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  • 3d vertex translated onto 2d viewport

    - by Dan Leidal
    I have a spherical world defined by simple trigonometric functions to create triangles that are relatively similar in size and shape throughout. What I want to be able to do is use mouse input to target a range of vertices in the area around the mouse click in order to manipulate these vertices in real time. I read a post on this forum regarding translating 3d world coordinates into the 2d viewport.. it recommended that you should multiply the world vector coordinates by the viewport and then the projection, but they didn't include any code examples, and suffice to say i couldn't get any good results. Further information.. I am using a lookat method for the viewport. Does this cause a problem, and if so is there a solution? If this isn't the problem, does anyone have a simple code example illustrating translating one vertex in a 3d world into a 2d viewspace? I am using XNA.

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  • why are my players drawn to the side of my viewport

    - by Jetbuster
    Following this admittedly brilliant and clean 2d camera class I have a camera on each player, and it works for multiplayer and i've divided the screen into two sections for split screen by giving each camera a viewport. However in the game it looks like this I'm not sure if thats their position relative to the screen or what The relevant gameScreen code, the makePlayers is setup so it could theoretically work for up to 4 players private void makePlayers() { int rowCount = 1; if (NumberOfPlayers > 2) rowCount = 2; players = new Player[NumberOfPlayers]; for (int i = 0; i < players.Length; i++) { int xSize = GameRef.Window.ClientBounds.Width / 2; int ySize = GameRef.Window.ClientBounds.Height / rowCount; int col = i % rowCount; int row = i / rowCount; int xPoint = 0 + xSize * row; int yPoint = 0 + ySize * col; Viewport viewport = new Viewport(xPoint, yPoint, xSize, ySize); Vector2 playerPosition = new Vector2(viewport.TitleSafeArea.X + viewport.TitleSafeArea.Width / 2, viewport.TitleSafeArea.Y + viewport.TitleSafeArea.Height / 2); players[i] = new Player(playerPosition, playerSprites[i], GameRef, viewport); } //players[1].Keyboard = true; } public override void Draw(GameTime gameTime) { base.Draw(gameTime); foreach (Player player in players) { GraphicsDevice.Viewport = player.PlayerCamera.ViewPort; GameRef.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.PointClamp, null, null, null, player.PlayerCamera.Transform); map.Draw(GameRef.spriteBatch); // Draw the Player player.Draw(GameRef.spriteBatch); // Draw UI screen elements GraphicsDevice.Viewport = Viewport; ControlManager.Draw(GameRef.spriteBatch); GameRef.spriteBatch.End(); } } the player's initialize and draw methods are like so internal void Initialize() { this.score = 0; this.angle = (float)(Math.PI * 0 / 180);//Start sprite at it's default rotation int width = utils.scaleInt(picture.Width, imageScale); int height = utils.scaleInt(picture.Height, imageScale); this.hitBox = new HitBox(new Vector2(centerPos.X - width / 2, centerPos.Y - height / 2), width, height, Color.Black, game.Window.ClientBounds); playerCamera.Initialize(); } #region Methods public void Draw(SpriteBatch spriteBatch) { //Console.WriteLine("Hitbox: X({0}),Y({1})", hitBox.Points[0].X, hitBox.Points[0].Y); //Console.WriteLine("Image: X({0}),Y({1})", centerPos.X, centerPos.Y); Vector2 orgin = new Vector2(picture.Width / 2, picture.Height / 2); hitBox.Draw(spriteBatch); utils.DrawCrosshair(spriteBatch, Position, game.Window.ClientBounds, Color.Red); spriteBatch.Draw(picture, Position, null, Color.White, angle, orgin, imageScale, SpriteEffects.None, 0.1f); } as I said I think I'm gonna need to do something with the render position but I'm to entirely sure what or how it would be elegant to say the least

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  • why are my players drawn top the side of my viewport

    - by Jetbuster
    Following this admittedly brilliant and clean 2d camera class I have a camera on each player, and it works for multiplayer and i've divided the screen into two sections for split screen by giving each camera a viewport. However in the game it looks like this I'm not sure if thats their position relative to the screen or what The relevant gameScreen code, the makePlayers is setup so it could theoretically work for up to 4 players private void makePlayers() { int rowCount = 1; if (NumberOfPlayers > 2) rowCount = 2; players = new Player[NumberOfPlayers]; for (int i = 0; i < players.Length; i++) { int xSize = GameRef.Window.ClientBounds.Width / 2; int ySize = GameRef.Window.ClientBounds.Height / rowCount; int col = i % rowCount; int row = i / rowCount; int xPoint = 0 + xSize * row; int yPoint = 0 + ySize * col; Viewport viewport = new Viewport(xPoint, yPoint, xSize, ySize); Vector2 playerPosition = new Vector2(viewport.TitleSafeArea.X + viewport.TitleSafeArea.Width / 2, viewport.TitleSafeArea.Y + viewport.TitleSafeArea.Height / 2); players[i] = new Player(playerPosition, playerSprites[i], GameRef, viewport); } //players[1].Keyboard = true; } public override void Draw(GameTime gameTime) { base.Draw(gameTime); foreach (Player player in players) { GraphicsDevice.Viewport = player.PlayerCamera.ViewPort; GameRef.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.PointClamp, null, null, null, player.PlayerCamera.Transform); map.Draw(GameRef.spriteBatch); // Draw the Player player.Draw(GameRef.spriteBatch); // Draw UI screen elements GraphicsDevice.Viewport = Viewport; ControlManager.Draw(GameRef.spriteBatch); GameRef.spriteBatch.End(); } } the player's initialize and draw methods are like so internal void Initialize() { this.score = 0; this.angle = (float)(Math.PI * 0 / 180);//Start sprite at it's default rotation int width = utils.scaleInt(picture.Width, imageScale); int height = utils.scaleInt(picture.Height, imageScale); this.hitBox = new HitBox(new Vector2(centerPos.X - width / 2, centerPos.Y - height / 2), width, height, Color.Black, game.Window.ClientBounds); playerCamera.Initialize(); } #region Methods public void Draw(SpriteBatch spriteBatch) { //Console.WriteLine("Hitbox: X({0}),Y({1})", hitBox.Points[0].X, hitBox.Points[0].Y); //Console.WriteLine("Image: X({0}),Y({1})", centerPos.X, centerPos.Y); Vector2 orgin = new Vector2(picture.Width / 2, picture.Height / 2); hitBox.Draw(spriteBatch); utils.DrawCrosshair(spriteBatch, Position, game.Window.ClientBounds, Color.Red); spriteBatch.Draw(picture, Position, null, Color.White, angle, orgin, imageScale, SpriteEffects.None, 0.1f); } as I said I think I'm gonna need to do something with the render position but I'm to entirely sure what or how it would be elegant to say the least

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  • Incorrect viewport on monitor everytime computer is booted

    - by doldertfo
    Hi, Every time I turn on my PC the viewport isn't aligned correctly on the screen - there is always a black strip on the right hand side. This is not a big issue as it can be resolved by pressing the menu button on the screen and doing a factory reset. However it is irritating having to do it every time. I am using a flat screen monitor with vga connections. The weird thing it never used to happen before with the tower Im using. Is potentially out of date drivers a problem? Thanks.

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  • Android 2.1 address bar causes change in viewport dimensions

    - by davehumyo
    Hi, I have a page that has a 100% width and height div in it (all surrounding elements are sized accordingly so that it does actually achieve 100% width and height). Below that div I have a second div with a fixed height. In mobile safari and blackberry everything is fine, when the page loads the dimensions are applied correctly (the top div filling the viewport) and the user can scroll down to reveal the second div. Android 2.1 also applies the dimensions correctly, but with an added quirk; when the user scrolls down and removes the address bar from the page, the dimensions of the div are recalculated to fill the viewport, causing the content to jump. Ideally I would like the dimensions of the div to remain static when the page is scrolled, but remain 100% so that it will fill the viewport regardless of device size or orientation. Does anyone know of any way to disable this recalculation? Thanks for any help you can provide.

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  • Android broswer crushes on Ajax calls, when viewport meta tag is defined

    - by Eran
    I am building a web app, which is intended to run on the Android browser. When I have a webpage that contains any kind of viewport meta tag, like this: <meta name="viewport" content="width=400"/> My webpage crushes on ajax calls. It happens when using the emulator, the actual browser on my nexus one, and on a droid (all running Android 2.1). Without the meta tag, the ajax calls run as they should. Any ideas?

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  • Using jQuery To Get Size of Viewport

    - by Volomike
    How do I use jQuery to determine the size of the browser viewport, and to redetect this if the page is resized? I need to make an IFRAME size into this space (coming in a little on each margin). For those who don't know, the browser viewport is not the size of the document/page. It is the visible size of your window before the scroll.

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  • jQuery Syntax Error - Trying to detect viewport size and select background image to use w/CSS

    - by CuppyCakes
    Hi all. Please be gentle, I'm still learning. I imagine that the solution to my problem is simple and that perhaps I have just been in front of the computer too long. I am trying to detect the size of the viewport, and then use a different sized image for a background on an element depending on the size of the viewport. Here is what I have so far: $(document).ready(function(){ var pageWidth = $(window).width(); if ( pageWidth <= 1280 ) { $('#contact').css('background-image', 'url(../images/contact_us_low.jpg)'); } elseif ( pageWidth > 1280 ) { $('#contact').css('background-image', 'url(../images/contact_us_high.jpg)'); } }); Error: missing ; before statement [Break on this error] elseif ( pageWidth 1280 ) {\n (Line 7) To me it seems like all of my semi-colons are in the right place. Two questions: Am I going about solving the problem in a sensible way? To me a simple conditional should solve this background problem, as the code is merely selecting between two images based on what size it detects the viewport to be. Can you please help point out my n00b syntax error? Sometimes it really does help to have an extra pair of eyes look at something like this, even if small. Thank you kindly for your advice, I will continue poking and perusing the docs I have available to me.

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  • Android WebView viewport

    - by alex2k8
    With html below I expected that the green rectangle would occupy only half of the screen, but on practice it occupies the whole screen width. I tried other values for viewport width, no luck. Any ideas why it does not work? Html <html> <head> <meta name="viewport" content="width=640" /> </head> <body> <div style="width: 300px; height: 50px; background: green;">300px</div> <div style="width: 600px; height: 50px; background: yellow;">600px</div> </body> </html> Xml <?xml version="1.0" encoding="utf-8"?> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="fill_parent" android:layout_height="fill_parent" android:orientation="vertical" > <WebView android:id="@+id/web_view" android:layout_width="wrap_content" android:layout_height="wrap_content" /> </LinearLayout>

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  • iPad width in viewport settings overflowing past device width

    - by user1327771
    I am at my wit's end here, and I beseech the fine folks here at stackoverflow for help. I am working on a design for a blog for a friend of mine, and I'm working in HTML5. I am trying to get the width of the page to span the width of an iPad. So, in my document head, I have the following: <meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0"> Now, if you go to the index page, on an iPad, it looks just fine. The width of the page spans the width of the iPad in portrait mode, as I expect it to: http://www.alanreuterart.com/femmegamers/index.html It also looks fine on any individual blog posts as well. However, on the "about" and "join" pages, the width does not do this. It's actually overflowing past the length of the iPad to the right. View the following page on an iPad to see what I mean: http://www.alanreuterart.com/femmegamers/about.html I've tried everything. I cannot, for the life of me, figure out how to get it those two pages to correctly span the device width of the iPad. One important note, though: before anyone tells me to set my viewport width to 960, I cannot do that because the pages have media queries in them to convert to a mobile layout for the iPhone and other mobile phones. (I am not making a special unique layout for the iPad.) Can ANYONE help out here? Thanks in advance! —Me.

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  • Ext.Viewport with Menu in North Region problem...

    - by Paul
    Hello... I have a Ext.Viewport in my page... In North region, I have a Dropdown Menu... But When I mouse over a menu item, the menu items drop down but the items appear below the Center region panel. I have been unable to get this to work. I tried setting the z-index but no luck at all. Help? Thanks

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  • EXT JS toLayout on Viewport doesnt show anything...

    - by Nazariy
    After reading many example about adding new components in to existing container without reloading whole page I run in to small problem while combining tree and tabs inside Viewport component. What I'm trying to do is to register on click event to tree node and load in to content container new component, depending on node type it can be tabpanel, gridpanel or any other available component. here is short example of tree object: { xtype: 'treepanel', id: 'tree-panel', listeners: { click: function(n) { var content = Ext.getCmp('content-panel'); content.setTitle(n.attributes.qtip); //remove all components from content-panel content.removeAll(); content.add(dummy_tabs2); content.doLayout(); return; } }} All DOM manipulation went fine, everything registered properly, new Title shown, but dummy_tabs2 are not shown. I did try to set various properties for doLayout(true|false, true|false) but nothing happens. Am I doing something wrong?

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  • Xna Equivalent of Viewport.Unproject in a draw call as a matrix transformation

    - by Nick Crowther
    I am making a 2D sidescroller and I would like to draw my sprite to world space instead of client space so I do not have to lock it to the center of the screen and when the camera stops the sprite will walk off screen instead of being stuck at the center. In order to do this I wanted to make a transformation matrix that goes in my draw call. I have seen something like this: http://stackoverflow.com/questions/3570192/xna-viewport-projection-and-spritebatch I have seen Matrix.CreateOrthographic() used to go from Worldspace to client space but, how would I go about using it to go from clientspace to worldspace? I was going to try putting my returns from the viewport.unproject method I have into a scale matrix such as: blah = Matrix.CreateScale(unproject.X,unproject.Y,0); however, that doesn't seem to work correctly. Here is what I'm calling in my draw method(where X is the coordinate my camera should follow): Vector3 test = screentoworld(X, graphics); var clienttoworld = Matrix.CreateScale(test.X,test.Y, 0); animationPlayer.Draw(theSpriteBatch, new Vector2(X.X,X.Y),false,false,0,Color.White,new Vector2(1,1),clienttoworld); Here is my code in my unproject method: Vector3 screentoworld(Vector2 some, GraphicsDevice graphics): Vector2 Position =(some.X,some.Y); var project = Matrix.CreateOrthographic(5*graphicsdevice.Viewport.Width, graphicsdevice.Viewport.Height, 0, 1); var viewMatrix = Matrix.CreateLookAt( new Vector3(0, 0, -4.3f), new Vector3(X.X,X.Y,0), Vector3.Up); //I have also tried substituting (cam.Position.X,cam.Position.Y,0) in for the (0,0,-4.3f) Vector3 nearSource = new Vector3(Position, 0f); Vector3 nearPoint = graphicsdevice.Viewport.Unproject(nearSource, project, viewMatrix, Matrix.Identity); return nearPoint;

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  • Viewport / Camera Calculation in 2D Game

    - by Dave
    we have a 2D game with some sprites and tiles and some kind of camera/viewport, that "moves" around the scene. so far so good, if we wouldn't had some special behaviour for your camera/viewport translation. normally you could stick the camera to your player figure and center it, resulting in a very cheap, undergraduate, translation equation, like : vec_translation -/+= speed (depending in what keys are pressed. WASD as default.) buuuuuuuuuut, we want our player figure be able to actually reach the bounds, when the viewport/camera has reached a maximum translation. we came up with the following solution (only keys a and d are the shown here, the rest is just adaption of calculation or maybe YOUR super-cool and elegant solution :) ): if(keys[A]) { playerX -= speed; if(playerScreenX <= width / 2 && tx < 0) { playerScreenX = width / 2; tx += speed; } else if(playerScreenX <= width / 2 && (tx) >= 0) { playerScreenX -= speed; tx = 0; if(playerScreenX < 0) playerScreenX = 0; } else if(playerScreenX >= width / 2 && (tx) < 0) { playerScreenX -= speed; } } if(keys[D]) { playerX += speed; if(playerScreenX >= width / 2 && (-tx + width) < sceneWidth) { playerScreenX = width / 2; tx -= speed; } if(playerScreenX >= width / 2 && (-tx + width) >= sceneWidth) { playerScreenX += speed; tx = -(sceneWidth - width); if(playerScreenX >= width - player.width) playerScreenX = width - player.width; } if(playerScreenX <= width / 2 && (-tx + width) < sceneWidth) { playerScreenX += speed; } } i think the code is rather self explaining: keys is a flag container for currently active keys, playerX/-Y is the position of the player according to world origin, tx/ty are the translation components vital to background / npc / item offset calculation, playerOnScreenX/-Y is the actual position of the player figure (sprite) on screen and width/height are the dimensions of the camera/viewport. this all looks quite nice and works well, but there is a very small and nasty calculation error, which in turn sums up to some visible effect. let's consider following piece of code: if(playerScreenX <= width / 2 && tx < 0) { playerScreenX = width / 2; tx += speed; } it can be translated into plain english as : if the x position of your player figure on screen is less or equal the half of your display / camera / viewport size AND there is enough space left LEFT of your viewport/camera then set players x position on screen to width half, increase translation (because we subtract the translation from something we want to move). easy, right?! doing this will create a small delta between playerX and playerScreenX. after so much talking, my question appears now here at the bottom of this document: how do I stick the calculation of my player-on-screen to the actual position of the player AND having a viewport that is not always centered aroung the players figure? here is a small test-case in processing: http://pastebin.com/bFaTauaa thank you for reading until now and thank you in advance for probably answering my question.

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  • Graphics glitch when drawing to a Cairo context obtained from a gtk.DrawingArea inside a gtk.Viewport.

    - by user410023
    I am trying to redraw the part of the DrawingArea that is visible in the Viewport in the expose-event handler. However, it seems that I am doing something wrong with the coordinates that are passed to the event handler because there is garbage at the edge of the Viewport when scrolling. Can anyone tell what I am doing wrong? Here is a small example: import pygtk pygtk.require("2.0") import gtk from numpy import array from math import pi class Circle(object): def init(self, position = [0., 0.], radius = 0., edge = (0., 0., 0.), fill = None): self.position = position self.radius = radius self.edge = edge self.fill = fill def draw(self, ctx): rect = array(ctx.clip_extents()) rect[2] -= rect[0] rect[3] -= rect[1] center = rect[2:4] / 2 ctx.arc(center[0], center[1], self.radius, 0., 2. * pi) if self.fill != None: ctx.set_source_rgb(*self.fill) ctx.fill_preserve() ctx.set_source_rgb(*self.edge) ctx.stroke() class Scene(object): class Proxy(object): directory = {} def init(self, target, layers = set()): self.target = target self.layers = layers Scene.Proxy.directory[target] = self def __init__(self, viewport): self.objects = {} self.layers = [set()] self.viewport = viewport self.signals = {} def draw(self, ctx): x = self.viewport.get_hadjustment().value y = self.viewport.get_vadjustment().value ctx.set_source_rgb(1., 1., 1.) ctx.paint() ctx.translate(x, y) for obj in self: obj.draw(ctx) def add(self, item, layer = 0): item = Scene.Proxy(item, layers = set((layer,))) assert(hasattr(item.target, "draw")) assert(isinstance(layer, int)) item.layers.add(layer) while not layer < len(self.layers): self.layers.append(set()) self.layers[layer].add(item) if not item in self.objects: self.objects[item] = set() self.objects[item].add(layer) def remove(self, item, layers = None): item = Scene.Proxy.directory[item] if layers == None: layers = self.objects[item] for layer in layers: layer.remove(item) item.layers.remove(layer) if len(item.layers) == 0: self.objects.remove(item) def __iter__(self): for layer in self.layers: for item in layer: yield item.target class App(object): def init(self): signals = { "canvas_exposed": self.update_canvas, "gtk_main_quit": gtk.main_quit } self.builder = gtk.Builder() self.builder.add_from_file("graphics_glitch.glade") self.window = self.builder.get_object("window") self.viewport = self.builder.get_object("viewport") self.canvas = self.builder.get_object("canvas") self.scene = Scene(self.viewport) signals.update(self.scene.signals) self.builder.connect_signals(signals) self.window.show() def update_canvas(self, widget, event): ctx = self.canvas.window.cairo_create() self.scene.draw(ctx) ctx.clip() if name == "main": app = App() scene = app.scene scene.add(Circle((0., 0.), 10.)) gtk.main() And the Glade file "graphics_glitch.glade": <?xml version="1.0"?> <interface> <requires lib="gtk+" version="2.16"/> <!-- interface-naming-policy project-wide --> <object class="GtkWindow" id="window"> <property name="width_request">200</property> <property name="height_request">200</property> <property name="visible">True</property> <signal name="destroy" handler="gtk_main_quit"/> <child> <object class="GtkScrolledWindow" id="scrolledwindow1"> <property name="visible">True</property> <property name="can_focus">True</property> <property name="hadjustment">h_adjust</property> <property name="vadjustment">v_adjust</property> <property name="hscrollbar_policy">automatic</property> <property name="vscrollbar_policy">automatic</property> <child> <object class="GtkViewport" id="viewport"> <property name="visible">True</property> <property name="resize_mode">queue</property> <child> <object class="GtkDrawingArea" id="canvas"> <property name="width_request">640</property> <property name="height_request">480</property> <property name="visible">True</property> <signal name="expose_event" handler="canvas_exposed"/> </object> </child> </object> </child> </object> </child> </object> <object class="GtkAdjustment" id="h_adjust"> <property name="lower">-1000</property> <property name="upper">1000</property> <property name="step_increment">1</property> <property name="page_increment">25</property> <property name="page_size">25</property> </object> <object class="GtkAdjustment" id="v_adjust"> <property name="lower">-1000</property> <property name="upper">1000</property> <property name="step_increment">1</property> <property name="page_increment">25</property> <property name="page_size">25</property> </object> </interface> Thanks! --Dan

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  • Webkit iPhone App : How to dynamically change the user zoom (or scale, pich & zoom) in the viewport

    - by Samuel Michelot
    I use JQTouch for an iPhone app. JQtouch disable by default the possibility to pinch&zoom the page. For one page (containing a big image), i need to enable the pinch & zoom feature. This is easy : var viewport = $("head meta[name=viewport]"); viewport.attr('content', 'width=320, initial-scale=1, maximum-scale=10.0, minimum-scale=1, user-scalable=1'); But after user has play with the pinch & zoom, I need to dynamically reset the zoom (scale) to the default. I tried to reset the viewport: viewport.attr('content', 'width=320, initial-scale=1.0, maximum-scale=1.0, user-scalable=0;'); After calling the above code, it's not possible to zoom anymore (because of user-scalable=0;), but it doesn't change the current scale to the default. I am looking for something like setScale(1), or to change an attribute like current-scale=1 Any idea ?

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  • isometric background that covers the viewport [on hold]

    - by Richard
    The background image should cover the viewport. The technique I use now is a loop with an innerloop that draws diamond shaped images on a canvas element, but it looks like a rotated square. This is a nice example: ,that covers the whole viewport. I have heard something about clickthrough maps, but what more ways are there that are most efficient with mobile devices and javascript? Any advice in grid design out there?.

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  • Transform 3d viewport vector to 2d vector

    - by learning_sam
    I am playing around with 3d transformations and came along an issue. I have a 3d vector already within the viewport and need to transform it to a 2d vector. (let's say my screen is 10x10) Does that just straight works like regualar transformation or is something different here? i.e.: I have the vector a = (2, 1, 0) within the viewport and want the 2d vector. Does that works like this and if yes how do I handle the "0" within the 3rd component?

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  • iPhone site optimization: Custom viewport size

    - by Brandon Durham
    I've got a site that should max out a 575px on the iphone and wanted to know what the best method is for defaulting the viewport to this size. Currently I am using this meta tag: <meta name="viewport" content="width=575; user-scalable=no;"> This displays some odd behavior in that it loads fully zoomed out and then, once the page is loaded, zooms in to 575. What are the best methods to ensure that my site will surely display at 575px wide in mobile browsers?

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  • jQuery: How can I check if a block in my document is inside the viewport or outside of it?

    - by Jannis
    I am basically trying to trigger a function if the footer is inside the viewport. How can I check whether the footer is currently visible in the viewport? I assume I will have to put it into the $(window).scroll() event so that the listener becomes true once the footer becomes visible but what the function should be I just can't figure out. Any help would be much appreciated. Thanks for reading, Jannis

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  • How to set viewport meta for iPhone that handles rotation properly?

    - by Caffeine Coma
    So I've been using: <meta name="viewport" content="width=device-width; initial-scale=1.0; maximum-scale=1.0;"/> to get my HTML content to display nicely on the iPhone. It works great until the user rotates the device into landscape mode, where the display remains constrained to 320px. Is there a simple way to specify a viewport that changes in response to the user changing the device orientation? Or must I resort to Javascript to handle that?

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  • Xinerama creates a panning viewport

    - by iblue
    EDIT: I've created a bug report: https://bugs.freedesktop.org/show_bug.cgi?id=48458 My Setup I have 4 monitors, 1920x1080, which are in portrait mode (rotated left). They are connected to two radeon graphic cards. As usual, a picture says more than a thousand words. The problem Everything works fine, when Xinerama is disabled. But when I enable Xinerama, things get weird. When I move the mouse of the screen and return, the screen contents begin to move with the mouse, only on this monitor. It seems like the virtual display size does not match the real screen size, which activates a panning viewport. Any idea how to stop this? The video I created a video to demonstrate the issue: http://www.youtube.com/watch?v=zq_XHji1P24 xorg.conf This is my xorg.conf: Section "ServerLayout" ##################[ Evilness begins here ]############# Option "Xinerama" "on" # <--- Makes it go b0rked! ##################[ End of all evil ]############# Identifier "BOFH Console of Doom" Screen 0 "Screen-0" 0 0 Screen 1 "Screen-1" RightOf "Screen-0" Screen 2 "Screen-2" RightOf "Screen-1" Screen 3 "Screen-3" RightOf "Screen-2" EndSection Section "ServerFlags" Option "RandR" "false" EndSection Section "Module" Load "dbe" Load "dri" Load "extmod" Load "dri2" Load "record" Load "glx" EndSection Section "Monitor" Identifier "Monitor-0" Option "Rotate" "left" EndSection Section "Monitor" Identifier "Monitor-1" Option "Rotate" "left" EndSection Section "Monitor" Identifier "Monitor-2" Option "Rotate" "left" EndSection Section "Monitor" Identifier "Monitor-3" Option "Rotate" "left" EndSection Section "Device" Identifier "Radeon-0-0" Driver "radeon" BusID "PCI:9:0:0" Option "ZaphodHeads" "DVI-0" Screen 0 EndSection Section "Device" Identifier "Radeon-0-1" Driver "radeon" BusID "PCI:9:0:0" Option "ZaphodHeads" "DVI-1" Screen 1 EndSection Section "Device" Identifier "Radeon-1-0" Driver "radeon" BusID "PCI:4:0:0" Option "ZaphodHeads" "DVI-2" Screen 0 EndSection Section "Device" Identifier "Radeon-1-1" Driver "radeon" BusID "PCI:4:0:0" Option "ZaphodHeads" "DVI-3" Screen 1 EndSection Section "Screen" Identifier "Screen-0" Device "Radeon-0-0" Monitor "Monitor-0" DefaultDepth 24 SubSection "Display" Viewport 0 0 Depth 24 EndSubSection EndSection Section "Screen" Identifier "Screen-1" Device "Radeon-0-1" Monitor "Monitor-1" DefaultDepth 24 SubSection "Display" Viewport 0 0 Depth 24 EndSubSection EndSection Section "Screen" Identifier "Screen-2" Device "Radeon-1-0" Monitor "Monitor-2" DefaultDepth 24 SubSection "Display" Viewport 0 0 Depth 24 EndSubSection EndSection Section "Screen" Identifier "Screen-3" Device "Radeon-1-1" Monitor "Monitor-3" DefaultDepth 24 SubSection "Display" Viewport 0 0 Depth 24 EndSubSection EndSection

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  • Set a drawing viewport while using camera

    - by Mariano
    I'm working with XNA. I already have a basic world made of tiles and a camera using a transform matrix. I have a character moving around and the camera follows. What I want to do now is draw the map only on a certain part of the screen as shown on the figure below. This way I can move the map to the left of the screen and have the other fixed parts shift to the right. Do I need to modify the camera matrix? Make a new viewport?

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