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  • What happens when you add a Graphics card to a i7 with build in graphics (e.g. HD 4000)

    - by Matt
    I'm thinking of upgrading my computer from an AMD Phenom II X4 955BE with a AMD Radeon HD 6800 Graphics card (not integrated) to using a Intel Core i7 3770. As I have no knowledge of integrated graphics, my question is, what happens to the computing power when not using the HD4000 integrated graphics of the CPU (does it mean the CPU will run faster then it would if I relied on it?) Also what is better the CPUs inbuilt HD4000 or my Radeon Graphics card? I am mostly interested in terms of content creation: Using Adobe After Effects, 3D Rendering etc. Not too bothered about gaming performance. I will be using the spare parts of this build and older systems to make a second computer for network renders so what will be the advantages of keeping the Radeon with the current system for that?

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  • Graphics card not working but integrated graphics is working

    - by Dustin Martin
    I have a PCIe Geforce 6600 that I've been using in my PC for a couple years now without problems. Recently though I've not been using the PC and had it unplugged. When I when to use it again I accidentally plugged in the monitor to the VGA port for the integrated graphics instead of the 6600 card VGA port and began using it again (I'm currently running Windows 7). I then realized that I had the monitor plugged in wrong and switched the monitor to the 6600 port. Unfortunately I cannot get it to work. When the monitor is plugged in to the 6600 port the monitor will not display anything; not when booting up or in Windows (so I don’t believe the problem is Windows related). I've even tried booting a live CD for Ubuntu to see if that will recognize the card but no luck. Somehow it seems I need to "turn off" the integrated graphics and instruct the PC to use the 6600 card but I'm at a loss for how to do that. I looked high and low in the BIOS for a setting to do this but cannot find anything at all. I have a MSI motherboard and AMI Bios. Any ideas?

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  • How do I configure an Intel HD Graphics 4000?

    - by derabbink
    First off, please note that last night I already posted this question to a launchpad mailing list, so this could be considered a cross post. However, I think this is a better place to ask the same question The question: How can I configure my Ubuntu 12.04, with upgraded kernel (3.6), to use the Intel HD Graphics 4000 adapter? (Intel HD 4000 is the standard of 3rd gen Intel Core i7 (Ivy Bridge) graphics adapter) Some output: $ glxinfo name of display: :0 X Error of failed request: BadRequest (invalid request code or no such operation) Major opcode of failed request: 154 (GLX) Minor opcode of failed request: 19 (X_GLXQueryServerString) Serial number of failed request: 12 Current serial number in output stream: 12 $ cat /etc/X11/xorg.conf this is probably the farthest from what it should be Section "Screen" Identifier "Default Screen" DefaultDepth 24 EndSection Section "Module" Load "glx" EndSection $ lspci I only listed the line I think are relevant. If you want more info in order to help me, please comment :) 00:02.0 VGA compatible controller: Intel Corporation Ivy Bridge Graphics Controller (rev 09) 00:1b.0 Audio device: Intel Corporation Panther Point High Definition Audio Controller (rev 04) 16:00.0 VGA compatible controller: Advanced Micro Devices [AMD] nee ATI Whistler XT [AMD Radeon HD 6700M Series] 16:00.1 Audio device: Advanced Micro Devices [AMD] nee ATI Turks HDMI Audio [Radeon HD 6000 Series]

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  • How to enable 3D acceleration under VMware workstation 8?

    - by Yan Zhou
    I saw there are similar questions, but I don't think they answer exactly my questions. Did anyone managed to get 3D acceleration work under VMWare workstation 8? I have VMware 8.01 installed on Ubuntu 11.10. The guest I am trying is also Ubuntu 11.10. I manually installed vmware-tools and it went well, except the X-config part was skipped as it said the distribution driver is used. The guest runs well but it seems fall back to 2D mode. Does any one has any idea how to enable 3D acceleration under VMWare workstaion with Linux guest?

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  • How can I create a 3D model in Java without using modeling software?

    - by Galen Nare
    I am a lightly experienced game developer and this is my first time trying 3D objects in Java for the first time. I have been recently creating and updating games using AWT, Swing, and Graphics, but I want to delve farther into Java. I have looked into Java3D, but it's not what I want. I want to use Images and then crop the Image and place the respective textures in their respective places. I already know how to do the cropping and 2D Image editing, but how do I go 3D?

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  • How to render a retro-like pixel graphics from 3d models?

    - by momijigari
    I was wondering if there's a possibility to render a retro-pixel-like graphics from 3d model in real time? I'm talking about the Starfarer-like graphics. I know it's hand drawn, and it's 2d. But if I need a 3d objects with the same aesthetics? I'm currently working with Flash. But I don't need any ready-solutions, I just want to understand the principle from any other platform if there is one. So if anybody met anything like this I would appreciate your help. (If it's not possible to do in real time, I could at least pre-render a sequence of sprites. It would be much better than creating hundreds of hand-drawn ones)

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  • Disable of discrete/native graphics on MacBook Retina when using apps like VMware, VLC, etc

    - by badkitteh
    I got a MacBook Pro Retina a few months ago and I'm really happy with it. However, since I do a lot of work in different environments/OSes, I make heavy use of VMware to have them with me when I'm on the road. The MBPr has a great battery life - as long as integrated graphics are being used. Unfortunately as soon as I launch VMware, the MacBook switches to discrete graphics and battery life is effectively halved. I noticed that after installing gfxCardStatus, and now I'm wondering if there is a way to force the integrated graphics being used all of the time, so I can enjoy maximum battery life. Thanks.

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  • Why doesn't Unity 3D work on my HD3000 integrated graphics?

    - by Zatsugami
    So I got my new laptop recently. HP Envy 15 with switchable graphics card. I'm using both windows and ubuntu, but for ubuntu I need just Intel HD3000 for better battery live. I've installed fglrx-updates and fglrx-amdcccle-updates. The drivers seems to work for my ATI card. The problem is, Intel HD3000 does not support Unity 3D. Why? My older Intel GMA 4500 did this. lspci -nn | grep VGA 00:02.0 VGA compatible controller [0300]: Intel Corporation 2nd Generation Core Processor Family Integrated Graphics Controller [8086:0126] (rev 09) 01:00.0 VGA compatible controller [0300]: Advanced Micro Devices [AMD] nee ATI Whistler [AMD Radeon HD 6600M Series] [1002:6741] (rev ff)

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  • Which graphics library should I be using?

    - by DaveDev
    I have been developing and maintaining a WPF application, for which I've recently been tasked with adding a 3D representation of some of the data. I'm new to graphics programming in every kind of way so I'm curious whether I should stick with 3D graphics capabilities built into WPF or should I investigate other solutions, like OpenTK or SharpGL My objective is to represent the data so that it will eventually appear similar to: with nodes connected by lines. I need to rotate the image around each axis and each node will be a 3D model of the device it represents. So far, I've been able to experiment with the tutorial outlined here: Windows Presentation Foundation (WPF) 3D Tutorial and it was helpful as an introduction. But I can see that there are other ways to implement 3D graphics solutions and I wonder if they are more suitable for my needs, or should I stick with the in-built WPF solution? What are the pros and cons of each?

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  • HP Pavilion 15 with AMD dual graphics - Ubuntu live environment not starting

    - by creepus
    I've had this laptop for about a day now and have decided to try Ubuntu on it and determine if I want to install it. I created a USB, it booted (Secure Boot was on, I tried with Secure Boot off to no effect), and then the problem occurred. The screen turned off for a second, turned back on to a black screen, shut off again and turned back on with a dialogue box telling me that the system had to use low-graphics mode. I clicked OK, selected low-graphics mode from the menu and clicked OK. The screen switched to the boot messages and did not go any further than this. Ctrl+Alt+DEL started rebooting the laptop though. I tried booting again, but this time I edited the boot options in GRUB to add nomodeset. This time, the laptop only booted to a black screen. Ctrl+Alt+F2 took me to a prompt, I tried startx from there, but X didn't start, complaining that it wanted kernel mode setting back. I can not seem to find any option to disable one graphics chip or the other in the UEFI setup menus. Laptop : HP Pavilion 15-E004AU. The CPU : AMD A6-4400M APU with Radeon(tm) HD Graphics The graphics chip : AMD Radeon HD 7520G + 8670M Dual Graphics. The Ubuntu version : 13.10, 64 bit. Thanks. EDIT: I tried 12.04.3 LTS, it managed to bring the desktop up. There are severe graphics glitches after about two minutes though.

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  • Impossible quandrary involving UCK, graphics card, and Nvidia drivers

    - by InkBlend
    I have a computer that I want to install Ubuntu on. It is an older gaming computer with a Nvidia graphics card. When I attempt to boot any unmodified Linux distribution onto it, I get a "Boot error" message, which I assume is because the computer uses a discrete graphics card, which the Linux kernel does not have support for. Ordinarily, that would not be a problem, as I would just plug the monitor into the VGA port built in to the motherboard. However, this particular model of motherboard does not have an on-board graphics connector, so I am stuck with using the graphics card connection. That further would not be a problem; all I would have to do would be to use UCK to create a customized Ubuntu image that included the graphics drivers. Except for the fact that the Nvidia Linux drivers must be installed on a computer with a Nvidia graphics card present. So while using UCK, the driver installer fails with a message stating that there is no Nvidia graphics card present. How do I get Ubuntu on my desktop computer?

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  • Weird graphics behaviour while playing games

    - by Ayush Khemka
    When I play any high-end game like NFS Most Wanted or FIFA 12, I get these weird things on my graphics. While playing NFS, my car has various transparent diamonds all over its body, and while playing FIFA I get these weird black lines all over the field. My PC specs are :- AMD Athlon II X2 ASUS M4A785D-M PRO 500GB Seagate HDD 2GB DDR2 Transcend RAM 1033Mhz ATI Radeon HD4350 512MB graphics card Tell me if I need to provide anything else. Please help me. Thanks.

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  • 2D animations frames vs 3D animation for small indie project: timing considerations

    - by mm24
    pretty lame question but was wondering.. I am developing a 2D game using Cocos2D for iOS. The art work till now is all 2D (is a shooter game) but some of the characters would benefit of complex animations (eg. 20 frames). I feel a bit stupid because I came across only now that there is the chance to do 3D to 2D frames exporting and then to use them in Cocos2D. The thing that put me off on 3D gaming at first was that it takes more than one person in a team to do so properly (Illustrator, 3D modeller, 3D animator and programmer). Now I feel a bit stupid because having a 3D model I could do and modify the poses whenever I wanted (I should ask to the 3D animator which I guess would be time expensive). Instead now is me and two illustrators (as I require many frames per character). Is my impression that it would have been much longer right or not? Are there any other project management considerations that can be done on this? Sorry if for some this might be trivial but is my first "indie game developer experience".

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  • Extract derived 3D scaling from a 3D Sprite to set to a 2D billboard

    - by Bill Kotsias
    I am trying to get the derived position and scaling of a 3D Sprite and set them to a 2D Sprite. I have managed to do the first part like this: var p:Point = sprite3d.local3DToGlobal(new Vector3D(0,0,0)); billboard.x = p.x; billboard.y = p.y; But I can't get the scaling part correctly. I am trying this: var mat:Matrix3D = sprite3d.transform.getRelativeMatrix3D(stage); // get derived matrix(?) var scaleV:Vector3D = mat.decompose()[2]; // get scaling vector from derived matrix var scale:Number = scaleV.length; billboard.scaleX = scale; billboard.scaleY = scale; ...but the result is apparently wrong. PS. One might ask what I am trying to achieve. I am trying to create "billboard" 3D sprites, i.e. sprites which are affected by all 3D transformations except rotations, thus they always face the "camera".

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  • How do I get Graphics drivers / bluetooth / card reader working on an Acer Aspire V3-571G?

    - by Adam
    A couple of days ago I bought an Acer Aspire V3-571G laptop without a system installed on it. The only thing that was there was Linux Linpus. I created a bootable CD with Ubuntu 12.04 64-bit - I read that my processor was 64 bit and that it might be a good configuration for my gear (I'm not especially fluent with all the computer stuff, still trying to learn) and replaced Linpus with Ubuntu. Everything seemed to work fine, but there're few exceptions to that which came pass my way. My bluetooth doesn't work. It seems to be switched on, but when I check my system settings the button is actually off, and I can't drag it 'perminently' to the 'on' position. Tried a couple of commands I found on the net, none of them helped and there was no word whatsoever in my BIOS settings about enabling bluetooth. My card reader has some serious problems with copying more than one file at a time. I tried to put some music on my phone through a MicroSD card adapter (because my bluetooth doesn't work) and it got stuck every single time I copied an album on it. I'm not sure if all my drivers were properly installed, so I checked in the terminal if it could tell me sth about my graphics. typed: sudo lshw -c display and what i got was: *-display UNCLAIMED description: VGA compatible controller product: NVIDIA Corporation vendor: NVIDIA Corporation physical id: 0 bus info: pci@0000:01:00.0 version: a1 width: 64 bits clock: 33MHz capabilities: pm msi pciexpress vga_controller cap_list configuration: latency=0 resources: memory:b2000000-b2ffffff memory:a0000000-afffffff memory:b0000000-b1ffffff ioport:2000(size=128) *-display description: VGA compatible controller product: Ivy Bridge Graphics Controller vendor: Intel Corporation physical id: 2 bus info: pci@0000:00:02.0 version: 09 width: 64 bits clock: 33MHz capabilities: msi pm vga_controller bus_master cap_list rom configuration: driver=i915 latency=0 resources: irq:44 memory:b3000000-b33fffff memory:c0000000-cfffffff ioport:3000(size=64) As I said I'm no expert and not english-speaking generally, but it doesn't seem to be right. I've got a NVIDIA GeForce GT 640M.

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  • Why did the old 3D games have "jittery" graphics?

    - by dreta
    I've been playing MediEvil lately and it got me wondering, what causes some of the old 3D games have "flowing" graphics when moving? It's present in games like Final Fantasy VII, MediEvil, i remember Dungeon Keeper 2 having the same thing in zoom mode, however f.e. Quake 2 didn't have this "issue" and it's just as old. The resolution doesn't seem to be the problem, everything is rendered perfectly fine when you stand still. So is the game refreshing slowly or it's something to do with buffering?

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  • ati graphics always on

    - by naveen
    i use a lenovo y560 and has ubunto 12.04 and win 7 installed when i boot into ubunto i find that the ati car is always on which drains the battery and overheats the system is there any to switch off the ati graphics and use intel hd in ubuntu ati hd 5730 is the graphics card that i use and it has switchable graphics in it. in bios the only two options for video adapter is discrete and switchable after installing ati driver from amd website i am getting a commamd prompt as log in screen first error message comes as Your system is running in low-graphics mode with options to run in low graphics mode this time reconfigure exit all three options i am stuck i need to manually reboot the system

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  • What's the standard location of a 3D clipping box?

    - by Kendall Frey
    The way I understand 3D rendering, polygons are transformed using several matrices, and they are then clipped if they are not inside a certain box, before projecting the box onto the screen. Before transformation, the visible area is typically a frustum, and after transformation, I am guessing it's a cube. This cube makes the clipping math easier than a frustum would. My question is, what's the 'standard' location/size for this clipping box? I can think of 3 possibilities: (0,0,0)-(1,1,1), (-0.5,-0.5,-0.5)-(0.5,0.5,0.5), (-1,-1,-1)-(1,1,1) Or is there no standard?

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  • 3D Graphics with XNA Game Studio 4.0 bug in light map?

    - by Eibis
    i'm following the tutorials on 3D Graphics with XNA Game Studio 4.0 and I came up with an horrible effect when I tried to implement the Light Map http://i.stack.imgur.com/BUWvU.jpg this effect shows up when I look towards the center of the house (and it moves with me). it has this shape because I'm using a sphere to represent light; using other light shapes gives different results. I'm using a class PreLightingRenderer: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Dhpoware; using Microsoft.Xna.Framework.Content; namespace XNAFirstPersonCamera { public class PrelightingRenderer { // Normal, depth, and light map render targets RenderTarget2D depthTarg; RenderTarget2D normalTarg; RenderTarget2D lightTarg; // Depth/normal effect and light mapping effect Effect depthNormalEffect; Effect lightingEffect; // Point light (sphere) mesh Model lightMesh; // List of models, lights, and the camera public List<CModel> Models { get; set; } public List<PPPointLight> Lights { get; set; } public FirstPersonCamera Camera { get; set; } GraphicsDevice graphicsDevice; int viewWidth = 0, viewHeight = 0; public PrelightingRenderer(GraphicsDevice GraphicsDevice, ContentManager Content) { viewWidth = GraphicsDevice.Viewport.Width; viewHeight = GraphicsDevice.Viewport.Height; // Create the three render targets depthTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Single, DepthFormat.Depth24); normalTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Color, DepthFormat.Depth24); lightTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Color, DepthFormat.Depth24); // Load effects depthNormalEffect = Content.Load<Effect>(@"Effects\PPDepthNormal"); lightingEffect = Content.Load<Effect>(@"Effects\PPLight"); // Set effect parameters to light mapping effect lightingEffect.Parameters["viewportWidth"].SetValue(viewWidth); lightingEffect.Parameters["viewportHeight"].SetValue(viewHeight); // Load point light mesh and set light mapping effect to it lightMesh = Content.Load<Model>(@"Models\PPLightMesh"); lightMesh.Meshes[0].MeshParts[0].Effect = lightingEffect; this.graphicsDevice = GraphicsDevice; } public void Draw() { drawDepthNormalMap(); drawLightMap(); prepareMainPass(); } void drawDepthNormalMap() { // Set the render targets to 'slots' 1 and 2 graphicsDevice.SetRenderTargets(normalTarg, depthTarg); // Clear the render target to 1 (infinite depth) graphicsDevice.Clear(Color.White); // Draw each model with the PPDepthNormal effect foreach (CModel model in Models) { model.CacheEffects(); model.SetModelEffect(depthNormalEffect, false); model.Draw(Camera.ViewMatrix, Camera.ProjectionMatrix, Camera.Position); model.RestoreEffects(); } // Un-set the render targets graphicsDevice.SetRenderTargets(null); } void drawLightMap() { // Set the depth and normal map info to the effect lightingEffect.Parameters["DepthTexture"].SetValue(depthTarg); lightingEffect.Parameters["NormalTexture"].SetValue(normalTarg); // Calculate the view * projection matrix Matrix viewProjection = Camera.ViewMatrix * Camera.ProjectionMatrix; // Set the inverse of the view * projection matrix to the effect Matrix invViewProjection = Matrix.Invert(viewProjection); lightingEffect.Parameters["InvViewProjection"].SetValue(invViewProjection); // Set the render target to the graphics device graphicsDevice.SetRenderTarget(lightTarg); // Clear the render target to black (no light) graphicsDevice.Clear(Color.Black); // Set render states to additive (lights will add their influences) graphicsDevice.BlendState = BlendState.Additive; graphicsDevice.DepthStencilState = DepthStencilState.None; foreach (PPPointLight light in Lights) { // Set the light's parameters to the effect light.SetEffectParameters(lightingEffect); // Calculate the world * view * projection matrix and set it to // the effect Matrix wvp = (Matrix.CreateScale(light.Attenuation) * Matrix.CreateTranslation(light.Position)) * viewProjection; lightingEffect.Parameters["WorldViewProjection"].SetValue(wvp); // Determine the distance between the light and camera float dist = Vector3.Distance(Camera.Position, light.Position); // If the camera is inside the light-sphere, invert the cull mode // to draw the inside of the sphere instead of the outside if (dist < light.Attenuation) graphicsDevice.RasterizerState = RasterizerState.CullClockwise; // Draw the point-light-sphere lightMesh.Meshes[0].Draw(); // Revert the cull mode graphicsDevice.RasterizerState = RasterizerState.CullCounterClockwise; } // Revert the blending and depth render states graphicsDevice.BlendState = BlendState.Opaque; graphicsDevice.DepthStencilState = DepthStencilState.Default; // Un-set the render target graphicsDevice.SetRenderTarget(null); } void prepareMainPass() { foreach (CModel model in Models) foreach (ModelMesh mesh in model.Model.Meshes) foreach (ModelMeshPart part in mesh.MeshParts) { // Set the light map and viewport parameters to each model's effect if (part.Effect.Parameters["LightTexture"] != null) part.Effect.Parameters["LightTexture"].SetValue(lightTarg); if (part.Effect.Parameters["viewportWidth"] != null) part.Effect.Parameters["viewportWidth"].SetValue(viewWidth); if (part.Effect.Parameters["viewportHeight"] != null) part.Effect.Parameters["viewportHeight"].SetValue(viewHeight); } } } } that uses three effect: PPDepthNormal.fx float4x4 World; float4x4 View; float4x4 Projection; struct VertexShaderInput { float4 Position : POSITION0; float3 Normal : NORMAL0; }; struct VertexShaderOutput { float4 Position : POSITION0; float2 Depth : TEXCOORD0; float3 Normal : TEXCOORD1; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; float4x4 viewProjection = mul(View, Projection); float4x4 worldViewProjection = mul(World, viewProjection); output.Position = mul(input.Position, worldViewProjection); output.Normal = mul(input.Normal, World); // Position's z and w components correspond to the distance // from camera and distance of the far plane respectively output.Depth.xy = output.Position.zw; return output; } // We render to two targets simultaneously, so we can't // simply return a float4 from the pixel shader struct PixelShaderOutput { float4 Normal : COLOR0; float4 Depth : COLOR1; }; PixelShaderOutput PixelShaderFunction(VertexShaderOutput input) { PixelShaderOutput output; // Depth is stored as distance from camera / far plane distance // to get value between 0 and 1 output.Depth = input.Depth.x / input.Depth.y; // Normal map simply stores X, Y and Z components of normal // shifted from (-1 to 1) range to (0 to 1) range output.Normal.xyz = (normalize(input.Normal).xyz / 2) + .5; // Other components must be initialized to compile output.Depth.a = 1; output.Normal.a = 1; return output; } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } PPLight.fx float4x4 WorldViewProjection; float4x4 InvViewProjection; texture2D DepthTexture; texture2D NormalTexture; sampler2D depthSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; sampler2D normalSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; float3 LightColor; float3 LightPosition; float LightAttenuation; // Include shared functions #include "PPShared.vsi" struct VertexShaderInput { float4 Position : POSITION0; }; struct VertexShaderOutput { float4 Position : POSITION0; float4 LightPosition : TEXCOORD0; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; output.Position = mul(input.Position, WorldViewProjection); output.LightPosition = output.Position; return output; } float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { // Find the pixel coordinates of the input position in the depth // and normal textures float2 texCoord = postProjToScreen(input.LightPosition) + halfPixel(); // Extract the depth for this pixel from the depth map float4 depth = tex2D(depthSampler, texCoord); // Recreate the position with the UV coordinates and depth value float4 position; position.x = texCoord.x * 2 - 1; position.y = (1 - texCoord.y) * 2 - 1; position.z = depth.r; position.w = 1.0f; // Transform position from screen space to world space position = mul(position, InvViewProjection); position.xyz /= position.w; // Extract the normal from the normal map and move from // 0 to 1 range to -1 to 1 range float4 normal = (tex2D(normalSampler, texCoord) - .5) * 2; // Perform the lighting calculations for a point light float3 lightDirection = normalize(LightPosition - position); float lighting = clamp(dot(normal, lightDirection), 0, 1); // Attenuate the light to simulate a point light float d = distance(LightPosition, position); float att = 1 - pow(d / LightAttenuation, 6); return float4(LightColor * lighting * att, 1); } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } PPShared.vsi has some common functions: float viewportWidth; float viewportHeight; // Calculate the 2D screen position of a 3D position float2 postProjToScreen(float4 position) { float2 screenPos = position.xy / position.w; return 0.5f * (float2(screenPos.x, -screenPos.y) + 1); } // Calculate the size of one half of a pixel, to convert // between texels and pixels float2 halfPixel() { return 0.5f / float2(viewportWidth, viewportHeight); } and finally from the Game class I set up in LoadContent with: effect = Content.Load(@"Effects\PPModel"); models[0] = new CModel(Content.Load(@"Models\teapot"), new Vector3(-50, 80, 0), new Vector3(0, 0, 0), 1f, Content.Load(@"Textures\prova_texture_autocad"), GraphicsDevice); house = new CModel(Content.Load(@"Models\house"), new Vector3(0, 0, 0), new Vector3((float)-Math.PI / 2, 0, 0), 35.0f, Content.Load(@"Textures\prova_texture_autocad"), GraphicsDevice); models[0].SetModelEffect(effect, true); house.SetModelEffect(effect, true); renderer = new PrelightingRenderer(GraphicsDevice, Content); renderer.Models = new List(); renderer.Models.Add(house); renderer.Models.Add(models[0]); renderer.Lights = new List() { new PPPointLight(new Vector3(0, 120, 0), Color.White * .85f, 2000) }; where PPModel.fx is: float4x4 World; float4x4 View; float4x4 Projection; texture2D BasicTexture; sampler2D basicTextureSampler = sampler_state { texture = ; addressU = wrap; addressV = wrap; minfilter = anisotropic; magfilter = anisotropic; mipfilter = linear; }; bool TextureEnabled = true; texture2D LightTexture; sampler2D lightSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; float3 AmbientColor = float3(0.15, 0.15, 0.15); float3 DiffuseColor; #include "PPShared.vsi" struct VertexShaderInput { float4 Position : POSITION0; float2 UV : TEXCOORD0; }; struct VertexShaderOutput { float4 Position : POSITION0; float2 UV : TEXCOORD0; float4 PositionCopy : TEXCOORD1; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; float4x4 worldViewProjection = mul(World, mul(View, Projection)); output.Position = mul(input.Position, worldViewProjection); output.PositionCopy = output.Position; output.UV = input.UV; return output; } float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { // Sample model's texture float3 basicTexture = tex2D(basicTextureSampler, input.UV); if (!TextureEnabled) basicTexture = float4(1, 1, 1, 1); // Extract lighting value from light map float2 texCoord = postProjToScreen(input.PositionCopy) + halfPixel(); float3 light = tex2D(lightSampler, texCoord); light += AmbientColor; return float4(basicTexture * DiffuseColor * light, 1); } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } I don't have any idea on what's wrong... googling the web I found that this tutorial may have some bug but I don't know if it's the LightModel fault (the sphere) or in a shader or in the class PrelightingRenderer. Any help is very appreciated, thank you for reading!

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  • How do I install the Intel Graphics driver in my system?

    - by John
    Can someone help me out and explain or point me in the right direction on how to check video drivers and see if my video card running okay? I had 10.04 installed on my Thinkpad r61 with Compiz Manager and life was great, until the machine took water damage. I bought an ASUS (X54H) since and am trying out 12.04, but the desktop just doesn't look right. I always struggled with video driver installation. There are no proprietary drivers available in the hardware manager. When I run lspci | grep VGA: 00:02.0 VGA compatible controller: Intel Corporation 2nd Generation Core Processor Family Integrated Graphics Controller (rev 09) I will greatly appreciate your help. I want to use Linux more, but like I said video drivers appear to be my biggest concern. I have also tried 12.04 on my desktop PC, but again failed to configure video card, so switched back to Windows 7.

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  • Your system is running in low-graphics mode with an ATI Radeon 3200 Graphics card

    - by say
    I installed 12.04 LTS (upgrade from 11.10) but When I start my computer it show "Your system is running in low-graphics mode, Your screen, graphics card, and input device settings could not be detected correctly. You will need to configure these yourself." And than show dialog what I want to do, but this one doesn´t work correctly. So I can access only terminal but I don´t know how set this staf or how to start GUI. Because I´m terminal kiddies :-) Thanks for any help :-)

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  • Do i need to join Graphics Card with CPU fan

    - by Mirage
    Initially i had inno 3d 256MB Nvidia GTS graphics card. I also had another Big FAN above the processor (Vendor put in quad core) In that card there was one cable which was joined with that FAN. Now i have changed the CARD to 1GB Nvidia GT9600 . But there is no pins to join the fan with that card. Is it ok . i don't know why old card was joined with FAN

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