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  • YUI Uploader hangs after choosing file

    - by stephenbayer
    Below is my entire code from a User control that contains the YUI Uploader. Is there something I'm missing. Right now, when I step through the javascript code in Firebug, it hangs on the first line of the upload() function. I have a breakpoint on the first line of the ashx that handles the file, but it is never called. So, it doesn't get that far. I figure I'm just missing something stupid. I've used this control many times before with no issues. I'm using all the css files and graphics provided by the samples folder in the YUI download. If I'm not missing anything, is there a more comprehensive way of debuging this issue then through stepping through the javascript with FireBug. I've tried turning the logging for YUI on and off, and never get any logs anywhere. I'm not sure where to go now. <style type="text/css"> #divFile { background-color:White; border:2px inset Ivory; height:21px; margin-left:-2px; margin-right:9px; width:125px; } </style> <ajaxToolkit:RoundedCornersExtender runat="server" Corners="All" Radius="6" ID="rceContainer" TargetControlID="pnlMMAdmin" /> <asp:Panel ID="pnlMMAdmin" runat="server" Width="100%" BackColor="Silver" ForeColor="#ffffff" Font-Bold="true" Font-Size="16px"> <div style="padding: 5px; text-align:center; width: 100%;"> <table style="width: 100% ; border: none; text-align: left;"> <tr> <td style="width: 460px; vertical-align: top;"> <!-- information panel --> <ajaxToolkit:RoundedCornersExtender runat="server" Corners="All" Radius="6" ID="RoundedCornersExtender1" TargetControlID="pnlInfo" /> <asp:Panel ID="pnlInfo" runat="server" Width="100%" BackColor="Silver" ForeColor="#ffffff" Font-Bold="true" Font-Size="16px"> <div id="infoPanel" style="padding: 5px; text-align:left; width: 100%;"> <table> <tr><td>Chart</td><td> <table><tr><td><div id="divFile" ></div></td><td><div id="uploaderContainer" style="width:60px; height:25px"></div></td></tr> <tr><td colspan="2"><div id="progressBar"></div></td></tr></table> </td></tr> </table> </div></asp:Panel> <script type="text/javascript" language="javascript"> WYSIWYG.attach('<%= txtComment.ClientID %>', full); var uploader = new YAHOO.widget.Uploader("uploaderContainer", "assets/buttonSkin.jpg"); uploader.addListener('contentReady', handleContentReady); uploader.addListener('fileSelect', onFileSelect) uploader.addListener('uploadStart', onUploadStart); uploader.addListener('uploadProgress', onUploadProgress); uploader.addListener('uploadCancel', onUploadCancel); uploader.addListener('uploadComplete', onUploadComplete); uploader.addListener('uploadCompleteData', onUploadResponse); uploader.addListener('uploadError', onUploadError); function handleContentReady() { // Allows the uploader to send log messages to trace, as well as to YAHOO.log uploader.setAllowLogging(false); // Restrict selection to a single file (that's what it is by default, // just demonstrating how). uploader.setAllowMultipleFiles(false); // New set of file filters. var ff = new Array({ description: "Images", extensions: "*.jpg;*.png;*.gif" }); // Apply new set of file filters to the uploader. uploader.setFileFilters(ff); } var fileID; function onFileSelect(event) { for (var item in event.fileList) { if (YAHOO.lang.hasOwnProperty(event.fileList, item)) { YAHOO.log(event.fileList[item].id); fileID = event.fileList[item].id; } } uploader.disable(); var filename = document.getElementById("divFile"); filename.innerHTML = event.fileList[fileID].name; var progressbar = document.getElementById("progressBar"); progressbar.innerHTML = "Please wait... Starting upload.... "; upload(fileID); } function upload(idFile) { // file hangs right here. ************************** progressBar.innerHTML = "Upload starting... "; if (idFile != null) { uploader.upload(idFile, "AdminFileUploader.ashx", "POST"); fileID = null; } } function handleClearFiles() { uploader.clearFileList(); uploader.enable(); fileID = null; var filename = document.getElementById("divFile"); filename.innerHTML = ""; var progressbar = document.getElementById("progressBar"); progressbar.innerHTML = ""; } function onUploadProgress(event) { prog = Math.round(300 * (event["bytesLoaded"] / event["bytesTotal"])); progbar = "<div style=\"background-color: #f00; height: 5px; width: " + prog + "px\"/>"; var progressbar = document.getElementById("progressBar"); progressbar.innerHTML = progbar; } function onUploadComplete(event) { uploader.clearFileList(); uploader.enable(); progbar = "<div style=\"background-color: #f00; height: 5px; width: 300px\"/>"; var progressbar = document.getElementById("progressBar"); progressbar.innerHTML = progbar; alert('File Uploaded'); } function onUploadStart(event) { alert('upload start'); } function onUploadError(event) { alert('upload error'); } function onUploadCancel(event) { alert('upload cancel'); } function onUploadResponse(event) { alert('upload response'); } </script>

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  • flex uploader

    - by StoneHeart
    i making an uploader for 3rd party site, i don't want upload through my host (user upload to host, host upload to 3rd party site), it waste bandwidth so i decided choose flex, but i want know clearly about flex before i tried with it, can it handle http response after upload (redirect header, html response, json ...)

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  • Agile Uploader error code 2101?

    - by adamwstl
    I'm trying to install Agile Uploader, but keep running into an error code 2101 (no other message besides that.) Any idea what error code "2101" means? Whenever I try to submit/upload (when I call agileUploaderSubmit()), nothing seems to happen and with Firebug mode on, all the log prints out is that code. I can't find anything that tells me what it means. Thanks

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  • Java multiple Images Uploader

    - by Padur
    Hello Folks I have this new requirement to develop a software which is a large scale image up loader in a web application. I was able to do the same using swing contains several feature like drag and drop, progress bar, remove file / files , modify, limit file size, verify file information, timer, verify at run time ..and its a very powerful tool which uploads images. I would like to do the same in web based app, like user selects 200 images process it and click upload and it should start uploading, like to know any feasible frameworks or any API's which help me do this faster and achieve the same kind of functionality. Please point me in correct direction. -PD

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  • Zend Framework + Uplodify Flash Uploader Troubles

    - by Richard Knop
    I've been trying to get the Uploadify flash uploader (www.uploadify.com) to work with Zend Framework, with no success so far. I have placed all Uploadify files under /public/flash-uploader directory. In the controller I include all required files and libraries like this: $this->view->headScript()->appendFile('/js/jquery-1.3.2.min.js'); $this->view->headLink()->appendStylesheet('/flash-uploader/css/default.css'); $this->view->headLink()->appendStylesheet('/flash-uploader/css/uploadify.css'); $this->view->headScript()->appendFile('/flash-uploader/scripts/swfobject.js'); $this->view->headScript()->appendFile('/flash-uploader/scripts/jquery.uploadify.v2.1.0.min.js'); And then I activate the plugin like this (#photo is id of the input file field): $(document).ready(function() { $("#photo").uploadify({ 'uploader' : '/flash-uploader/scripts/uploadify.swf', 'script' : 'my-account/flash-upload', 'cancelImg' : '/flash-uploader/cancel.png', 'folder' : 'uploads/tmp', 'queueID' : 'fileQueue', 'auto' : true, 'multi' : true, 'sizeLimit' : 2097152 }); }); As you can see I am targeting the my-account/flash-upload script as a backend processing (my-account is a controller, flash-upload is an action). My form markup looks like this: <form enctype="multipart/form-data" method="post" action="/my-account/upload-public-photo"><ol> <li><label for="photo" class="optional">File Queue<div id="fileQueue"></div></label> <input type="hidden" name="MAX_FILE_SIZE" value="31457280" id="MAX_FILE_SIZE" /> <input type="file" name="photo" id="photo" class="input-file" /></li> <li><div class="button"> <input type="submit" name="upload_public_photo" id="upload_public_photo" value="Save" class="input-submit" /></div></li></ol></form> And yet it's not working. The browse button doesn't even show up as in the demo page, I get only a regular input file field. Any ideas where could the problem be? I've already been staring into the code for hours and I cannot see any mistake anywhere and I'm starting to be exhausted after going through the same 30 lines of code 30 times in a row.

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  • Custom flash uploader breaks only on Media Temple

    - by LaserWolf
    I've built a flash uploader to upload files up to 100MB using a php backend. It works wonderfully on our dev server, on a hostgator vps, and on one of our clients' servers running Debian. It will not work on our Media Temple (dv)3.5 and I don't know why. The upload will start but will choke after a few seconds with this flash error message: ioerror: [IOErrorEvent type="ioError" bubbles=false cancelable=false eventPhase=2 text="Error #2038: File I/O Error. URL: http://..._upload.php"] The problem seems to be specific to the asynchronous nature of the flash uploader because if I try a straight php upload it works fine. The php.ini settings are set to allow such a large upload as well. Also, I've thoroughly googled flash, 2038, I/O error, etc but have yet to find anything that helped. Here's the weird part though: We work in Seattle. It won't work from the office. It won't work from home. But, while on the phone with MT's support, they were able to upload a file through our flash uploader just fine. I'm not sure where his office was located but I think it was Atlanta. So the problem also seems specific to physical location. Has anyone run into this sort of problem before?

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  • Render To Texture Using OpenGL is not working but normal rendering works just fine

    - by Franky Rivera
    things I initialize at the beginning of the program I realize not all of these pertain to my issue I just copy and pasted what I had //overall initialized //things openGL related I initialize earlier on in the project glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); glClearDepth( 1.0f ); glEnable(GL_ALPHA_TEST); glEnable( GL_STENCIL_TEST ); glEnable(GL_DEPTH_TEST); glDepthFunc( GL_LEQUAL ); glEnable(GL_CULL_FACE); glFrontFace( GL_CCW ); glEnable(GL_COLOR_MATERIAL); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ); //we also initialize our shader programs //(i added some shader program functions for definitions) //this enum list is else where in code //i figured it would help show you guys more about my //shader compile creation function right under this enum list VVVVVV /*enum eSHADER_ATTRIB_LOCATION { VERTEX_ATTRIB = 0, NORMAL_ATTRIB = 2, COLOR_ATTRIB, COLOR2_ATTRIB, FOG_COORD, TEXTURE_COORD_ATTRIB0 = 8, TEXTURE_COORD_ATTRIB1, TEXTURE_COORD_ATTRIB2, TEXTURE_COORD_ATTRIB3, TEXTURE_COORD_ATTRIB4, TEXTURE_COORD_ATTRIB5, TEXTURE_COORD_ATTRIB6, TEXTURE_COORD_ATTRIB7 }; */ //if we fail making our shader leave if( !testShader.CreateShader( "SimpleShader.vp", "SimpleShader.fp", 3, VERTEX_ATTRIB, "vVertexPos", NORMAL_ATTRIB, "vNormal", TEXTURE_COORD_ATTRIB0, "vTexCoord" ) ) return false; if( !testScreenShader.CreateShader( "ScreenShader.vp", "ScreenShader.fp", 3, VERTEX_ATTRIB, "vVertexPos", NORMAL_ATTRIB, "vNormal", TEXTURE_COORD_ATTRIB0, "vTexCoord" ) ) return false; SHADER PROGRAM FUNCTIONS bool CShaderProgram::CreateShader( const char* szVertexShaderName, const char* szFragmentShaderName, ... ) { //here are our handles for the openGL shaders int iGLVertexShaderHandle = -1, iGLFragmentShaderHandle = -1; //get our shader data char *vData = 0, *fData = 0; int vLength = 0, fLength = 0; LoadShaderFile( szVertexShaderName, &vData, &vLength ); LoadShaderFile( szFragmentShaderName, &fData, &fLength ); //data if( !vData ) return false; //data if( !fData ) { delete[] vData; return false; } //create both our shader objects iGLVertexShaderHandle = glCreateShader( GL_VERTEX_SHADER ); iGLFragmentShaderHandle = glCreateShader( GL_FRAGMENT_SHADER ); //well we got this far so we have dynamic data to clean up //load vertex shader glShaderSource( iGLVertexShaderHandle, 1, (const char**)(&vData), &vLength ); //load fragment shader glShaderSource( iGLFragmentShaderHandle, 1, (const char**)(&fData), &fLength ); //we are done with our data delete it delete[] vData; delete[] fData; //compile them both glCompileShader( iGLVertexShaderHandle ); //get shader status int iShaderOk; glGetShaderiv( iGLVertexShaderHandle, GL_COMPILE_STATUS, &iShaderOk ); if( iShaderOk == GL_FALSE ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLVertexShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLVertexShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szVertexShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLVertexShaderHandle); return false; } glCompileShader( iGLFragmentShaderHandle ); //get shader status glGetShaderiv( iGLFragmentShaderHandle, GL_COMPILE_STATUS, &iShaderOk ); if( iShaderOk == GL_FALSE ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLFragmentShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLFragmentShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szFragmentShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLFragmentShaderHandle); return false; } //lets check to see if the fragment shader compiled int iCompiled = 0; glGetShaderiv( iGLVertexShaderHandle, GL_COMPILE_STATUS, &iCompiled ); if( !iCompiled ) { //this shader did not compile leave return false; } //lets check to see if the fragment shader compiled glGetShaderiv( iGLFragmentShaderHandle, GL_COMPILE_STATUS, &iCompiled ); if( !iCompiled ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLFragmentShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLFragmentShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szFragmentShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLFragmentShaderHandle); return false; } //make our new shader program m_iShaderProgramHandle = glCreateProgram(); glAttachShader( m_iShaderProgramHandle, iGLVertexShaderHandle ); glAttachShader( m_iShaderProgramHandle, iGLFragmentShaderHandle ); glLinkProgram( m_iShaderProgramHandle ); int iLinked = 0; glGetProgramiv( m_iShaderProgramHandle, GL_LINK_STATUS, &iLinked ); if( !iLinked ) { //we didn't link return false; } //NOW LETS CREATE ALL OUR HANDLES TO OUR PROPER LIKING //start from this parameter va_list parseList; va_start( parseList, szFragmentShaderName ); //read in number of variables if any unsigned uiNum = 0; uiNum = va_arg( parseList, unsigned ); //for loop through our attribute pairs int enumType = 0; for( unsigned x = 0; x < uiNum; ++x ) { //specify our attribute locations enumType = va_arg( parseList, int ); char* name = va_arg( parseList, char* ); glBindAttribLocation( m_iShaderProgramHandle, enumType, name ); } //end our list parsing va_end( parseList ); //relink specify //we have custom specified our attribute locations glLinkProgram( m_iShaderProgramHandle ); //fill our handles InitializeHandles( ); //everything went great return true; } void CShaderProgram::InitializeHandles( void ) { m_uihMVP = glGetUniformLocation( m_iShaderProgramHandle, "mMVP" ); m_uihWorld = glGetUniformLocation( m_iShaderProgramHandle, "mWorld" ); m_uihView = glGetUniformLocation( m_iShaderProgramHandle, "mView" ); m_uihProjection = glGetUniformLocation( m_iShaderProgramHandle, "mProjection" ); ///////////////////////////////////////////////////////////////////////////////// //texture handles m_uihDiffuseMap = glGetUniformLocation( m_iShaderProgramHandle, "diffuseMap" ); if( m_uihDiffuseMap != -1 ) { //store what texture index this handle will be in the shader glUniform1i( m_uihDiffuseMap, RM_DIFFUSE+GL_TEXTURE0 ); (0)+ } m_uihNormalMap = glGetUniformLocation( m_iShaderProgramHandle, "normalMap" ); if( m_uihNormalMap != -1 ) { //store what texture index this handle will be in the shader glUniform1i( m_uihNormalMap, RM_NORMAL+GL_TEXTURE0 ); (1)+ } } void CShaderProgram::SetDiffuseMap( const unsigned& uihDiffuseMap ) { (0)+ glActiveTexture( RM_DIFFUSE+GL_TEXTURE0 ); glBindTexture( GL_TEXTURE_2D, uihDiffuseMap ); } void CShaderProgram::SetNormalMap( const unsigned& uihNormalMap ) { (1)+ glActiveTexture( RM_NORMAL+GL_TEXTURE0 ); glBindTexture( GL_TEXTURE_2D, uihNormalMap ); } //MY 2 TEST SHADERS also my math order is correct it pertains to my matrix ordering in my math library once again i've tested the basic rendering. rendering to the screen works fine ----------------------------------------SIMPLE SHADER------------------------------------- //vertex shader looks like this #version 330 in vec3 vVertexPos; in vec3 vNormal; in vec2 vTexCoord; uniform mat4 mWorld; // Model Matrix uniform mat4 mView; // Camera View Matrix uniform mat4 mProjection;// Camera Projection Matrix out vec2 vTexCoordVary; // Texture coord to the fragment program out vec3 vNormalColor; void main( void ) { //pass the texture coordinate vTexCoordVary = vTexCoord; vNormalColor = vNormal; //calculate our model view projection matrix mat4 mMVP = (( mWorld * mView ) * mProjection ); //result our position gl_Position = vec4( vVertexPos, 1 ) * mMVP; } //fragment shader looks like this #version 330 in vec2 vTexCoordVary; in vec3 vNormalColor; uniform sampler2D diffuseMap; uniform sampler2D normalMap; out vec4 fragColor[2]; void main( void ) { //CORRECT fragColor[0] = texture( normalMap, vTexCoordVary ); fragColor[1] = vec4( vNormalColor, 1.0 ); }; ----------------------------------------SCREEN SHADER------------------------------------- //vertext shader looks like this #version 330 in vec3 vVertexPos; // This is the position of the vertex coming in in vec2 vTexCoord; // This is the texture coordinate.... out vec2 vTexCoordVary; // Texture coord to the fragment program void main( void ) { vTexCoordVary = vTexCoord; //set our position gl_Position = vec4( vVertexPos.xyz, 1.0f ); } //fragment shader looks like this #version 330 in vec2 vTexCoordVary; // Incoming "varying" texture coordinate uniform sampler2D diffuseMap;//the tile detail texture uniform sampler2D normalMap; //the normal map from earlier out vec4 vTheColorOfThePixel; void main( void ) { //CORRECT vTheColorOfThePixel = texture( normalMap, vTexCoordVary ); }; .Class RenderTarget Main Functions //here is my render targets create function bool CRenderTarget::Create( const unsigned uiNumTextures, unsigned uiWidth, unsigned uiHeight, int iInternalFormat, bool bDepthWanted ) { if( uiNumTextures <= 0 ) return false; //generate our variables glGenFramebuffers(1, &m_uifboHandle); // Initialize FBO glBindFramebuffer(GL_FRAMEBUFFER, m_uifboHandle); m_uiNumTextures = uiNumTextures; if( bDepthWanted ) m_uiNumTextures += 1; m_uiTextureHandle = new unsigned int[uiNumTextures]; glGenTextures( uiNumTextures, m_uiTextureHandle ); for( unsigned x = 0; x < uiNumTextures-1; ++x ) { glBindTexture( GL_TEXTURE_2D, m_uiTextureHandle[x]); // Reserve space for our 2D render target glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexImage2D(GL_TEXTURE_2D, 0, iInternalFormat, uiWidth, uiHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + x, GL_TEXTURE_2D, m_uiTextureHandle[x], 0); } //if we need one for depth testing if( bDepthWanted ) { glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_uiTextureHandle[uiNumTextures-1], 0); glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, m_uiTextureHandle[uiNumTextures-1], 0);*/ // Must attach texture to framebuffer. Has Stencil and depth glBindRenderbuffer(GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); glRenderbufferStorage(GL_RENDERBUFFER, /*GL_DEPTH_STENCIL*/GL_DEPTH24_STENCIL8, TEXTURE_WIDTH, TEXTURE_HEIGHT ); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); } glBindFramebuffer(GL_FRAMEBUFFER, 0); //everything went fine return true; } void CRenderTarget::Bind( const int& iTargetAttachmentLoc, const unsigned& uiWhichTexture, const bool bBindFrameBuffer ) { if( bBindFrameBuffer ) glBindFramebuffer( GL_FRAMEBUFFER, m_uifboHandle ); if( uiWhichTexture < m_uiNumTextures ) glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + iTargetAttachmentLoc, m_uiTextureHandle[uiWhichTexture], 0); } void CRenderTarget::UnBind( void ) { //default our binding glBindFramebuffer( GL_FRAMEBUFFER, 0 ); } //this is all in a test project so here's my straight forward rendering function for testing this render function does basic rendering steps keep in mind i have already tested my textures i have already tested my box thats being rendered all basic rendering works fine its just when i try to render to a texture then display it in a render surface that it does not work. Also I have tested my render surface it is bound exactly to the screen coordinate space void TestRenderSteps( void ) { //Clear the color and the depth glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); //bind the shader program glUseProgram( testShader.m_iShaderProgramHandle ); //1) grab the vertex buffer related to our rendering glBindBuffer( GL_ARRAY_BUFFER, CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().GetBufferHandle() ); //2) how our stream will be split here ( 4 bytes position, ..ext ) CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().MapVertexStride(); //3) set the index buffer if needed glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, CIndexBuffer::GetInstance()->GetBufferHandle() ); //send the needed information into the shader testShader.SetWorldMatrix( boxPosition ); testShader.SetViewMatrix( Static_Camera.GetView( ) ); testShader.SetProjectionMatrix( Static_Camera.GetProjection( ) ); testShader.SetDiffuseMap( iTextureID ); testShader.SetNormalMap( iTextureID2 ); GLenum buffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 }; glDrawBuffers(2, buffers); //bind to our render target //RM_DIFFUSE, RM_NORMAL are enums (0 && 1) renderTarget.Bind( RM_DIFFUSE, 1, true ); renderTarget.Bind( RM_NORMAL, 1, false); //false because buffer is already bound //i clear here just to clear the texture to make it a default value of white //by doing this i can see if what im rendering to my screen is just drawing to the screen //or if its my render target defaulted glClearColor( 1.0f, 1.0f, 1.0f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); //i have this box object which i draw testBox.Draw(); //the draw call looks like this //my normal rendering works just fine so i know this draw is fine // glDrawElementsBaseVertex( m_sides[x].GetPrimitiveType(), // m_sides[x].GetPrimitiveCount() * 3, // GL_UNSIGNED_INT, // BUFFER_OFFSET(sizeof(unsigned int) * m_sides[x].GetStartIndex()), // m_sides[x].GetStartVertex( ) ); //we unbind the target back to default renderTarget.UnBind(); //i stop mapping my vertex format CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().UnMapVertexStride(); //i go back to default in using no shader program glUseProgram( 0 ); //now that everything is drawn to the textures //lets draw our screen surface and pass it our 2 filled out textures //NOW RENDER THE TEXTURES WE COLLECTED TO THE SCREEN QUAD //bind the shader program glUseProgram( testScreenShader.m_iShaderProgramHandle ); //1) grab the vertex buffer related to our rendering glBindBuffer( GL_ARRAY_BUFFER, CVertexBufferManager::GetInstance()->GetPositionTexBuffer().GetBufferHandle() ); //2) how our stream will be split here CVertexBufferManager::GetInstance()->GetPositionTexBuffer().MapVertexStride(); //3) set the index buffer if needed glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, CIndexBuffer::GetInstance()->GetBufferHandle() ); //pass our 2 filled out textures (in the shader im just using the diffuse //i wanted to see if i was rendering anything before i started getting into other techniques testScreenShader.SetDiffuseMap( renderTarget.GetTextureHandle(0) ); //SetDiffuseMap definitions in shader program class testScreenShader.SetNormalMap( renderTarget.GetTextureHandle(1) ); //SetNormalMap definitions in shader program class //DO the draw call drawing our screen rectangle glDrawElementsBaseVertex( m_ScreenRect.GetPrimitiveType(), m_ScreenRect.GetPrimitiveCount() * 3, GL_UNSIGNED_INT, BUFFER_OFFSET(sizeof(unsigned int) * m_ScreenRect.GetStartIndex()), m_ScreenRect.GetStartVertex( ) );*/ //unbind our vertex mapping CVertexBufferManager::GetInstance()->GetPositionTexBuffer().UnMapVertexStride(); //default to no shader program glUseProgram( 0 ); } Last words: 1) I can render my box just fine 2) i can render my screen rect just fine 3) I cannot render my box into a texture then display it into my screen rect 4) This entire project is just a test project I made to test different rendering practices. So excuse any "ugly-ish" unclean code. This was made just on a fly run through when I was trying new test cases.

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  • Laptop works fine with ac adapter, hangs after login screen using battery

    - by tavoton
    I did an Ubuntu 10.10 Desktop Edition clean install (amd64 version) on a notebook Medion Akoya E1311. With AC adapter everything works fine, but using battery, it hangs after login screen. I can type login, password too, and I can press login button. But then I can see mouse cursor and lower task bar, not upper, and nothing works. The only thing I can do is login on a terminal with ctrl+alt+F1, this is ok. Nothing seems alive on Gnome except mouse cursor. The only thing I did after Ubuntu fresh install was donwloading driver for RTL8191SE from Realtek web, because WiFi didn't work, now works fine, with ac adapter of course. Hardware is a Notebook Medion Akoya E1311 AMD Sempron 210U 1 GB DDR2 ATI RS690M (Radeon X1200 Series) Western Digital 160GB wireless RTL8191SEvB ethernet RTL8101E/RTL8102E

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  • Color distortion with Intel HD4000 over HDMI output - VGA is fine

    - by Simon Möller
    I set up a new system with i5 3570k gigabyte z77 d3h using integrated graphics (HD4000) and I've installed the 64bit Desktop version of 12.04. Connected to my Acer Screen via HDMI, the colors are horribly distorted. I think the biggest issue is that black appears as greenish. Over VGA everything is fine. Interestingly, I once observed that connecting both, the VGA and the HDMI cable at the same time, solved the issue. Ubuntu thought 2 screens were connected, I mirrored the image, and over HDMI the colors looked fine. However, after a reboot I am now unable to reproduce this behavior. I read frequently, that Intel hardware should be supported out of the box by Ubuntu but it doesn't seem to be the case here. Should I upgrade my Kernel? If so, which version would you recommend? Thank you for your answers!

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  • Ubuntu 12.10 boots to purple or black screen but intermittently boots fine

    - by Nic
    I have a fresh install of Ubuntu 12.10 64bit dual booting with Win7 64bit. Windows boots fine every time. When I choose Ubuntu from Grub2 menu it will sometimes boot just fine. Most of the times though it gets stuck at a purple screen with nothing happening and no keys or key combinations working. Other times instead of the purple screen I get a black screen with a flashing cursor at the top. Nothing happens. I need to hold down the power button to restart and after a couple times of trying it will eventually boot into Ubuntu. Once that happens everything runs without any problems. I have tried different approaches to fix the problem but to no avail. I tried removing "quiet splash", used no splash, and nomodeset What I got from this was seeing all the text of the boot process but more often than not the process gets stuck right after recognizing all the USB ports and devices. If it gets stuck nothing happens (except when i plug in a usb device: it still recognizes it with a new line of text) In the case when the boot process works, after it lists the usb devices it tells me something like: recovery of read-only filesystem necessary. (its the filesystem that ubuntu runs on) then it does the recovery and i get: recovery complete. after that Ubuntu will boot properly and I get to see the login screen. I have no idea what to do to fix that problem. I have to reboot 3 to 5 times everytime I want to get into Ubuntu and I feel like I'm breaking my new Laptop. (its a lenovo ideapad z580 btw. i5 processor and nvidia gtx640 graphics card) I hope someone can help me. Thanks. Edit: i just got a "failed to enable AA error" message when waking it up from suspend. I don't know if that helps or has anything to do with the boot probs.

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  • Bluetooth adapter turned from working fine to unrecognized

    - by easoncxz
    i had been using bluetooth fine, with devices working, but today when i turned on my computer again bluetooth strangely failed. there is a bluetooth icon on the top bar, showing "bluetooth on", but if i click on the "bluetooth settings" item, a system settings window shows up and shows me a bluetooth on-off switch which is disabled (i.e. fixed to off). more information about my case: i am a new linux used, coming from windows, and do not know supposedly-obvious commands. i am using a laptop. it initially doesn't have bluetooth. i bought a built-in type (instead of USB type) bluetooth module, and added it inside the laptop. hence, i do not have a specific FN+* key for bluetooth. in windows, i needed to install an additional driver that was intended for other machines in my laptop's seires which have built-in (i.e. factoryly built-in)j bluetooth modules. the Fn+* key seemed to only affect wifi under ubuntu. i have been successfully using magicmouse with my later-added built-in bluetooth module/adapter on both windows and ubuntu i have been trying to tweak the magicmouse scrolling speed with commands rmmod something, modprobe hid_magicmouse --scroll_speed=45 --scroll_acceleration=30 or something, then added a file `/etc/modprobe.d/magicmouse.conf". the mouse seemed to be working fine with these changes. now if i run commands like hcitool dev, the shell tells me that i do not have any "Devices" or "adapters". i seem to have bluez installed, because when i type "blue" then tab-autocomplete, a bunch of commands like bluez-test-device pops up. -- update -- some commands and their results: easoncxz@eason-Aspire-4741-ubuntu:/etc$ hcitool dev Devices: easoncxz@eason-Aspire-4741-ubuntu:/etc$ hcitool scan Device is not available: No such device easoncxz@eason-Aspire-4741-ubuntu:/etc$ rfkill list 0: phy0: Wireless LAN Soft blocked: no Hard blocked: no 1: acer-wireless: Wireless LAN Soft blocked: no Hard blocked: no 2: acer-bluetooth: Bluetooth Soft blocked: no Hard blocked: no easoncxz@eason-Aspire-4741-ubuntu:/etc$ rfkill list 0: phy0: Wireless LAN Soft blocked: yes Hard blocked: no 1: acer-wireless: Wireless LAN Soft blocked: yes Hard blocked: no 2: acer-bluetooth: Bluetooth Soft blocked: yes Hard blocked: no

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  • Ubuntu 14.04: Fine tuning Touchpad for ThinkPad S431

    - by ramgorur
    I am using Ubuntu 14.04 on Lenovo ThinkPad S431. The touchpad is very bumpy, tricky to use. Slides down with a small touch, sometimes jerks erratically. I have tried to modify the settings in /usr/share/X11/xorg.conf.d/50-synaptics.conf file as below -- Section "InputClass" Identifier "touchpad catchall" Driver "synaptics" MatchIsTouchpad "on" MatchDevicePath "/dev/input/event*" Option "JumpyCursorThreshold" "250" Option "VertResolution" "100" # Option "HorizResolution" "65" # Option "MinSpeed" "1" # Option "MaxSpeed" "1" # Option "AccelerationProfile" "1" # Option "AdaptiveDeceleration" "8" # Option "ConstantDeceleration" "1" # Option "VelocityScale" "128" Option "HorizHysteresis" "150" Option "VertHysteresis" "150" EndSection There are lots of options here, does anyone know how to get a fine-tuned values for the above options (for ThinkPad S431)? The Hysteresis values seems to alleviate the problem a little bit, but failed to get a perfect result. EDIT: According to this bug report for ThinkPad X230 (+X230t), I set these values and quite good for now -- Option "VertResolution" "100" Option "HorizResolution" "65" Option "MinSpeed" "1" Option "MaxSpeed" "1" Option "AccelerationProfile" "2" Option "AdaptiveDeceleration" "16" Option "ConstantDeceleration" "16" Option "VelocityScale" "32" Option "HorizHysteresis" "50" Option "VertHysteresis" "50" and then you need to increase the cursor speed manually from the Unity mouse settings. But I am still looking for a fully functional (possibly with all the gestures) and a fine-tuned touchpad settings for S431. Further help is appreciated.

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  • Flash uploader that can handle >2GB files?

    - by Alvin SMith
    Is there an open source Flash uploader that can handle files larger than 2 GB? ASP.net implementations like SlickUpload are not an option, and SWFUpload (and others that I've seen) do not handle files larger than 2 GB. Nor is requiring the user to have Java installed to run applets. This would be for both IE and Firefox. I've seen a couple "large file transfer" sites that have a Flash uploader and claim to go past the 2GB limit (which is the limit for http uploads for most browsers) so I know it is technically possible.

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  • SwfUpload flash uploader not visible and not working in IOS

    - by Sunny
    i am working on a web application based on media gallery.In this application i am uploading media using SWFUpload either images and videos.When i try to open my application on IOS then uploader not visible there.Where it is working fine on safari installed on windows.I want some suggestions from experts of this field. one site who is using SWFUpload is http://www.ehproductions.com/mediaimage.htm. Here SwfUploader working nice on windows but not on IOS machines. Is there any javax html5 compatible uploader? Thanks in advance.

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  • Jquery Uploader not saving to a folder in the site root

    - by Iain Simpson
    im trying to integrate the Jquery Uploader into my website http://blueimp.github.com/jQuery-File-Upload/ The problem I am having is that I cant seem to get it save the folder I want to to save to. In the UploadHander.php I have the following settings 'script_url' => $this->get_full_url().'/', 'upload_dir' => dirname($_SERVER['SCRIPT_FILENAME']).'./images/machinery/', 'upload_url' => $this->get_full_url().'./images/machinery/', This results in an image uploaded url that looks like this http://domain.com/rcsetch/up/server/php/machinery/image.jpg Other than putting my php files in the root of the website, im not sure how to get it to work, as what I want it to do is upload the files to http://domain.com/images/machinery and not to the create a folder in the directory where all the php files for the uploader are located.

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  • BBC flash videos don't play in Firefox (Youtube videos do, and all is fine in Chrome)

    - by Cocoro Cara
    Ubuntu 10.10, 32 bit. Firefox 3.6.14 Why don't BBC videos play in Firefox if Youtube has no problem? Moreover videos play fine in Chrome. Another strange thing: there seem to be two flashplugins in about:plugins File: libflashplayer.so Version: Shockwave Flash 10.1 r102 File: libflashplayer.so Version: Shockwave Flash 10.2 r152 But there is only one flashplugin in the plugins directory: /usr/lib/firefox/plugins/flashplugin-alternative.so - /etc/alternatives/firefox-flashplugin $ update-alternatives --list firefox-flashplugin /usr/lib/flashplugin-installer/libflashplayer.so Any ideas?

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  • 12.04 boots fine, with graphical splash screen, but then Monitor "out of range"

    - by Jim Bednar
    I see dozens of posts from people whose monitors are saying "out of range" under Ubuntu; seems like there are some serious problems in Ubuntu with autodetection of monitor capabilities. :-( But none of the many, many suggestions I found have solved my problem, and right now I can't use anything graphical on this machine! History: I installed Ubuntu 12.04 on my HP Proliant Microserver N40L, which worked reasonably at the default resolution across several reboots. At some point I noticed that the proprietary video driver was not in use, and tried to install one to get better window-drawing speeds, but it failed with some sort of error, and I gave up on that. A few weeks later when I next rebooted, it showed the usual BIOS screen and various boot loading screens (including GRUB), and then the usual purple Ubuntu splash screen with the dots showing that things were loading, but when it finished booting the monitor went black and eventually showed "Out of range" (with no other information). Given that there were several weeks between reboots (it's a server, after all), I've no idea if it was some system update, trying to install the proprietary drivers, or something else that caused the problem. Anyway, the system has booted fine, as I can do Ctrl-Alt-F1 to get a text prompt and can log in there. But Ctrl-Alt-F7 goes back to the out of range error. Some posters said to try Ctrl-Alt-- (minus) to cycle through resolutions until one works, but that didn't have any visible effect. Many, many others said it was a grub problem, which seems unlikely given that grub's screen looks fine, but I tried editing /etc/default/grub to set a particular resolution (trying many of them) and running update-grub, with no apparent effect. Rebooting into failsafe mode works the same as regular mode. Replacing xorg.conf with xorg.conf.failsafe works the same too. I'm at my wits' end! Isn't there anything I can do to convince Ubuntu to choose a mode that the monitor supports? E.g. the one that it is using for the splash screen? I don't need great resolution on this machine, just anything that works!!!!! Help!!!!!! Please!!!!

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  • Speakers doesn't work properly on Ubuntu 12.10 but works fine on windows7

    - by giri
    I have recently upgraded my Ubuntu 12.04 to 12.10 version and find issues with my speakers as well as microphone.When I boot the system they doesn't work, but(don't know why) when I restart once or twice they work fine.There is no problem with my laptop(dell xps) as they work well on windows7. I have my sound settings as follows Hardware --- Built-in Audio 1 Outpu/1 Input Analog Stereo Duplex Input(Internal Microphone) & Output(Speakers) -----Built-in audio Analog Stereo Any suggestions to fix the problem??

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  • 12.04 Unity 3D Not working where as Unity 2D works fine

    - by Stephen Martin
    I updated from 11.10 to 12.04 using the distribution upgrade, after that I couldn't log into using the Unity 3D desktop after logging in I would either never get unity's launcher or I would get the launcher and once I tried to do anything the windows lost their decoration and nothing would respond. If I use Unity 2D it works fine and in fact I'm using it to type this. I managed to get some info out of dmesg that looks like it's the route of whats happening. dmesg: [ 109.160165] [drm:i915_hangcheck_elapsed] *ERROR* Hangcheck timer elapsed... GPU hung [ 109.160180] [drm] capturing error event; look for more information in /debug/dri/0/i915_error_state [ 109.167587] [drm:i915_wait_request] *ERROR* i915_wait_request returns -11 (awaiting 1226 at 1218, next 1227) [ 109.672273] [drm:i915_reset] *ERROR* Failed to reset chip. output of lspci | grep vga 00:02.0 VGA compatible controller: Intel Corporation Mobile 4 Series Chipset Integrated Graphics Controller (rev 07) output of /usr/lib/nux/unity_support_test -p IN 12.04 OpenGL vendor string: VMware, Inc. OpenGL renderer string: Gallium 0.4 on llvmpipe (LLVM 0x300) OpenGL version string: 2.1 Mesa 8.0.2 Not software rendered: no Not blacklisted: yes GLX fbconfig: yes GLX texture from pixmap: yes GL npot or rect textures: yes GL vertex program: yes GL fragment program: yes GL vertex buffer object: yes GL framebuffer object: yes GL version is 1.4+: yes Unity 3D supported: no The same command in 11.10: stephenm@mcr-ubu1:~$ /usr/lib/nux/unity_support_test -p OpenGL vendor string: Tungsten Graphics, Inc OpenGL renderer string: Mesa DRI Mobile Intel® GM45 Express Chipset OpenGL version string: 2.1 Mesa 7.11 Not software rendered: yes Not blacklisted: yes GLX fbconfig: yes GLX texture from pixmap: yes GL npot or rect textures: yes GL vertex program: yes GL fragment program: yes GL vertex buffer object: yes GL framebuffer object: yes GL version is 1.4+: yes Unity 3D supported: yes stephenm@mcr-ubu1:~$ output of /var/log/Xorg.0.log [ 11.971] (II) intel(0): EDID vendor "LPL", prod id 307 [ 11.971] (II) intel(0): Printing DDC gathered Modelines: [ 11.971] (II) intel(0): Modeline "1280x800"x0.0 69.30 1280 1328 1360 1405 800 803 809 822 -hsync -vsync (49.3 kHz) [ 12.770] (II) intel(0): Allocated new frame buffer 2176x800 stride 8704, tiled [ 15.087] (II) intel(0): EDID vendor "LPL", prod id 307 [ 15.087] (II) intel(0): Printing DDC gathered Modelines: [ 15.087] (II) intel(0): Modeline "1280x800"x0.0 69.30 1280 1328 1360 1405 800 803 809 822 -hsync -vsync (49.3 kHz) [ 33.310] (II) XKB: reuse xkmfile /var/lib/xkb/server-93A39E9580D1D5B855D779F4595485C2CC66E0CF.xkm [ 34.900] (WW) intel(0): flip queue failed: Invalid argument [ 34.900] (WW) intel(0): Page flip failed: Invalid argument [ 34.900] (WW) intel(0): flip queue failed: Invalid argument [ 34.900] (WW) intel(0): Page flip failed: Invalid argument [ 34.913] (WW) intel(0): flip queue failed: Invalid argument [ 34.913] (WW) intel(0): Page flip failed: Invalid argument [ 34.913] (WW) intel(0): flip queue failed: Invalid argument [ 34.913] (WW) intel(0): Page flip failed: Invalid argument [ 34.926] (WW) intel(0): flip queue failed: Invalid argument [ 34.926] (WW) intel(0): Page flip failed: Invalid argument [ 34.926] (WW) intel(0): flip queue failed: Invalid argument [ 34.926] (WW) intel(0): Page flip failed: Invalid argument [ 35.501] (WW) intel(0): flip queue failed: Invalid argument [ 35.501] (WW) intel(0): Page flip failed: Invalid argument [ 35.501] (WW) intel(0): flip queue failed: Invalid argument [ 35.501] (WW) intel(0): Page flip failed: Invalid argument [ 41.519] [mi] Increasing EQ size to 512 to prevent dropped events. [ 42.079] (EE) intel(0): Detected a hung GPU, disabling acceleration. [ 42.079] (EE) intel(0): When reporting this, please include i915_error_state from debugfs and the full dmesg. [ 42.598] (II) intel(0): EDID vendor "LPL", prod id 307 [ 42.598] (II) intel(0): Printing DDC gathered Modelines: [ 42.598] (II) intel(0): Modeline "1280x800"x0.0 69.30 1280 1328 1360 1405 800 803 809 822 -hsync -vsync (49.3 kHz) [ 51.052] (II) AIGLX: Suspending AIGLX clients for VT switch I know im using the beta version so I'm not expecting it to work but does any one know what the problem may be or even why they Unity compatibility test is describing my video card as vmware when its an intel i915 and Ubuntu is running on the metal not virtualised. Unity 3D worked fine in 11.10

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  • Unity 3D Not working where as Unity 2D works fine [closed]

    - by Stephen Martin
    I updated from 11.10 to 12.04 using the distribution upgrade, after that I couldn't log into using the Unity 3D desktop after logging in I would either never get unity's launcher or I would get the launcher and once I tried to do anything the windows lost their decoration and nothing would respond. If I use Unity 2D it works fine and in fact I'm using it to type this. I managed to get some info out of dmesg that looks like it's the route of whats happening. dmesg: [ 109.160165] [drm:i915_hangcheck_elapsed] *ERROR* Hangcheck timer elapsed... GPU hung [ 109.160180] [drm] capturing error event; look for more information in /debug/dri/0/i915_error_state [ 109.167587] [drm:i915_wait_request] *ERROR* i915_wait_request returns -11 (awaiting 1226 at 1218, next 1227) [ 109.672273] [drm:i915_reset] *ERROR* Failed to reset chip. output of lspci | grep vga 00:02.0 VGA compatible controller: Intel Corporation Mobile 4 Series Chipset Integrated Graphics Controller (rev 07) output of /usr/lib/nux/unity_support_test -p IN 12.04 OpenGL vendor string: VMware, Inc. OpenGL renderer string: Gallium 0.4 on llvmpipe (LLVM 0x300) OpenGL version string: 2.1 Mesa 8.0.2 Not software rendered: no Not blacklisted: yes GLX fbconfig: yes GLX texture from pixmap: yes GL npot or rect textures: yes GL vertex program: yes GL fragment program: yes GL vertex buffer object: yes GL framebuffer object: yes GL version is 1.4+: yes Unity 3D supported: no The same command in 11.10: stephenm@mcr-ubu1:~$ /usr/lib/nux/unity_support_test -p OpenGL vendor string: Tungsten Graphics, Inc OpenGL renderer string: Mesa DRI Mobile Intel® GM45 Express Chipset OpenGL version string: 2.1 Mesa 7.11 Not software rendered: yes Not blacklisted: yes GLX fbconfig: yes GLX texture from pixmap: yes GL npot or rect textures: yes GL vertex program: yes GL fragment program: yes GL vertex buffer object: yes GL framebuffer object: yes GL version is 1.4+: yes Unity 3D supported: yes stephenm@mcr-ubu1:~$ output of /var/log/Xorg.0.log [ 11.971] (II) intel(0): EDID vendor "LPL", prod id 307 [ 11.971] (II) intel(0): Printing DDC gathered Modelines: [ 11.971] (II) intel(0): Modeline "1280x800"x0.0 69.30 1280 1328 1360 1405 800 803 809 822 -hsync -vsync (49.3 kHz) [ 12.770] (II) intel(0): Allocated new frame buffer 2176x800 stride 8704, tiled [ 15.087] (II) intel(0): EDID vendor "LPL", prod id 307 [ 15.087] (II) intel(0): Printing DDC gathered Modelines: [ 15.087] (II) intel(0): Modeline "1280x800"x0.0 69.30 1280 1328 1360 1405 800 803 809 822 -hsync -vsync (49.3 kHz) [ 33.310] (II) XKB: reuse xkmfile /var/lib/xkb/server-93A39E9580D1D5B855D779F4595485C2CC66E0CF.xkm [ 34.900] (WW) intel(0): flip queue failed: Invalid argument [ 34.900] (WW) intel(0): Page flip failed: Invalid argument [ 34.900] (WW) intel(0): flip queue failed: Invalid argument [ 34.900] (WW) intel(0): Page flip failed: Invalid argument [ 34.913] (WW) intel(0): flip queue failed: Invalid argument [ 34.913] (WW) intel(0): Page flip failed: Invalid argument [ 34.913] (WW) intel(0): flip queue failed: Invalid argument [ 34.913] (WW) intel(0): Page flip failed: Invalid argument [ 34.926] (WW) intel(0): flip queue failed: Invalid argument [ 34.926] (WW) intel(0): Page flip failed: Invalid argument [ 34.926] (WW) intel(0): flip queue failed: Invalid argument [ 34.926] (WW) intel(0): Page flip failed: Invalid argument [ 35.501] (WW) intel(0): flip queue failed: Invalid argument [ 35.501] (WW) intel(0): Page flip failed: Invalid argument [ 35.501] (WW) intel(0): flip queue failed: Invalid argument [ 35.501] (WW) intel(0): Page flip failed: Invalid argument [ 41.519] [mi] Increasing EQ size to 512 to prevent dropped events. [ 42.079] (EE) intel(0): Detected a hung GPU, disabling acceleration. [ 42.079] (EE) intel(0): When reporting this, please include i915_error_state from debugfs and the full dmesg. [ 42.598] (II) intel(0): EDID vendor "LPL", prod id 307 [ 42.598] (II) intel(0): Printing DDC gathered Modelines: [ 42.598] (II) intel(0): Modeline "1280x800"x0.0 69.30 1280 1328 1360 1405 800 803 809 822 -hsync -vsync (49.3 kHz) [ 51.052] (II) AIGLX: Suspending AIGLX clients for VT switch I know im using the beta version so I'm not expecting it to work but does any one know what the problem may be or even why they Unity compatibility test is describing my video card as vmware when its an intel i915 and Ubuntu is running on the metal not virtualised. Unity 3D worked fine in 11.10

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  • Running Unity 2d - Does not work on actual system but works fine in VM

    - by Dylan
    So I'm running Ubuntu 10.10 and I cannot get Unity 2d to work with my system. This is particularly frustrating as it works just fine in all the VMs I've tested it on. I actually really like Unity and I want to get to know it (in part) before Ubuntu 11.04. I checked Synaptic and it looks like everything's there. The only thing not installed are dev libs and so on. Should I install those as well? Obviously the difference between my system and a VM is that the VM is running off a basically brand new OS. I only use VMs to test new stuff out and remake them often, so my only guess is that I have something installed on my system that is preventing Unity from running. Any thoughts?

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