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  • How can I use multiple meshes per entity without breaking one component of a single type per entity?

    - by Mathias Hölzl
    We are just switching from a hierarchy based game engine to a component based game engine. My problem is that when I load a model which has has a hierarchy of meshes and the way I understand is that a entity in a component based system can not have multiple components of the same type, but I need a "meshComponent" for each mesh in a model. So how could I solve this problem. On this side they implemented a Component based game engine: http://cowboyprogramming.com/2007/01/05/evolve-your-heirachy/

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  • FGLRX does not have /usr/lib/libGL.so lib

    - by Paulo Lopes
    I am trying to compile some OpenGL apps from sources but there is no /usr/lib/libGL.so, or /usr/lib/libGL.so.1 or even /usr/lib/libGL.so.1.2. However fglrxinfo says: display: :0.0 screen: 0 OpenGL vendor string: ATI Technologies Inc. OpenGL renderer string: ATI Mobility Radeon HD 4500 Series OpenGL version string: 3.3.10237 Compatibility Profile Context Which is what i espect and the gears demo also works... How do i get those files? I tried the MESA files and then i got SW rendering which is not what i want...

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  • Gparted can't create partition table

    - by William
    Here's what the problem is. About a day or so ago I used Gparted live cd to create 3 NTFS primary partitions on my external 500 gig Goflex and one extended with 2 logical partitiones. I had planned to install windows 8 on the first partition, then ubuntu and kubuntu on the other 2. After I finished partitioning my drive with gparted, I booted into windows vista to make my bootable windows 8 usb to install it with, I also decided to check to make sure all my partitions were working properly. Then I found they were, and they weren't. My 50 gig first partition I had planned to install windows on showed up normal and the 300 gigs of space left in the extended partition did as well, the rest showed up as raw. So I figured alright, something went awal while making the partitions, so I booted up gparted once again. Then to my surprise gparted showed the entire drive as unallocated, and when I refreshed the list, it showed as all the partitions I had made earlier, buy with a exclamation mark by them all. So I figured ok, might be a problem with the partition table as I'd seen a similar problem in past on a drive that was not partitioned at all, so I decided to create a new partition table and take the time out again to sit and wait. Then I got a message saying gparted could not create the partition table, followed by it showing the entire drive as formatted into ntfs. After that I figured ok I'll take a break, come back in a hour, maybe it's something I did. So a hour later I came back after having booted up windows, plugged the drive in to see if by some miracle windows could access the drive. In disk management when I plugged the drive in, it would freeze attempting to read the drive, as I'd seen in the past with raw disks, yet when I unplugged it I got a glimpse of disk management showing it as a perfectly fine ntfs file system on the drive followed by a "you must format disk K in order to use it". So I then was assured the disk was raw as that is what had happened in the past, followed by a new partition table through gparted to fix the problem and a 10 hour format in windows. So I once again booted up gparted, to get the message "error fsyncing/closing/dev/sdg:input/output error" followed by "error opening dev/sdg No such file in directory" after I refreshed and somehow saw the disk show up as perfectly fine ntfs and then tried to create a new partition table to try to wipe out all my problems and start over again. And not gparted only shows the drive there about 1/10 refreshes the rest I get the directory error. If anybody can assist me in any way shape or form I will be thankful.

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  • Adobe Flash Player fails

    - by David Cole
    Using UBUNTU 11.10 the FireFox error message says "A plugin is needed to display this content: Adobe Flash Player Installer" So I install it. Then it says "Installed - restart FireFox" I restart FireFox and the same error message appears. This problem doesn't happen with Windows 7 (IE, Chrome & Firefox are fine) or my previous version of Ubuntu. Problem occurs when I access CallOfRoma.com Thank You

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  • Troubleshooting an unstable internet connection

    - by Konrad Rudolph
    My MacBook Pro running OS X (10.9, but I had the same problem before) is connected to a Belkin router via WiFi and, using Virgin Media as the ISP, to the internet. The connection is extremely unstable – on some days, I get a ping timeout every few seconds. In addition, some domains seem to suffer general connectivity issues. For instance, I often find that while the youtube.com website loads, none of the videos (which are hosted on a separate domain) do. At other times, videos load but always fail to buffer, even though the actual connection speed is ok, even though I’ve disabled dash playback. Since I’m living in a rented room and the ISP contract isn’t actually mine I’ve got only limited possibilities of addressing the problem. In particular, I have no access to the router configuration and my non tech savvy landlady, while sympathetic, is not in a great hurry to hand the problem over to the ISP’s customer support. What’s more, I seem to be the only person in the house experiencing these problems – but I can imagine that this is simply because I’m the only one who’s using the internet continuously. I’m searching for specific tests that might be able to pinpoint – and ideally solve – the problem. So far all I’ve managed to do is establish that Virgin is routing my traffic in mysterious ways. Here’s an excerpt from traceroute google.co.uk. It’s worth mentioning that the host name doesn’t seem to matter a lot, the trace route is always the same. traceroute: Warning: google.co.uk has multiple addresses; using 62.254.36.148 traceroute to google.co.uk (62.254.36.148), 64 hops max, 52 byte packets 1 (192.168.2.1) 1.112 ms 1.300 ms 2.359 ms 2 10.100.32.1 (10.100.32.1) 11.926 ms 10.217 ms 24.987 ms 3 cmbg-core-1a-ae3-610.network.virginmedia.net (80.1.202.93) 28.809 ms * 66.653 ms 4 popl-bb-1b-ae16-0.network.virginmedia.net (212.43.163.141) 13.759 ms 126.504 ms 20.472 ms 5 nrth-bb-1b-et-010-0.network.virginmedia.net (62.253.175.57) 28.357 ms 16.398 ms 42.387 ms 6 nrth-bb-1c-ae1-0.network.virginmedia.net (62.253.174.110) 27.441 ms 15.622 ms 12.044 ms 7 lutn-icdn-1-ae0-0.network.virginmedia.net (62.253.175.82) 16.678 ms 28.463 ms 28.253 ms 8 * * * 9 * * * 10 * * * ^C If I let it, this goes on until the end of time. It never seems to reach a destination. Is this normal? A friend living in the same town who is also with Virgin Media has a more conventional traceroute output: 7 hops to google.co.uk, all of which send the ICMP TIME_EXCEEDED response. The obvious fix – rebooting the router – doesn’t seem to help. As far as I can tell, the WiFi connection is stable (I can always ping the router) so the problem is further downstream. I’ve tried using an alternative DNS before (OpenDNS) but if anything, this made things worse. In fact, it made all Google services nigh unreachable.

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  • How to render 2D particles as fluid?

    - by luke
    Suppose you have a nice way to move your 2D particles in order to simulate a fluid (like water). Any ideas on how to render it? This is for a 2D game, where the perspective is from the side, like this. The water will be contained in boxes that can be broken in order to let it fall down and interact with other objects. The simplest way that comes to my mind is to use a small image for each particle. I am interested in hearing more ways of rendering water.

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  • Adobe Reader crashes immediately after starting

    - by Tanveer Hossain
    I'm running ubuntu 12.04 32 bit system. I installed adobe reader through software center but when click on the icon to start acroread it immediately crashes during showing splash window. I've also tried using terminal running command "acroread" but no gain. It even doesn't show any error massage. It should be noted that to solve the problem i've installed lsb module and ia32-libs. But my problem is not solved.

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  • Alpha blending without depth writing

    - by teodron
    A recurring problem I get is this one: given two different billboard sets with alpha textures intended to create particle special effects (such as point lights and smoke puffs), rendering them correctly is tedious. The issue arising in this scenario is that there's no way to use depth writing and make certain billboards obey depth information as they appear in front of others that are clearly closer to the camera. I've described the problem on the Ogre forums several times without any suggestions being given (since the application I'm writing uses their engine). What could be done then? sort all individual billboards from different billboard sets to avoid writing the depth and still have nice alpha blended results? If yes, please do point out some resources to start with in the frames of the aforementioned Ogre engine. Any other suggestions are welcome!

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  • Why won't Opera let me use the Ubuntu font?

    - by Roddie
    This is driving me crazy. I'm using monochrome rendering for fonts and this causes a few problems in my browser so I wanted to make Ubuntu the standard sans-serif font. I changed it in the preferences and it initially works okay but after a while it reverts to the default. If I go into the font section in the menu, it still lists Ubuntu and if I click OK the pages will correct themselves. Does anyone know I can stop this behaviour? I'm using Opera 11 on Ubuntu 10.10

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  • Making an interface for input in C - How?

    - by tloszk
    I have a big question. I started to develop a simple 3D engine (or should I call it framework?). I use OpenGL for rendering and it is developed for Windows. It is all written in C. But I don't know, how to write an "interface" for the keyboard/mouse input. I would like to keep it as simple as possible and nice - what the Win32 "native" input system is not. If anyone has suggestions about the topic, please, tell me. Thanks for everyone, who answers to my question!

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  • How does key-based caching work?

    - by Dominic Santos
    I recently read an article on the 37Signals blog and I'm left wondering how it is that they get the cache key. It's all well and good having a cache key that includes the object's timestamp (this means that when you update the object the cache will be invalidated); but how do you then use the cache key in a template without causing a DB hit for the very object that you are trying to fetch from the cache. Specifically, how does this affect One to Many relations where you are rendering a Post's Comments for example. Example in Django: {% for comment in post.comments.all %} {% cache comment.pk comment.modified %} <p>{{ post.body }}</p> {% endcache %} {% endfor %} Is caching in Rails different to just requests to memcached for example (I know that they convert your cache key to something different). Do they also cache the cache key?

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  • Is hashing of just "username + password" as safe as salted hashing

    - by randomA
    I want to hash "user + password". EDIT: prehashing "user" would be an improvement, so my question is also for hashing "hash(user) + password". If cross-site same user is a problem then the hashing changed to hashing "hash(serviceName + user) + password" From what I read about salted hash, using "user + password" as input to hash function will help us avoid problem with reverse hash table hacking. The same thing can be said about rainbow table. Any reason why this is not as good as salted hashing?

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  • Bash Printing, how to

    - by Uncle Leo
    Wrote a script in bash. Now im need to bring information into a text file,for example in PostScript, but there is one problem. I need to have a certain length of string in characters, and stretch or shrink the string on the entire width of the page layout. I have tried a2ps and enscript, but there is no such option. Please tell me the solution to this problem, maybe in Ghostscript. Thanks in advance!

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  • How to render a terrain using height maps and getting basic collision detection on top of the terrain and camera (moving on the terrain)

    - by M1kstur
    I have loaded a .RAW file into a 2x2 array in my class. The way I am rendering it works fine but I am struggling to get the camera to move on top of the terrain. The terrain renders from 0,0,0 (x,y,z) as that is where I put my camera. My camera class allows to the "camera" to move through the scene. I want to be able to "walk" on top of the terrain with some basic collision detection (if possible). Any tips on where to go for this or any tips?

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  • Physics engine that can handle multiple attractors?

    - by brice
    I'm putting together a game that will be played mostly with three dimensional gravity. By that I mean multiple planets/stars/moons behaving realistically, and path plotting and path prediction in the gravity field. I have looked at a variety of physics engines, such as Bullet, tokamak or Newton, but none of them seem to be suitable, as I'd essentially have to re-write the gravity engine in their framework. Do you know of a physics engine that is capable of dealing with multiple bodies all attracted to one another? I don't need scenegraph management, or rendering, just core physics. (collision detection would be a bonus, as would rigid body dynamics). My background is in physics, so I would be able to write an engine that uses Verlet integration or RK4 (or even Euler integration, if I had to) but I'd much rather adapt an off the shelf solution. [edit]: There are some great resources for physics simulation of n-body problems online, and on stackoverflow

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  • What do you do before you start programming?

    - by SterAllures
    Heya, I'm not sure this question belongs here, it's not so much I problem I'm having with programming but rather a problem of what to do before I start programming. I want a visual representation of what variables I need and what classes have what methods.I know there is UML but I'm not sure if that is the best way, so what do you guys use before you start programming, which method? I don't want to start a flamewar about what is better just what are several approaches?

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  • Procedural, Semi-Procedural and Declarative Programming in SQL

    A lot of the time, the key to making SQL databases perform well is to take a break from the keyboard and rethink the way of approaching the problem; and rethinking in terms of a set-based declarative approach. Joe takes a simple discussion abut a problem with a UDF to illustrate the point that ingrained procedural reflexes can often prevent us from seeing simpler set-based techniques.

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  • Single and Double Jump with single button.

    - by Asad
    I want to make Single Jump on Single Tap and Double Jump on Double Tap. My problem is that if I make double Tap on ground then it’s fine but if I make first Tap on ground and second Tap in Air then Player gain more height then usual As in image 1. I want to Make my jump like in Image 2, No matter from which point user gives second Tap, player Always get a specific height. I Used both Impulse and Linear velocity to make Jump but my problem did not solved.

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  • Why would GLCapabilities.setHardwareAccelerated(true/false) have no effect on performance?

    - by Luke
    I've got a JOGL application in which I am rendering 1 million textures (all the same texture) and 1 million lines between those textures. Basically it's a ball-and-stick graph. I am storing the vertices in a vertex array on the card and referencing them via index arrays, which are also stored on the card. Each pass through the draw loop I am basically doing this: gl.glBindBuffer(GL.GL_ARRAY_BUFFER, <buffer id>); gl.glBindBuffer(GL.GL_ELEMENT_ARRAY_BUFFER, <buffer id>); gl.glDrawElements(GL.GL_POINTS, <size>, GL.GL_UNSIGNED_INT, 0); gl.glBindBuffer(GL.GL_ARRAY_BUFFER, <buffer id>); gl.glBindBuffer(GL.GL_ELEMENT_ARRAY_BUFFER, <buffer id>); gl.glDrawElements(GL.GL_LINES, <size>, GL.GL_UNSIGNED_INT, 0); I noticed that the JOGL library is pegging one of my CPU cores. Every frame, the run method internal to the library is taking quite long. I'm not sure why this is happening since I have called setHardwareAccelerated(true) on the GLCapabilities used to create my canvas. What's more interesting is that I changed it to setHardwareAccelerated(false) and there was no impact on the performance at all. Is it possible that my code is not using hardware rendering even when it is set to true? Is there any way to check? EDIT: As suggested, I have tested breaking my calls up into smaller chunks. I have tried using glDrawRangeElements and respecting the limits that it requests. All of these simply resulted in the same pegged CPU usage and worse framerates. I have also narrowed the problem down to a simpler example where I just render 4 million textures (no lines). The draw loop then just doing this: gl.glEnableClientState(GL.GL_VERTEX_ARRAY); gl.glEnableClientState(GL.GL_INDEX_ARRAY); gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT); gl.glMatrixMode(GL.GL_MODELVIEW); gl.glLoadIdentity(); <... Camera and transform related code ...> gl.glEnableVertexAttribArray(0); gl.glEnable(GL.GL_TEXTURE_2D); gl.glAlphaFunc(GL.GL_GREATER, ALPHA_TEST_LIMIT); gl.glEnable(GL.GL_ALPHA_TEST); <... Bind texture ...> gl.glBindBuffer(GL.GL_ARRAY_BUFFER, <buffer id>); gl.glBindBuffer(GL.GL_ELEMENT_ARRAY_BUFFER, <buffer id>); gl.glDrawElements(GL.GL_POINTS, <size>, GL.GL_UNSIGNED_INT, 0); gl.glDisable(GL.GL_TEXTURE_2D); gl.glDisable(GL.GL_ALPHA_TEST); gl.glDisableVertexAttribArray(0); gl.glFlush(); Where the first buffer contains 12 million floats (the x,y,z coords of the 4 million textures) and the second (element) buffer contains 4 million integers. In this simple example it is simply the integers 0 through 3999999. I really want to know what is being done in software that is pegging my CPU, and how I can make it stop (if I can). My buffers are generated by the following code: gl.glBindBuffer(GL.GL_ARRAY_BUFFER, <buffer id>); gl.glBufferData(GL.GL_ARRAY_BUFFER, <size> * BufferUtil.SIZEOF_FLOAT, <buffer>, GL.GL_STATIC_DRAW); gl.glVertexAttribPointer(0, 3, GL.GL_FLOAT, false, 0, 0); and: gl.glBindBuffer(GL.GL_ELEMENT_ARRAY_BUFFER, <buffer id>); gl.glBufferData(GL.GL_ELEMENT_ARRAY_BUFFER, <size> * BufferUtil.SIZEOF_INT, <buffer>, GL.GL_STATIC_DRAW); ADDITIONAL INFO: Here is my initialization code: gl.setSwapInterval(1); //Also tried 0 gl.glShadeModel(GL.GL_SMOOTH); gl.glClearDepth(1.0f); gl.glEnable(GL.GL_DEPTH_TEST); gl.glDepthFunc(GL.GL_LESS); gl.glHint(GL.GL_PERSPECTIVE_CORRECTION_HINT, GL.GL_FASTEST); gl.glPointParameterfv(GL.GL_POINT_DISTANCE_ATTENUATION, POINT_DISTANCE_ATTENUATION, 0); gl.glPointParameterfv(GL.GL_POINT_SIZE_MIN, MIN_POINT_SIZE, 0); gl.glPointParameterfv(GL.GL_POINT_SIZE_MAX, MAX_POINT_SIZE, 0); gl.glPointSize(POINT_SIZE); gl.glTexEnvf(GL.GL_POINT_SPRITE, GL.GL_COORD_REPLACE, GL.GL_TRUE); gl.glEnable(GL.GL_POINT_SPRITE); gl.glClearColor(clearColor.getX(), clearColor.getY(), clearColor.getZ(), 0.0f); Also, I'm not sure if this helps or not, but when I drag the entire graph off the screen, the FPS shoots back up and the CPU usage falls to 0%. This seems obvious and intuitive to me, but I thought that might give a hint to someone else.

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  • Procedural, Semi-Procedural and Declarative Programming in SQL

    A lot of the time, the key to making SQL databases perform well is to take a break from the keyboard and rethink the way of approaching the problem; and rethinking in terms of a set-based declarative approach. Joe takes a simple discussion abut a problem with a UDF to illustrate the point that ingrained procedural reflexes can often prevent us from seeing simpler set-based techniques.

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  • Optimizing Memory Usage in a .NET Application with ANTS Memory Profiler

    Most people have encountered an OutOfMemory problem at some point or other, and these people know that tracking down the source of the problem is often a time-consuming and frustrating task. Florian Standhartinger gives us a walkthrough of how he used the ANTS Memory Profiler to help make an otherwise painful task that little bit less troublesome.

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  • How do I render my own DirectX Stuff to a full screen WPF's DirectX surface?

    - by marc40000
    Basically Danny Varod seems to know as he posted it as an answer to this question: Display a Message Box over a Full Screen DirectX application I think, theoretically this might work, but I have no idea how to actually do it. Since I'm also not allowed to post a comment under his comment nor am I allwoed to ask on meta about how to contact another user, I ask this as a normal question here: How do I render my own DirectX Stuff to a full screen WPF's DirectX surface? For starters, I have no idea how to get the DirectX surface from a WPF window. If I had it, what do I have to take care of that the WPF rendering doesn't screw up my own rending or vice-versa?

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  • How to fix a Silverlight download progress indicator that jumps from 0% to 100%

    - by JaydPage
    Originally posted on: http://geekswithblogs.net/JaydPage/archive/2013/10/29/fixing-a-broken-silverlight-xap-file-download-progress-indicator-that.aspxAfter moving our silverlight application to a new server I came across an problem whereby the download progress indicator on the splash screen was stuck on 0% until the file had completely downloaded.After about an hour of searching for the answer I realised that there is a distinct lack of help out there for this problem.It is a simple fix:1) On the server that is hosting your website, go into IIS and click on the website.2) Click on the compression section3) Un-check the option that says "Dynamic Content Compression"4) Save changes

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  • Ubuntu 12.10 stucks in a Login Loop

    - by Calvin Wahlers
    My problem: As you can guess my Ubuntu 12.10 stucks in a login loop when trying to enter my desktop. Means the screen gets black and soon after that the login screen comes back. I'm a Ubuntu Newbie so if there's any answer please explain in a simply understandable language :) I've already read that the problem might be caused by an error depending on the graphics, so I post my graphics to: My graphics: ATI Radeon 7670M Hope you can help me, thank you ;)

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