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  • bash profile works for user but not sudo

    - by user564448
    I've modified my .profile to include a folder if a flash drive is plugged in. When running the command as the user it works fine but tells me the scrip must be run by sudo (this is what i want). However, when i try to run it with sudo i get "command not found" I have a symlink (flash) in my /var/www folder pointing to my /media/flash drive. (nevermind this setup since is just for dev) this is my user's .profile : # set PATH so it includes flash scripts if [ -d "/var/www/flash/scripts" ] ; then PATH="/var/www/flash/scripts:$PATH" fi when trying to run as sudo i get: sudo: script: command not found any ideas?

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  • How Orchard works

    I just finished writing a long documentation topic on the Orchard project wiki that aims at being a good starting point for developers who want to understand the architecture, structure and general philosophy behind the Orchard CMS. It is not required reading for anyone who only wants to write Orchard modules and themes but hopefully it will help people who want to evaluate the platform and start writing patches. Read it here: http://orchardproject.net/docs/How-Orchard-works.ashx...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • apt-get works with --force-yes but cannot reproduce the issue on a fresh box

    - by deepak
    apt-get does not work the first time but works the second time i install ntp like: apt-get -q -y install ntp=1:4.2.6.p3+dfsg-1ubuntu3.1 It failed saying: WARNING: The following packages cannot be authenticated! libcap2 libopts25 ntp E: There are problems and -y was used without --force-yes Afterwards i ran, apt-key update and ran the same commad with --force-yes: apt-get -q -y --force-yes install ntp=1:4.2.6.p3+dfsg-1ubuntu3.1 Thereafter running apt-get purge and reinstalling ntp runs. "without" --force-yes apt-get purge libcap2 libopts25 ntp apt-get -q -y install ntp=1:4.2.6.p3+dfsg-1ubuntu3.1 Also i created a fresh VM and could not reproduce the issue. On a fresh VM, the same apt-get command runs the first time, without "--force-yes" Two questions, why does running apt-get work the second time and cannot reproduce the error ? full errors and sequential steps at, https://gist.github.com/3017966

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  • Unable to boot Ubuntu with new Kernel but it works fine with old kernel

    - by user93808
    I recently acquired a Samsung Series 9-900x3c and installed Ubuntu 12.04 LTS on it. Now I wanted to upgrade to the most recent kernel and after grabbing the packages from kernel.ubuntu.com/~kernel-ppa/mainline/ and installing them via dpkg Ubuntu fails to boot. I can select the appropriate Kernel version in grub but when I try to launch the Ubuntu with kernel 3.6 nothing happens. On the other hand Kernel 3.2.x works fine for me. Any suggestions what I can do to use the most recent Kernel? Thanks a lot in advance. Cheers JO

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  • How ad retargeting works?

    - by Bojan Babic
    Recently, I read that Facebook ads are moving towards retargeting and got interested deeper into subject. Essentially, retargeting is technique advertisers use that tracks purchase intent by putting cookies into your browser and when you visit another website within ad network you will see ad for item you "wanted to buy". In order this to for, both publisher and advertiser need to work together. Publisher needs add couple of lines of javascript and publisher need to be able to read this info across sites. In most cases, javascript inserts iframe from adnetwork domain. Iframe script sets cookies for both host domain and remote adnetwork domain. However, Same Origin policy do not let iframes read/set content from parent domain. Is there something I'm missing here? Can someone explain how this technique actually works?

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  • glx not working, optirun works, gnome in fallback mode

    - by user26766
    It all started when I installed nvidia's own driver. Uninstalling it and reverting back to nvidia-current didn't solve the problem, so I have been playing with this for a while. Now nvidia-current seems to be functional. It seems glx support is missing, and my intel graphics is not responding. gnome loads only in fallback mode. Here are some outputs: glxinfo name of display: :0.0 Error: couldn't find RGB GLX visual or fbconfig glxgears Error: couldn't get an RGB, Double-buffered visual optirun glxgears works fine lspci | grep VGA 00:02.0 VGA compatible controller: Intel Corporation 2nd Generation Core Processor Family Integrated Graphics Controller (rev 09) 01:00.0 VGA compatible controller: NVIDIA Corporation GF108 [GeForce GT 540M] (rev ff) how can I fix this? thanks,

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  • ubuntu 12.10 graphic does not works correctly

    - by Amin
    I have installed Ubuntu 12.10 but my graphic does not works correctly. I used this command to installation: sudo apt-get install fglrx fglrx-amdcccle fglrx-dev But after the restarting my system, the side panel and upper one does not appear any more! I guessed it maybe that I used some incompatible packages so I removed the graphic card driver by this command: sudo apt-get purge fglrx fglrx-amdcccle fglrx-dev and tried it from graphical way from system setting > Software Sources > Aditional drivers and choosed the second option then applied change. But the resault waas such as before way!! I belive it is because of the Ubuntu does not know my graphic card. I am using VAIO VPCEA2TGX (N/A) and my graphic cart version is Mobility Radeon HD 5400 Series if it is matter. So now what is the exact problem and what I have to solve this?

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  • Wifi works perfectly on Windows, but drops on Ubuntu

    - by alecRN
    I have a dual-boot computer with Windows XP on one partition and Ubuntu 10.10 on the other. In Windows XP I can connect to a hidden wireless network (WPA-PSK AES) perfectly, and I was finally able to install the driver for the adapter on Ubuntu (RNX-N180UBE, hardware id RTL8191SU). It works fine when I first boot the computer and log in, but then after a few minutes the network suddenly stops working completely. If I try to reconnect it, the network manager claims to have connected, but in actuality it's still down. At some points, I have been able to connect to a public network even while the private network didn't work, but that eventually wouldn't work at all either.

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  • WiFi, No ping, other works fine

    - by Linux Mom
    I installed Ubuntu 12.04 LTS for my mom, this runs OK. However recently, I switched back and forth between encryptions on our WiFi Router from WPA-PSK to WEP and back again to WPA-PSK, same password. Now this old laptop won't even ping the gateway on the router, although the nm-applet shows connected. I tried re-adding the network and putting in the BSSID. I did this over again sometimes just to verify. I tried with my 3G Tethering on my phone, it works fine, can go online too. My other Linux laptop can go on the same wifi as well as my phone. And this laptop used to been online on the same network, same password, same encryption (WPA-PSK) What can be wrong ? Does it need a serious kick in the butt or removing some cached authorisation somewhere?

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  • wifi works only after connecting through wire

    - by orustam
    I have fresh installed ubuntu 12.04. it is my first ubuntu installation and i'm a bit confused about the network connection. Wifi shows up and connects(at least it shows that the connection is established), but i can't open any pages, i've tried to ping some sites and it fails either. If i try to connect through a wire it works, what is interesting to me is that after i used my wire connection i can use my wifi properly without a wire pluged in. i think it probably has to do with my settings? I tried to find a solution but can figure it out on my own. My Proxy set to none(have applied it system wide) Please help me if you have any clue:)

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  • ssh client times out to some servers, works on others

    - by mmdanziger
    I have a strange problem and I'm not sure where to begin. My ssh client works on some servers but times out on others. Obviously, I checked that the servers are accessible via ssh from other locations. From my machine A I can log on to C only by logging on to B first. There are at least two servers for which this is the case. To make matters more strange sudo ufw status - Status: inactive nmap -sT -p 22 <problem_server> - ...22/tcp open ssh... On one affected server I am getting: ssh_exchange_identification: Connection closed by remote host and on the other I am getting ssh: connect to host <problem_server> port 22: Connection timed out With both of these servers I can log in from other machines. How can I troubleshoot such a problem?

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  • My vertex shader doesn't affect texture coords or diffuse info but works for position

    - by tina nyaa
    I am new to 3D and DirectX - in the past I have only used abstractions for 2D drawing. Over the past month I've been studying really hard and I'm trying to modify and adapt some of the shaders as part of my personal 'study project'. Below I have a shader, modified from one of the Microsoft samples. I set diffuse and tex0 vertex shader outputs to zero, but my model still shows the full texture and lighting as if I hadn't changed the values from the vertex buffer. Changing the position of the model works, but nothing else. Why is this? // // Skinned Mesh Effect file // Copyright (c) 2000-2002 Microsoft Corporation. All rights reserved. // float4 lhtDir = {0.0f, 0.0f, -1.0f, 1.0f}; //light Direction float4 lightDiffuse = {0.6f, 0.6f, 0.6f, 1.0f}; // Light Diffuse float4 MaterialAmbient : MATERIALAMBIENT = {0.1f, 0.1f, 0.1f, 1.0f}; float4 MaterialDiffuse : MATERIALDIFFUSE = {0.8f, 0.8f, 0.8f, 1.0f}; // Matrix Pallette static const int MAX_MATRICES = 100; float4x3 mWorldMatrixArray[MAX_MATRICES] : WORLDMATRIXARRAY; float4x4 mViewProj : VIEWPROJECTION; /////////////////////////////////////////////////////// struct VS_INPUT { float4 Pos : POSITION; float4 BlendWeights : BLENDWEIGHT; float4 BlendIndices : BLENDINDICES; float3 Normal : NORMAL; float3 Tex0 : TEXCOORD0; }; struct VS_OUTPUT { float4 Pos : POSITION; float4 Diffuse : COLOR; float2 Tex0 : TEXCOORD0; }; float3 Diffuse(float3 Normal) { float CosTheta; // N.L Clamped CosTheta = max(0.0f, dot(Normal, lhtDir.xyz)); // propogate scalar result to vector return (CosTheta); } VS_OUTPUT VShade(VS_INPUT i, uniform int NumBones) { VS_OUTPUT o; float3 Pos = 0.0f; float3 Normal = 0.0f; float LastWeight = 0.0f; // Compensate for lack of UBYTE4 on Geforce3 int4 IndexVector = D3DCOLORtoUBYTE4(i.BlendIndices); // cast the vectors to arrays for use in the for loop below float BlendWeightsArray[4] = (float[4])i.BlendWeights; int IndexArray[4] = (int[4])IndexVector; // calculate the pos/normal using the "normal" weights // and accumulate the weights to calculate the last weight for (int iBone = 0; iBone < NumBones-1; iBone++) { LastWeight = LastWeight + BlendWeightsArray[iBone]; Pos += mul(i.Pos, mWorldMatrixArray[IndexArray[iBone]]) * BlendWeightsArray[iBone]; Normal += mul(i.Normal, mWorldMatrixArray[IndexArray[iBone]]) * BlendWeightsArray[iBone]; } LastWeight = 1.0f - LastWeight; // Now that we have the calculated weight, add in the final influence Pos += (mul(i.Pos, mWorldMatrixArray[IndexArray[NumBones-1]]) * LastWeight); Normal += (mul(i.Normal, mWorldMatrixArray[IndexArray[NumBones-1]]) * LastWeight); // transform position from world space into view and then projection space //o.Pos = mul(float4(Pos.xyz, 1.0f), mViewProj); o.Pos = mul(float4(Pos.xyz, 1.0f), mViewProj); o.Diffuse.x = 0.0f; o.Diffuse.y = 0.0f; o.Diffuse.z = 0.0f; o.Diffuse.w = 0.0f; o.Tex0 = float2(0,0); return o; } technique t0 { pass p0 { VertexShader = compile vs_3_0 VShade(4); } } I am currently using the SlimDX .NET wrapper around DirectX, but the API is extremely similar: public void Draw() { var device = vertexBuffer.Device; device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.White, 1.0f, 0); device.SetRenderState(RenderState.Lighting, true); device.SetRenderState(RenderState.DitherEnable, true); device.SetRenderState(RenderState.ZEnable, true); device.SetRenderState(RenderState.CullMode, Cull.Counterclockwise); device.SetRenderState(RenderState.NormalizeNormals, true); device.SetSamplerState(0, SamplerState.MagFilter, TextureFilter.Anisotropic); device.SetSamplerState(0, SamplerState.MinFilter, TextureFilter.Anisotropic); device.SetTransform(TransformState.World, Matrix.Identity * Matrix.Translation(0, -50, 0)); device.SetTransform(TransformState.View, Matrix.LookAtLH(new Vector3(-200, 0, 0), Vector3.Zero, Vector3.UnitY)); device.SetTransform(TransformState.Projection, Matrix.PerspectiveFovLH((float)Math.PI / 4, (float)device.Viewport.Width / device.Viewport.Height, 10, 10000000)); var material = new Material(); material.Ambient = material.Diffuse = material.Emissive = material.Specular = new Color4(Color.White); material.Power = 1f; device.SetStreamSource(0, vertexBuffer, 0, vertexSize); device.VertexDeclaration = vertexDeclaration; device.Indices = indexBuffer; device.Material = material; device.SetTexture(0, texture); var param = effect.GetParameter(null, "mWorldMatrixArray"); var boneWorldTransforms = bones.OrderedBones.OrderBy(x => x.Id).Select(x => x.CombinedTransformation).ToArray(); effect.SetValue(param, boneWorldTransforms); effect.SetValue(effect.GetParameter(null, "mViewProj"), Matrix.Identity);// Matrix.PerspectiveFovLH((float)Math.PI / 4, (float)device.Viewport.Width / device.Viewport.Height, 10, 10000000)); effect.SetValue(effect.GetParameter(null, "MaterialDiffuse"), material.Diffuse); effect.SetValue(effect.GetParameter(null, "MaterialAmbient"), material.Ambient); effect.Technique = effect.GetTechnique(0); var passes = effect.Begin(FX.DoNotSaveState); for (var i = 0; i < passes; i++) { effect.BeginPass(i); device.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, skin.Vertices.Length, 0, skin.Indicies.Length / 3); effect.EndPass(); } effect.End(); } Again, I set diffuse and tex0 vertex shader outputs to zero, but my model still shows the full texture and lighting as if I hadn't changed the values from the vertex buffer. Changing the position of the model works, but nothing else. Why is this? Also, whatever I set in the bone transformation matrices doesn't seem to have an effect on my model. If I set every bone transformation to a zero matrix, the model still shows up as if nothing had happened, but changing the Pos field in shader output makes the model disappear. I don't understand why I'm getting this kind of behaviour. Thank you!

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  • Google Apps email hosting for a GoDaddy-hosted site works locally but not on live site

    - by CrB
    GoDaddy email issues are plentiful, but I have not been able to find anyone resolve this same problem: I have a GoDaddy hosted site, and a Google Apps account. The MX info on GoDaddy is correct, as is my server-side code, and the Google Apps credentials in my web.config file (host:smtp.gmail.com, port:587) are correct. I know this because I am able to send emails through SmtpClient hosted my local machine's server when debugging the site. However, once transferred to the GoDaddy hosting account, all emails will not send -- they just time out. Nothing has changed aside from the site being run on the GoDaddy server as opposed to a local server. EDIT - SSL is enabled. A two part question: 1) Does anybody have any ideas about how to tackle this? 2) If not, is there another web hosting or email hosting site, or a combination of 2, that people can confirm is fast, actually works, and is not impossible to coordinate as is everything with GoDaddy? (I am aware that GoDaddy has their own relaying email server, but I initially used it before switching to Google and found emails coming in 30-60 minutes late).

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  • SQL Authority News – Download and Install Adventure Works 2014 Sample Databases

    - by Pinal Dave
    If you are using SQL Server there are good chances that you are familiar with AdventureWorks. AdventureWorks is a Sample Database shipped with SQL Server and it can be downloaded from CodePlex site. AdventureWorks have replaced Northwind and Pubs from the sample database in SQL Server 2005. The Microsoft team keeps updating the sample database as they release new versions. I use the AdventureWorks database for most of my example, as it is easy to use sample database which is accessible for most of the people out there. Every new version  of SQL Server should have its own Adventureworks database. The reason is that SQL Server comes up with new features with every version and most of the new features need a new dataset sample to demonstrate the capabilities of the features. This is the why every version of SQL Server has its own AdventureWorks database. SQL Server 2014 has many new features and to support that Microsoft has released new Advetureworks 2014 Sample Database. You can download Adventure Works 2014 Sample Databases from here. Here is a quick tutorial how one can install the AdventureWorks database on your server. Reference: Pinal Dave (http://blog.sqlauthority.com)Filed under: PostADay, SQL, SQL Authority, SQL Download, SQL Query, SQL Server, SQL Tips and Tricks, T SQL

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  • How to solve Bumblebee/Nvidia Optimus issues with kernel 3.4 (works perfectly under 3.2)

    - by theJimy
    I installed Ubuntu and could setup to utilize my Intel HD 3000/Geforce GT 540M hybrid graphics perfectly with the method described here: How well do laptops with Nvidia Optimus work? Everything works fine under Kernel 3.2. Now I wanted to upgrade though to Kernel 3.4, as it brings many improvements, especially in saving battery life (ie. Intel RC6)... at least from what I heard. While I had no issues installing the 3.4 Kernel under Ubuntu 12.04 and everything so far runs fine, Bumblebee causes issues under kernel 3.4. When trying to run commands like optirun, lsmod (or similar kernel tools) these just lock up and never return. The Bumblebee developers seem to refuse to help with mainline kernels (as seen here: https://github.com/Bumblebee-Project/bbswitch/issues/17 ). Does anyone know, how to solve this issue? Could I solve this probably, by compiling the kernel and/or Bumblebee against the kernels sources myself and having a Ubuntu-like kernel? Any other idea that might help me to solve this myself, so I could profit from the 3.4 features and Optimus, would be very appreciated.

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  • SSL Certificate Works in Monit - But Not in Keystore

    - by Bart Silverstrim
    I have a situation where there's a keystore file with the various root/intermediate certificates stored in it in a way that it seems to work for most browsers. Problem is that when mobile browsers hit it, there's a break in the chain and they complain. I used an SSL checker at http://www.sslshopper.com/ssl-checker.html and it states that "The certificate is not trusted in all web browsers. You may need to install an Intermediate/chain certificate to link it to a trusted root certificate." So...the desktop browsers must have the intermediate certs already and can make the chain connections, I'm assuming, while the mobile browsers can't. The thing is that I had used Portecle to export certificates from the keystore and cobble them together to create a .PEM certificate to run the Monit utility. When I check that application with the SSL checker, it works fine! The person that originally created the keystore said he couldn't follow the SSL provider's directions for creating the keystore because he created the CSR request using openssl, so the cert and private key had to be converted to DER format and use importkey to get it to work; following the directions he found online had importkey seem to use only a set keystore file as a result, and it would erase anything already in the file if it existed. So is there a way to take the certificate I created for Monit and create a working keystore for the Tomcat website? What would be causing the chain to be broken in the current keystore, but work for Monit? I have the SSL cert provider's intermediate and cross certificates, and the website's certificate, but is what else would I need to create a working chain of certs for a keystore?

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  • Bluetooth headset A2DP works, HSP/HFP not (no sound/no mic)

    - by Stefan Armbruster
    My Philips SBH9001 headset pairs fine using Ubuntu 12.04. In the audio settings it's properly detected as A2DP device and as HSP/HFP device. Hardware: Thinkpad X230, Ubuntu 12.04 64bit, Kernel 3.6.0-030600rc3-generic (build from Ubuntu mainline repo), Bluetooth device is USB-Id 0a5c:21e6 from Broadcom, Headset is a Philips SBH9001. Note: Kernel 3.6 rc3 is used because of a fix for audio on the dockingstation that is not in any previous branches. Playing audio in A2DP works just fine out of the box, but when switching the headset to HSP/HSP mode there is no sound nor does the microphone work. When connecting the headset, /var/log/syslog shows: Aug 25 21:32:47 x230 bluetoothd[735]: Badly formated or unrecognized command: AT+CSRSF=1,1,1,1,1,7 Aug 25 21:32:49 x230 rtkit-daemon[1879]: Successfully made thread 17091 of process 14713 (n/a) owned by '1000' RT at priority 5. Aug 25 21:32:49 x230 rtkit-daemon[1879]: Supervising 4 threads of 1 processes of 1 users. Aug 25 21:32:50 x230 kernel: [ 4860.627585] input: 00:1E:7C:01:73:E1 as /devices/virtual/input/input17 When switching from A2DP (standard profile) to HSP/HFP: Aug 25 21:34:36 x230 bluetoothd[735]: /org/bluez/735/hci0/dev_00_1E_7C_01_73_E1/fd3: fd(34) ready Aug 25 21:34:36 x230 rtkit-daemon[1879]: Successfully made thread 17309 of process 14713 (n/a) owned by '1000' RT at priority 5. Aug 25 21:34:36 x230 rtkit-daemon[1879]: Supervising 4 threads of 1 processes of 1 users. Aug 25 21:34:41 x230 bluetoothd[735]: Audio connection got disconnected Any hints how to get HSP/HFP working here?

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  • Draw depth works on WP7 emulator but not device

    - by Luke
    I am making a game on a WP7 device using C# and XNA. I have a system where I always want the object the user is touching to be brought to the top, so every time it is touched I add float.Epsilon to its draw depth (I have it set so that 0 is the back and 1 is the front). On the Emulator that all works fine, but when I run it on my device the draw depths seem to be completely random. I am hoping that anybody knows a way to fix this. I have tried doing a Clean & Rebuild and uninstalling from the device but that is no luck. My call to spritebatch.Begin is: spriteBatch.Begin(SpriteSortMode.FrontToBack, BlendState.AlphaBlend); and to draw I use spriteBatch.Draw(Texture, new Rectangle((int)X, (int)Y, (int)Width, (int)Height), null, Color.White, 0, Vector2.Zero, SpriteEffects.None, mDrawDepth); Where mDrawDepth is a float value of the draw depth (likely to be a very small number; a small multiple of float.Epsilon. Any help much appreciated, thanks!

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  • Box2D `ApplyLinearImpulse` is not working whereas `SetLinearVelocity` works

    - by Narek
    I need to mimic jumping behavior for the player in my game. Player consists of two fixtures with circle and rectangle shapes. Rectangle I use to detect ground and it is a sensor. Is some point for jumping I do this: float impulseY = body->GetMass() * PLAYER_JUMPING_VEOCITY / PTM_RATIO * std::sin(PLAYER_JUMPING_ANGLE * PI / 180); body->ApplyLinearImpulse(b2Vec2(0, impulseY), body->GetWorldCenter(), true); and player does not jump. But when I do this: body->SetLinearVelocity(b2Vec2(0, PLAYER_JUMPING_VEOCITY / PTM_RATIO * std::sin(PLAYER_JUMPING_ANGLE * PI / 180))); my player jumps. Also when I change the rectangle shape to be normal (not sensor) shape, its works again. Why? Just in case here are the parameters of my rectangular sensor: b2PolygonShape boxShape; boxShape.SetAsBox(width * 0.5/2/PTM_RATIO, height * 0.2/2/PTM_RATIO, b2Vec2(0, -height * 0.4 /PTM_RATIO), 0); b2FixtureDef boxFixtureDef; boxFixtureDef.friction = 0; boxFixtureDef.restitution = 0; boxFixtureDef.density = 1; boxFixtureDef.isSensor = true; boxFixtureDef.userData = static_cast<void*>(PLAYER_GROUP);

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  • A few questions about how JavaScript works

    - by KayoticSully
    I originally posted on Stack Overflow and was told I might get some better answers here. I have been looking deeply into JavaScript lately to fully understand the language and have a few nagging questions that I can not seem to find answers to (Specifically dealing with Object Oriented programming. I know JavaScript is meant to be used in an OOP manner I just want to understand it for the sake of completeness). Assuming the following code: function TestObject() { this.fA = function() { // do stuff } this.fB = testB; function testB() { // do stuff } } TestObject.prototype = { fC : function { // do stuff } } What is the difference between functions fA and fB? Do they behave exactly the same in scope and potential ability? Is it just convention or is one way technically better or proper? If there is only ever going to be one instance of an object at any given time, would adding a function to the prototype such as fC even be worthwhile? Is there any benefit to doing so? Is the prototype only really useful when dealing with many instances of an object or inheritance? And what is technically the "proper" way to add methods to the prototype the way I have above or calling TestObject.prototype.functionName = function(){} every time? I am looking to keep my JavaScript code as clean and readable as possible but am also very interested in what the proper conventions for Objects are in the language. I come from a Java and PHP background and am trying to not make any assumptions about how JavaScript works since I know it is very different being prototype based. Also are there any definitive JavaScript style guides or documentation about how JavaScript operates at a low level? Thanks!

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  • Understanding how OpenGL blending works

    - by yuumei
    I am attempting to understand how OpenGL (ES) blending works. I am finding it difficult to understand the documentation and how the results of glBlendFunc and glBlendEquation effect the final pixel that is written. Do the source and destination out of glBlendFunc get added together with GL_FUNC_ADD by default? This seems wrong because "basic" blending of GL_ONE, GL_ONE would output 2,2,2,2 then (Source giving 1,1,1,1 and dest giving 1,1,1,1). I have written the following pseudo-code, what have I got wrong? struct colour { float r, g, b, a; }; colour blend_factor( GLenum factor, colour source, colour destination, colour blend_colour ) { colour colour_factor; float i = min( source.a, 1 - destination.a ); // From http://www.khronos.org/opengles/sdk/docs/man/xhtml/glBlendFunc.xml switch( factor ) { case GL_ZERO: colour_factor = { 0, 0, 0, 0 }; break; case GL_ONE: colour_factor = { 1, 1, 1, 1 }; break; case GL_SRC_COLOR: colour_factor = source; break; case GL_ONE_MINUS_SRC_COLOR: colour_factor = { 1 - source.r, 1 - source.g, 1 - source.b, 1 - source.a }; break; // ... } return colour_factor; } colour blend( colour & source, colour destination, GLenum source_factor, // from glBlendFunc GLenum destination_factor, // from glBlendFunc colour blend_colour, // from glBlendColor GLenum blend_equation // from glBlendEquation ) { colour source_colour = blend_factor( source_factor, source, destination, blend_colour ); colour destination_colour = blend_factor( destination_factor, source, destination, blend_colour ); colour output; // From http://www.khronos.org/opengles/sdk/docs/man/xhtml/glBlendEquation.xml switch( blend_equation ) { case GL_FUNC_ADD: output = add( source_colour, destination_colour ); case GL_FUNC_SUBTRACT: output = sub( source_colour, destination_colour ); case GL_FUNC_REVERSE_SUBTRACT: output = sub( destination_colour, source_colour ); } return output; } void do_pixel() { colour final_colour; // Blending if( enable_blending ) { final_colour = blend( current_colour_output, framebuffer[ pixel ], ... ); } else { final_colour = current_colour_output; } } Thanks!

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

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

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

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

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  • Desktop login fails, terminal works

    - by Tobias
    I have a freshly setup 12.04 LTS pc system (120 GB SSD, 1 TB HDD, 16 GiB RAM); since a few days, I can't login to the graphical desktop anymore: there is very short flashing shell window which disappears very quickly, and I'm confronted with the login screen again. I believe there is something about modprobe and vbox, but I can't read it fast enough ... I can login to a terminal (Ctrl+Alt+F1). It did not help to chown all contents of my home directory to me:my-group, like suggested here. This is what I could find in /var/log, grepping for the date and time (I inserted linebreaks after <my-hostname>; real time values preserved): auth.log: <date> 22:43:01 <my-hostname> lightdm: pam_succeed_if(lightdm:auth): requirement "user ingroup nopasswdlogin" not met by user "tobias" <date> 22:43:08 <my-hostname> lightdm: pam_unix(lightdm:session): session closed for user lightdm <date> 22:43:08 <my-hostname> lightdm: pam_unix(lightdm:session): session opened for user tobias by (uid=0) <date> 22:43:08 <my-hostname> lightdm: pam_ck_connector(lightdm:session): nox11 mode, ignoring PAM_TTY :0 <date> 22:43:08 <my-hostname> lightdm: pam_unix(lightdm:session): session closed for user tobias <date> 22:43:09 <my-hostname> lightdm: pam_unix(lightdm:session): session opened for user lightdm by (uid=0) <date> 22:43:09 <my-hostname> lightdm: pam_ck_connector(lightdm:session): nox11 mode, ignoring PAM_TTY :0 <date> 22:43:10 <my-hostname> lightdm: pam_succeed_if(lightdm:auth): requirement "user ingroup nopasswdlogin" not met by user "tobias" <date> 22:43:10 <my-hostname> dbus[756]: [system] Rejected send message, 2 matched rules; type="method_call", sender="1:43" (uid=104 pid=1639 comm="/usr/lib/indicator-datetime/indicator-datetime-ser") interface="org.freedesktop.DBus.Properties" member="GetAll" error name="(unset)" requested_reply="0" destination=":1.15" (uid=0 pid=1005 comm="/usr/sbin/console-kit-daemon --no-daemon ") kern.log: <date> 22:43:00 <my-hostname> kernel: [ 16.084525] eth0: no IPv6 routers present syslog: <date> 22:43:00 <my-hostname> kernel: [ 16.084525] eth0: no IPv6 routers present <date> 22:43:01 <my-hostname> ntpdate[1492]: adjust time server 91.189.94.4 offset -0.162831 sec <date> 22:43:08 <my-hostname> acpid: client 969[0:0] has disconnected <date> 22:43:08 <my-hostname> acpid: client connected from 1553[0:0] <date> 22:43:08 <my-hostname> acpid: 1 client rule loaded I have Virtualbox and Truecrypt installed, but I can't think of a reason why they might prevent a graphical login. I'm confused: What is this about requirement "user ingroup nopasswdlogin" not met? I do login using a password, and the password works ok when logging in to a terminal! Can I somehow read the error output, e.g. by delaying it, redirecting it to a file, or having the system prompt me for pressing a key? Has possibly any recent update caused my problem? Should I install the pending updates? How, btw, without access to the graphical UI? I have some working knowledge about the Linux shell, but I'm new to Ubuntu. Any help would be appreciated.

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  • Unity GUI not in build, but works fine in editor

    - by Darren
    I have: GUITexture attached to an object A script that has GUIStyles created for the Textfield and Buttons that are created in OnGUI(). This script is attached to the same object in number 1 3 GUIText objects each separate from the above. A script that enables the GUITexture and the script in number 1 and 2 respectively This is how it is supposed to work: When I cross the finish line, number 4 script enables number 1 GUITexture component and number 2 script component. The script component uses one of number 3's GUIText objects to show you your best lap time, and also makes a GUI.Textfield for name entry and 2 GUI.Buttons for "Submit" and "Skip". If you hit "Submit" the script will submit the time. No matter which button you press, The remaining 2 GUIText objects from number 3 will show you the top 10 best times. For some reason, when I run it in editor, everything works 100%, but when I'm in different kinds of builds, the results vary. When I am in a webplayer, The GUITexture and the textfield and buttons appear, but the textfield and buttons are plain and have no evidence of GUIStyles. When I click one of the buttons, the score gets submitted but I do not get the fastest times showing. When I am in a standalone build, the GUITexture shows up, but nothing else does. If I remove the GUIStyle parameter of the GUI.Textfield and GUI.Button, they show up. Why am I getting these variations and how can I fix it? Code below: void Start () { Names.text = ""; Times.text = ""; YourBestTime.text = "Your Best Lap: " + bestTime + "\nEnter your name:"; //StartCoroutine(GetTimes("Test")); } void Update() { if (!ShowButtons && !GettingTimes) { StartCoroutine(GetTimes()); GettingTimes = true; } } IEnumerator GetTimes () { Debug.Log("Getting times"); YourBestTime.text = "Loading Best Lap Times"; WWW times_get = new WWW(GetTimesUrl); yield return times_get; WWW names_get = new WWW(GetNamesUrl); yield return names_get; if(times_get.error != null || names_get.error != null) { print("There was an error retrieiving the data: " + names_get.error + times_get.error); } else { Times.text = times_get.text; Names.text = names_get.text; YourBestTime.text = "Your Best Lap: " + bestTime; } } IEnumerator PostLapTime (string Name, string LapTime) { string hash= MD5.Md5Sum(Name + LapTime + secretKey); string bestTime_url = SubmitTimeUrl + "&Name=" + WWW.EscapeURL(Name) + "&LapTime=" + LapTime + "&hash=" + hash; Debug.Log (bestTime_url); // Post the URL to the site and create a download object to get the result. WWW hs_post = new WWW(bestTime_url); //label = "Submitting..."; yield return hs_post; // Wait until the download is done if (hs_post.error != null) { print("There was an error posting the lap time: " + hs_post.error); //label = "Error: " + hs_post.error; //show = false; } else { Debug.Log("Posted: " + hs_post.text); ShowButtons = false; PostingTime = false; } } void OnGUI() { if (ShowButtons) { //makes text box nameString = GUI.TextField( new Rect((Screen.width/2)-111, (Screen.height/2)-130, 222, 25), nameString, 20, TextboxStyle); if (GUI.Button( new Rect( (Screen.width/2-74.0f), (Screen.height/2)- 90, 64, 32), "Submit", ButtonStyle)) { //SUBMIT TIME if (nameString == "") { nameString = "Player"; } if (!PostingTime) { StartCoroutine(PostLapTime(nameString, bestTime)); PostingTime = true; } } else if (GUI.Button( new Rect( (Screen.width/2+10.0f), (Screen.height/2)- 90, 64, 32), "Skip", ButtonStyle)) { ShowButtons = false; } } } }

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