opendkim[2776]: EDE7EA8001B: DKIM-Signature header added Jan 18 00:48:01 xprivatecams postfix/qmgr[15547]: EDE7EA8001B: from=<[email protected]>, size=615, nrcpt=1 (queue active) Jan 18 00:48:31 xprivatecams postfix/smtp[15820]: connect to mail.flabell.com[72.47.224.75]: Connection timed out (port 25) Jan 18 00:48:31 xprivatecams postfix/smtp[15820]: EDE7EA8001B: to=<[email protected]>, relay=none, delay=30, delays=0.08/0.03/30/0, dsn=4.4.1, status=deferred (connect to mail.flabell.com[72.47.224.75]: Connection timed out) telnet 94.177.41.70 25 Trying 94.177.41.70... Connected to xprivatecams.com (94.177.41.70). Escape character is '^]'. 220 xprivatecams.com ESMTP Postfix ehlo me 250-xprivatecams.com 250-PIPELINING 250-SIZE 10240000 250-VRFY 250-ETRN 250-STARTTLS 250-AUTH LOGIN PLAIN 250-AUTH=LOGIN PLAIN 250-ENHANCEDSTATUSCODES 250-8BITMIME 250 DSN

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  • Windows SBS 2008 problem

    - by MadBoy
    I was today on clients site that has Windows 2008 SBS installed with Symantec EndPoint Protection. Problem is that after I logged in tried multiple commands like services.msc, msconfig typed in "Run" but nothing was started. For the first 5 minutes i can click around Start Menu, choose some applications (non microsoft works, even control panel works). But then something happens that I can't click where I want.. i can click on Start Menu and get it active but i cant choose anything from there, everything is like blocked, i can right click on Desktop i can do many things but most of the left clicks is blocked. Even when i start TaskMgr i am able to see it but I cannot click it, can't activate it or anything. It acts very very weird. It's newly installed system, with less then a month of when it was installed and it wasn't really used (been down most of the time). I suspect Symantec EndPoint protection might be faulty so when I go back there (Wednesday) I will uninstall it but maybe someone else have some ideas what may be happening. I doubt there's any virus or anything, symantec was installed right after setting everything up and running.

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  • How to manage drawing loop when changing render targets

    - by George Duckett
    I'm managing my game state by having a base GameScreen class with a Draw method. I then have (basically) a stack of GameScreens that I render. I render the bottom one first, as screens above might not completely cover the ones below. I now have a problem where one GameScreen changes render targets while doing its rendering. Anything the previous screens have drawn to the backbuffer is lost (as XNA emulates what happens on the xbox). I don't want to just set the backbuffer to preserve its contents as I want this to work on the xbox as well as PC. How should I manage this problem? A few ideas I've had: Render every GameScreen to its own render target, then render them all to the backbuffer. Create some kind of RenderAction queue where a game screen (and anything else I guess) could queue something to be rendered to the back buffer. They'd render whatever they wanted to any render target as normal, but if they wanted to render to the backbuffer they'd stick that in a queue which would get processed once all rendertarget rendering was done. Abstract away from render targets and backbuffers and have some way of representing the way graphics flows and transforms between render targets and have something manage/work out the correct rendering order (and render targets) given what rendering process needs as input and what it produces as output. I think each of my ideas have pros and cons and there are probably several other ways of approaching this general problem so I'm interested in finding out what solutions are out there.

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  • How to test a 3D rendering engine?

    - by YoYo
    Me and some friends developing simple 3D rendering engine as practice for the university. We used Ogre 3d as prototype and now we are developing it from base The engine is wrapped up in simple game that asks the user to select shape (circle, triangle, square...), color and dimensions and renders the image to the screen. It also enables to move and rotate the shape on screen using mouse. We would like to test automate the view rendering. I could not find any test framework for this issue and I would like to know how 3D test is done in non manual matter

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  • How to achieve best performance in DirectX 9.0 while rendering on multiple monitors

    - by Vibhore Tanwer
    I am new to DirectX, and trying to learn best practice. Please suggest what are the best practices for rendering on multiple monitors different things at the same time? how can I boost performance of application? I have gone through this article http://msdn.microsoft.com/en-us/library/windows/desktop/bb147263%28v=vs.85%29.aspx . I am making use of some pixel shaders to achieve some effects. At most 4 effect(4 shader effects) can be applied at same time. What are the best practices to achieve best performance with DirectX 9.0. I read somewhere that DirectX 11 provides support for parallel rendering, but I am not able to get any working sample for DirectX 11.0. Please help me with this, Any help would be of great value. Thanks

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  • Drive writing problem [closed]

    - by Aditya
    Ive a fat32 drive...when i save a file on it on linux . open it in windows the file is not visible...the space occupied by that file is also not accounted for...the vice versa is also true...any idea why??

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  • meta.stackoverflow.com has a problem

    - by asker
    Sorry, this is off topic, but fact evolved that meta.stackoverflow does only allow posting with openid despite stating possibility of post per nick/email. Posted here because underlying prob stemmed from serverfault. So here is a copy: Despite stating that submission via nick/email were possible, required fields are not given. Please fix or state that critique be only issued non anonymously. Tags OpenID Login Get an OpenID Oops! Your question couldn't be submitted because: must include one of these tags -- bug feature-request discussion support users with less than 99 reputation can't create new tags. The tag 'limit' is new. Try using an existing tag instead. name and email, or your OpenID, are missing

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  • Android opengles 2.0 :different resolutions rendering and input

    - by kkan
    I'm currently developing a sprite based 2D game for android using opengles 2.0. I've got some basic rendering done that mimics the spritebatch functionality of xna (draw sprite, rotation, color). But all of this works for a fixed projection matrix, but android has a lot of screen sizes. Q1)Would this be an okay method to scale up/down the drawing? 1)Draw the whole screen to a texture. 2)Draw the above texture as a quad to the device. I found the above through some searching, not sure if it's the best one, are there any alternatives? Q2)How do you handle inputs for different resolutions? I currently get the position of a touch and use it raw. Would it be okay to get the position, and then scale the position to size of the texture used for rendering, and the perform calculations on it? Thanks.

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  • Problem starting X in unbuntu 10.10

    - by xain
    Hi, I recently installed ubuntu 10.10 on my old toshiba a100 (where I've been running XP with no problems for ages). The installation went fine, I can log in with my user account, but after that the screen has only the wallpaper (and the mouse is enabled). Any hints on how to troubleshoot it ? These are the Xorg and the messages log files. Thanks When booted in safe graphics mode it worked just fine. Is there a way to set that configuration as the default so I don't have to go through those menus every time I boot ?

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  • Screen rendering problems after upgrading to 12.10

    - by vjrj
    Since upgrading to Ubuntu 12.10 I'm suffering severe rendering issues in unity: Some parts of any application (for instance Firefox, or emacs, etc) are blank, or are not rendered, or are blinking. Some fonts in an application are not correct rendered, maybe only some part (see Eclipse screenshot). There is some shadows in desktop background. It's something that occurs from time to time (it's works great for hours and suddenly start to give this rendering problems). I was trying to find a bug in launchpad but without success. My card (using i915 module): 00:02.0 VGA compatible controller [0300]: Intel Corporation Core Processor Integrated Graphics Controller [8086:0042] (rev 02) I've tried to reset compiz/unity or gnome but does not help. Any tip? Update: A Firefox screenshot of how my profile in Ask Ubuntu looks like now

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  • PyOpenGL: glVertexPointer() offset problem

    - by SurvivalMachine
    My vertices are interleaved in a numpy array (dtype = float32) like this: ... tu, tv, nx, ny, nz, vx, vy, vz, ... When rendering, I'm calling gl*Pointer() like this (I have enabled the arrays before): stride = (2 + 3 + 3) * 4 glTexCoordPointer( 2, GL_FLOAT, stride, self.vertArray ) glNormalPointer( GL_FLOAT, stride, self.vertArray + 2 ) glVertexPointer( 3, GL_FLOAT, stride, self.vertArray + 5 ) glDrawElements( GL_TRIANGLES, len( self.indices ), GL_UNSIGNED_SHORT, self.indices ) The result is that nothing renders. However, if I organize my array so that the vertex position is the first element ( ... vx, vy, vz, tu, tv, nx, ny, nz, ... ) I get correct positions for vertices while rendering but texture coords and normals aren't rendered correctly. This leads me to believe that I'm not setting the pointer offset right. How should I set it? I'm using almost the exact same code in my other app in C++ and it works.

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  • How to run Fujitsu P27T-7 LED monitor in its not native resolution and have perfect fonts rendering

    - by Ilia Rostovtsev
    My problem is completely opposite to anything I could find as I need to run my monitor in its NOT native resolution and have perfect font rendering. I recently got myself Ultra HD 2560x1440 27 inch monitor (Fujitsu P27T-7 LED) and I have an issue with this. I would call it personal but I'm afraid it's not as few people already agreed with me. I do programming and the text on UHD is way to small for comfortable usage. I changed the resolution to regular Full HD (1920x1080), it became just right but the text is looking slightly blur now, in comparison to both its natural UHD resolution and/or to my old 23 inch NEC. I am pretty frustrated and not sure what to do and how to make fonts look just as sleek as they should? I can't work in UHD resolution (my vision is 100% perfect), simply if calculated, picture size with Ultra HD (2560x1440) on 27 inch is around 30% smaller than Full HD (1920x1080) on 23 inch. In order to have same font size, if compared with Full HD 23 inch, 27 inch Ultra HD monitor must be around 32 inches in size. If I set my new monitor to regular Full HD 1920x1080, then the fonts' size are just perfect but the quality is not as it's blurry? Could anyone please help me out with an advise of how to solve this problem? Spec: nVidia 560 Ti with DVI-D port on Fedora 20. EDIT 1: Changing fonts doesn't really help as everything else doesn't look the way it should. EDIT 2: The monitor is buzzing on 2560x1440 so badly in case there are lots of lines on the screen, like file listing. If I type ls /usr/bin it makes such nasty irritating sound. When resolution goes to 1920x1080 it's a bit better. Any idea why?

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  • 256 Worker Role 3D Rendering Demo is now a Lab on my Azure Course

    - by Alan Smith
    Ever since I came up with the crazy idea of creating an Azure application that would spin up 256 worker roles (please vote if you like it ) to render a 3D animation created using the Kinect depth camera I have been trying to think of something useful to do with it. I have also been busy working on developing training materials for a Windows Azure course that I will be delivering through a training partner in Stockholm, and for customers wanting to learn Windows Azure. I hit on the idea of combining the render demo and a course lab and creating a lab where the students would create and deploy their own mini render farms, which would participate in a single render job, consisting of 2,000 frames. The architecture of the solution is shown below. As students would be creating and deploying their own applications, I thought it would be fun to introduce some competitiveness into the lab. In the 256 worker role demo I capture the rendering statistics for each role, so it was fairly simple to include the students name in these statistics. This allowed the process monitor application to capture the number of frames each student had rendered and display a high-score table. When I demoed the application I deployed one instance that started rendering a frame every few minutes, and the challenge for the students was to deploy and scale their applications, and then overtake my single role instance by the end of the lab time. I had the process monitor running on the projector during the lab so the class could see the progress of their deployments, and how they were performing against my implementation and their classmates. When I tested the lab for the first time in Oslo last week it was a great success, the students were keen to be the first to build and deploy their solution and then watch the frames appear. As the students mostly had MSDN suspicions they were able to scale to the full 20 worker role instances and before long we had over 100 worker roles working on the animation. There were, however, a few issues who the couple of issues caused by the competitive nature of the lab. The first student to scale the application to 20 instances would render the most frames and win; there was no way for others to catch up. Also, as they were competing against each other, there was no incentive to help others on the course get their application up and running. I have now re-written the lab to divide the student into teams that will compete to render the most frames. This means that if one developer on the team can deploy and scale quickly, the other team still has a chance to catch up. It also means that if a student finishes quickly and puts their team in the lead they will have an incentive to help the other developers on their team get up and running. As I was using “Sharks with Lasers” for a lot of my demos, and reserved the sharkswithfreakinlasers namespaces for some of the Azure services (well somebody had to do it), the students came up with some creative alternatives, like “Camels with Cannons” and “Honey Badgers with Homing Missiles”. That gave me the idea for the teams having to choose a creative name involving animals and weapons. The team rendering architecture diagram is shown below.   Render Challenge Rules In order to ensure fair play a number of rules are imposed on the lab. ·         The class will be divided into teams, each team choses a name. ·         The team name must consist of a ferocious animal combined with a hazardous weapon. ·         Teams can allocate as many worker roles as they can muster to the render job. ·         Frame processing statistics and rendered frames will be vigilantly monitored; any cheating, tampering, and other foul play will result in penalties. The screenshot below shows an example of the team render farm in action, Badgers with Bombs have taken a lead over Camels with Cannons, and both are  leaving the Sharks with Lasers standing. If you are interested in attending a scheduled delivery of my Windows Azure or Windows Azure Service bus courses, or would like on-site training, more details are here.

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  • What rendering services are available to convert URLs to images?

    - by tangens
    I know some services that encode the description of an image inside on an URL. For example: yuml.me for drawing UML Diagrams: or www.codecogs.com for rendering LaTeX equations: I really like these services to use them inside my javadoc to illustrate the documentation. On stackoverflow.com it's a bit tricky to encode these URLs, see my request at meta.stackoverflow.com. Question Are there any other rendering services that are useful for documenting source code?

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  • Preferred way to render text in OpenGL

    - by dukeofgaming
    Hi, I'm about tu pick up computer graphics once again for an university project. For a previous project I used a library called ftgl that didn't leave me quite satisfied as it felt kind of heavy (I tried all rendering techniques, text rendering didn't scale very well). My question is, is there a good and efficient library for this?, if not, what would be the way to implement fast but nice looking text?. Some intended uses are: Floating object/character labels Dialogues Menus HUD Regards and thanks in advance. EDIT: Preferrably that it can load fonts

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  • Rendering with Direct3D

    - by Jamie
    Hi, I'm slightly confused about how Direct3D rendering works. Basically, as long as I render to one surface, everything is fine. But when I try rendering to multiple surfaces, it seems like everything is still rendered to one surface. I think there's something wrong with my calls. For each update cycle this is what I do 1. device-BeginScene() 2. sprite-Begin(...) ... A bunch of GetRenderTarget to store the old render target, then SetRenderTarget to set a new surface, and then things like CreateVertexBuffer, SetTexture, etc to draw on the new render target. Then resetting to the old render target. sprite-Draw([the back buffer]) (the back buffer is actually another surface, not the actual back buffer. But here it is being drawn onto the actual back buffer, I think) sprite-End() device-EndScene() device-Present(...) Also, it seems like if I mix sprite drawing and non-sprite drawing onto a surface, that first one set of render commands is executed and then the other set, rather than in order by when each command was called. If anyone could shed light on any of this, it would be much appreciated.

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  • State of the art Culling and Batching techniques in rendering

    - by Kristian Skarseth
    I'm currently working with upgrading and restructuring an OpenGL render engine. The engine is used for visualising large scenes of architectural data (buildings with interior), and the amount of objects can become rather large. As is the case with any building, there is a lot of occluded objects within walls, and you naturally only see the objects that are in the same room as you, or the exterior if you are on the outside. This leaves a large number of objects that should be occluded through occlusion culling and frustum culling. At the same time there is a lot of repetative geometry that can be batched in renderbatches, and also a lot of objects that can be rendered with instanced rendering. The way I see it, it can be difficult to combine renderbatching and culling in an optimal fashion. If you batch too many objects in the same VBO it's difficult to cull the objects on the CPU in order to skip rendering that batch. At the same time if you skip the culling on the cpu, a lot of objects will be processed by the GPU while they are not visible. If you skip batching copletely in order to more easily cull on the CPU, there will be an unwanted high amount of render calls. I have done some research into existing techniques and theories as to how these problems are solved in modern graphics, but I have not been able to find any concrete solution. An idea a colleague and me came up with was restricting batches to objects relatively close to eachother e.g all chairs in a room or within a radius of n meeters. This could be simplified and optimized through use of oct-trees. Does anyone have any pointers to techniques used for scene managment, culling, batching etc in state of the art modern graphics engines?

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  • Nifty default controls prevent the rest of my game from rendering

    - by zergylord
    I've been trying to add a basic HUD to my 2D LWJGL game using nifty gui, and while I've been successful in rendering panels and static text on top of the game, using the built-in nifty controls (e.g. an editable text field) causes the rest of my game to not render. The strange part is that I don't even have to render the gui control, merely declaring it appears to cause this problem. I'm truly lost here, so even the vaguest glimmer of hope would be appreciated :-) Some code showing the basic layout of the problem: display setup: // load default styles nifty.loadStyleFile("nifty-default-styles.xml"); // load standard controls nifty.loadControlFile("nifty-default-controls.xml"); screen = new ScreenBuilder("start") {{ layer(new LayerBuilder("baseLayer") {{ childLayoutHorizontal(); //next line causes the problem control(new TextFieldBuilder("input","asdf") {{ width("200px"); }}); }}); }}.build(nifty); nifty.gotoScreen("start"); rendering glMatrixMode(GL_PROJECTION); glLoadIdentity(); GLU.gluOrtho2D(0f,WINDOW_DIMENSIONS[0],WINDOW_DIMENSIONS[1],0f); //I can remove the 2 nifty lines, and the game still won't render nifty.render(true); nifty.update(); glMatrixMode(GL_PROJECTION); glLoadIdentity(); GLU.gluOrtho2D(0f,(float)VIEWPORT_DIMENSIONS[0],0f,(float)VIEWPORT_DIMENSIONS[1]); glTranslatef(translation[0],translation[1],0); for (Bubble bubble:bubbles){ bubble.draw(); } for (Wall wall:walls){ wall.draw(); } for(Missile missile:missiles){ missile.draw(); } for(Mob mob:mobs){ mob.draw(); } agent.draw();

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