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  • Better drivers for SiS 650/740 integrated video?

    - by Bart van Heukelom
    I installed Xubuntu 10.10 on an old box today and the graphical performance is horrid. According to lspci, the video card is this: 01:00.0 VGA compatible controller: Silicon Integrated Systems [SiS] 65x/M650/740 PCI/AGP VGA Display Adapter (prog-if 00 [VGA controller]) Subsystem: ASUSTeK Computer Inc. Device 8081 Flags: 66MHz, medium devsel, IRQ 11 BIST result: 00 Memory at f0000000 (32-bit, prefetchable) [size=128M] Memory at e7800000 (32-bit, non-prefetchable) [size=128K] I/O ports at d800 [size=128] Expansion ROM at <unassigned> [disabled] Capabilities: <access denied> Kernel modules: sisfb Is there a way to make it faster? Alternative drivers? The additional drivers tool shows nothing. I'm specifically interested in improving Java's Java2D rendering speed, because I'll be running a "stat screen" written in that language on it.

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  • How to implement a score database in Android

    - by Michael Seun Araromi
    I making a 2d game for android using opengl-es technology. It is a space shooting game where the player shoots enemy ships. I want to keep a track of score for the amount of enemy ships destroyed and a record of a local highscore, I want the score to be incremented whenever an enemy is destroyed. I also want a way of displaying both score and highscore on the game screen. I am not farmiliar with databases at all and I will appreciate a clear answer or a link to a good tutorial for my cause. Thanks

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  • Making an interactive 2D map

    - by Chad
    So recently I have been working on a Legend of Zelda: A Link to the Past clone, and I am wondering how I could handle certain map interactions (like cutting grass, lifting rocks, etc). The way I am currently doing the tilemap is with 2 PNGs. The first is the "tilemap" where each pixel represents a 16x16 tile and the (red, green) values are the (x, y) coords for the tile in the second PNG (the "tileset"). I am then using the blue channel to store collision data. Each tile is split into 4 8x8 tiles and represented by a 2 bit value (0 = empty, 1 = Jumpdown point, 2 = unused right now, 3 = blocking). 4 of these 2 bit values make up the full blue channel (1 byte). So collisions work great, and I am moving on to putting interactive units on the level; but I am not sure what a good way is to do it. I have experimented with spawning an entity for each grass and rock, but there are just WAY to many; FPS just dies even if I confine it to the current "zone" the user is in (for those who remember LTTP it had zones you moved between). It does make a difference that this is a browser-based JavaScript game. tl;dr: What is a good way to have an interactive map without using full blown entities for each interactive item?

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  • ATI (fglrx) Dual monitor / laptop hot-plugging

    - by Brendan Piater
    I feel like I've gone back 5 years on my desktop today. I'll try not dump to much frustration here... I been running 12.04 since alpha with the ATI open source drivers and the gnome 3 desktop. I been generally very happy with them with only small issues along the way. Now of course it does not support 3D acceleration 100%, so games like my newly purchased Amnesia from the Humble bundle would not play. OK, no worries, the ATI driver is in the repos so let me have a go I thought. With all this testing that's been done with multi-monitor support, what could go wrong...? How I use my computer: It's laptop, with a HD 3670 card in it. I spend about 50% of the time working directly on the laptop (at home) and about 50% of the time working with an additional display connected (at work), multi desktop environment. What happening now: installed drivers things seemed to working, save some small other bugs (not critical) this morning I take my machine and plug the additional monitor into it, and nothing happens... ok fine. open "displays" try configure dual display, won't work open ati config "thing" (cause it is a thing, a crap thing) and set-up monitors there reboot it says (oh ffs, really.... ok) reboot, login and wow, I got a gnome 2 desktop (presume gnome 3 fall back) and no multi-monitor...great. (screenshot: http://ubuntuone.com/5tFe3QNFsTSIGvUSVLsyL7 ) after getting into a situation where I had to Ctrl + Alt + Del to get out of a frozen display, I eventually manage to set-up a single display desktop on the "main" monitor ok.. time to go home... unplug monitor... nothing happens.. oh boy here we go... try displays again, nothing, just hangs the display.. great. crash all the apps and reboot... So it's been a trying day... What I really hope is that someone else has figured out how to avoid this PAIN. Please help with a solution that: allows me run fglrx (so I can run the games I want) allows me to hot-plug a monitor to my laptop and remove it again allows me to change the display so include the hot-plugged monitor (preferable automatically like it did with the open drivers) Next best if that's not possible: switch between laptop only display and monitor only display easily (i.e. not having to reboot/logout/suspened etc) Really appreciate the time of anyone that has a solution. Thanks in advance. Regards Brendan PS: I guess I should file a bug about this too, so some direction as to the best place to file this would be appreciated too.

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  • What's a good data structure solution for a scene manager in XNA?

    - by tunnuz
    Hello, I'm playing with XNA for a game project of myself, I had previous exposure to OpenGL and worked a bit with Ogre, so I'm trying to get the same concepts working on XNA. Specifically I'm trying to add to XNA a scene manager to handle hierarchical transforms, frustum (maybe even occlusion) culling and transparency object sorting. My plan was to build a tree scene manager to handle hierarchical transforms and lighting, and then use an Octree for frustum culling and object sorting. The problem is how to do geometry sorting to support transparencies correctly. I know that sorting is very expensive if done on a per-polygon basis, so expensive that it is not even managed by Ogre. But still images from Ogre look right. Any ideas on how to do it and which data structures to use and their capabilities? I know people around is using: Octrees Kd-trees (someone on GameDev forum said that these are far better than Octrees) BSP (which should handle per-polygon ordering but are very expensive) BVH (but just for frustum and occlusion culling) Thank you Tunnuz

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  • Good book or tutorial for learning how to apply integration methods

    - by Cumatru
    I'm looking to animate a graph layout using edges as springs and nodes as weights ( a node with more links will have a bigger weight ). I'm not capable of wrapping my head around the usage of mathematical and physics relations in my application. As far as i read, Runge Kutta 4 ( preferably ) or Verlet will be a good choice, but i have problems with understanding how they really work, and what physics equations should i apply. If i can't understand them, i can't use them. I'm looking for a book or a tutorial which describe the things that i need.

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  • Why is my Wacom Intuos tablet not detected?

    - by mjwittering
    I need a little help trying to install a Wacom Intuos tablet, model number CTL-480/S. My installation of Ubuntu 13.04, 64bit, doesn't seem to be able to detect the device. I've tried an few different USB ports on my machine and get the same result. I believe there is an issue because when I open the System Settings app from the launcher and browse to the Wacom Tablet section under hardware, it reports that there is 'No table detected'. When I use lsusb I can see the device is detected: Bus 003 Device 004: ID 056a:030e Wacom Co., Ltd I've also pulled the following from the syslog: Oct 16 16:51:05 earth kernel: [ 7062.388031] usb 3-5: new full-speed USB device number 4 using ohci_hcd Oct 16 16:51:05 earth kernel: [ 7062.611038] usb 3-5: New USB device found, idVendor=056a, idProduct=030e Oct 16 16:51:05 earth kernel: [ 7062.611042] usb 3-5: New USB device strings: Mfr=1, Product=2, SerialNumber=0 Oct 16 16:51:05 earth kernel: [ 7062.611045] usb 3-5: Product: Intuos PS Oct 16 16:51:05 earth kernel: [ 7062.611047] usb 3-5: Manufacturer: Wacom Co.,Ltd. Oct 16 16:51:05 earth mtp-probe: checking bus 3, device 4: "/sys/devices/pci0000:00/0000:00:02.0/usb3/3-5" Oct 16 16:51:05 earth mtp-probe: bus: 3, device: 4 was not an MTP device I'd really appreciate any suggestions to help debug and install this device.

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  • installing my Graphic Card on ubuntu12.04

    - by lamouchi amine
    I have a HP Pavillion G6 series 1225, i5 laptop with Radeon HD 6470M switchable VGA. i installed Ubuntu 12.04 LTS but the VGA drivers don't work properly. I want to install drivers into the Ubuntu. But when I do it arrived error message like this: sorry, installation of this driver failed. Please have a look at the log file for details: /var/log/jockey.log I found a solution in a link: http://ubuntuforums.org/showthread.php?t=1930450 It works for a few steps and then in the installation of the package of the AMD driver, a message pops up 'fatal error' and it redirects me to Ask Ubuntu to find a solution, please help me, I need to make it work.

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  • Bitmap font rendering, UV generation and vertex placement

    - by jack
    I am generating a bitmap, however, I am not sure on how to render the UV's and placement. I had a thread like this once before, but it was too loosely worded as to what I was looking to do. What I am doing right now is creating a large 1024x1024 image with characters evenly placed every 64 pixels. Here is an example of what I mean. I then save the bitmap X/Y information to a file (which is all multiples of 64). However, I am not sure how to properly use this information and bitmap to render. This falls into two different categories, UV generation and kerning. Now I believe I know how to do both of these, however, when I attempt to couple them together I will get horrendous results. For example, I am trying to render two different text arrays, "123" and "njfb". While ignoring the texture quality (I will be increasing the texture to provide more detail once I fix this issue), here is what it looks like when I try to render them. http://img64.imageshack.us/img64/599/badfontrendering.png Now for the algorithm. I am doing my letter placement with both GetABCWidth and GetKerningPairs. I am using GetABCWidth for the width of the characters, then I am getting the kerning information for adjust the characters. Does anyone have any suggestions on how I can implement my own bitmap font renderer? I am trying to do this without using external libraries such as angel bitmap tool or freetype. I also want to stick to the way the bitmap font sheet is generated so I can do extra effects in the future. Rendering Algorithm for(U32 c = 0, vertexID = 0, i = 0; c < numberOfCharacters; ++c, vertexID += 4, i += 6) { ObtainCharInformation(fontName, m_Text[c]); letterWidth = (charInfo.A + charInfo.B + charInfo.C) * scale; if(c != 0) { DWORD BytesReq = GetGlyphOutlineW(dc, m_Text[c], GGO_GRAY8_BITMAP, &gm, 0, 0, &mat); U8 * glyphImg= new U8[BytesReq]; DWORD r = GetGlyphOutlineW(dc, m_Text[c], GGO_GRAY8_BITMAP, &gm, BytesReq, glyphImg, &mat); for (int k=0; k<nKerningPairs; k++) { if ((kerningpairs[k].wFirst == previousCharIndex) && (kerningpairs[k].wSecond == m_Text[c])) { letterBottomLeftX += (kerningpairs[k].iKernAmount * scale); break; } } letterBottomLeftX -= (gm.gmCellIncX * scale); } SetVertex(letterBottomLeftX, 0.0f, zFight, vertexID); SetVertex(letterBottomLeftX, letterHeight, zFight, vertexID + 1); SetVertex(letterBottomLeftX + letterWidth, letterHeight, zFight, vertexID + 2); SetVertex(letterBottomLeftX + letterWidth, 0.0f, zFight, vertexID + 3); zFight -= 0.001f; float BottomLeftX = (F32)(charInfo.bitmapXOrigin) / (float)m_BitmapWidth; float BottomLeftY = (F32)(charInfo.bitmapYOrigin + charInfo.charBitmapHeight) / (float)m_BitmapWidth; float TopLeftX = BottomLeftX; float TopLeftY = (F32)(charInfo.bitmapYOrigin) / (float)m_BitmapWidth; float TopRightX = (F32)(charInfo.bitmapXOrigin + charInfo.B - charInfo.C) / (float)m_BitmapWidth; float TopRightY = TopLeftY; float BottomRightX = TopRightX; float BottomRightY = BottomLeftY; SetTextureCoordinate(TopLeftX, TopLeftY, vertexID + 1); SetTextureCoordinate(BottomLeftX, BottomLeftY, vertexID + 0); SetTextureCoordinate(BottomRightX, BottomRightY, vertexID + 3); SetTextureCoordinate(TopRightX, TopRightY, vertexID + 2); /// index setting letterBottomLeftX += letterWidth; previousCharIndex = m_Text[c]; }

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  • SDL Fullscreen and Gnome-panel

    - by Daniel
    On Ubuntu 10.10, the following SDL code cause Gnome-panel to cease updating its drawing, however it does still function (ie windows on the panel open where they should be, but you just have to know where they 'would be' on instinct/memory). Gnome-panel also leaves a "Untitled window" box in the panel. #include <SDL.h> int main() { SDL_Surface* Screen; if(SDL_Init(SDL_INIT_VIDEO) < 0) { return 1; } Screen = SDL_SetVideoMode(1280, 1024, 32, SDL_OPENGL | SDL_FULLSCREEN); SDL_FreeSurface(Screen); SDL_Quit(); return 0; } Is this something wrong with SDL? Something wrong with the code? Something wrong with Gnome-panel? Hopefully we can find out :) Note: SDL tag request? Seeing as it is quite popular when searched: http://askubuntu.com/search?q=SDL

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  • ATI Catalyst doesn't retain changes after reboot when setting extended display

    - by rfc1484
    I have Ubuntu 11.10 and I'm trying to set up extended display for my two displays. I have an AMD 6870. fglrx and fglrx-updates are installed. When I launch amdcccle trough the terminal (using sudo), I select in tab "Multi-Display" the option "Multi-display Desktop with Display(s)". Then it says for changes to be done I have to reboot my computer. Being a good an obedient lad I do just that, but after rebooting the displays are still in the same "clone" option as before in the Catalyst Control Center and no changes are made. Any suggestions?

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  • How to design good & continuous tiles

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

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  • Nothing drawing on screen OpenGL with GLSL

    - by codemonkey
    I hate to be asking this kind of question here, but I am at a complete loss as to what is going wrong, so please bear with me. I am trying to render a single cube (voxel) in the center of the screen, through OpenGL with GLSL on Mac I begin by setting up everything using glut glutInit(&argc, argv); glutInitDisplayMode(GLUT_RGBA|GLUT_ALPHA|GLUT_DOUBLE|GLUT_DEPTH); glutInitWindowSize(DEFAULT_WINDOW_WIDTH, DEFAULT_WINDOW_HEIGHT); glutCreateWindow("Cubez-OSX"); glutReshapeFunc(reshape); glutDisplayFunc(render); glutIdleFunc(idle); _electricSheepEngine=new ElectricSheepEngine(DEFAULT_WINDOW_WIDTH, DEFAULT_WINDOW_HEIGHT); _electricSheepEngine->initWorld(); glutMainLoop(); Then inside the engine init camera & projection matrices: cameraPosition=glm::vec3(2,2,2); cameraTarget=glm::vec3(0,0,0); cameraUp=glm::vec3(0,0,1); glm::vec3 cameraDirection=glm::normalize(cameraPosition-cameraTarget); cameraRight=glm::cross(cameraDirection, cameraUp); cameraRight.z=0; view=glm::lookAt(cameraPosition, cameraTarget, cameraUp); lensAngle=45.0f; aspectRatio=1.0*(windowWidth/windowHeight); nearClippingPlane=0.1f; farClippingPlane=100.0f; projection=glm::perspective(lensAngle, aspectRatio, nearClippingPlane, farClippingPlane); then init shaders and check compilation and bound attributes & uniforms to be correctly bound (my previous question) These are my two shaders, vertex: #version 120 attribute vec3 position; attribute vec3 inColor; uniform mat4 mvp; varying vec3 fragColor; void main(void){ fragColor = inColor; gl_Position = mvp * vec4(position, 1.0); } and fragment: #version 120 varying vec3 fragColor; void main(void) { gl_FragColor = vec4(fragColor,1.0); } init the cube: setPosition(glm::vec3(0,0,0)); struct voxelData data[]={ //front face {{-1.0, -1.0, 1.0}, {0.0, 0.0, 1.0}}, {{ 1.0, -1.0, 1.0}, {0.0, 1.0, 1.0}}, {{ 1.0, 1.0, 1.0}, {0.0, 0.0, 1.0}}, {{-1.0, 1.0, 1.0}, {0.0, 1.0, 1.0}}, //back face {{-1.0, -1.0, -1.0}, {0.0, 0.0, 1.0}}, {{ 1.0, -1.0, -1.0}, {0.0, 1.0, 1.0}}, {{ 1.0, 1.0, -1.0}, {0.0, 0.0, 1.0}}, {{-1.0, 1.0, -1.0}, {0.0, 1.0, 1.0}} }; glGenBuffers(1, &modelVerticesBufferObject); glBindBuffer(GL_ARRAY_BUFFER, modelVerticesBufferObject); glBufferData(GL_ARRAY_BUFFER, sizeof(data), data, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); const GLubyte indices[] = { // Front 0, 1, 2, 2, 3, 0, // Back 4, 6, 5, 4, 7, 6, // Left 2, 7, 3, 7, 6, 2, // Right 0, 4, 1, 4, 1, 5, // Top 6, 2, 1, 1, 6, 5, // Bottom 0, 3, 7, 0, 7, 4 }; glGenBuffers(1, &modelFacesBufferObject); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelFacesBufferObject); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); and then the render call: glClearColor(0.52, 0.8, 0.97, 1.0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_DEPTH_TEST); //use the shader glUseProgram(shaderProgram); //enable attributes in program glEnableVertexAttribArray(shaderAttribute_position); glEnableVertexAttribArray(shaderAttribute_color); //model matrix using model position vector glm::mat4 mvp=projection*view*voxel->getModelMatrix(); glUniformMatrix4fv(shaderAttribute_mvp, 1, GL_FALSE, glm::value_ptr(mvp)); glBindBuffer(GL_ARRAY_BUFFER, voxel->modelVerticesBufferObject); glVertexAttribPointer(shaderAttribute_position, // attribute 3, // number of elements per vertex, here (x,y) GL_FLOAT, // the type of each element GL_FALSE, // take our values as-is sizeof(struct voxelData), // coord every (sizeof) elements 0 // offset of first element ); glBindBuffer(GL_ARRAY_BUFFER, voxel->modelVerticesBufferObject); glVertexAttribPointer(shaderAttribute_color, // attribute 3, // number of colour elements per vertex, here (x,y) GL_FLOAT, // the type of each element GL_FALSE, // take our values as-is sizeof(struct voxelData), // coord every (sizeof) elements (GLvoid *)(offsetof(struct voxelData, color3D)) // offset of colour data ); //draw the model by going through its elements array glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, voxel->modelFacesBufferObject); int bufferSize; glGetBufferParameteriv(GL_ELEMENT_ARRAY_BUFFER, GL_BUFFER_SIZE, &bufferSize); glDrawElements(GL_TRIANGLES, bufferSize/sizeof(GLushort), GL_UNSIGNED_SHORT, 0); //close up the attribute in program, no more need glDisableVertexAttribArray(shaderAttribute_position); glDisableVertexAttribArray(shaderAttribute_color); but on screen all I get is the clear color :$ I generate my model matrix using: modelMatrix=glm::translate(glm::mat4(1.0), position); which in debug turns out to be for the position of (0,0,0): |1, 0, 0, 0| |0, 1, 0, 0| |0, 0, 1, 0| |0, 0, 0, 1| Sorry for such a question, I know it is annoying to look at someone's code, but I promise I have tried to debug around and figure it out as much as I can, and can't come to a solution Help a noob please? EDIT: Full source here, if anyone wants

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  • How do I implement a score database in Android?

    - by Michael Seun Araromi
    I making a 2D game for Android using OpenGL-ES technology. It is a space shooting game where the player shoots enemy ships. I want to keep a track of score for the amount of enemy ships destroyed and a record of a local highscore. The score should be incremented whenever an enemy is destroyed. I also want a way of displaying both the current score and highscore on the game screen. I am not familiar with databases at all and I will appreciate a clear answer or a link to a good tutorial for my cause. Thanks.

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  • Cannot assign keys to Wacom scroll wheel anymore

    - by UncleZeiv
    Hi all, my Wacom Graphire 4 used to work perfectly well until, I think, Ubuntu 10.4. At that point something changed in the configuration and I couldn't assign a key to the scroll wheel anymore (note: the pad's scroll wheel, not the mouse's), i.e this command: xsetwacom set "Wacom Graphire4 6x8 pad" AbsWDn "key +" returns silently without error but nothing happens. Same goes for AbsWUp, RelWDn, RelWUp. Apparently though the problem is even deeper as pressing the wheel in a xev window doesn't seem to have any effect. Moreover I am thoroughly confused on how the various pieces (kernel driver, xorg driver, evdev, HAL, xinput?) are supposed to work together and if the wacom module that ships with Ubuntu is the one from linuxwacom or not. Any ideas? I don't want to become an X.org hacker just to understand what's going on... it used to work! NOTE: I have already read question 3940, but that's not the same problem.

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  • Triangle Strips and Tangent Space Normal Mapping

    - by Koarl
    Short: Do triangle strips and Tangent Space Normal mapping go together? According to quite a lot of tutorials on bump mapping, it seems common practice to derive tangent space matrices in a vertex program and transform the light direction vector(s) to tangent space and then pass them on to a fragment program. However, if one was using triangle strips or index buffers, it is a given that the vertex buffer contains vertices that sit at border edges and would thus require more than one normal to derive tangent space matrices to interpolate between in fragment programs. Is there any reasonable way to not have duplicate vertices in your buffer and still use tangent space normal mapping? Which one do you think is better: Having normal and tangent encoded in the assets and just optimize the geometry handling to alleviate the cost of duplicate vertices or using triangle strips and computing normals/tangents completely at run time? Thinking about it, the more reasonable answer seems to be the first one, but why might my professor still be fussing about triangle strips when it seems so obvious?

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  • Wobble effects not working on Ubuntu 12.04

    - by Sunny Deere
    Just couple of days before installed Ubuntu 12.04 with all the necessary upgradations. Also installed Compiz Settings Manager & loved the animations & wobble effects of windows. But after restarting windows today, started receiving error messages & Wobble effects are disappeared. Also, other settings created by me in my last login, like small sidebar icons, too disappeared & unable to find even option in "All Settings Appearance" to resize the icons. Loved Ubuntu 12.04, specially Animation & Wobble effects but unhappy with these errors. Thanks in advance.

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  • Why doesn't my graphic card software support 1280*1024?

    - by Allwar
    Hi, I have an external monitor which is an 20" 1280*1024. In windows 7 it works fine with that resolution but in ubuntu it can't. Example: In windows I connect it and activates it, done. In ubuntu I connect and the only resolution that is available is the ones my laptop screen support, 12" 1366*768. My laptop is an asus 1201n. If I force it to use 1280*1024 both screen crashes and i have to force a reboot. When I force it I only force the external monitor, the laptop is already at maximum 1366*768. I connect it throw VGA. ((The graphic card supports 1280*1024 in windows 7, #Fail)) alvar@alvars-laptop:~$ disper -l display DFP-0: HSD121PHW1 resolutions: 320x175, 320x200, 360x200, 320x240, 400x300, 416x312, 512x384, 640x350, 576x432, 640x400, 680x384, 720x400, 640x480, 720x450, 640x512, 700x525, 800x512, 840x525, 800x600, 960x540, 832x624, 1024x768, 1366x768 display CRT-0: CRT-0 resolutions: 320x240, 400x300, 512x384, 680x384, 640x480, 800x600, 1024x768, 1152x864, 1360x768

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  • What's the best way to generate an NPC's face using web technologies?

    - by Vael Victus
    I'm in the process of creating a web app. I have many randomly-generated non-player characters in a database. I can pull a lot of information about them - their height, weight, down to eye color, hair color, and hair style. For this, I am solely interested in generating a graphical representation of the face. Currently the information is displayed with text in the nicest way possible, but I believe it's worth generating these faces for a more... human experience. Problem is, I'm not artist. I wouldn't mind commissioning an artist for this system, but I wouldn't know where to start. Were it 2007, I'd naturally think to myself that using Flash would be the best choice. I'd love to see "breathing" simulated. However, since Flash is on its way out, I'm not sure of a solid solution. With a previous game, I simply used layered .pngs to represent various aspects of the player's body: their armor, the face, the skin color. However, these solutions weren't very dynamic and felt very amateur. I can't go deep into this project feeling like that's an inferior way to present these faces, and I'm certain there's a better way. Can anyone give some suggestion on how to pull this off well?

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  • Installed UBUNTU12.04 in Legacy, when changed to UEFI just runs the Terminal, not GUI

    - by jraulvc
    Well, I installed Ubuntu 12.04 in a Gateway NE 522 with Windows 8. First, I had to install it in Legacy mode, because in UEFI it would not run the bootable USB. In the Legacy mode it runs perfect. Once done that with help of the "Boot-Repair" I changed it to the UEFI and disabled the secure boot mode. GRUB runs fine but when I run ubuntu I get the following message: microcode: failed to load file amd-ucode/microcode_amd_fam16h.bin kvm: disabled by bios kvm: disabled by bios kvm: disabled by bios and then I just get access to the terminal. From there, I have already tried with reinstalling unity and gmd. When I try to install amd64-microcode the same error ocurrs ( microcode: failed to load file amd-ucode/microcode_amd_fam16h.bin ) by the "updating the microcode on all online processors..." phase of the installation. Can somebody tell me how can I recover the graphical interphase of ubuntu from the terminal? Thanks a lot

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  • How do I get Poulsbo (GMA500) drivers to work?

    - by slayerman
    I'm trying to get working the Poulbo driver under Ubuntu 9.10. I've installed poulsbo-driver-2d poulsbo-driver-3d poulsbo-config packages from sudo add-apt-repository ppa:gma500/ppa. The packages installation is working. After I have to put in xorg.conf driver "psb". Then I reboot and I have no more display. I have to switch back to vesa in order to display back. Can someone give me some kind of solution?

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  • Achieving certain rendering styles

    - by milesmeow
    I'm trying to assess the difficulty of creating a rendering style that is more like the game Okami and the Quake mods (as shown on this page...search for 'okami','quake npr'). Here's a better page describing the Quake rendering mod. Can a game engine such as Unity be used and programmed to achieve these kind of rendering styles? I'm doing research and am totally new to this so any insight into this would help tremendously.

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  • The practical cost of swapping effects

    - by sebf
    I use XNA for my projects and on those forums I sometimes see references to the fact that swapping an effect for a mesh has a relatively high cost, which surprises me as I thought to swap an effect was simply a case of copying the replacement shader program to the GPU along with appropriate parameters. I wondered if someone could explain exactly what is costly about this process? And put, if possible, 'relatively' into context? For example say I wanted to use a short shader to help with picking, I would: Change the effect on every object, calculting a unique color to identify it and providing it to the shader. Draw all the objects to a render target in memory. Get the color from the target and use it to look up the selected object. What portion of the total time taken to complete that process would be spent swapping the shaders? My instincts would say that rendering the scene again, no matter how simple the shader, would be an order of magnitude slower than any other part of the process so why all the concern over effects?

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  • Retexturing a model via API on the web

    - by AndyMcKenna
    I'm looking at creating a site where a user could see our product and configure the options or look of it and see an image that represents that. The way I'm doing it now is if you have Piece A selected and then you choose Texture X, I have an image on the filesystem that is A with X applied to it. I just swap out my default image with that specific one. One product has 8 areas, with 10-70 pieces per area, and about 200 textures for each piece. Programming the site was pretty simple but we are getting bogged down in rendering all these pieces/textures and entering them into the system. What I would love to do is build a model and have some way to apply the textures via API and render it to the browser. I would even settle for exporting a flat image and pulling that into the browser. Is that possible with something like SolidWorks, 3DSMax, or something else? If the rendering is too time intensive it would still help to batch create all my images and use them the way I am currently.

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  • Mac mini 2012 graphic upgrade for UE4 Unity3D Blender

    - by DaCrAn
    I have a mac mini (late 2012) i7, 16gb ram Vengeance graphic card intel HD4000. I buy recently a thunderbolt expansion PCIE whit support a graphic card PCIE 2.0 16x whit space for Full leght card. I have dubts about what graphic card gona give me the best results for using the Unreal Engine 4 UE4 or Unity3D, and Blender. My badget cover a Nvidia Quadro K4000 3gb or ATI Firepro W7000 4gb. Any recomendation? What professional graphic card can be better for design games in 3D? Thanks. DaCrAn

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