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  • Upgrade Debian to unstable on VirtualBox: udev problem

    - by Ken
    I'm running Debian stable on VirtualBox on Windows Vista 64-bit Ultimate. It's been running great, but I needed some newer packages, so I put sid in my sources.list to upgrade to unstable (as I've done a dozen times on various Linux boxes over the years). When I upgraded, something went screwy and it asked me to run apt-get -f install to fix them, which gave this: (Reading database ... 77846 files and directories currently installed.) Preparing to replace udev 0.125-7+lenny3 (using .../archives/udev_151-3_amd64.deb) ... Since release 150, udev requires that support for the CONFIG_SYSFS_DEPRECATED feature is disabled in the running kernel. Please upgrade your kernel before or while upgrading udev. AT YOUR OWN RISK, you can force the installation of this version of udev WHICH DOES NOT WORK WITH YOUR RUNNING KERNEL AND WILL BREAK YOUR SYSTEM AT THE NEXT REBOOT by creating the /etc/udev/kernel-upgrade file. There is always a safer way to upgrade, do not try this unless you understand what you are doing! dpkg: error processing /var/cache/apt/archives/udev_151-3_amd64.deb (--unpack): subprocess new pre-installation script returned error exit status 1 insserv: warning: current start runlevel(s) (2 3 4 5) of script `vboxadd-x11' overwrites defaults (empty). insserv: warning: current stop runlevel(s) (0 1 6) of script `vboxadd-x11' overwrites defaults (empty). insserv: warning: current start runlevel(s) (2 3 4 5) of script `vboxadd-x11' overwrites defaults (empty). insserv: warning: current stop runlevel(s) (0 1 6) of script `vboxadd-x11' overwrites defaults (empty). Errors were encountered while processing: /var/cache/apt/archives/udev_151-3_amd64.deb E: Sub-process /usr/bin/dpkg returned an error code (1) I have the VirtualBox extensions installed, and it looks like the udev install doesn't know what to make of them. But I don't know exactly where/how they're installed (I just ran the VBoxLinuxAdditions-amd64.run script, basically), so I don't know how to disable them. Any ideas? Thanks!

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  • Setup.exe called from a batch file crashes with error 0x0000006

    - by Alex
    We're going to be installing some new software on pretty much all of our computers and I'm trying to setup a GPO to do it. We're running a Windows Server 2008 R2 domain controller and all of our machines are Windows 7. The GPO calls the following script which sits on a network share on our file server. The script it self calls an executable that sits on another network share on another server. The executable will imediatelly crash with an error 0x0000006. The event log just says this: Windows cannot access the file for one of the following reasons: there is a problem with the network connection, the disk that the file is stored on, or the storage drivers installed on this computer; or the disk is missing. Windows closed the program Setup.exe because of this error. Here's the script (which is stored on \\WIN2K8R2-F-01\Remote Applications): @ECHO OFF IF DEFINED ProgramFiles(x86) ( ECHO DEBUG: 64-bit platform SET _path="C:\Program Files (x86)\Canam" ) ELSE ( ECHO DEBUG: 32-bit platform SET _path="C:\Program Files\Canam" ) IF NOT EXIST %_path% ( ECHO DEBUG: Folder does not exist PUSHD \\WIN2K8R2-PSA-01\PSA Data\Client START "" "Setup.exe" "/q" POPD ) ELSE ( ECHO DEBUG: Folder exists ) Running the script manually as administrator also results in the same error. Setting up a shortcut with the same target and parameters works perfectly. Manually calling the executable also works. Not sure if it matters, but the installer is based on dotNETInstaller. I don't know what version though. I'd appreciate any suggestions on fixing this. Thanks in advance! UPDATE I highly doubt this matters, but the network share that the script is hosted in is a shared drive, while the network share the script references for the executable is a shared folder. Also, both shares have Domain Computers listed with full access for the sharing and security tabs. And PUSHD works without wrapping the path in quotes.

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  • Debian, Apache2, CGI: paths issue

    - by Bubnoff
    I have a perl form email script on the servers cgi-bin directory ( /usr/lib/cgi-bin ). /etc/apache2/sites-enabled/000-default ScriptAlias /cgi-bin/ /usr/lib/cgi-bin/ <Directory "/usr/lib/cgi-bin"> AllowOverride None Options +ExecCGI -MultiViews +SymLinksIfOwnerMatch AddHandler cgi-script cgi pl Order allow,deny Allow from all </Directory> The issue is with paths. html calls script here: <form name="Request" method="post" action="http://server-test.local/cgi-bin/formprocessorpro.pl" onsubmit="return checkWholeForm49874(this)"> The directory with the templates and configs is passed here: <input type="hidden" name="base_path" value="../contact" /> The path to this form is: http://server-test.local/formstest/contact.htm No matter what variation I try for the base_path I get an error from the formprocessor script that it can't find the directory: An error occurred when opening the Form Configuration File (../contact/form.cfg): No such file or directory. I need to move this script from an old server, configured by a previous sysadmin, to a new server. Since cgi-bin is automatically linked to /usr/lib/cgi-bin and linked such that the script resides: http://server-test.local/cgi-bin/formprocessorpro.pl I would imagine that, given that the templates are in the webroot in a directory called contact, the correct path would be: ../contact Any ideas? It's been awhile since I've messed with CGI. Bubnoff

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  • How to tell if OpenGL is really working in Ubuntu 10.04

    - by Jonathan
    I have a lenovo S9e running Intel integrated graphics. Here is my lspci output related to the graphics: 00:02.1 Display controller: Intel Corporation Mobile 945GM/GMS/GME, 943/940GML Express Integrated Graphics Controller (rev 03) Subsystem: Lenovo Device 3870 Flags: bus master, fast devsel, latency 0 Memory at f0580000 (32-bit, non-prefetchable) [size=512K] Capabilities: [d0] Power Management version 2 I want to know how I can make sure OpenGL support is running in full on an Ubuntu 10.04 installation. I have a few hints to think that it is not: The "Desktop Effects" will not load Apps such as stardock, when attempting to use OpenGL rendering, will display black boxes instead of transparency In the games Pioneers, the number-tile icons are suspiciously just black circles Windows games running with Wine will only support software rendering, not hardware rendering When I boot into a Knoppix LiveCD, the desktop effects do work, splendidly, meaning compiz detects my computer as capable. My problem with troubleshooting is that Canonical has basically eliminated the conf-file-based mechanism of X11 as far as I can tell, thus making it even harder to ensure graphics modules are loading properly. How do I debug and test OpenGL on m Ubuntu 10.04 installation?

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  • Queries passed to SQL Server are getting corrupted

    - by adrianbanks
    We are experiencing a bizarre error with our application at a customer site. We have managed to narrow it down to the point where we can replicate the behaviour using just Management Studio and SQL Server. We have two machines, A and B: +------------+ +--------------------+ | [A] | | [B] | | Management | -------------- | SQL Server 2008 R2 | | Studio | | Enterprise x64 | +------------+ +--------------------+ We are running a SQL script in Management Studio on machine A against the SQL Server instance on machine B. We are not actually executing the script, just parsing it. Most of the time, the parse operation works fine. Occasionally (seemingly randomly), the parse operation fails with a syntax error. The error message shows the part of the script with the error, which appears as some SQL from the original script that has been truncated and has random characters appended to it. An example: The original SQL: SELECT DISTINCT ST.TABLE_NAME as TableName FROM INFORMATION_SCHEMA.TABLES AS ST INNER JOIN INFORMATION_SCHEMA.COLUMNS AS SC ON SC.TABLE_NAME = ST.TABLE_NAME WHERE ST.TABLE_TYPE = 'BASE TABLE' AND SC.COLUMN_NAME = 'Identity' AND ST.TABLE_NAME != 'dtproperties' ORDER BY ST.TABLE_NAME The SQL that is in error (as reported by SQL Server): SELECT DISTINCT ST.TABLE_NAME as TableName FROM INFORMATION_SCHEMA.TABLES AS ST INNER JOIN INFORMATION_SCHEMA.COLUMNS AS SC ON SC.TABLE_NAME = Sa? The above example shows how the query is being corrupted. It doesn't always happen, and is not always the same bit of SQL that causes the error. Parsing this script against another SQL Server instance produces no errors, showing that the script is fine. It appears that something is corrupting the SQL that is being received the the server. This leads me to think that the problem lies either with the client end or in the transmission of the SQL from the client to the server. I have a SQL trace from the period where an error occurs, which shows the SQL has been corrupted when SQL Server receives it. We have been unable to track down any possible cause of this behaviour, and so cannot find a fix. Because the errors occur seemingly randomly, it is also very hard to generate reproduction steps to submit a bug report. Any ideas?

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  • Automated Linux VMs on Hyper-V 2012

    - by Mick
    I have a requirement to create a ton of linux VMs for our customers (we run managed infrastructure) on Hyper-V 2012 in the coming months and I have an issue with automating it. Here is how I need it to work: User accesses their web page and creates a VM. VM is created with a unique IP and name User logs in over SSH I know Hyper-V quite well and can work with powershell and am a C# programmer so the development side of things is taken care of. I also know enough about Linux to be at least competent: I have used it on and off for a number of years but not done anything Enterprise-level with it. All this can be done easily by manual processes but I need to be able to script or program this to automate it as there could be hundreds of them being created but I don't know how. My first thought is to have a database with random-generated names and IPs already created but I don't know how to get a Linux VM to boot up and grab one from the database... I suppose a Kickstart script would take care of it but I don't know what to do from there. Here is what is bouncing around in my head: Create a std linux build. - Easy to do Someone clicks "Create VM" and I pull a name and IP from the database and write it to a kickstart script. - Easy to do I could then open the template VHDX file and copy in the script and then save it. - Not sure if possible User boots up new VM and the kickstart script gives it the name and IP I assigned it. My problem is that I don't know how to open a VHDX file and insert a kickstart script into it... can't figure it out. I am reaching here and this solution may be miles off... I am more used to creating Windows VMs with scripts and so on which i am more familiar with... any help would be appreciated. Thanks Mick

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  • Request Multiple Maya Floating Server Licenses for extra Satellite clients

    - by Rob
    Hello all: I am currently setting up a 'render farm' for Maya 2008 Unlimited. One Maya workstation license comes with the ability to render on eight satellite nodes. It works perfect, the remote rendering works like a charm. However, we have additional boxes to set up as satellite rendering nodes, and we have extra Maya workstation licenses. Ideally, the workstation can take two licenses and thus render on 16 nodes, but I haven't been able to figure it out, or determine if it is actually possible. It's a big project, where rendering the entire thing is in the scope of weeks, so the speed up would be worth it. Any thoughts?

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  • Disable antialiasing for a specific GDI device context

    - by Jacob Stanley
    I'm using a third party library to render an image to a GDI DC and I need to ensure that any text is rendered without any smoothing/antialiasing so that I can convert the image to a predefined palette with indexed colors. The third party library i'm using for rendering doesn't support this and just renders text as per the current windows settings for font rendering. They've also said that it's unlikely they'll add the ability to switch anti-aliasing off any time soon. The best work around I've found so far is to call the third party library in this way (error handling and prior settings checks ommitted for brevity): private static void SetFontSmoothing(bool enabled) { int pv = 0; SystemParametersInfo(Spi.SetFontSmoothing, enabled ? 1 : 0, ref pv, Spif.None); } // snip Graphics graphics = Graphics.FromImage(bitmap) IntPtr deviceContext = graphics.GetHdc(); SetFontSmoothing(false); thirdPartyComponent.Render(deviceContext); SetFontSmoothing(true); This obviously has a horrible effect on the operating system, other applications flicker from cleartype enabled to disabled and back every time I render the image. So the question is, does anyone know how I can alter the font rendering settings for a specific DC? Even if I could just make the changes process or thread specific instead of affecting the whole operating system, that would be a big step forward! (That would give me the option of farming this rendering out to a separate process- the results are written to disk after rendering anyway) EDIT: I'd like to add that I don't mind if the solution is more complex than just a few API calls. I'd even be happy with a solution that involved hooking system dlls if it was only about a days work. EDIT: Background Information The third-party library renders using a palette of about 70 colors. After the image (which is actually a map tile) is rendered to the DC, I convert each pixel from it's 32-bit color back to it's palette index and store the result as an 8bpp greyscale image. This is uploaded to the video card as a texture. During rendering, I re-apply the palette (also stored as a texture) with a pixel shader executing on the video card. This allows me to switch and fade between different palettes instantaneously instead of needing to regenerate all the required tiles. It takes between 10-60 seconds to generate and upload all the tiles for a typical view of the world. EDIT: Renamed GraphicsDevice to Graphics The class GraphicsDevice in the previous version of this question is actually System.Drawing.Graphics. I had renamed it (using GraphicsDevice = ...) because the code in question is in the namespace MyCompany.Graphics and the compiler wasn't able resolve it properly. EDIT: Success! I even managed to port the PatchIat function below to C# with the help of Marshal.GetFunctionPointerForDelegate. The .NET interop team really did a fantastic job! I'm now using the following syntax, where Patch is an extension method on System.Diagnostics.ProcessModule: module.Patch( "Gdi32.dll", "CreateFontIndirectA", (CreateFontIndirectA original) => font => { font->lfQuality = NONANTIALIASED_QUALITY; return original(font); }); private unsafe delegate IntPtr CreateFontIndirectA(LOGFONTA* lplf); private const int NONANTIALIASED_QUALITY = 3; [StructLayout(LayoutKind.Sequential)] private struct LOGFONTA { public int lfHeight; public int lfWidth; public int lfEscapement; public int lfOrientation; public int lfWeight; public byte lfItalic; public byte lfUnderline; public byte lfStrikeOut; public byte lfCharSet; public byte lfOutPrecision; public byte lfClipPrecision; public byte lfQuality; public byte lfPitchAndFamily; public unsafe fixed sbyte lfFaceName [32]; }

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  • HMTL5 Anti Aliasing Browser Disable

    - by Tappa Tappa
    I am forced to consider writing a library to handle the fundamental basics of drawing lines, thick lines, circles, squares etc. of an HTML5 canvas because I can't disable a feature embedded in the browser rendering of the core canvas algorithms. Am I forced to build the HTML5 Canvas rendering process from the ground up? If I am, who's in with me to do this? Who wants to change the world? Imagine a simple drawing application written in HTML5... you draw a shape... a closed shape like a rudimentary circle, free hand, more like an onion than a circle (well, that's what mine would look like!)... then imagine selecting a paint bucket icon and clicking inside that shape you drew and expecting it to be filled with a color of your choice. Imagine your surprise as you selected "Paint Bucket" and clicked in the middle of your shape and it filled your shape with color... BUT, not quite... HANG ON... this isn't right!!! On the inside of the edge of the shape you drew is a blur between the background color and your fill color and the edge color... the fill seems to be flawed. You wanted a straight forward "Paint Bucket" / "Fill"... you wanted to draw a shape and then fill it with a color... no fuss.... fill the whole damned inside of your shape with the color you choose. Your web browser has decided that when you draw the lines to define your shape they will be anti-aliased. If you draw a black line for your shape... well, the browser will draw grey pixels along the edges, in places... to make it look like a "better" line. Yeah, a "better" line that **s up the paint / flood fill process. How much does is cost to pay off the browser developers to expose a property to disable their anti-aliasing rendering? Disabling would save milliseconds for their rendering engine, surely! Bah, I really don't want to have to build my own canvas rendering engine using Bresenham line rendering algorithm... WHAT CAN BE DONE... HOW CAN THIS BE CHANGED!!!??? Do I need to start a petition aimed at the WC3???? Will you include your name if you are interested??? UPDATED function DrawLine(objContext, FromX, FromY, ToX, ToY) { var dx = Math.abs(ToX - FromX); var dy = Math.abs(ToY - FromY); var sx = (FromX < ToX) ? 1 : -1; var sy = (FromY < ToY) ? 1 : -1; var err = dx - dy; var CurX, CurY; CurX = FromX; CurY = FromY; while (true) { objContext.fillRect(CurX, CurY, objContext.lineWidth, objContext.lineWidth); if ((CurX == ToX) && (CurY == ToY)) break; var e2 = 2 * err; if (e2 > -dy) { err -= dy; CurX += sx; } if (e2 < dx) { err += dx; CurY += sy; } } }

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  • Glenn Fiedler's fixed timestep with fake threads

    - by kaoD
    I've implemented Glenn Fiedler's Fix Your Timestep! quite a few times in single-threaded games. Now I'm facing a different situation: I'm trying to do this in JavaScript. I know JS is single-threaded, but I plan on using requestAnimationFrame for the rendering part. This leaves me with two independent fake threads: simulation and rendering (I suppose requestAnimationFrame isn't really threaded, is it? I don't think so, it would BREAK JS.) Timing in these threads is independent too: dt for simulation and render is not the same. If I'm not mistaken, simulation should be up to Fiedler's while loop end. After the while loop, accumulator < dt so I'm left with some unspent time (dt) in the simulation thread. The problem comes in the draw/interpolation phase: const double alpha = accumulator / dt; State state = currentState*alpha + previousState * ( 1.0 - alpha ); render( state ); In my render callback, I have the current timestamp to which I can subtract the last-simulated-in-physics-timestamp to have a dt for the current frame. Should I just forget about this dt and draw using the physics thread's dt? It seems weird, since, well, I want to interpolate for the unspent time between simulation and render too, right? Of course, I want simulation and rendering to be completely independent, but I can't get around the fact that in Glenn's implementation the renderer produces time and the simulation consumes it in discrete dt sized chunks. A similar question was asked in Semi Fixed-timestep ported to javascript but the question doesn't really get to the point, and answers there point to removing physics from the render thread (which is what I'm trying to do) or just keeping physics in the render callback too (which is what I'm trying to avoid.)

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  • 2D platformers: why make the physics dependent on the framerate?

    - by Archagon
    "Super Meat Boy" is a difficult platformer that recently came out for PC, requiring exceptional control and pixel-perfect jumping. The physics code in the game is dependent on the framerate, which is locked to 60fps; this means that if your computer can't run the game at full speed, the physics will go insane, causing (among other things) your character to run slower and fall through the ground. Furthermore, if vsync is off, the game runs extremely fast. Could those experienced with 2D game programming help explain why the game was coded this way? Wouldn't a physics loop running at a constant rate be a better solution? (Actually, I think a physics loop is used for parts of the game, since some of the entities continue to move normally regardless of the framerate. Your character, on the other hand, runs exactly [fps/60] as fast.) What bothers me about this implementation is the loss of abstraction between the game engine and the graphics rendering, which depends on system-specific things like the monitor, graphics card, and CPU. If, for whatever reason, your computer can't handle vsync, or can't run the game at exactly 60fps, it'll break spectacularly. Why should the rendering step in any way influence the physics calculations? (Most games nowadays would either slow down the game or skip frames.) On the other hand, I understand that old-school platformers on the NES and SNES depended on a fixed framerate for much of their control and physics. Why is this, and would it be possible to create a patformer in that vein without having the framerate dependency? Is there necessarily a loss of precision if you separate the graphics rendering from the rest of the engine? Thank you, and sorry if the question was confusing.

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  • The best way to structure/design game code

    - by Edward
    My question is quite broad and related to the 2D game code design/architecture/structure. Usually the main game consists of the main loop where you update & render your world states. However, it's recommended for many purposes to separate rendering from the game-logic and so on. I am kinda confused about the whole situation. Many game engines/libs/sdks don't follow separation schema. They propagate a way where you define some scenes/stages and they contain some objects and the scene/stage controls the user input and so on. For example, in cocos2d(-x) and libgdx (stage2d) the games are usually done the way that the update logic happens at the same time/place as rendering. Also, the propagated way is to have a structure where an object knows how to draw itself - which is not a separation of updating & rendering. The same with Flash based games, they are usually done the way when an object (class) contains a swf or a texture and some data and holds some update logic itself, or updated from main Scene. And again this object already knows how to draw itself via "addChild". Also, some people recommend to use MVC pattern, which will require to completely obey the structure of those engines/libs/sdks. Maybe I am overthinking everything, but I am totally confused. I would be grateful if somebody could point me to a correct direction with the game code structures. What is your way of doing things in libgdx/cocos2d/flash?

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  • Vector-based fonts vs. bitmap fonts in (2d) games?

    - by jmp97
    I know that many games are using bitmap fonts. Which are the advantages for vector-based font rendering / manipulation when compared to bitmap fonts and in which scenarios would they matter the most? Prefer a focus on 2d games when answering this question. If relevant, please include examples for games using either approach. Some factors you might consider: amount of text used in the game scaling of text overlaying glyphs and anti-aliasing general rendering quality font colors and styling user interface requirements localisation / unicode text wrapping and formatting cross-platform deployment 2d vs 3d Background: I am developing a simple falling blocks game in 2d, targeted for pc. I would like to add text labels for level, score, and menu buttons. I am using SFML which uses FreeType internally, so vector-based features are easily available for my project. In my view, font sizes in simple games often don't vary, and bitmap fonts should be easier for cross-platform concerns (font-formats and font rendering quality). But I am unsure if I am missing some important points here, especially since I want to polish the looks of the final game.

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  • Can i change the order of these OpenGL / Win32 calls?

    - by Adam Naylor
    I've been adapting the NeHe ogl/win32 code to be more object orientated and I don't like the way some of the calls are structured. The example has the following pseudo structure: Register window class Change display settings with a DEVMODE Adjust window rect Create window Get DC Find closest matching pixel format Set the pixel format to closest match Create rendering context Make that context current Show the window Set it to foreground Set it to having focus Resize the GL scene Init GL The points in bold are what I want to move into a rendering class (the rest are what I see being pure win32 calls) but I'm not sure if I can call them after the win32 calls. Essentially what I'm aiming for is to encapsulate the Win32 calls into a Platform::Initiate() type method and the rest into a sort of Renderer::Initiate() method. So my question essentially boils down to: "Would OpenGL allow these methods to be called in this order?" Register window class Adjust window rect Create window Get DC Show the window Set it to foreground Set it to having focus Change display settings with a DEVMODE Find closest matching pixel format Set the pixel format to closest match Create rendering context Make that context current Resize the GL scene Init GL (obviously passing through the appropriate window handles and device contexts.) Thanks in advance.

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  • Video freezes when larger than a certain size

    - by Poyan
    I have a weird problem playing video files. I have a fairly new (a few years old) graphic card that should and has played up to 1080p video files without much a lot of trouble. I seem to be having a weird issue where the video plays back fine if the window is below a certain size, but as soon as the windowsize increases, the picture freezes. The audio still plays. Usually this is mitigated by killing som applications. Especially GTK (?) apps seem to cause this lag, like having a Nautilus window open usually triggers this error for me. With hardware rendering I get the error regardless of application. I have tried enabling software rendering in VLC and that eliminates the problem (but I get other problems using software rendering, so I've avoided it). I know this is pretty fuzzy, but I'm not sure how to approach this problem. Do you have any idea? EDIT: Some more information. I have the correct and latest drivers installed. My graphics card is a Nvidia 7600 GT.

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  • Managing many draw calls for dynamic objects

    - by codetiger
    We are developing a game (cross-platform) using Irrlicht. The game has many (around 200 - 500) dynamic objects flying around during the game. Most of these objects are static mesh and build from 20 - 50 unique Meshes. We created seperate scenenodes for each object and referring its mesh instance. But the output was very much unexpected. Menu screen: (150 tris - Just to show you the full speed rendering performance of 2 test computers) a) NVidia Quadro FX 3800 with 1GB: 1600 FPS DirectX and 2600 FPS on OpenGL b) Mac Mini with Geforce 9400M 256mb: 260 FPS in OpenGL Now inside the game in a test level: (160 dynamic objects counting around 10K tris): a) NVidia Quadro FX 3800 with 1GB: 45 FPS DirectX and 50 FPS on OpenGL b) Mac Mini with Geforce 9400M 256mb: 45 FPS in OpenGL Obviously we don't have the option of mesh batch rendering as most of the objects are dynamic. And the one big static terrain is already in single mesh buffer. To add more information, we use one 2048 png for texture for most of the dynamic objects. And our collision detection hardly and other calculations hardly make any impact on FPS. So we understood its the draw calls we make that eats up all FPS. Is there a way we can optimize the rendering, or are we missing something?

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  • XNA - Obtaining depth from the scene's render target?

    - by user1423893
    I'm currently rendering my scene to a render target so it can be used for rendering methods such as post processing and order independent transparency. rtScene = new RenderTarget2D( GraphicsDevice, GraphicsDevice.PresentationParameters.BackBufferWidth, GraphicsDevice.PresentationParameters.BackBufferHeight, false, SurfaceFormat.Rgba64, DepthFormat.Depth24Stencil8, // Requires a depth format for objects to be drawn correctly (e.g. wireframe model surrounding model) 0, RenderTargetUsage.PreserveContents ); I am required to use RenderTargetUsage.PreserveContents so that the same render target can be rendered to multiple times, once for each of the draw methods below. DrawBackground DrawDeferred DrawForward DrawTransparent The problem is that DrawTransparent requires a copy of the scene's depth as a texture. Is there any way to obtain this from the scene render target above (rtScene)? I can't have more than one render target with RenderTargetUsage.PreserveContents as this causes problems on hardware such as the XBOX 360, so rendering the depth to a separate render target at the same time as I render the scene isn't possible as far as I can tell. Would I be able to get around this problem by "Ping-Ponging" two render targets (using the more compatible RenderTargetUsage.DiscardContents) and using the result for the depth texture?

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  • What are the advantages to use vector-based fonts over bitmap fonts in (2d) games?

    - by jmp97
    I know that many games are using bitmap fonts. Which are the advantages for vector-based font rendering / manipulation when compared to bitmap fonts and in which scenarios would they matter the most? Prefer a focus on 2d games when answering this question. If relevant, please include examples for games using either approach. Some factors you might consider: amount of text used in the game scaling of text overlaying glyphs and anti-aliasing general rendering quality font colors and styling user interface requirements localisation / unicode text wrapping and formatting cross-platform deployment 2d vs 3d Background: I am developing a simple falling blocks game in 2d, targeted for pc. I would like to add text labels for level, score, and menu buttons. I am using SFML which uses FreeType internally, so vector-based features are easily available for my project. In my view, font sizes in simple games often don't vary, and bitmap fonts should be easier for cross-platform concerns (font-formats and font rendering quality). But I am unsure if I am missing some important points here, especially since I want to polish the looks of the final game.

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  • Is there a standard way to track 2d tile positions both locally and on screen?

    - by Magicked
    I'm building a 2D engine based on 32x32 tiles with OpenGL. OpenGL draws from the top left, so Y coordinates go down the screen as they increase. Obviously this is different than a standard graph where Y coordinates move up as they increase. I'm having trouble determining how I want to track positions for both sprites and tile objects (objects that are collections of tiles). My brain wants to set the world position as the bottom left of the object and track every object this way. The problem with this is I would have to translate it to an on screen position on rendering. The positive with this is I could easily visualize (especially in the case of objects made of multiple tiles) how something is structured and needs to be built. Are there standard ways for doing this? Should I just suck it up and get used to positions beginning in the top left? Here are the OpenGL calls to start rendering: // enable textures since we're going to use these for our sprites glEnable(GL_TEXTURE_2D); glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // enable alpha blending glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // disable the OpenGL depth test since we're rendering 2D graphics glDisable(GL_DEPTH_TEST); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0, WIDTH, HEIGHT, 0, 1, -1); glMatrixMode(GL_MODELVIEW); I assume I need to change: glOrtho(0, WIDTH, HEIGHT, 0, 1, -1); to: glOrtho(0, WIDTH, 0, HEIGHT, 1, -1);

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  • GLSL custom interpolation filter

    - by Cyan
    I'm currently building a fragment shader which is using several textures to render the final pixel color. The textures are not really textures, they are in fact "input data" to be used in the formula to generate the final color. The problem I've got is that the texture are getting bi-linear-filtered, and therefore the input data as well. This results in many unwanted side-effects, especially when final rendered texture is "zoomed" compared to original resolution. Removing the side effect is a complex task, and only result in "average" rendering. I was thinking : well, all my problems seems to come from the "default" bi-linear filtering on these input data. I can't move to GL_NEAREST either, since it would create "blocky" rendering. So i guess the better way to proceed is to be fully in charge of the interpolation. For this to work, i would need the input data at their "natural" resolution (so that means 4 samples), and a relative position between the sampled points. Is that possible, and if yes, how ? [EDIT] Since i started this question, i found this internet entry, which seems to (mostly) answer my needs. http://www.gamerendering.com/2008/10/05/bilinear-interpolation/ One aspect of the solution worry me though : the dimensions of the texture must be provided in an argument. It seems there is no way to "find this information transparently". Adding an argument into the rendering pipeline is unwelcomed though, since it's not under my responsibility, and translates into adding complexity for others.

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  • opengl memory issue - quite strange.

    - by user4707
    Hello, I have heard that textures consumes lot of memory but I am surprised how much.... I have 7 textures 1024 16 bit each. And while I will run my app it consumes 57MB of memory. I think that this is "a bit" too much. I am writing 2D application (no cocos or other framework) Strange is that while I will compile my app with disabled rendering methods: glDrawArrays than It uses only 27MB.... which is about 30MB less... Do you have any Idea why? I am creating textures before rendering of course: rendering looks like this: [EAGLContext setCurrentContext:context]; glBindFramebufferOES(GL_FRAMEBUFFER_OES, defaultFramebuffer); glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); glPushMatrix(); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glEnable(GL_TEXTURE_2D); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); TeksturaObrazek *obrazek_klaw =[[AppDirector sharedAppDirector] obrazek_klaw]; glBindTexture(GL_TEXTURE_2D, [[obrazek_klaw image_texture] name] ); glVertexPointer(2, GL_FLOAT, 0,vertex1); glTexCoordPointer(2, GL_FLOAT, 0, vertex2); glColor4f(1,1,1,alpha); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glDisable(GL_BLEND); glDisable(GL_TEXTURE_2D); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glPopMatrix(); [context presentRenderbuffer:GL_RENDERBUFFER_OES]; It looks like standard routine... I have spent about 2 days looking for for answer and I still have no clue.

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  • How should I implement multiple threads in a game? [duplicate]

    - by xerwin
    This question already has an answer here: Multi-threaded games best practices. One thread for 'logic', one for rendering, or more? 6 answers So I recently started learning Java, and having a interest in playing games as well as developing them, naturally I want to create game in Java. I have experience with games in C# and C++ but all of them were single-threaded simple games. But now, I learned how easy it is to make threads in Java, I want to take things to the next level. I started thinking about how would I actually implement threading in a game. I read couple of articles that say the same thing "Usually you have thread for rendering, for updating game logic, for AI, ..." but I haven't (or didn't look hard enough) found example of implementation. My idea how to make implementation is something like this (example for AI) public class AIThread implements Runnable{ private List<AI> ai; private Player player; /*...*/ public void run() { for (int i = 0; i < ai.size(); i++){ ai.get(i).update(player); } Thread.sleep(/* sleep until the next game "tick" */); } } I think this could work. If I also had a rendering and updating thread list of AI in both those threads, since I need to draw the AI and I need to calculate the logic between player and AI(But that could be moved to AIThread, but as an example) . Coming from C++ I'm used to do thing elegantly and efficiently, and this seems like neither of those. So what would be the correct way to handle this? Should I just keep multiple copies of resources in each thread or should I have the resources on one spot, declared with synchronized keyword? I'm afraid that could cause deadlocks, but I'm not yet qualified enough to know when a code will produce deadlock.

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  • Bash-Scripting - Munin Plugin don't work

    - by FTV Admin
    i have written a munin-plugin to count the http-statuscodes of lighttpd. The script: #!/bin/bash ###################################### # Munin-Script: Lighttpd-Statuscodes # ###################################### ##Config # path to lighttpd access.log LIGHTTPD_ACCESS_LOG_PATH="/var/log/lighttpd/access.log" # rows to parse in logfile (higher value incrase time to run plugin. if value to low you may get bad counting) LOG_ROWS="200000" # #munin case $1 in autoconf) # check config AVAILABLE=`ls $LIGHTTPD_ACCESS_LOG_PATH` if [ "$AVAILABLE" = "$LIGHTTPD_ACCESS_LOG_PATH" ]; then echo "yes" else echo "No: "$AVAILABLE echo "Please check your config!" fi exit 0;; config) # graph config cat <<'EOM' graph_title Lighhtpd Statuscodes graph_vlabel http-statuscodes / min graph_category lighttpd 1xx.label 1xx 2xx.label 2xx 3xx.label 3xx 4xx.label 4xx 5xx.label 5xx EOM exit 0;; esac ## calculate AVAILABLE=`ls $LIGHTTPD_ACCESS_LOG_PATH` if [ "$AVAILABLE" = "$LIGHTTPD_ACCESS_LOG_PATH" ]; then TIME_NOW=`date` CODE_1xx="0" CODE_2xx="0" CODE_3xx="0" CODE_4xx="0" CODE_5xx="0" for i in 1 2 3 4 5; do TIME5=`date +%d/%b/%Y:%k:%M --date "$TIME_NOW -"$i"min"` CODE_1xx=$(( $CODE_1xx + `tail -n $LOG_ROWS $LIGHTTPD_ACCESS_LOG_PATH | grep "$TIME5" | grep 'HTTP/1.1" 1' | grep -c " "` )) CODE_2xx=$(( $CODE_2xx + `tail -n $LOG_ROWS $LIGHTTPD_ACCESS_LOG_PATH | grep "$TIME5" | grep 'HTTP/1.1" 2' | grep -c " "` )) CODE_3xx=$(( $CODE_3xx + `tail -n $LOG_ROWS $LIGHTTPD_ACCESS_LOG_PATH | grep "$TIME5" | grep 'HTTP/1.1" 3' | grep -c " "` )) CODE_4xx=$(( $CODE_4xx + `tail -n $LOG_ROWS $LIGHTTPD_ACCESS_LOG_PATH | grep "$TIME5" | grep 'HTTP/1.1" 4' | grep -c " "` )) CODE_5xx=$(( $CODE_5xx + `tail -n $LOG_ROWS $LIGHTTPD_ACCESS_LOG_PATH | grep "$TIME5" | grep 'HTTP/1.1" 5' | grep -c " "` )) done CODE_1xx=$(( $CODE_1xx / 5 )) CODE_2xx=$(( $CODE_2xx / 5 )) CODE_3xx=$(( $CODE_3xx / 5 )) CODE_4xx=$(( $CODE_4xx / 5 )) CODE_5xx=$(( $CODE_5xx / 5 )) echo "1xx.value "$CODE_1xx echo "2xx.value "$CODE_2xx echo "3xx.value "$CODE_3xx echo "4xx.value "$CODE_4xx echo "5xx.value "$CODE_5xx else echo "1xx.value U" echo "2xx.value U" echo "3xx.value U" echo "4xx.value U" echo "5xx.value U" fi If i run the script on local machine it runs perfectly: root@server1 /etc/munin/plugins # ll lrwxrwxrwx 1 root root 45 2011-12-19 15:23 lighttpd_statuscodes -> /usr/share/munin/plugins/lighttpd_statuscodes* root@server1 /etc/munin/plugins # ./lighttpd_statuscodes autoconf yes root@server1 /etc/munin/plugins # ./lighttpd_statuscodes config graph_title Lighhtpd Statuscodes graph_vlabel http-statuscodes / min graph_category lighttpd 1xx.label 1xx 2xx.label 2xx 3xx.label 3xx 4xx.label 4xx 5xx.label 5xx root@server1 /etc/munin/plugins #./lighttpd_statuscodes 1xx.value 0 2xx.value 5834 3xx.value 1892 4xx.value 0 5xx.value 0 But Munin shows no graph: http://s1.directupload.net/images/111219/3psgq3vb.jpg I have tested the Plugin from munin-server via telnet: root@munin-server /etc/munin/plugins/ # telnet 123.123.123.123 4949 Trying 123.123.123.123... Connected to 123.123.123.123. Escape character is '^]'. # munin node at server1.cluster1 fetch lighttpd_statuscodes 1xx.value U 2xx.value U 3xx.value U 4xx.value U 5xx.value U . Connection closed by foreign host. You can see in the script that value = U only printed, when the script can't check the lighttpd's access.log. But why can't script do it, when running via munin, and when running on local machine all is ok? Is there a bug in my bash-script? I have no Idea. Thanks for helping!

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  • how to reload jqgrid in asp.net mvc when i change dropdownlist

    - by sandeep
    what is wrong in this code? when i change drop down list,the grid takes old value of ddl only, not taken newely selected values why? <%--<asp:Content ID="Content2script" ContentPlaceHolderID="HeadScript" runat="server"> <script type="text/javascript"> $(function() { $("#StateId").change(function() { $('#TheForm').submit(); }); }); $(function() { $("#CityId").change(function() { $('#TheForm').submit(); }); }); $(function() { $("#HospitalName").change(function() { $('#TheForm').submit(); }); }); </script > </asp:Content>--%> <asp:Content ID="Content3" ContentPlaceHolderID="HeadContent" runat="server"> <link rel="stylesheet" type="text/css" href="/scripts/themes/coffee/grid.css" title="coffee" media="screen" /> <script src="/Scripts/jquery-1.3.2.js" type="text/javascript"></script> <script src="/Scripts/jquery.jqGrid.js" type="text/javascript"></script> <script src="/Scripts/js/jqModal.js" type="text/javascript"></script> <script src="/Scripts/js/jqDnR.js" type="text/javascript"></script> <script type="text/javascript"> var gridimgpath = '/scripts/themes/coffee/images'; var gridDataUrl = '/Claim/DynamicGridData/'; jQuery(document).ready(function() { // $("#btnSearch").click(function() { var StateId = document.getElementById('StateId').value; var CityId = document.getElementById('CityId').value; var HName = document.getElementById('HospitalName').value; // alert(CityId); // alert(StateId); // alert(HName); if (StateId > 0 && CityId == '' && HName == '') { CityId = 0; HName = 'Default'.toString(); // alert("elseif0" + HName.toString()); } else if (CityId > 0 && StateId == '') { // alert("elseif1"); alert("Please Select State..") } else if (CityId > 0 && StateId > 0 && HName == '') { // alert("elseif2"); alert(CityId); alert(StateId); HName = "Default"; } else { // alert("else"); StateId = 0; CityId = 0; HName = "Default"; } jQuery("#list").jqGrid({ url: gridDataUrl + '?StateId=' + StateId + '&CityId=' + CityId + '&hospname=' + HName, datatype: 'json', mtype: 'GET', colNames: ['Id', 'HospitalName', 'Address', 'City', 'District', 'FaxNumber', 'PhoneNumber'], colModel: [{ name: 'HospitalId', index: 'HospitalId', width: 40, align: 'left' }, { name: 'HospitalName', index: 'HospitalName', width: 40, align: 'left' }, { name: 'Address1', Address: 'Address1', width: 300 }, { name: 'CityName', index: 'CityName', width: 100 }, { name: 'DistName', index: 'DistName', width: 100 }, { name: 'FaxNo', index: 'FaxNo', width: 100 }, { name: 'ContactNo1', index: 'PhoneNumber', width: 100 } ], pager: jQuery('#pager'), rowNum: 10, rowList: [5, 10, 20, 50], // sortname: 'Id,', sortname: '1', sortorder: "asc", viewrecords: true, //multiselect: true, //multikey: "ctrlKey", // imgpath: '/scripts/themes/coffee/images', imgpath: gridimgpath, caption: 'Hospital Search', width: 700, height: 250 }); $(function() { // $("#btnSearch").click(function() { $('#CityId').change(function() { alert("kjasd"); // Set the vars whenever the date range changes and then filter the results StateId = document.getElementById('StateId').value; CityId = document.getElementById('CityId').value; HName = 'default'; setGridUrl(); }); // Set the date range textbox values $('#StateId').val(StateId.toString()); $('#CityId').val(CityId.toString()); // Set the grid json url to get the data to display setGridUrl(); }); function setGridUrl() { alert(StateId); alert(CityId); alert("hi"); var newGridDataUrl = gridDataUrl + '?StateId=' + StateId + '&CityId=' + CityId + '&hospname=' + HName; jQuery('#list').jqGrid('setGridParam', { url: newGridDataUrl }).trigger("reloadGrid"); } // }); }); </script> </asp:Content> <asp:Content ID="Content2" ContentPlaceHolderID="MainContent" runat="server"> <%--<%using (Html.BeginForm("HospitalSearch", "Claim", FormMethod.Post, new { id = "TheForm" })) --%> <table cellspacing="0" cellpadding="2" width="100%" border="0" > <tr> <td class ="Heading1"> Hospital Search</td> <td class ="Heading1" align="right" width="50%" background="../images/homebg.gif"> &nbsp; </td> </tr> <tr> <td colspan="2" > <% Html.RenderPartial("InsuredDetails"); %> </td> </tr> <tr> <td colspan="2"> <table width="100%"> <tr> <td class="subline" valign="middle"> State : <% =Html.DropDownList("StateId", (SelectList)ViewData["States"], "--Select--", new { @class = "ddownmenu" })%> &nbsp; City : <% =Html.DropDownList("CityId", (SelectList)ViewData["Cities"], "--Select--", new { @class = "ddownmenu" })%> &nbsp; Hospital Name : <% =Html.TextBox("HospitalName")%> &nbsp; &nbsp; <input id="btnSearch" type="submit" value="Search" /> </td> </tr> </table> </td> </tr> <tr> <td align="center" colspan="2"> &nbsp;</td> </tr> </table> <div id="jqGridContainer"> <table id="list" class="scroll" cellpadding="0" cellspacing="0"></table> <div id="pager" class="scroll" style="text-align:center;"></div> </div> </asp:Content>

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  • Asp.Net MVC EnableClientValidation doesnt work.

    - by Farrell
    I want as well as Client Side Validation as Server Side Validation. I realized this as the following: Model: ( The model has a DataModel(dbml) which contains the Test class ) namespace MyProject.TestProject { [MetadataType(typeof(TestMetaData))] public partial class Test { } public class TestMetaData { [Required(ErrorMessage="Please enter a name.")] [StringLength(50)] public string Name { get; set; } } } Controller is nothing special. The View: <% Html.EnableClientValidation(); %> <% using (Ajax.BeginForm("Index", "Test", FormMethod.Post, new AjaxOptions {}, new { enctype = "multipart/form-data" })) {%> <%= Html.AntiForgeryToken()%> <fieldset> <legend>Widget Omschrijving</legend> <div> <%= Html.LabelFor(Model => Model.Name) %> <%= Html.TextBoxFor(Model => Model.Name) %> <%= Html.ValidationMessageFor(Model => Model.Name) %> </div> </fieldset> <div> <input type="submit" value="Save" /> </div> <% } %> To make this all work I added also references to js files: <script src="../../Scripts/MicrosoftAjax.js" type="text/javascript"></script> <script src="../../Scripts/MicrosoftMvcAjax.js" type="text/javascript"></script> <script src="../../Scripts/MicrosoftMvcValidation.js" type="text/javascript"></script> <script src="../../Scripts/jquery-1.4.1.min.js" type="text/javascript"></script> Eventually it has to work, but it doesnt work 100%: It does validates with no page refresh after pressing the button. It also does "half" Client Side Validation. Only when you type some text into the textbox and then backspace the typed text. The Client Side Validation appears. But when I try this by tapping between controls there's no Client Side Validation. Do I miss some reference or something? (I use Asp.Net MVC 2 RTM)

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