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  • How do I efficiently code both the client and server at the same time?

    - by liamzebedee
    I'm coding my game using a client-server model. When playing on singleplayer, the game starts a local server, and interacts with it just like a remote server (multiplayer). I have done this to avoid coding separate singleplayer and multiplayer code. I have just started coding and have encountered a major problem. Currently I'm developing the game in Eclipse, having all the game classes organized into packages. Then, in my server code, I just use all the classes in the client packages. The problem is, these client classes have variables that are specific to rendering, which obviously wouldn't be performed on a server. Should I create modified versions of the client classes to use in the server? Or should I just modify the client classes with a boolean, to indicate if its the client/server using it. Are there any other options I have? I just had a thought about maybe using the server class as the core class, then extending it with rendering stuff?

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  • Difference between the terms Material & Effect

    - by codey
    I'm making an effect system right now (I think, because it may be a material system... or both!). The effects system follows the common (e.g. COLLADA, DirectX) effect framework abstraction of Effects have Techniques, Techniques have Passes, Passes have States & Shader Programs. An effect, according to COLLADA, defines the equations necessary for the visual appearance of geometry and screen-space image processing. Keeping with the abstraction, effects contain techniques. Each effect can contain one or many techniques (i.e. ways to generate the effect), each of which describes a different method for rendering that effect. The technique could be relate to quality (e.g. high precision, high LOD, etc.), or in-game-situation (e.g. night/day, power-up-mode, etc.). Techniques hold a description of the textures, samplers, shaders, parameters, & passes necessary for rendering this effect using one method. Some algorithms require several passes to render the effect. Pipeline descriptions are broken into an ordered collection of Pass objects. A pass provides a static declaration of all the render states, shaders, & settings for "one rendering pipeline" (i.e. one pass). Meshes usually contain a series of materials that define the model. According to the COLLADA spec (again), a material instantiates an effect, fills its parameters with values, & selects a technique. But I see material defined differently in other places, such as just the Lambert, Blinn, Phong "material types/shaded surfaces", or as Metal, Plastic, Wood, etc. In game dev forums, people often talk about implementing a "material/effect system". Is the material not an instance of an effect? Ergo, if I had effect objects, stored in a collection, & each effect instance object with there own parameter setting, then there is no need for the concept of a material... Or am I interpreting it wrong? Please help by contributing your interpretations as I want to be clear on a distinction (if any), & don't want to miss out on the concept of a material if it should be implemented to follow the abstraction of the DirectX FX framework & COLLADA definitions closely.

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  • D3D11 how to simulate multiple depth channels

    - by Nock
    Here's what I'd like to achieve: Rendering a first pass of objects in my scene, using standard depth comparison Rendering another pass of objects in the same scene, but with the following rules: A Pixel of the 2nd pass always override the first pass (no depth compare between them) Use Depth comparison between pixels written from the second pass. In English I want depth comparison made inside each pass but I always want the second pass pixels to override the first pass ones. Some things I've thought: I tried to think about using stencil to solve this, but I couldn't find a way. I know I could render into a separate target the second pass then composite the result into the first, but I'd like to avoid that. I could use two separate Depth Buffer, one dedicated to each pass. (I never tried, but I figure it's possible to switch the depth buffer in a Render Target "on the fly") Any idea of the best solution? Thanks

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  • Video capture Performance

    - by volting
    I have noticed high CPU utilization in a number of applications (except mplayer) which read from the embedded webcam on my laptop. Bizarrely CPU utilization varies proportionately to the level of illumination present. I know that that high CPU usage has nothing to do with rendering the video, as I have written a simple app using the OpenCV library to simply grab frames from the webcam, and cpu usage is still high. I think that mplayer might be using my GPU (and the other apps aren't), but since its not an issue with rendering, I dont think this explains anything. Cheese Low light --- ~12% CPU Bright Light ---- ~63% CPU Camorama Low light --- ~7% CPU Bright Light ---- ~30% CPU Opencv C++ library, (display in a single highgui window) Low light --- ~13% CPU Bright Light ---- ~40% CPU (same test on windows 7, 4-9%) Mplayer No problem, 1-2% regardless of light levels Note: If all I want't to do is capture a feed from my webcam I would use mplayer and forget about it, but I'm developing an application which uses the OpenCV to capture a video feed among other things, performance is important.

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  • View matrix question (rotate by 180 degrees)

    - by King Snail
    I am using a third party rendering API on top of OpenGL code and I cannot get my matrices correct. The API states this: We're right handed by default, and we treat y as up by convention. Since IwGx's coordinate system has (0,0) as the top left, you typically need a 180 degree rotation around Z in your view matrix. I think the viewer does this by default. In my OpenGL app I have access to the view and projection matrices separately. How can I convert them to fit the criteria used by my third party rendering API? I don't understand what they mean to rotate 180 degrees around Z, is that in the view matrix itself or something in the camera before making the view matrix. Any code would be helpful, thanks.

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  • Finding underlying cause of Window 7 Account corruption.

    - by Carl Jokl
    I have been having trouble with my Sister's computer which I built. It is running Windows 7 Ultimate x64. The problem is that I have had problems with the accounts becoming corrupted. First problems manifest themselves in the form of Windows saying the profile failed to be loaded properly and a temporary profile. Eventually the account will not allow login at all. An error message along the lines the authentication service failing the login. I have found information about this problem and how to fix it. The problem being that something has corrupted the account profile and backing up and recreating the accounts fixes the problem. I have been able to fix things and get logins working again but over the period of usually about a week it happens again. Bit by bit the accounts corrupt and then it is back to square one. I am frustrated because I don't know what the underlying cause of the problem is i.e. what is causing the accounts to be corrupted in the first place. At the moment I am just treating the symptoms. I was hoping someone who may have more experience with dealing with this problem might be able to help me find the root cause. Some articles suggest that Norton Internet Security is a big culprit of this problem which is installed. I could try uninstalling Norton and see if it helps. The one thing which is different about this computer to any other I have built is that it has a solid state drive. Actually it has both a hard drive and solid state drive. The documents and settings i.e. the Users directory is stored on the hard drive. This was done following an article about moving the user account data onto a separate drive on Windows 7 which I found on the Internet. Moving the User accounts is more of a pain under Windows 7 and this solution involved creating a low level file system link to the folder from the boot drive (Solid State) to the Hard Drive. The idea is that the computer behaves just as if it is accessing the User's folder from the boot drive but actually the data is stored on the hard drive. This may have nothing to do with the cause of the problem but due to the problem being user account corruption it is a possibility I have not been able to rule out. Any help would be appreciated as I would be glad to see the back of this problem.

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  • Windows XP: saving large files on network share stalls

    - by mklhmnn
    When I transfer larger files (a few hundred MB) on a network share (either Buffalo LinkStation or other Windows machine) from my Windows XP Pro SP3, it always stalls. Smaller files are no problem, reading from a network share is also no problem. I already had this problem on my notebook and now on my desktop machine, so I assume that it most likely is no driver problem. Does anybody have a clue what could be the problem — or better: the solution?

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  • Ubuntu scrollbars don't render on Cygwin X server

    - by David M. Karr
    I have an ubuntu 12.0.4 desktop. I have a Win7 laptop running Cygwin. I can display windows from the Ubuntu box on the Win7 laptop using the Cygwin X server, but the window is somewhat "degraded". Specifically, scrollbars are not rendering properly. I've used Ubuntu before, but this is the first time I've seen these odd scrollbar popups that are used in 12.04. I'm guessing the Cygwin X server is having trouble rendering that for some reason. In the Cygwin view, I see the slightly thicker vertical bar, but when I hover the mouse over it, nothing happens. I'd really prefer to get conventional scrollbars. Can I configure Ubuntu 12.0.4 to do this, which might result in Cygwin being able to display them?

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  • Upgrading visual studio with Crystal Reports

    - by jkrebsbach
    In the process up updating an app from Visual Studio 2003 to VS 2008.  It happens to have a couple dozen crystal reports that it executes regarly. Upgraded visual studio to 2008, and when attempting to generate the reports an exception was thrown. A significant portion of the rendering engine for Crystal Reports is not coming from Crystal, it's coming from Visual Studio and those methods and properties have changed over the years.  I needed to upgrade the report generating methods from the VS 2003 way of doing things to the VS 2008 way for the report to generate successfully. Not only that, but this means that while we were previously rendering with Crystal 9 in VS 2003, Visual Studio 2008 will render per Crystal 10, which treats things like column widths in Excel different (by default, at least) so now we have to go through all of our reports and compare outputs for Crystal just to upgrade the Visual Studio environment that I foolishly believed would  not be affected.

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  • LWJGL - Mixing 2D and 3D

    - by nathan
    I'm trying to mix 2D and 3D using LWJGL. I have wrote 2D little method that allow me to easily switch between 2D and 3D. protected static void make2D() { glEnable(GL_BLEND); GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadIdentity(); glOrtho(0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 0.0f, 1.0f); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glLoadIdentity(); } protected static void make3D() { glDisable(GL_BLEND); GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadIdentity(); // Reset The Projection Matrix GLU.gluPerspective(45.0f, ((float) SCREEN_WIDTH / (float) SCREEN_HEIGHT), 0.1f, 100.0f); // Calculate The Aspect Ratio Of The Window GL11.glMatrixMode(GL11.GL_MODELVIEW); glLoadIdentity(); } The in my rendering code i would do something like: make2D(); //draw 2D stuffs here make3D(); //draw 3D stuffs here What i'm trying to do is to draw a 3D shape (in my case a quad) and i 2D image. I found this example and i took the code from TextureLoader, Texture and Sprite to load and render a 2D image. Here is how i load the image. TextureLoader loader = new TextureLoader(); Sprite s = new Sprite(loader, "player.png") And how i render it: make2D(); s.draw(0, 0); It works great. Here is how i render my quad: glTranslatef(0.0f, 0.0f, 30.0f); glScalef(12.0f, 9.0f, 1.0f); DrawUtils.drawQuad(); Once again, no problem, the quad is properly rendered. DrawUtils is a simple class i wrote containing utility method to draw primitives shapes. Now my problem is when i want to mix both of the above, loading/rendering the 2D image, rendering the quad. When i try to load my 2D image with the following: s = new Sprite(loader, "player.png); My quad is not rendered anymore (i'm not even trying to render the 2D image at this point). Only the fact of creating the texture create the issue. After looking a bit at the code of Sprite and TextureLoader i found that the problem appears after the call of the glTexImage2d. In the TextureLoader class: glTexImage2D(target, 0, dstPixelFormat, get2Fold(bufferedImage.getWidth()), get2Fold(bufferedImage.getHeight()), 0, srcPixelFormat, GL_UNSIGNED_BYTE, textureBuffer); Commenting this like make the problem disappear. My question is then why? Is there anything special to do after calling this function to do 3D? Does this function alter the render part, the projection matrix?

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  • [JOGL] my program is too slow, ho can i profile with Eclipse?

    - by nkint
    hi juys my simple opengl program is really toooo slow and not fluid i'm rendering 30 sphere with simple illumination and simple material. the only hard(?) computing stuffs i do is a collision detection between ray-mouse and spheres (that works ok and i do it only in mouseMoved) i have no thread only animator to move spheres how can i profile my jogl project? or mayebe (most probable..) i have some opengl instruction that i don't understand and make render particular accurate (or back face rendering that i don't need or whatever i don't know exctly i'm just entered in opengl world)

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  • What are the factors that determine the default frequency of a shader call?

    - by user827992
    After i have been played for some days with various vertex and fragments shaders seems clear to me that this programs are called by the GPU at every and each rendering cycle, the problem is that I can't really quantify this frequency and I can't tell if is based on some default values or not because I don't have a big collection of hardware right now to do extensive tests. For what i know the answer could be really trivial like "it's the same of the refresh rate of your monitor", but i would like some good answers on that to be clear on this. For instance looks really odd to me that all the techniques used to control the amount of FPS that i have seen until now uses a call for the OpenGL function glutGet(GLUT_ELAPSED_TIME) to retrieve a value in ms about when the rendering started but I have to relies on the CPU to do the math. Why I can't set an FPS value in OpenGL if OpenGL clearly has a counter and a timer/clock? PS I'm referring to OpenGL 3.0+

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  • Why does my ID3DXSprite appear to be incorrectly scaled?

    - by Bjoern
    I am using D3D9 for rendering some simple things (a movie) as the backmost layer, then on top of that some text messages, and now wanted to add some buttons to that. Before adding the buttons everything seemed to have worked fine, and I was using a ID3DXSprite for the text as well (ID3DXFont), now I am loading some graphics for the buttons, but they seem to be scaled to something like 1.2 times their original size. In my test window I centered the graphic, but it being too big it just doesnt fit well, for example the client area is 640x360, the graphic is 440, so I expect 100 pixel on left and right, left side is fine [I took screenshot and "counted" the pixels in photoshop], but on the right there is only about 20 pixels) My rendering code is very simple (I am omitting error checks, et cetera, for brevity) // initially viewport was set to width/height of client area // clear device m_d3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_STENCIL|D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB(0,0,0,0), 1.0f, 0 ); // begin scene m_d3dDevice->BeginScene(); // render movie surface (just two triangles to which the movie is rendered) m_d3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE,false); m_d3dDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR ); // bilinear filtering m_d3dDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR ); // bilinear filtering m_d3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE ); m_d3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE ); //Ignored m_d3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 ); m_d3dDevice->SetTexture( 0, m_movieTexture ); m_d3dDevice->SetStreamSource(0, m_displayPlaneVertexBuffer, 0, sizeof(Vertex)); m_d3dDevice->SetFVF(Vertex::FVF_Flags); m_d3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 2); // render sprites m_sprite->Begin(D3DXSPRITE_ALPHABLEND | D3DXSPRITE_SORT_TEXTURE | D3DXSPRITE_DO_NOT_ADDREF_TEXTURE); // text drop shadow m_font->DrawText( m_playerSprite, m_currentMessage.c_str(), m_currentMessage.size(), &m_playerFontRectDropShadow, DT_RIGHT|DT_TOP|DT_NOCLIP, m_playerFontColorDropShadow ); // text m_font->DrawText( m_playerSprite, m_currentMessage.c_str(), m_currentMessage.size(), &m_playerFontRect, DT_RIGHT|DT_TOP|DT_NOCLIP, m_playerFontColorMessage ) ); // control object m_sprite->Draw( m_texture, 0, 0, &m_vecPos, 0xFFFFFFFF ); // draws a few objects like this m_sprite->End() // end scene m_d3dDevice->EndScene(); What did I forget to do here? Except for the control objects (play button, pause button etc which are placed on a "panel" which is about 440 pixels wide) everything seems fine, the objects are positioned where I expect them, but just too big. By the way I loaded the images using D3DXCreateTextureFromFileEx (resizing wnidow, and reacting to lost device, etc, works fine too). For experimenting, I added some code to take an identity matrix and scale is down on the x/y axis to 0.75f, which then gave me the expected result for the controls (but also made the text smaller and out of position), but I don't know why I would need to scale anything. My rendering code is so simple, I just wanted to draw my 2D objects 1;1 the size they came from the file... I am really very inexperienced in D3D, so the answer might be very simple...

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  • 5 ways to stop code thrashing&hellip;

    - by MarkPearl
    A few days ago I was programming on a personal project and hit a roadblock. I was applying the MVVM pattern and for some reason my view model was not updating the view when the state changed??? I had applied this pattern many times before and had never had this problem. It just didn’t make sense. So what did I do… I did what anyone would have done in my situation and looked to pass the blame to someone or something else. I tried to blame one of the inherited base classes, but it looked fine, then to Visual Studio, but it seemed to be fine and eventually to any random segment of code I came across. My elementary problem had now mushroomed into one that had lost any logical basis and I was in thrashing mode! So what to do when you begin to thrash? 1) Do a general code cleanup – Now there is a difference between cleaning code and changing code . When you thrash you change code and you want to avoid this. What you really want to do is things like rename variables to have better meaning and go over your comments. 2) Do a proof of concept – if cleaning code doesn’t help. The  you want to isolate the problem and identify the key concepts. When you isolate code you ideally want it to be in a totally separate project with as little complexity as possible. Make the building blocks and try and replicate the functionality that you are getting in your current application. 3) Phone a friend – I have found speaking to someone else about the problem generally helps me solve any thrashing issues I am having. Usually they don’t even have to say anything to solve the problem, just you talking them through the problem helps you get clarity of mind. 4) Let the dust settle – Sometimes time is the best solution. I have had a few problems that no matter who I discussed them with and no matter how much code cleaning I had done I just couldn’t seem to fix it. My brain just seemed to be going in circles. A good nights rest has always helped and often just the break away from the problem has helped me find a solution. 5) Stack overflow it – So similar to phone a friend. I am really surprised to see what a melting pot stack overflow has been and what a help it has been in solving technology specific problems. Just be considerate to those using the site and explain clearly exactly what problem you are having and the technologies you are using or else you will probably not get any useful help…

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  • How to get the Dash and HUD to appear. (and stop Unity spewing error messages.)

    - by Ubuntiac
    I just installed Ubuntu 12.04 on my wifes Dell Inspiron 1501, which uses an R300 ATI graphics chip. Neither the Dash or HUD appear when pushing the appropriate key. When I try unity --reset & in the terminal, I see that over and over it's spitting out: r300: CS space validation failed. (not enough memory?) Skipping rendering. This is just after starting Ubuntu with no apps open, so I find it hard to believe that just rendering the Dash / HUD is completely blowing out the VRAM. Any suggestions on getting this working? /usr/lib/nux/unity_support_test -p shows OpenGL vendor string: X.Org R300 Project OpenGL renderer string: Gallium 0.4 on ATI RS480 OpenGL version string: 2.1 Mesa 8.0.2 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 All sections say "YES"

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  • When JDeveloper IDE doesn't render the visual editor

    - by Frank Nimphius
    Though with Oracle JDeveloper 11g the problem of the IDE not rendering JSF pages properly in the visual editor has become rare, there always is a way for the creative to break IDE functionality. A possible reason for the visual editor in JDeveloper to break is a failed dependency reference, which often is in a custom JSF PhaseListener configured in the faces-config.xml file. To avoid this from happening, surround the code in your PhaseListener class with the following statement (for example in the afterPhase method) public void afterPhase(PhaseEvent phaseEvent) {   if(!ADFContext.getCurrent().isDesigntime()){ ... listener code here ... } } The reason why the visual editor in Oracle JDeveloper fails rendering the WYSIWYG view has to do with how the live preview is created. To produce the visual display of a view, JDeveloper actually runs the ADF Faces view in JSF, which then also invokes defined PhaseListeners. With the code above, you check whether the PhaseListener code is executed at runtime or design time.If it is executed in design time, you ignore all calls to external resources that are not available at design time.

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  • NVidia control panel SSAO not working

    - by János Turánszki
    I am just before implementing screen space ambient occlusion in my game, but first I wanted to try enabling it from NVidia control panel only to find out that it is greyed out so that I can not enable it. With this I could enable SSAO for some other games, but not every one. I know this technique requires the depth buffer and (optionally) a normal map texture to sample information from which I already have access to given I have a deferred renderer working. After that I actually thought to roll back to a previous version of my game which still uses forward rendering so the depth buffer is actually bound to the backbuffer which I render to from the get-go so that maybe the NVidia control panel would somehow make use of it. It was not working with forward rendering either. (I also tried FXAA in the control panel and that works - but it doesn't need any depth or normal texture) So my question is that how can I enable this function so that it would work by enabling it in the NVidia control panel?

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  • SEO tool is telling me title, description and keywords don't exist, but they do. Where is the problem?

    - by DaveDev
    I'm using the following tool to analyse how 'optimal' a site that I'm working on is for search engines: http://tools.seobook.com/general/spider-test/ I enter the URL for the site - http://ftmsuat.moneymate.com - into the search bar, and it returns a breakdown of the contents of the page. I'm a little confused by what I see though. According to the results, the page doesn't have a title, description or keywords. But if you check the source of the page, those elements are definitely there. So I'm wondering now, which is wrong? seobook.com or my page?

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  • ASP.NET Menu, NavBar And Pager Performance Improvements v2010 vol 1

    Check out the improvements weve made to some of our ASP.NET controls in the DXperience v2010.1 release. We changed the rendering of our ASP.NET AJAX Menu, Navigation Pane and Pager controls. The controls now use semantic rendering combined with advanced CSS styles, which results in a dramatic decrease of HTML output, improved performance and a reduction in the servers workload. Also, several of our other ASP.NET controls like the ASPxGridView and ASPxScheduler also benefit because The primary...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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  • Ubuntu Server 12.04 as a router. Problem with DNS?? Or Routing table?

    - by Lorenzo
    I have a virtualbox lab made up of 4 Windows 2008 R2 servers (DC/DNS,SQL,SHAREPOINT, EXCHANGE) that are configured with static ip addresses with NIC's attached to Internal network. Everything works. I had the requirement to execute some tests that also access external services available on the internet. To keep things clean and similar to the production environment I have installed another VM, with Ubuntu Server 12.04 64 bit and configured (I hope) to work as a router like described on this post. This VM has two network interfaces: first is Bridged with the host and is used as a WAN connection and the other one attached in the Internal Network with its own static IP address on the internal network subnet. But actually the Windows servers does not connect to the internet while the unix one connects. I did a route command. this is the result: Kernel IP Routing table Destination Gateway Genmask Flags Metric Ref Use Iface default 10.69.121.1 0.0.0.0 UG 100 0 0 eth0 10.69.121.0 * 255.255.255.0 U 0 0 0 eth0 192.168.83.0 * 255.255.255.0 U 0 0 0 eth1 Can somebody help me with this configuration? :) Thanks! Addendum: I forgot to mention that one of the windows server hosts a DNS service for which I should maybe configure a forwarding server but I do not exactly know which server to forward on... :(

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  • How to render Minecraft on the GPU?

    - by l0b0
    Hardware: Intel i7 AMD Radeon HD 6970 SSD with plenty of space 6 GB RAM Software OpenJDK 6, 7, and Oracle Java 7 (reproducible with all three) AMD Catalyst 12.8 and open source driver (reproducible with both) Ubuntu 12.04 x86_64 and older Minecraft 1.3.2 vanilla and older On this setup I am getting rubbish frame rates after a short while of playing, dropping from about 45-55 to 15 in a couple of minutes. CPU use is 40-45 even when rendering the opening screen at 1920x1280, and gameRenderer is using about 90% CPU when playing. Rather than trying to eke out a few more FPS out of an obviously broken rendering pipeline, I really hope to find a solution to make the GPU render Minecraft.

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  • Ubuntu 14.04 stalling. Problem with LightDM. Plymouth (and logging out) switches over to a black screen w/ white cursor

    - by Kage
    if its a duplicate, sorry. Couldn't find anything that fits my issue, much less that was on 14.04. I changed a few things recently. Switched to the Numix theme (from PPA), installed lm-sensors and psensor (ran all the I/O probes), Ubuntu Tweak, Pinta, and well, Team Fortress 2 on Steam. :P The system will get to the Plymouth 'ubuntu' screen, load load, all dots filled, switches over to LightDM, but wait! No LightDM. :I Just a blank screen with that white cursor. Can't switch out to tty1-6 - not sure if the Ctrl-Alt-F1 is disabled in 14.04 or if its literally just locked down. If I change any files, I have access to the filesystem from my Windows 8 partition. That's it. :/ I'm pretty familiar with Linux, especially Ubuntu, but I think I'm still at the point I know just enough to break things and not always how to fix 'em. Any help would be greatly appreciated. Thanks! UPDATE I was just able to get into my desktop briefly. I booted Ubuntu. When the black screen froze, I hit Ctrl-Alt-Del. When it started switching off, I hit Ctrl-Alt-Backspace. It rebooted. I plugged the second monitor in I had been using before the issue ever came about. Plymouth displayed on both. LightDM came up, displayed on both (it used to show only the ubuntu logo on the unfocused monitor though). I logged in just fine. Even ran some pending software updates. I logged out of the desktop though, and LightDM refused to show again. xP

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  • Blue screen while using windows even in safe mode

    - by FATE
    I have this problem with Windows 7 after I detected and cleaned up some viruses with Nod32. problem signature: Problem Event Name: BlueScreen OS Version: 6.1.7601.2.1.0.256.48 Locale ID: 1065 Additional information about the problem: BCCode: 50 BCP1: FFFFF900CA578010 BCP2: 0000000000000000 BCP3: FFFFF9600019619B BCP4: 0000000000000002 OS Version: 6_1_7601 Service Pack: 1_0 Product: 256_1 Files that help describe the problem: C:\Windows\Minidump\060312-34195-01.dmp C:\Users\Fatemeh\AppData\Local\Temp\WER-51215-0.sysdata.xml How can I prevent these crashes?

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  • Ubuntu 12.10 not working on UX32VD after update to beta 1 [closed]

    - by bquast
    Possible Duplicate: There's an issue with an Alpha/Beta Release of Ubuntu, what should I do? In my previous question I described my problem with starting / returning from suspend using Ubuntu on the Asus UX32VD (Zenbook). This problem could be solved by using Ubuntu 12.10 (alpha), however since the upgrade to beta 1 the old problem of starting / returning from suspend has returned. I found that starting in recovery does work, but this of course does not solve the problem. Any thoughts?

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