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  • Anti aliasing problem

    - by byronyasgur
    I am auditioning fonts on google web fonts and one that I was discounting was Ubuntu because it looked a bit jagged ( screenshot below taken straight from google); however afterward I read an article where it was mentioned as a good choice, and there was a screenshot where it looked really good ( to me anyway ). I am using windows 7 and have tried looking at it in chrome and firefox. I notice the same thing with some other fonts but this one is a good example because it looks perfect in the screenshot but not so good when I look at it on their site. I know this essentially is a question about setting my computer, but I thought that this would be the best place to pose the question: Is there something wrong with the settings on my machine seeing as it's obviously not showing the font the same on my computer as it did when the article writer downloaded it and used it in an image. The screenshot from Google ... The screenshot from the article above ...

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  • Can't Run Assault Cube

    - by Debashis Pradhan
    I installed assault cube from the Software centre and it just opens for half a second and closes. When i run in it from the terminal, this is what i get - d@d-platform:~$ assaultcube Using home directory: /home/d/.assaultcube_v1.104 current locale: en_IN init: sdl init: net init: world init: video: sdl init: video: mode X Error of failed request: BadValue (integer parameter out of range for operation) Major opcode of failed request: 129 (XFree86-VidModeExtension) Minor opcode of failed request: 10 (XF86VidModeSwitchToMode) Value in failed request: 0xb3 Serial number of failed request: 131 Current serial number in output stream: 133

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  • Rendering scaled-down card images

    - by user1065145
    I have high-quality SVG card images, but they drastically lose their quality when I downsize them. I have tried two ways of rendering cards (using Inkscape and Imagemagics): 1) Render SVG to high-res PNG and resize it then: inkscape -D --export-png=QS1024.png --export-width=1024 QS.svg convert QS1024.png -filter Lanczos -sampling-factor 1x1 -resize 71x QS71.png 2) Render SVG to image of proper size at once: inkscape -D --export-png=QS71.png --export-width=71 QS.svg Both approaches generate blurry card images, which looks even worse than old Windows cards. What are the best way to generate smaller card images from SVG sources and not to loose their quality a lot? UPDATE: I am using Inkscape to render SVG - PNG and ImageMagick then to downsize PNG. I've tried using convert -resize with couple of filters (Lanczos/Mitchell/etc), but result was pretty much the same. Original: 71x raster:

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  • How do I plot individual pixels using the XNA APIs?

    - by izb
    If I wanted to fill my game screen with individually coloured pixels, how would I do this? For example, if I wanted to write a 'game of life'-type game where each pixel was a cell, how would I achieve this using XNA? I've tried just calling SetData() on a Texture2D object using a screen-sized array of Color values, but it complains with: You may not call SetData on a resource while it is actively set on the GraphicsDevice. Unset it from the device before calling SetData. How do I do as it asks? Or better still... is there an alternative, better, efficient way to fill a screen with arbitrary pixels?

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  • Installing Ubuntu, Switches of to intergrated Graphic Card

    - by Clenn
    I got a problem. I'm willing to dual boot ubuntu 12.04 on my desktop. After i made a bootable USB ubuntu on it i'm going to install it. I boot it and I choose Install ubuntu roughly said. The problem is the following, It seems that when i press enter to start the install he switches of to my intergrated graphic card. I looked up in my bios what my primary graphic card selection is and it was on PCI Express (the option it supossed to be). So I'm clueless right now. I don't know how to fix this because I'm quite learning linux atm (school and by myself). Your faithfully, Clenn

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  • techniques for displaying vehicle damage

    - by norca
    I wonder how I can displaying vehicle damage. I am talking about an good way to show damage on screen. Witch kind of model are common in games and what are the benefits of them. What is state of the art? One way i can imagine is to save a set of textures (normal/color/lightmaps, etc) to a state of the car (normal, damage, burnt out) and switch or blending them. But is this really good without changing the model? Another way i was thinking about is preparing animations for different locations on my car, something like damage on the front, on the leftside/rightside or on the back. And start blending the specific animation. But is this working with good textures? Whats about physik engines? Is it usefull to use it for deforming vertexdata? i think losing parts of my car (doors, sirens, weapons) can looks really nice. my game is a kind of rts in a top down view. vehicles are not the really most importend units (its no racing game), but i have quite a lot in. thx for help

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  • Nvidia Driver versions?

    - by Patrick Krenz
    I've looked all over and can't find any reason as to why or how Nvidia names their drivers. for example they have a 330.xxx/340.xxx series that are current but also a 300.xxx and i've found that they aren't always release in order by number. Here's an example on there site with version and release date 331.38 - January 13 334.16 - Feb 7 331.49 - Feb 18 I'm really confused about what driver to actually go with, a few different series versions seem to work adequately and I just want to have an understanding of it and what the best option to work from would be. I really appreciate any information

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  • Intel GMA 500 support for 11.10

    - by lucazade
    I would like to know if the new open-source video driver included in kernel 3.0.x for the Intel GMA 500 will be included by default in the kernel that will be shipped in Oneiric Ocelot. The driver support of this GFX chipset has always been poor and mainly community-driven, now finally we have a KMS open-source driver, written by kernel hackers, and actually included in staging kernel repo. If there is any kind of testing needed there is a mega-thread on Ubuntu Forums with hundreds of users ready to test everything.

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  • Shader inputs in a general purpouse engine

    - by dreta
    I'm not familiar with SDKs like Unity or UDK that much, so i can't check this off hand. Do general purpouse engines allow users to create custom uniform variables? The way i see it, and the way i have implemented it in an engine i'm writing to learn 3D, is that there is a "set" of uniforms provided by the engine and if you want to write a custom shader then you utilize uniforms you need to create a wanted effect. Now, the thing is, first of all i'm not an artist, second of all, i didn't have a chance to create complex scenes yet. So my question is, is it common practice to define variables that the engine provides and only allow the user to work with what they're given? Allowing users to add custom programs and use them where they want is not hard, but i have issues imagining how you'd go about doing the same for uniforms.

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  • How do I improve terrain rendering batch counts using DirectX?

    - by gamer747
    We have determined that our terrain rendering system needs some work to minimize the number of batches being transferred to the GPU in order to improve performance. I'm looking for suggestions on how best to improve what we're trying to accomplish. We logically split our terrain mesh into smaller grid cells which are 32x32 world units. Each cell has meta data that dictates the four 256x256 textures that are used for spatting along with the alpha blend data, shadow, and light mappings. Each cell contains 81 vertices in a 9x9 grid. Presently, we examine each cell and determine the four textures that are being used to spat the cell. We combine that geometry with any other cell that perhaps uses the same four textures regardless of spat order. If the spat order for a cell differs, the blend map is adjusted so that the spat order is maintained the same as other like cells and blending happens in the right order too. But even with this batching approach, it isn't uncommon when looking out across an area of open terrain to have between 1200-1700 batch count depending upon how frequently textures differ or have different texture blends are between cells. We are only doing frustum culling presently. So using texture spatting, are there other alternatives that can reduce the batch count and allow rendering to be extremely performance-friendly even under DirectX9c? We considered using texture atlases since we're targeting DirectX 9c & older OpenGL platforms but trying to repeat textures using atlases and shaders result in seam artifacts which we haven't been able to eliminate with the exception of disabling mipmapping. Disabling mipmapping results in poor quality textures from a distance. How have others batched together terrain geometry such that one could spat terrain using various textures, minimizing batch count and texture state switches so that rendering performance isn't negatively impacted?

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  • How can I design good continuous (seamless) tiles?

    - by Mikalichov
    I have trouble designing tiles so that when assembled, they don't look like tiles, but look like a homogeneous thing. For example, see the image below: Even though the main part of the grass is only one tile, you don't "see" the grid; you know where it is if you look a bit carefully, but it is not obvious. Whereas when I design tiles, you can only see "oh, jeez, 64 times the same tile," like in this image: (I took this from another GDSE question, sorry; not be critical of the game, but it proves my point. And actually has better tile design that what I manage, anyway.) I think the main problem is that I design them so they are independent, there is no junction between two tiles if put closed to each other. I think having the tiles more "continuous" would have a smoother effect, but can't manage to do it, it seems overly complex to me. I think it is probably simpler than I think once you know how to do it, but couldn't find a tutorial on that specific point. Is there a known method to design continuous / homogeneous tiles? (My terminology might be totally wrong, don't hesitate to correct me.)

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  • Cannot use second display with 12.04 and Intel 2000/3000

    - by Carolyn Marenger
    I am unable to get anything to display on my second monitor, or even get the system to recognize that there is a second screen. I am running Ubuntu 12.04 on a Gigabyte GA-H61M-S2PV, revision 2.0 box. The integrated chipset is an Intel 2000/3000, and there are both a D-Dub and a DVI-D display ports on the MB. This is the first operating system I have installed on this system. I have a second monitor plugged into the DVI-D port via a DVI-D to D-Sub adapter. I cannot verify that the motherboard or adapter were/are working, short of installing windows to test the theory. When I go into the "System Settings - Displays" control window, it shows one display. I have rebooted with the second monitor attached, and I have perused the BIOS settings in case it might have been disabled. So far, I have had no indication that the second monitor is recognized, not even a flicker at power on. If I swap monitors and cables between the DVI-D and D-Dub ports, the other monitor lights up, so I know the monitor and video cable are not the issue. Any suggestions would be appreciated. Thanks, Carolyn

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  • Asus 1215n GPU driver/s don't give me a "full" OS experience

    - by AFD
    I'm use to not having specific drivers from a manufacture on my laptop when running a Linux OS and that has always been fine - there's been adequate FOSS drivers for my needs and it hasn't ruined any of my OS experience. When I bought an Asus 1215n one of the upsides to the hardware seemed to be the switchable GPU that could give lots of performance or lots more battery life and would switch on-the-fly... with Windows of course. Seems that the Nvidia driver are crap and people advise not installing them. I have some sort of workaround for vga_switcharoo (?) and the on-the-fly nature of the GPUs has turned in to a manual one :( The worst bit though (aside from shorter battery life) is the web experience with HTML5. If I visit Mozilla's Web O'Wonder site I'm told I don't have WebGL working due to driver issues. This really blows - is it possible that proprietary drivers can now ruin my web experience too?!

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  • Is using a dedicated thread just for sending gpu commands a good idea?

    - by tigrou
    The most basic game loop is like this : while(1) { update(); draw(); swapbuffers(); } This is very simple but have a problem : some drawing commands can be blocking and cpu will wait while he could do other things (like processing next update() call). Another possible solution i have in mind would be to use two threads : one for updating and preparing commands to be sent to gpu, and one for sending these commands to the gpu : //first thread while(1) { update(); render(); // use gamestate to generate all needed triangles and commands for gpu // put them in a buffer, no command is send to gpu // two buffers will be used, see below pulse(); //signal the other thread data is ready } //second thread while(1) { wait(); // wait for second thread for data to come send_data_togpu(); // send prepared commands from buffer to graphic card swapbuffers(); } also : two buffers would be used, so one buffer could be filled with gpu commands while the other would be processed by gpu. Do you thing such a solution would be effective ? What would be advantages and disadvantages of such a solution (especially against a simpler solution (eg : single threaded with triple buffering enabled) ?

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  • Working with vectors and transformations

    - by user29163
    I am going to write an graphical 2D application that allows user to create polygons and transform them through transformation such as rotation an so on. I was hoping someone can give pro and cons arguments for the different choices I got in my mind. (Its all in Java btw!) a). Represent vectors by filling matrices with 'real' numbers. This means making a matrix datas tructure that supports multiplication, transposing etc b). Make a own vector class, such that I can make a matrix class that support those vectors.

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  • How can I get SLI working with 295.40?

    - by Steve
    I've been doing a lot of googling these last few hours and I'm not having much luck. Perhaps I don't know exactly what I am looking for. I just recently installed Ubuntu 12.04LTS x86_64. Looks beautiful! I have two GTX470's in SLI, and I am finally migrating my desktop over given the hopeful gaming support as of late. My laptop has been enjoying multiple distros of Ubuntu for a couple years now. However, new problems come with unexplored territory, here. At first, I only had one working monitor of my two. Over on nvidia-xconfig I fixed that, but the only solution that actually worked was twinview. Just recently I read here that twinview is not compatible with SLI. Sweet. When I try to tell it, oh hey, use a separate XScreen, configure it the way I want it, click save to configuration file, enter my password, then a sudo restart lightdm, it's broken. One screen blacks or whites out (Couldn't tell you the specific conditions for each, I'm dubious at this point,) and I get this huge error dialogue box upon login. Something about incompatible resolutions if I remember right. Though I am sure I set the resolutions for each screen correctly. Anyway, when I try to enable SLI (sudo nvidia-xconfig --sli=On) despite the fact it hates twinview, unity breaks. The sidebar is there, but only one screen works, the mouse is trapped running along the left edge of it, and the background of the sidebar is a solid blue. Anyway, this ended up being entirely too verbose, I'm sorry, but could anyone part some wisdom please? It would be appreciated!

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  • How to tell what part of a 3D cube was touched

    - by user2539517
    I am writing a rather simple android game and I am implementing Open GL to draw a 3D cube that spins upon the X, Y and Z axis and I need to know where the user has clicked on the texture of the cube. The texture is a simple square bitmap (100x100) that has a smaller square in the center. I need to know if the user touches the inner square. As well was tell which face of the cube the user touches. Does anyone know how this can be accomplished if not can anyone give some pseudo code on how to tell where the ray correlates to the texture? Or at least point me in the right direction. The textures of each face are like this: The code I am using is from: http://www3.ntu.edu.sg/home/ehchua/programming/android/Android_3D.html2.9 It is a port to android from Lesson 6 NeHe. Example 6a: Photo-Cube

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  • I want to learn to program in SDL C++where do i start? I want to learn only what i need to to start making 2d games [on hold]

    - by user2644399
    Lazyfoo of Lazyfoo.net of the SDL 2d tutorial wrote that in order for me to start game programming in SDL, I need to know these concepts well; Operators, Controls, Loops, Functions, Structures, Arrays, References, Pointers, Classes, Objects how to use a template and Bitwise and/or. I want to know the fastest way to learn as much as I need of basic c++ that would allow me to make 2d games. Thanks in advance.

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  • How to install Radeon Open Source Driver in Ubuntu 12.04

    - by Clintonio
    I have an MSI Radeon HD 7850 card. MSI provide no Linux support, and the AMD driver gives me an Unsupported Hardware watermark that does not show up in screenshots. I uninstalled the proprietary driver and found that Unity 3D no longer works, and I really only picked Ubuntu because of the excellent shortcuts provided in the recent versions. Trying to locate the open source driver has been a pain for me. According to the documentation I have read it is pre-included in Ubuntu 12.04, yet there is no Unity 3D support. I tried using the newest drivers from AMD's website, but that also had the watermark. Does anyone know how I can get the open source driver? If not, does anyone know how to remove the watermark. I'm on the verge of going back to Windows.

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  • Enabling a multi display desktop completely broke Gnome Shell. Help?

    - by Chintan Parikh
    I've been trying to get my dual desktops working on Ubuntu for a while. I previously had them as one large desktop, but that was incredibly slow for some reason. I tried to switch them to multi display desktop on the AMD Catalyst Control Center. Here's what I get after restarting and logging in: http://i.imgur.com/SEjgU.png I'm running an AMD Quad Core A6, AMD Radeon 6540G2 GPU, 16GB Ram. Ubuntu 12.04 Any ideas?

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  • My laptop overheat on ubuntu 13.04

    - by Sina
    Overheating maybe is exaggerating word, but it's temperature is more in comparison with windows. My Graphic Card has failed for 2 time and I've paid money for each time. The problem makes me disappointed of keeping on ubuntu. Whenever I want to install "nvidia-current" my resolution becomes too low in screen and sometimes it just shows a dark screen. Is there any other Linux distribution which be more compatible with Hardware, specially Graphic Card? My Laptop is Dell Vostro 1510. And once This problem happened in 12.04 and another time days ago :(

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  • How can I create an orthographic display that handles different screen dimensions?

    - by Piku
    I'm trying to create an iPad/iPhone game using GLES2.0 that contains a 3D scene with a heads-up-display/GUI overlaid on the top. However, this problem would also apply if I were to port my game to a computer and run the game in a resizable window, or allow the user to change screen resolutions... When trying to make the 2D GUI/HUD work I've made the assumption that all I'm really doing is drawing a load of 2D textured 'quads' on the screen and am trying to treat the orthographic projection as an old-style 2D display with 0,0 in the upper left and screenWidth,ScreenHeight in the lower right. This causes me all sorts of confusion when I rotate my ipad into Landscape mode since I can't work out what to put into my projection and modelview matrices to turn everything around the right way. It also gets messy if I want to support the iPad's large screen, an iPhone or a Retina display since I have to then draw three sets of textures for everything and work out which ones to use. Should I be trying to map the 2D OpenGL co-ords 1:1 with the screen? While typing out this question it occurs to me that I could keep my origin in the centre, still running -1/+1 along the axes. This would let me scale my 2D content appropriately on the different screen sizes, but wouldn't I end up with the textures being scaled and possibly losing quality? I'm using OpenGLES 2.0 and have a matrix library that has equivalents to the GLES1.1 glOrthof() and glFrustrum() calls.

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  • 2D Polygon Triangulation

    - by BleedObsidian
    I am creating a game engine using the JBox2D physics engine. It only allows you to create polygon fixtures up to 8 vertices, To create a body with more than 8 vertices, you need to create multiple fixtures for the body. My question is, How can I split the polygons a user creates into smaller polygons for JBox2D? Also, what topology should I use when splitting the polygons and why? (If JBox2D can have up to 8 vertices, why not split polygons into 8 per polygon)

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  • Can I use one set of images to represent multiple sprites in Java?

    - by mal
    I've got a game that has 3 basic sprites, at the moment I'm loading 8 images into each sprite for animating. Each character class has a sprite object. if I've got 10 characters on screen at once then that's 80 images loaded in to memory. Can I make a central sprite class that only holds 8 images for each of the 3 sprites, then get the character objects to request the relevant images from the central sprite class, thereby massively reducing the memory required for the images?

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  • How do I convert matrices intended for OpenGL to be compatible for DirectX?

    - by gardian06
    I have finished working through the book "Game Physics Engine Development 2nd Ed" by Millington, and have got it working, but I want to adapt it to work with DirectX. I understand that D3D9+ has the option to use either left handed, or right handed convention, but I am unsure about how to return my matrices to be usable by D3D. The source code gives returning OpenGL column major matrices (the transpose of the working transform matrix shown below), but DirectX is row major. For those unfamiliar for the organization of the matrices used in the book: [r11 r12 r13 t1] [r21 r22 r23 t2] [r31 r32 r33 t3] [ 0 0 0 1] r## meaning the value of that element in the rotation matrix, and t# meaning the translation value. So the question in short is: How do I convert the matrix above to be easily usable by D3D? All of the documentation that I have found simply states that D3D is row major, but not where to put what elements so that it is usable by D3D in terms of rotation, and translation elements.

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