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  • use ubuntu server 10.4 as a virtulization server as esx from VMWare

    - by hitham
    i was wondering if its possible to use Ubuntu server as virtualization center as esxi vmware i am asking this coz i read this in ubuntu website: " Ubuntu includes a Virtual Machine Builder which makes this process simple and replicable allowing multiple pre-configured machines to be deployed instantly ". if its possible how can i do such thing ?. with all respect . Hitham Melhem

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  • Fragment Shader Eye-Space unscaled depth coordinate

    - by Ben Jones
    I'm trying to use the unscaled (true distance from the front clipping plane) distance to objects in my scene in a GLSL fragment shader. The gl_FragCoord.z value is smaller than I expect. In my vertex shader, I just use ftransform() to set gl_Position. I'm seeing values between 2 and 3 when I expect them to be between 15 and 20. How can I get the real eye-space depth? Thanks!

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  • Spring HibernateTemplate: how it deals with transactions?

    - by EugeneP
    Could you explain, what happens behind the scene? Transaction management when using this template in Spring is absolutely unclear. What if I invoke 10 DAO methods that all use the same Hibernatetemplate and I invoke them one after another? Every method runs within its own transaction? It's not effective is not it?

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  • Use ubuntu server 10.04 as a virtulization server as esxi from VMWare

    - by hitham
    I was wondering if its possible to use Ubuntu server as virtualization center as ESXi Vmware? I am asking this coz i read this in ubuntu website: "Ubuntu includes a Virtual Machine Builder which makes this process simple and replicable allowing multiple pre-configured machines to be deployed instantly". If its possible how can i do such thing?. with all respect. Hitham Melhem

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  • Why can't I render objects to texture properly using FBO?

    - by Brett
    Hello, I'm trying to implement a simple program using 3 FBO's to render a scene to a texture and display a textured quad. I've successfully done this previously using fragment shaders before projecting to the textured quad but can't get it to work without a shader. What could be wrong? First I set up my textures glGenTextures(3, renderTextureID); for (GLint i = 0; i < 3; i++) { glBindTexture(GL_TEXTURE_2D, renderTextureID[i]); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // this may change with window size changes glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, fboWidth, fboHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0); } Next some framebuffer state glGenFramebuffersEXT(3, framebufferID); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framebufferID[0]); glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, renderTextureID[0], 0); GLenum fboStatus = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); if(fboStatus != GL_FRAMEBUFFER_COMPLETE_EXT) { fprintf(stderr, "FBO Error!"); } glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framebufferID[1]); glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, renderTextureID[1], 0); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framebufferID[2]); glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, renderTextureID[2], 0); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); Then I render the scene glViewport(0, 0, fboWidth, fboHeight); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framebufferID[0]); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); drawModels(); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); glBindTexture(GL_TEXTURE_2D, renderTextureID[0]); glEnable(GL_SCISSOR_TEST); glViewport(windowWidth/2, 0, fboWidth, fboHeight); glScissor(windowWidth/2, 0, fboWidth, fboHeight); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glBegin(GL_QUADS); glTexCoord2i(0, 0); glVertex2f(-1.0f, -1.0f); glTexCoord2i(1, 0); glVertex2f(1.0f, -1.0f); glTexCoord2i(1, 1); glVertex2f(1.0f, 1.0f); glTexCoord2i(0, 1); glVertex2f(-1.0f, 1.0f); glEnd(); glDisable(GL_SCISSOR_TEST); glutSwapBuffers(); The result is a yellow square. Draw models draws yellow wireframe cubes if not using the FBO so the problem is not that. I've read a previous similar post that talks about using glTexParameterf after generating and binding textures but i've done this. Thanks...

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  • mouse rollover event in Python (VPython)

    - by kame
    Is there something similar to scene.mouse.getclick in the visual module (VPython)? I need it for a rollover. Thanks in advance. EDIT: I need a function for doing something when the mouse moves inside a special area without clicking.

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  • iPhone + OpenGL. How Do I Correctly Switch From Landscape to Portrait?

    - by dugla
    Because of the additional complexity of drawing via an EAGLView vs. a UIView I was wondering of someone has found a robust way to handle changing the device orientation from Landscape to Portrait. One approach is to tear down the framebuffer and rebuild from scratch which would require saving/retrieving scene state. The other would be far simpler: just rotate and resize the view. What is the best practice for this? Thanks, Doug

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  • Why enabling transparency can lead to clipping problems ?

    - by Amokrane
    Hi, I'm working on a 3D graphical application in Java using the Java 3D API. I noticed that every time I was dealing with transparency, all I got in return were some clipping problems. Some parts of the scene weren't displayed properly. It might seem obvious that this would happen in a certain way but I'm looking for a logical explanation, why is this happening? Thank you

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  • How to call schedule method in NSObject?

    - by Tattat
    It is my Object.... -(id)init{ if(self = [super init]){ [self schedule:@selector(testCalled:) interval:1.0]; } } -(void)testCalled{ NSLog(@"Called from my Object"); } I already add this line in the .h...: -(void)testCalled; It prompt me that "MyObject" may not respond to -'schedule:interval:', but in my scene, which have a super class CCLayer can call this method,so, I think it is a method from CCLayer, how can I replace it with NSObject default method?

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  • Trying to Make mini Jeopardy flash game button help pls

    - by Jinnra
    Hey im a noob in flash cs3 and i want to create a jeopardy game where when a button is pressed we go in to the main question scene and when we come back the button the we pressed is now disabled via 'button._visible=flase'...pls any help...any suggestions or links to tutorials or tutorials from you guys or girls will grateful thanx...

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  • Godaddy one page hosting

    - by liv a
    Disclaimer: not sure this is the right place for this kind of question, sorry in advance, just point me to the right place and I'll move it. In godaddy when paying only for domain, without hosting, they state you can get one page hosting for free but that option only opens their web-builder. I want to create a nicely design landing page, where the content is static.Is there a way to make my domain point to a wordpress one page or self created html one page/ landing page?

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  • Movieclip stacking in Actionscript

    - by Glycerine
    I'm building a game of which the interface is one of the first items to load on screen. Sound button, pause and all the bits - During the game - all manor of things are dynamically added and removed to the stage. Therefore my interface goes behind my game scene. How do I ensure the movieclip always stays on top? Can I override the addChild of my Document Class and every time a new child is added, I restack the interface to the top?

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  • How to make a floating (tooltip) control in Windows.Forms?

    - by Daren Thomas
    The Scene: A (smallish) Form hosting a UserControl. The Plot: Whenever UserControl raises a hover event, display some (graphical) information in a tool tip fashion. When the user moves the mouse, fade them away again. Notes: I'd like to display more than one "tooltip", with each tooltip being a UserControl displaying information in a graphical manner. Not just text in a yellow box! Also, I'm using the Windows.Forms library.

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  • The Math of a Jump in a 2D game.

    - by ONi
    I have been all around with this question and I can't find the correct answer! So, behold, the description of my question: I'm working in J2ME, I have my gameloop that do the following: public void run() { Graphics g = this.getGraphics(); while (running) { long diff = System.currentTimeMillis() - lastLoop; lastLoop = System.currentTimeMillis(); input(); this.level.doLogic(); render(g, diff); try { Thread.sleep(10); } catch (InterruptedException e) { stop(e); } } } so it's just a basic gameloop, the doLogic() function calls for all the logic functions of the characters in the scene and render(g, diff) calls the animateChar function of every character on scene, following this, the animChar function in the Character class sets up everything in the screen as this: protected void animChar(long diff) { this.checkGravity(); this.move((int) ((diff * this.dx) / 1000), (int) ((diff * this.dy) / 1000)); if (this.acumFrame > this.framerate) { this.nextFrame(); this.acumFrame = 0; } else { this.acumFrame += diff; } } This ensures me that everything must to move according to the time that the machine takes to go from cycle to cycle (remember it's a phone, not a gaming rig). I'm sure it's not the most efficient way to achieve this behavior so I'm totally open for criticism of my programming skills in the comments, but here my problem: When I make I character jump, what I do is that I put his dy to a negative value, say -200 and I set the boolean jumping to true, that makes the character go up, and then I have this function called checkGravity() that ensure that everything that goes up has to go down, checkGravity also checks for the character being over platforms so I will strip it down a little for the sake of your time: public void checkGravity() { if (this.jumping) { this.jumpSpeed += 10; if (this.jumpSpeed > 0) { this.jumping = false; this.falling = true; } this.dy = this.jumpSpeed; } if (this.falling) { this.jumpSpeed += 10; if (this.jumpSpeed > 200) this.jumpSpeed = 200; this.dy = this.jumpSpeed; if (this.collidesWithPlatform()) { this.falling = false; this.standing = true; this.jumping = false; this.jumpSpeed = 0; this.dy = this.jumpSpeed; } } } So, the problem is, that this function updates the dy regardless of the diff, making the characters fly like Superman in slow machines, and I have no idea how to implement the diff factor so that when a character is jumping, his speed decrement in a proportional way to the game speed. Can anyone help me fix this issue? or give me pointers on how to make a 2D Jump in J2ME the right way. Thank you very much for your time.

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  • Embedded QGraphicsView do not hide after Dialog closes

    - by torsten
    I call a QDialog in to modes, showNormal and showFullscreen. In normal mode all works fine. With a Keyevent the Dialog closes as expected. In Fullscreen, after a keyevent the Dialog closes, but the QGraphicsView will stay on top. All things i've tried (like closing/updating the view) failed. the View sta on top. view = new QGraphicsView(scene); view->setViewport(new QGLWidget(QGLFormat(QGL::SampleBuffers))); view->setHorizontalScrollBarPolicy(Qt::ScrollBarAlwaysOff); view->setVerticalScrollBarPolicy(Qt::ScrollBarAlwaysOff); view->setViewportUpdateMode(QGraphicsView::FullViewportUpdate); view->setFrameStyle(QFrame::NoFrame); view->setBackgroundBrush(Qt::white); view->setRenderHints(QPainter::Antialiasing); view->setSceneRect(0,0,resolution.x(),resolution.y()); Maybe my structure will help to solve the Problem: This call the QDialog named GraphicsWidgetDialog. void DemoArrowDialog::setDemo() { gwd->graphicsWidget->setListenKeyEvents(true); gwd->setWindowTitle("Demo"); gwd->setFixedSize(500,500); gwd->restoreGeometry(settings); gwd->setContentsMargins(0,0,0,0); gwd->setModal(false); gwd->showNormal(); gwd->graphicsWidget->show(); gwd->setFocus(); } void DemoArrowDialog::setFullScreenDemo() { settings = gwd->saveGeometry(); gwd->graphicsWidget->setListenKeyEvents(true); gwd->setContentsMargins(0,0,0,0); gwd->setModal(true); gwd->graphicsWidget->showFullScreen(); gwd->showFullScreen(); gwd->setFocus(); } This is the Definition of the GraphicsWidgetDialog GraphicsWidgetDialog::GraphicsWidgetDialog(QWidget *parent) : QDialog(parent) { graphicsWidget = new GraphicsWidget; QGridLayout *layout = new QGridLayout; layout->addWidget(graphicsWidget); layout->setContentsMargins(0,0,0,0); graphicsWidget->loadConfig(); graphicsWidget->loadArrowConfig("Arrow"); graphicsWidget->setArrowPosition(arrowPosition(arrowCenter)); graphicsWidget->update(); setLayout(layout); connect(graphicsWidget,SIGNAL(closeEvent()),this,SLOT(reject())); } The GraphicsWidget is the Widget that contains the QGraphcisView and Scene On keyPessEvent it will emit the closeEvent(). Any Idea?

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  • Scaling mouse coordinates for GlScale?

    - by user146780
    Right now I have a GL context that is set up with a top left coordinate system. I made my mouse so that its 0,0 is the top left of the Open GL frame. If I apply GlScalef(2,2,2) for example to my scene, how would I have to change my mouse so that drawing stil maps out correctly. Thanks

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  • IE Automation - How to Trap 'NewProcess' event

    - by dpb
    In Environment - Standard User, Win7x64, IE8 on opening Unprotected URL, IE 8 will first start a tab with low integrity and the swap out this tab with another tab of medium integrity. This is done behind the scene and the original IWebBrowser2 pointer is lost. I want to catch the 'NewProcess' Event which will get generated during this swap out, please help me how to go about this. Sample code can help me, me using C++ Ref - http://blogs.msdn.com/b/ieinternals/archive/2011/08/03/internet-explorer-automation-protected-mode-lcie-default-integrity-level-medium.aspx Thank You

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  • Solaris: Is it OK to disable font services?

    - by cjavapro
    Is it OK to disable these services? # svcs -l '*font*' fmri svc:/application/font/stfsloader:default name Standard Type Services Framework (STSF) Font Server loader enabled true state online next_state none state_time Sun May 30 17:58:14 2010 restarter svc:/network/inetd:default fmri svc:/application/font/fc-cache:default name FontConfig Cache Builder enabled true state online next_state none state_time Sun May 30 17:58:15 2010 logfile /var/svc/log/application-font-fc-cache:default.log restarter svc:/system/svc/restarter:default dependency require_all/none svc:/system/filesystem/local (online) dependency require_all/refresh file://localhost/etc/fonts/fonts.conf (online) dependency require_all/none file://localhost/usr/bin/fc-cache (online) #

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  • Generate 2D cross-section polygon from 3D mesh

    - by nornagon
    I'm writing a game which uses 3D models to draw a scene (top-down orthographic projection), but a 2D physics engine to calculate response to collisions, etc. I have a few 3D assets for which I'd like to be able to automatically generate a hitbox by 'slicing' the 3D mesh with the X-Y plane and creating a polygon from the resultant edges. Google is failing me on this one (and not much helpful material on SO either). Suggestions?

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  • Flash - playing video

    - by Yippie-Kai-Yay
    Hello! I'm developing a Flash-only application and I want to integrate the flowplayer directly into it, but not on the webpage using some swfobject-like approach. So, at some moment (for example, when arbitrary event fires), I would like to add the flowplayer object to the scene so that it starts streaming the specified video. Does someone know if that is possible? Would the following API (http://releases.flowplayer.org/apidoc-latest/index.html) help me somehow? Thank you.

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  • DVD drive not recognized

    - by David Oneill
    I'm in the midst of building a computer (first time builder) I got everything plugged in, and hit the power button. After the excitement of the first boot coming up on my screen, I was looking through the BIOS settings. However, joy soon turned sour, as I looked at the list of installed SATA devices. My DVD drive wasn't on the list :( So, what are common things I should check/try?

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