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  • How to get faster graphics in KVM? VNC is painfully slow with Haiku OS guest, Spice won't install and SDL doesn't work

    - by Don Quixote
    I've been coming up to speed on the Haiku operating system, an Open Source clone of BeOS 5 Pro. I'm using an Apple MacBook Pro as my development machine. Apple's BootCamp BIOS does not support more than four partitions on the internal hard drive. While I can set up extended and logical partitions, doing so will prevent any of the installed operating systems from booting. To run Haiku directly on the iron, I boot it off a USB stick. Using external storage is also helpful because I am perpetually out of filesystem space. While VirtualBox is documented to allow access to physical drives, I could not actually get it to work. Also VirtualBox can only use one of the host CPU's cores. While VB guests can be configured for more than one CPU, they are only emulated. A full build of the Haiku OS takes 4.5 under VB. I had the hope of reducing build times by using KVM instead, but it's not working nearly as well as VirtualBox did. The Linux Kernel Virtual Machine is broken in all manner of fundamental ways as seen from Haiku. But I'm a coder; maybe I could contribute to fixing some of those problems. The first problem I've got is that Haiku's video in virt-manager is quite painfully slow. When I drag Haiku windows around the desktop, they lag quite far behind where my mouse is. It's quite difficult to move a window to a precise position on the screen. Just imagine that the mouse was connected to the window title bar with a really stretchy spring. Also Haiku's mouse lags quite far behind where I have moved it. I found lots of Personal Package Archives that enable Spice from QEMU / KVM at the Ubuntu Personal Package Arhives. I tried a few of the PPAs but none of them worked; with one of them, the command "add-apt-repository" crashed with a traceback. There is a Wiki page about Spice, but it says that it only works on 64-bit. My Early 2006 MacBook Pro is 32-bit. Its Apple Model Identifier is MacBookPro1,1; these use Core Duos NOT Core 2 Duos. I don't mind building a source deb for 32-bit if I can expect it to work. Is there some reason that Spice should be 64-bit only? Does it need features of the x86_64 Instruction Set Architecture that x86 does not have? When I try using SDL from virt-manager, the configuration for Local SDL Window says "Xauth: /home/mike/.Xauthority". When I try to start my guest, virt-manager emits an error. When I Googled the error message, the usual solution was to make ~/.Xauthority readible. However, .Xauthorty does not exist in my home directory. Instead I have a $XAUTHORITY environment variable. There is no way to configure SDL in virt-manager to use $XAUTHORITY instead of ~/.Xauthority. Neither does it work to copy the value of $XAUTHORITY into the file. I am ready to scream, because I've been five fscking days trying to make KVM work for Haiku development. There is a whole lot more that is broken than the slow video. All I really want to do for now is speed up my full builds of Haiku by using "jam -j2" to use both cores in my CPU. I may try Xen next, but the last time I monkeyed with Xen it was far, far more broken than I am finding KVM to be. Just for now, I would be satisfied if there were some way to use my USB stick as a drive in VirtualBox. VB does allow me to configure /dev/sdb as a drive, but it always causes a fatal error when I try to launch the guest. Thank You For Any Advice You Can Give Me. -

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  • How to render 3D models as SVG vector graphics? (planar projection)

    - by Jan
    This image (original SVG from Wikipedia, public domain) was created using the following procedure: Create a 3D model in Google sketchup Export as PDF Import in Inkscape Save as SVG Is there a straightforward way to produce such a SVG with software that runs (natively) on Ubuntu? (Pantograph, a Blender plugin, has only broken download links; VRM, another Blender plugin works with Belnder 2.4x, but not with Blender 2.6x.)

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  • Unable to start Ubuntu 12.04. The system is running in low-graphics

    - by kaleidoscpicsoul
    I am a newbie to Ubuntu. I installed Ubuntu 12.04 using a USB Stick and it was running all fine for a few weeks and this error popped up. According to one of my friend, the best way was to re-install Ubuntu. Being from a non unix background i thought the same too and after the second install it happened again, but only this time was much quicker, in 3 days. I don't want to re-install Ubuntu every time this happens. I am a complete newbie to Linux which means that i am really bad at using terminal. I know there are other people who fixed this issue using this very same forum, but unfortunately the answers provided are too complex for me to understand. Please let me know how to do this. Things I want to let you know: I would need help step by step if that is alright with you. After i get the error i get the options and i click exit to console login I get the following message in a black screen (which i think is a command line sort of thing): * Stopping save kernel messages [OK] apache2: Could not reliably determine the server's fully qualified domain name,using 127.0.1.1 for ServerName [OK] * Starting web server apache2 and a blinking cursor. So basically it looks like a dead end for my non unixy eye. And one final thing is before this issue had happened i had tried configuring Python to Apache2. For that i had uninstalled and installed LAMP server several time and edited the configuration files too. I don't know if this really is a concern, but I don't know.. I have a USB with Ubuntu 12.04 in it so i can install it anytime. (But i want to know what the issue is rather than running away) . I migrated to Ubuntu from Windows and i have no plans to go back. I think that's from my side. Please let me know if there are any questions.

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  • How do I restore logging in with an X session graphics instaed of text-only session?

    - by ajThree9
    I was able to set up a text UI by editing the file /etc/default/grub in Ubuntu 12.04 as per the instructions in: How do I disable X at boot time so that the system boots in text mode? But, how do I revert to X-session as the default one? I don't want to log into text mode and 'start' the lightdm every time. So I tried replacing back the GRUB_CMDLINE_LINUX_DEFAULT="text" to GRUB_CMDLINE_LINUX_DEFAULT="quiet splash", and did update-grub too, but something unexpected happened, an unbootable system! How do I fix this?

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  • What does "kTriangles/s" mean in hardware graphics benchmark reports?

    - by swquinn
    I've looked around and found several sites offering benchmarking statistics for mobile platforms and I've been seeing the unit of measure as "kTriangles/s". Originally I misread this, missing the 'k'; does this translate to "thousand(s) of triangles/s", e.g.: 8902 kTriangles/s = 8,902,000 triangles/s (I'm pretty sure that my interpretation is correct, but I hope someone can confirm this for me) Thanks!

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  • How do I install drivers for graphics and sound?

    - by Sid
    I recently shifted to Ubuntu 12.04 from windows 7. I completely removed Windows and then installed Ubuntu. However, I can't find a way to download and install drivers for my video and audio hardware like I used to be able to do in Windows. Could someone please explain to me how software and drivers, in general, are installed on Ubuntu. Is installing through 'Ubuntu Software Center' the only way to install them? My laptop model is: Dell Inspiron 14 N4010 (i5/4gb/500gb). Kindly help. Thanks in advance.

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  • Ubuntu 13.10. After login, no desktop displayed. Two Nvidia Graphics Cards, Four Monitors

    - by jmerkow
    I am working on an issue with my Ubuntu 13.10 installation. I am attempting to get 4 monitors up and running but I am having some trouble. So far, I installed and updated to the latest NVIDIA drivers (331.20). Initially X would not start (after installation) so I replaced my xorg.conf with xorg.conf.failsafe. This fixed that problem, but then I tried to enable the other 2 monitors (other video card) and xorg fails to start once again (after I login there is no desktop). I am fairly new to linux but I am not a complete beginner, but I'm not comfortable poking around too much on my own to troubleshoot yet.... lspci -nn | grep VGA: 03:00.0 VGA compatible controller [0300]: NVIDIA Corporation GF110 [GeForce GTX 570 Rev. 2] [10de:1086] (rev a1) 05:00.0 VGA compatible controller [0300]: NVIDIA Corporation GF110 [GeForce GTX 580] [10de:1080] (rev a1) It seems that the nvidia-settings tool does not result in a good xorg.conf file. Here it is: # nvidia-settings: X configuration file generated by nvidia-settings # nvidia-settings: version 331.20 (buildmeister@swio-display-x86-rhel47-05) Wed Oct 30 18:20:32 PDT 2013 Section "ServerLayout" Identifier "Default Layout" Screen 0 "Screen0" 0 0 Screen 1 "Screen1" RightOf "Screen0" InputDevice "Keyboard0" "CoreKeyboard" InputDevice "Mouse0" "CorePointer" Option "Xinerama" "1" EndSection ... Section "Monitor" Identifier "Configured Monitor" EndSection Section "Monitor" Identifier "Monitor0" VendorName "Unknown" ModelName "SHARP HDMI" HorizSync 15.0 - 68.0 VertRefresh 55.0 - 76.0 EndSection Section "Monitor" Identifier "Monitor1" VendorName "Unknown" ModelName "Samsung SyncMaster" HorizSync 0.0 - 0.0 VertRefresh 0.0 EndSection Section "Device" Identifier "Configured Video Device" Driver "vesa" EndSection Section "Device" Identifier "Device0" Driver "nvidia" VendorName "NVIDIA Corporation" BoardName "GeForce GTX 570" BusID "PCI:3:0:0" EndSection Section "Device" Identifier "Device1" Driver "nvidia" VendorName "NVIDIA Corporation" BoardName "GeForce GTX 580" BusID "PCI:5:0:0" EndSection Section "Screen" Identifier "Default Screen" Device "Configured Video Device" Monitor "Configured Monitor" EndSection Section "Screen" Identifier "Screen0" Device "Device0" Monitor "Monitor0" DefaultDepth 24 Option "Stereo" "0" Option "nvidiaXineramaInfoOrder" "DFP-1" Option "metamodes" "HDMI-0: nvidia-auto-select +640+0, DVI-I-3: nvidia-auto-select +0+1080" Option "SLI" "Off" Option "MultiGPU" "Off" Option "BaseMosaic" "off" SubSection "Display" Depth 24 EndSubSection EndSection Section "Screen" Identifier "Screen1" Device "Device1" Monitor "Monitor1" DefaultDepth 24 Option "Stereo" "0" Option "metamodes" "DVI-I-2: nvidia-auto-select +0+0" Option "SLI" "Off" Option "MultiGPU" "Off" Option "BaseMosaic" "off" SubSection "Display" Depth 24 EndSubSection EndSection Section "Extensions" Option "Composite" "Disable" EndSection

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  • Better graphics or better cpu on a budget laptop.

    - by jones
    Which would have better overall performance on a cheap (~$600) laptop; Intel Atom 330 with Nvidia ion or intel Pentium/Celeron with Intel graphics. I don't need 8 hour battery life and will hopefully be using this for programming/web browsing and occasionally light gaming.

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  • Can a PCI Graphics card, and AGP be used together? [closed]

    - by Everyone
    The question pretty much says it all. I use an old 845GBV board ( to-date reliant upon the integrated graphics processor ). All slots on the board are unused. Lately I've been thinking in terms changing it to a dual monitor so that I can use one console for documentation/help/sample code/whatever, the other one to play with code. Assuming this board can handle a PCI GPU, can an AGP4x board coexist with a PCI GPU?

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  • Are there any PCI graphics cards with Windows 7 drivers?

    - by dbruning
    I have a Dell D830 laptop and am trying to add a second graphics card (to the laptop dock) to drive more monitors. It needs to be PCI (not PCI-e), and would ideally itself have dual DVI outputs (although I'll settle for DVI + VGA or even just DVI at this stage...) Needs to have real Windows 7 drivers, not just Vista drivers. Thanks!

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  • Please help me correct the small bugs in this image editor

    - by Alex
    Hi, I'm working on a website that will sell hand made jewelry and I'm finishing the image editor, but it's not behaving quite right. Basically, the user uploads an image which will be saved as a source and then it will be resized to fit the user's screen and saved as a temp. The user will then go to a screen that will allow them to crop the image and then save it to it's final versions. All of that works fine, except, the final versions have 3 bugs. First is some black horizontal line on the very bottom of the image. Second is an outline of sorts that follows the edges. I thought it was because I was reducing the quality, but even at 100% it still shows up... And lastly, I've noticed that the cropped image is always a couple of pixels lower than what I'm specifying... Anyway, I'm hoping someone whose got experience in editing images with C# can maybe take a look at the code and see where I might be going off the right path. Oh, by the way, this in an ASP.NET MVC application. Here's the code: using System; using System.Drawing; using System.Drawing.Drawing2D; using System.Drawing.Imaging; using System.IO; using System.Linq; using System.Web; namespace Website.Models.Providers { public class ImageProvider { private readonly ProductProvider ProductProvider = null; private readonly EncoderParameters HighQualityEncoder = new EncoderParameters(); private readonly ImageCodecInfo JpegCodecInfo = ImageCodecInfo.GetImageEncoders().Single( c => (c.MimeType == "image/jpeg")); private readonly string Path = HttpContext.Current.Server.MapPath("~/Resources/Images/Products"); private readonly short[][] Dimensions = new short[3][] { new short[2] { 640, 480 }, new short[2] { 240, 0 }, new short[2] { 80, 60 } }; ////////////////////////////////////////////////////////// // Constructor ////////////////////////////////////////// ////////////////////////////////////////////////////////// public ImageProvider( ProductProvider ProductProvider) { this.ProductProvider = ProductProvider; HighQualityEncoder.Param[0] = new EncoderParameter(Encoder.Quality, 100L); } ////////////////////////////////////////////////////////// // Crop ////////////////////////////////////////////// ////////////////////////////////////////////////////////// public void Crop( string FileName, Image Image, Crop Crop) { using (Bitmap Source = new Bitmap(Image)) { using (Bitmap Target = new Bitmap(Crop.Width, Crop.Height)) { using (Graphics Graphics = Graphics.FromImage(Target)) { Graphics.InterpolationMode = InterpolationMode.HighQualityBicubic; Graphics.SmoothingMode = SmoothingMode.HighQuality; Graphics.PixelOffsetMode = PixelOffsetMode.HighQuality; Graphics.CompositingQuality = CompositingQuality.HighQuality; Graphics.DrawImage(Source, new Rectangle(0, 0, Target.Width, Target.Height), new Rectangle(Crop.Left, Crop.Top, Crop.Width, Crop.Height), GraphicsUnit.Pixel); }; Target.Save(FileName, JpegCodecInfo, HighQualityEncoder); }; }; } ////////////////////////////////////////////////////////// // Crop & Resize ////////////////////////////////////// ////////////////////////////////////////////////////////// public void CropAndResize( Product Product, Crop Crop) { using (Image Source = Image.FromFile(String.Format("{0}/{1}.source", Path, Product.ProductId))) { using (Image Temp = Image.FromFile(String.Format("{0}/{1}.temp", Path, Product.ProductId))) { float Percent = ((float)Source.Width / (float)Temp.Width); short Width = (short)(Temp.Width * Percent); short Height = (short)(Temp.Height * Percent); Crop.Height = (short)(Crop.Height * Percent); Crop.Left = (short)(Crop.Left * Percent); Crop.Top = (short)(Crop.Top * Percent); Crop.Width = (short)(Crop.Width * Percent); Img Img = new Img(); this.ProductProvider.AddImageAndSave(Product, Img); this.Crop(String.Format("{0}/{1}.cropped", Path, Img.ImageId), Source, Crop); using (Image Cropped = Image.FromFile(String.Format("{0}/{1}.cropped", Path, Img.ImageId))) { this.Resize(this.Dimensions[0], String.Format("{0}/{1}-L.jpg", Path, Img.ImageId), Cropped, HighQualityEncoder); this.Resize(this.Dimensions[1], String.Format("{0}/{1}-T.jpg", Path, Img.ImageId), Cropped, HighQualityEncoder); this.Resize(this.Dimensions[2], String.Format("{0}/{1}-S.jpg", Path, Img.ImageId), Cropped, HighQualityEncoder); }; }; }; this.Purge(Product); } ////////////////////////////////////////////////////////// // Queue ////////////////////////////////////////////// ////////////////////////////////////////////////////////// public void QueueFor( Product Product, HttpPostedFileBase PostedFile) { using (Image Image = Image.FromStream(PostedFile.InputStream)) { this.Resize(new short[2] { 1152, 0 }, String.Format("{0}/{1}.temp", Path, Product.ProductId), Image, HighQualityEncoder); }; PostedFile.SaveAs(String.Format("{0}/{1}.source", Path, Product.ProductId)); } ////////////////////////////////////////////////////////// // Purge ////////////////////////////////////////////// ////////////////////////////////////////////////////////// private void Purge( Product Product) { string Source = String.Format("{0}/{1}.source", Path, Product.ProductId); string Temp = String.Format("{0}/{1}.temp", Path, Product.ProductId); if (File.Exists(Source)) { File.Delete(Source); }; if (File.Exists(Temp)) { File.Delete(Temp); }; foreach (Img Img in Product.Imgs) { string Cropped = String.Format("{0}/{1}.cropped", Path, Img.ImageId); if (File.Exists(Cropped)) { File.Delete(Cropped); }; }; } ////////////////////////////////////////////////////////// // Resize ////////////////////////////////////////////// ////////////////////////////////////////////////////////// public void Resize( short[] Dimensions, string FileName, Image Image, EncoderParameters EncoderParameters) { if (Dimensions[1] == 0) { Dimensions[1] = (short)(Image.Height / ((float)Image.Width / (float)Dimensions[0])); }; using (Bitmap Bitmap = new Bitmap(Dimensions[0], Dimensions[1])) { using (Graphics Graphics = Graphics.FromImage(Bitmap)) { Graphics.InterpolationMode = InterpolationMode.HighQualityBicubic; Graphics.SmoothingMode = SmoothingMode.HighQuality; Graphics.PixelOffsetMode = PixelOffsetMode.HighQuality; Graphics.CompositingQuality = CompositingQuality.HighQuality; Graphics.DrawImage(Image, 0, 0, Dimensions[0], Dimensions[1]); }; Bitmap.Save(FileName, JpegCodecInfo, EncoderParameters); }; } } } Here's one of the images this produces:

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  • Java/BlackBerry build error overriding too many classes

    - by behrk2
    Hey everyone, Has anyone ever heard of overriding too many classes in Java? Perhaps this issue is just related to BlackBerry development, but I was wondering if it is an issue in Java, too. Let's say I have the following: LabelField lblTitle = new LabelField(title) { protected void paint(Graphics graphics) { graphics.setColor(0x00FFFFFF); graphics.clear(); super.paint(graphics); } }; LabelField lblSubTitle = new LabelField(releaseYear + ", " + rating) { protected void paint(Graphics graphics) { graphics.setColor(0x00FFFFFF); graphics.clear(); super.paint(graphics); } }; This code works. However, I've noticed that by overriding the paint() method multiple times in many different classes throughout my project, I receive the error: I/O Error: Cannot run program "jar": CreateProcess error=2, The system cannot find the file specified My only solution thus far is to clean up my GUI code...minimize it and reuse it. Perhaps its good that this happened so I can be less careless about creating GUI code all over my classes. Anyways, I was just wondering if anyone has heard of this before. If you are interested in reading more about the issue I have been facing, check out the following link: BlackBerry Java Development Forums

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  • BlackBerry:Reduce space between 2 buttons in HorizontalFieldManager

    - by user469999
    hi In blackberry i have created a horizontal field managar and added some buttons of small size to it to display toolbar at the bottom of the screen.But my problem is there is too much space between the 2 buttons.I have to reduce this space between 2 buttons so that i can manage to place atleast 6 buttons at the bottom of the screen.I am using the BFmsg.setMargin(305,0,0,40) statement. can anyone please help me on this. Following is my code : BFcontacts = new ButtonField("Cnt") { protected void paint(Graphics graphics) { //Bitmap contactsbitmap = Bitmap.getBitmapResource("contacts.jpg"); //graphics.drawBitmap(0, 0, contactsbitmap.getWidth(), contactsbitmap.getHeight(), contactsbitmap, 0, 0); graphics.setColor(Color.WHITE); graphics.drawText("Cnt",0,0); } }; BFcontacts.setMargin(305,0,0,10);//vertical pos,0,0,horizontal pos HFM.add(BFcontacts); BFmsg = new ButtonField("Msgs") { protected void paint(Graphics graphics) { //Bitmap msgsbitmap = Bitmap.getBitmapResource("messages.jpg"); //graphics.drawBitmap(0, 0, msgsbitmap.getWidth(), msgsbitmap.getHeight(), msgsbitmap, 0, 0); graphics.setColor(Color.WHITE); graphics.drawText("Msgs",0,0); } }; BFmsg.setMargin(305,0,0,40);//vertical pos,0,0,horizontal pos : original HFM.add(BFmsg); add(HFM) Thanks in advance

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  • OutOfMemory exception as I rotating the emulator.

    - by michael
    I get the following OutOfMemory Error as I rotating my android emulator. I start with Portrait mode. I switch to Landscape mode. And then when I switch back to Portrait mode, I get the following error: E/AndroidRuntime( 239): java.lang.OutOfMemoryError: bitmap size exceeds VM budget E/AndroidRuntime( 239): at android.graphics.Bitmap.nativeCreate(Native Method) E/AndroidRuntime( 239): at android.graphics.Bitmap.createBitmap(Bitmap.java:468) E/AndroidRuntime( 239): at android.graphics.Bitmap.createBitmap(Bitmap.java:435) E/AndroidRuntime( 239): at android.graphics.Bitmap.createScaledBitmap(Bitmap.java:340) E/AndroidRuntime( 239): at android.graphics.BitmapFactory.finishDecode(BitmapFactory.java:488) E/AndroidRuntime( 239): at android.graphics.BitmapFactory.decodeStream(BitmapFactory.java:462) E/AndroidRuntime( 239): at android.graphics.BitmapFactory.decodeResourceStream(BitmapFactory.java:323) E/AndroidRuntime( 239): at android.graphics.drawable.Drawable.createFromResourceStream(Drawable.java:697) E/AndroidRuntime( 239): at android.content.res.Resources.loadDrawable(Resources.java:1705) E/AndroidRuntime( 239): at android.content.res.Resources.getDrawable(Resources.java:580)

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  • libgdx intersection problem between rectangle and circle

    - by Chris
    My collision detection in libgdx is somehow buggy. player.png is 20*80px and ball.png 25*25px. Code: @Override public void create() { // ... batch = new SpriteBatch(); playerTex = new Texture(Gdx.files.internal("data/player.png")); ballTex = new Texture(Gdx.files.internal("data/ball.png")); player = new Rectangle(); player.width = 20; player.height = 80; player.x = Gdx.graphics.getWidth() - player.width - 10; player.y = 300; ball = new Circle(); ball.x = Gdx.graphics.getWidth() / 2; ball.y = Gdx.graphics.getHeight() / 2; ball.radius = ballTex.getWidth() / 2; } @Override public void render() { Gdx.gl.glClearColor(1, 1, 1, 1); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); camera.update(); // draw player, ball batch.setProjectionMatrix(camera.combined); batch.begin(); batch.draw(ballTex, ball.x, ball.y); batch.draw(playerTex, player.x, player.y); batch.end(); // update player position if(Gdx.input.isKeyPressed(Keys.DOWN)) player.y -= 250 * Gdx.graphics.getDeltaTime(); if(Gdx.input.isKeyPressed(Keys.UP)) player.y += 250 * Gdx.graphics.getDeltaTime(); if(Gdx.input.isKeyPressed(Keys.LEFT)) player.x -= 250 * Gdx.graphics.getDeltaTime(); if(Gdx.input.isKeyPressed(Keys.RIGHT)) player.x += 250 * Gdx.graphics.getDeltaTime(); // don't let the player leave the field if(player.y < 0) player.y = 0; if(player.y > 600 - 80) player.y = 600 - 80; // check collision if (Intersector.overlaps(ball, player)) Gdx.app.log("overlaps", "yes"); }

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  • What could be causing frequent display freezes?

    - by austen
    I just installed Ubuntu 14.04 two days ago (coming from Win8) and in the two days that I've been using it, my display has frozen four or five times. The mouse won't move but the keyboard does respond so I can use the Ctrl+Alt+Bkspc command to fix it. It seems like it might just be the display freezing because one of the times I was watching a Youtube video and the audio continued playing. I have an Nvidia graphics card with the most recent Nvidia drivers for it enabled. I see that a lot of questions about Ubuntu freezing get marked as a duplicate and pretty much always linked back to a thread about what to do when it freezes. Clearly, I've got that bit figured out already and I did read that thread for further advice. What I'm looking for though is how to fix this permanently. output from lspci -nnk | grep -iA2 VGA: 00:02.0 VGA compatible controller [0300]: Intel Corporation 3rd Gen Core processor Graphics Controller [8086:0166] (rev 09) Subsystem: Lenovo Device [17aa:2200] Kernel driver in use: i915 Update: JohnnyEnglish pointed out that Ubuntu is using the integrated graphics, not my Nvidia card. It turns out my laptop uses Nvidia Optimus and I cannot enable only the graphics card through the BIOS. I found out about Nvidia Prime and got it set up using this article. The settings panel which allows you to select the graphics says that 'performance mode' is enabled but when I check which graphics controller is enabled through the terminal, it still says it's using the integrated graphics. I'm not sure if this could be causing the freezes but I guess it's a starting point. Any ideas on how to resolve this?

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  • I can't enable extra effects in Ubuntu 10.10. Please help?

    - by jasoncruz98
    I installed Ubuntu 10.10 alongside Ubuntu 11.10 to use an older version of Compiz. On Ubuntu 11.10, Compiz was enabled by default and I didn't need to use any graphics driver to enjoy the effects. All I had to do was install CompizConfig Settings Manager and enable those extra effects. That was Compiz 0.9.6. Now, after installing Ubuntu 10.10, when I first logged in, the graphics were slow. When I dragged a window from one end of the screen to the other, the whole screen would blur up and pixelate and it would be very laggy. I tried going to System Preference Appearance and selecting Extra effects on the Visual effects tab, but all I got was "Desktop effects could not be enabled". I don't know whether I should install the Additional drivers (proprietary) because my Internet is slow and it would take a long time. Furthermore, in Ubuntu 11.10, after I installed the proprietary graphics driver, I immediately went into fallback mode and wasn't even offered an option to set my desktop session to Ubuntu 3D. I didn't need the driver to run Compiz in Ubuntu 11.10, it just ran so smoothly. But in Ubuntu 10.10, everything is so laggy. Should I install the ATI/AMD Proprietary FGLRX Graphics Driver for Ubuntu 10.10 to enable extra effects? Or is there something else wrong with my system? Here is the output of lspci -nn | grep VGA 00:02.0 VGA compatible controller [0300]: Intel Corporation Sandy Bridge Integrated Graphics Controller [8086:0116] (rev 09) 01:00.0 VGA compatible controller [0300]: ATI Technologies Inc Device [1002:6760] Here is the output of the same command, but in Ubuntu 11.10 (in this case the one which is correct, because I don't have the Sandy Bridge Integrated graphics controller) 00:02.0 VGA compatible controller [0300]: Intel Corporation 2nd Generation Core Processor Family Integrated Graphics Controller [8086:0116] (rev 09) 01:00.0 VGA compatible controller [0300]: ATI Technologies Inc NI Seymour [AMD Radeon HD 6470M] [1002:6760]

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  • XNA - Use Mouse To Rotate & Arrow Keys To Scroll A Linearly Wrapped Texture:

    - by The Thing
    Using XNA I'm working on my first, relatively simple, videogame for the PC. At the moment my game window is 1024 X 768 and I have a 'Starfield' linearly wrapped background texture 1280 X 1280 in size whose origin has been set to its center point (width / 2, height / 2). This texture is drawn onscreen using (graphics.PreferredBackBufferWidth / 2, graphics.PreferredBackBufferHeight / 2) to place the origin in the center of the window. I want to be able to use the horizontal movement of the mouse to rotate my texture left or right and use the arrow keys to scroll the texture in four directions. From my own related coding experiments I have found that once I rotate the texture it no longer scrolls in the direction I want, it's as if somehow the XNA framework's 'sense of direction' has been 'rotated' along with the texture. As an example of what I've described above lets say I rotate the texture 45 degrees to the right, then pressing the up arrow key results in the texture scrolling diagonally from top-right to bottom-left. This is not what I want, regardless of the degree or direction of rotation I want my texture to scroll straight up, straight down, or to the left or right depending on which arrow key was pressed. How do I go about accomplishing this? Any help or guidance is appreciated. To finish up there are two points I'd like to clarify: [1] The reason I'm using linear wrapping on my starfield texture is that it gives a nice impression of an endless starfield. [2] Using a texture at least 1280 X 1280 in conjunction with a game window of 1024 X 768 means that at no point in it's rotation will the edges of the texture become visible. Thanks for reading..... Update # 1 - as requested by RCIX: The code below is what I was referring to earlier when I mentioned 'related coding experiments'. As you can see I am scrolling a linearly wrapped texture in the direction I've moved the mouse relative to the center of the screen. This works perfectly if I don't rotate the texture, but once I do rotate it the direction of the scrolling gets messed up for some reason. public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; int x; int y; float z = 250f; Texture2D Overlay; Texture2D RotatingBackground; Rectangle? sourceRectangle; Color color; float rotation; Vector2 ScreenCenter; Vector2 Origin; Vector2 scale; Vector2 Direction; SpriteEffects effects; float layerDepth; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } protected override void Initialize() { graphics.PreferredBackBufferWidth = 1024; graphics.PreferredBackBufferHeight = 768; graphics.ApplyChanges(); Direction = Vector2.Zero; IsMouseVisible = true; ScreenCenter = new Vector2(graphics.PreferredBackBufferWidth / 2, graphics.PreferredBackBufferHeight / 2); Mouse.SetPosition((int)graphics.PreferredBackBufferWidth / 2, (int)graphics.PreferredBackBufferHeight / 2); sourceRectangle = null; color = Color.White; rotation = 0.0f; scale = new Vector2(1.0f, 1.0f); effects = SpriteEffects.None; layerDepth = 1.0f; base.Initialize(); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); Overlay = Content.Load<Texture2D>("Overlay"); RotatingBackground = Content.Load<Texture2D>("Background"); Origin = new Vector2((int)RotatingBackground.Width / 2, (int)RotatingBackground.Height / 2); } protected override void UnloadContent() { } protected override void Update(GameTime gameTime) { float timePassed = (float)gameTime.ElapsedGameTime.TotalSeconds; MouseState ms = Mouse.GetState(); Vector2 MousePosition = new Vector2(ms.X, ms.Y); Direction = ScreenCenter - MousePosition; if (Direction != Vector2.Zero) { Direction.Normalize(); } x += (int)(Direction.X * z * timePassed); y += (int)(Direction.Y * z * timePassed); //No rotation = texture scrolls as intended, With rotation = texture no longer scrolls in the direction of the mouse. My update method needs to somehow compensate for this. //rotation += 0.01f; base.Update(gameTime); } protected override void Draw(GameTime gameTime) { spriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.LinearWrap, null, null); spriteBatch.Draw(RotatingBackground, ScreenCenter, new Rectangle(x, y, RotatingBackground.Width, RotatingBackground.Height), color, rotation, Origin, scale, effects, layerDepth); spriteBatch.Draw(Overlay, Vector2.Zero, Color.White); spriteBatch.End(); base.Draw(gameTime); } }

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  • How do I draw a filled circle onto a graphics object in a hexadecimal colour? (C#)

    - by George Powell
    I need to draw a circle onto a bitmap in a specific colour given in Hex. The "Brushes" class only gives specific colours with names. Bitmap bitmap = new Bitmap(20, 20); Graphics g = Graphics.FromImage(bitmap); g.FillEllipse(Brushes.AliceBlue, 0, 0, 19, 19); //The input parameter is not a Hex //g.FillEllipse(new Brush("#ff00ffff"), 0, 0, 19, 19); <<This is the kind of think I need. Is there a way of doing this? The exact problem: I am generating KML (for Google earth) and I am generating lots of lines with different Hex colours. The colours are generated mathematically and I need to keep it that way so I can make as many colours as I want. I need to generate a PNG icon for each of the lines that is the same colour exactly.

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  • How do I draw a filled circle onto a graphics object in a hexadecimal colour?

    - by George Powell
    I need to draw a circle onto a bitmap in a specific colour given in Hex. The "Brushes" class only gives specific colours with names. Bitmap bitmap = new Bitmap(20, 20); Graphics g = Graphics.FromImage(bitmap); g.FillEllipse(Brushes.AliceBlue, 0, 0, 19, 19); //The input parameter is not a Hex //g.FillEllipse(new Brush("#ff00ffff"), 0, 0, 19, 19); <<This is the kind of think I need. Is there a way of doing this? The exact problem: I am generating KML (for Google earth) and I am generating lots of lines with different Hex colours. The colours are generated mathematically and I need to keep it that way so I can make as many colours as I want. I need to generate a PNG icon for each of the lines that is the same colour exactly.

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  • Is there a graphics/game engine that supports PC & Mac?

    - by Chris Masterton
    Is their a graphics that runs on both Mac & PC? I've seen Unity and thats a possibility, I'm wondering if there are any other choices. Ideally I want to port the same C++ game code to both PC & Mac platforms, but let the underlying game/graphics engine take advantage of the appropriate hardware. edit: I'm looking on the level of Torque, Gamebryo & Unreal. A commercial solution is perfectly acceptable. Thanks, Chris

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  • How do I use a graphics method to pass parameters? Example is below.

    - by sonny5
    private static void getCorners(out float Wx, out float Wy, out float Vx, out float Vy) { // note-- I don't know how to flip the Y axis using this method... this is not a "graphics" method // In other words, I should use something like: // flipY(object sender, System.EventArgs e); // but don't know the syntax or whatever // I tried to do this: //Graphics g = this.CreateGraphic //Matrix myMatrix2 = new Matrix(1, 0, 0, -1, 0, 0); // flip Y axis //g.Transform = myMatrix2; //g.TranslateTransform(0, 480, MatrixOrder.Append); // ...but I get the error: // error CS0026: Keyword 'this' is not valid in a static property, static method, or // static field initializer Wx = 1.00F; Wy = 1.00F; // make this 1.00 (not 3.00F) down from the TOP since cannot get Y flipped Vx = ((Wx- WXmin)*((VXmax-VXmin)+VXmin)/(WXmax-WXmin)); Vy = ((Wy-WYmin)*(VYmax-VYmin)/(WYmax-WYmin)+VYmin); } thanks, Sonny5

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  • Why does installing NVidia 9600GT graphics card, take 1GB of RAM away from Windows?

    - by Nick G
    Hi, I've changed graphics cards in my PC and now Windows 7 (32bit) is reporting that I have a whole gigabyte less physical RAM in my PC. Why is this? Firstly, the machine has 4GB of physical RAM. The old card was an ATI 2600XT with 256MB and the new card is an NVidia 9600GT with 512MB. With the ATI card windows sees 3326MB. With the NVidia card, windows sees 2558MB. I realise that due to address space restrictions I will not see all 4GB with 32bit windows, but why is there such a massive loss of RAM when simply changing cards (bearing in mind BOTH cards have their own RAM and borrow no main memory like some built on chipsets do). Would using 64 bit windows solve this? Thanks Nick.

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