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  • How do I cleanly design a central render/animation loop?

    - by mtoast
    I'm learning some graphics programming, and am in the midst of my first such project of any substance. But, I am really struggling at the moment with how to architect it cleanly. Let me explain. To display complicated graphics in my current language of choice (JavaScript -- have you heard of it?), you have to draw graphical content onto a <canvas> element. And to do animation, you must clear the <canvas> after every frame (unless you want previous graphics to remain). Thus, most canvas-related JavaScript demos I've seen have a function like this: function render() { clearCanvas(); // draw stuff here requestAnimationFrame(render); } render, as you may surmise, encapsulates the drawing of a single frame. What a single frame contains at a specific point in time, well... that is determined by the program state. So, in order for my program to do its thing, I just need to look at the state, and decide what to render. Right? Right. But that is more complicated than it seems. My program is called "Critter Clicker". In my program, you see several cute critters bouncing around the screen. Clicking on one of them agitates it, making it bounce around even more. There is also a start screen, which says "Click to start!" prior to the critters being displayed. Here are a few of the objects I'm working with in my program: StartScreenView // represents the start screen CritterTubView // represents the area in which the critters live CritterList // a collection of all the critters Critter // a single critter model CritterView // view of a single critter Nothing too egregious with this, I think. Yet, when I set out to flesh out my render function, I get stuck, because everything I write seems utterly ugly and reminiscent of a certain popular Italian dish. Here are a couple of approaches I've attempted, with my internal thought process included, and unrelated bits excluded for clarity. Approach 1: "It's conditions all the way down" // "I'll just write the program as I think it, one frame at a time." if (assetsLoaded) { if (userClickedToStart) { if (critterTubDisplayed) { if (crittersDisplayed) { forEach(crittersList, function(c) { if (c.wasClickedRecently) { c.getAgitated(); } }); } else { displayCritters(); } } else { displayCritterTub(); } } else { displayStartScreen(); } } That's a very much simplified example. Yet even with only a fraction of all the rendering conditions visible, render is already starting to get out of hand. So, I dispense with that and try another idea: Approach 2: Under the Rug // "Each view object shall be responsible for its own rendering. // "I'll pass each object the program state, and each can render itself." startScreen.render(state); critterTub.render(state); critterList.render(state); In this setup, I've essentially just pushed those crazy nested conditions to a deeper level in the code, hiding them from view. In other words, startScreen.render would check state to see if it needed actually to be drawn or not, and take the correct action. But this seems more like it only solves a code-aesthetic problem. The third and final approach I'm considering that I'll share is the idea that I could invent my own "wheel" to take care of this. I'm envisioning a function that takes a data structure that defines what should happen at any given point in the render call -- revealing the conditions and dependencies as a kind of tree. Approach 3: Mad Scientist renderTree({ phases: ['startScreen', 'critterTub', 'endCredits'], dependencies: { startScreen: ['assetsLoaded'], critterTub: ['startScreenClicked'], critterList ['critterTubDisplayed'] // etc. }, exclusions: { startScreen: ['startScreenClicked'], // etc. } }); That seems kind of cool. I'm not exactly sure how it would actually work, but I can see it being a rather nifty way to express things, especially if I flex some of JavaScript's events. In any case, I'm a little bit stumped because I don't see an obvious way to do this. If you couldn't tell, I'm coming to this from the web development world, and finding that doing animation is a bit more exotic than arranging an MVC application for handling simple requests - responses. What is the clean, established solution to this common-I-would-think problem?

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  • Problems to boot on Natty with Kernel 2.6.39.1

    - by Jorge Pinho
    I've installed this new Kernel version (2.6.39.1) and it seems to me that isn't stable. When i boot my laptop it blocks.... and it shows a Fail on Graphics... What is the problem? I've installed proprietary drivers FGLRX. My Laptop is a Acer Aspire 5542G AMD64 bits ATI Radeon HD4570 4gb Memory I'll wait for an answer, please... Here it is my proprietary graphics: This installation problem shows me this:

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  • the unity aspect ratio script looks good in computer but not in android phones

    - by Pooya Fayyaz
    I'm developing a game for android devices.and i have a script that solve the ratio problem but i have a problem in this code.and i dont know why.it looks perfect in computer even resize the game screen but in mobile phones have a problem.my game runs in landscape mode.this is the script : using UnityEngine; using System.Collections; using System.Collections.Generic; public class reso : MonoBehaviour { void Update() { // set the desired aspect ratio (the values in this example are // hard-coded for 16:9, but you could make them into public // variables instead so you can set them at design time) float targetaspect = 16.0f / 9.0f; // determine the game window's current aspect ratio float windowaspect = (float)Screen.width / (float)Screen.height; // current viewport height should be scaled by this amount float scaleheight = windowaspect / targetaspect; // obtain camera component so we can modify its viewport Camera camera = GetComponent<Camera>(); // if scaled height is less than current height, add letterbox if (scaleheight < 1.0f && Screen.width <= 490 ) { Rect rect = camera.rect; rect.width = 1.0f; rect.height = scaleheight; rect.x = 0; rect.y = (1.0f - scaleheight) / 2.0f; camera.rect = rect; } else // add pillarbox { float scalewidth = 1.0f / scaleheight; Rect rect = camera.rect; rect.width = scalewidth; rect.height = 1.0f; rect.x = (1.0f - scalewidth) / 2.0f; rect.y = 0; camera.rect = rect; } } } i figure that my problem occur in this part of the script: if (scaleheight < 1.0f) { Rect rect = camera.rect; rect.width = 1.0f; rect.height = scaleheight; rect.x = 0; rect.y = (1.0f - scaleheight) / 2.0f; camera.rect = rect; } and its look like this in my mobile phone in portrait: and in landscape mode:

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  • Split vector vs matrix notation for transformation

    - by seahorse
    Some rendering engines like Ogre prefer to use a individual vector based notation for transformations like the following Split vector notation: Net Transformation is represented by Scale vector = sx, sy, sz Transformation vector = tx, ty, tz Rotation Quaternion Vector = w,x,y,z Matrix notation: There are other engines which simply use a net combined transformation matrix. What are the advantages of the first notation over the second? Also for animation interpolation does it work in the first notation that we interpolate across the individual components and use the interpolated parts to get the net transformation? Is this another advantage?

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  • How can I downsample a texture using FBOs?

    - by snape
    I am rendering a scene to FBO as my render target whose size is 8 times the size of the orignal screen in OpenGL. Now i wan to downsample the texture generated by FBO to the size of the screen so as to achieve spatial anti aliasing. How do i achieve the down sampling ? Please provide implementation details. Note : If there is a better way of doing anti aliasing in FBOs please mention that too. I am trying to remove the aliasing in the image attached below.

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  • Xubuntu 12.04 notifications buttons don't work

    - by Pawel Karpinski
    "When I tried to reconnect my bluetooth mouse I realized all notification windows do not allow me to press any buttons. Nothing happens. I can close them out but clicking options like "allow" "deny" does nothing." After some googling I found that I'm not the only one with this problem, but I can't find any fix. Any help? :) edit: link with discussion on Ubuntu Forums, where some dude guy has the same problem: http://ubuntuforums.org/showthread.php?p=11917621

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  • Fast software color interpolating triangle rasterization technique

    - by Belgin
    I'm implementing a software renderer with this rasterization method, however, I was wondering if there is a possibility to improve it, or if there exists an alternative technique that is much faster. I'm specifically interested in rendering small triangles, like the ones from this 100k poly dragon: As you can see, the method I'm using is not perfect either, as it leaves small gaps from time to time (at least I think that's what's happening). I don't mind using assembly optimizations. Pseudocode or actual code (C/C++ or similar) is appreciated. Thanks in advance.

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  • Hardware instancing for voxel engine

    - by Menno Gouw
    i just did the tutorial on Hardware Instancing from this source: http://www.float4x4.net/index.php/2011/07/hardware-instancing-for-pc-in-xna-4-with-textures/. Somewhere between 900.000 and 1.000.000 draw calls for the cube i get this error "XNA Framework HiDef profile supports a maximum VertexBuffer size of 67108863." while still running smoothly on 900k. That is slightly less then 100x100x100 which are a exactly a million. Now i have seen voxel engines with very "tiny" voxels, you easily get to 1.000.000 cubes in view with rough terrain and a decent far plane. Obviously i can optimize a lot in the geometry buffer method, like rendering only visible faces of a cube or using larger faces covering multiple cubes if the area is flat. But is a vertex buffer of roughly 67mb the max i can work with or can i create multiple?

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  • Looking for a NTP Server Software for Windows

    - by Simon
    I'm looking for a, preferably free, NTP Server for Windows Server 2003/2008. We have already tried the built in Windows Time Server, but our tests did show that it is not very accurate, we see time differences up to 500ms. The max time difference we can allow for our application is ~100ms. Now we have already used the Meinberg NTPd for Windows. It works great except we have one big issue with it: If there is a network connection problem between the client and server, the ntp server is in a panic state It won't give the client a new time until we restart the ntp service. This is a big issue which has caused us some trouble. It was working fine for months until there was a network problem we didn't notice, we only noticed it after a week when the time difference was already 30 sec. on the clients. So please suggest some alternative NTP Server for windows. I did Google but I get a lot of unrelated search results. Edit: So far the ntpd windows version was very accurate and I'd like to stick with it. The only problem is the "panic state" after a network disconnect. Maybe some knows here what the cause of this is and how to fix it. Also, I forgot to mention that we have a server/client setup like this: Server1 -- Server2 -- Server3 -- Client1 -- Client2 -- Client3 So Server2 gets its time from Server1, Server3 gets its time from Server2, and the Clients get their time from Server3. Also, there are clients connected directly to Server2. It is important that all Servers and Clients have the exact same time (within ~100ms) Now there was a network problem with Server3 and its clients. The servers run the ntpd port for Windows, which acts as NTP server and client. The clients have Dimension4 as NTP client. After the network problem, the error message in D4 was something like this (out the top of my head, don't have the exact error message): Server response: The server is in a panic state (could not sync clock) I read through the ntpd docs, and the only mention of "panic" is when the time difference is 10000 seconds which will cause to exit the ntpd server but this was not the case. Also there is a "-g" command line switch to disable the panic exit, but it is already set by default. Any ideas what could cause the panic state and how to get rid of it next time?

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  • Arbitrary projection matrix from 6 arbitrary frustum planes

    - by Doub
    A projection matrix represent a tranformation from the camera view space to the rendering system clip space. In other words, it defines the transormation between a 6-sided frustum to the clip cube. The glOrtho and glFrustum use only 6 parameter to define such a projection, but impose several constraints on the frustum that will get projected to the clip cube: the near and far planes are parallel, the left and right planes intersect on a vertical line, and the top and bottom planes intersect on a horizontal lines, both lines being parallel to the near and far planes. I'd like to lift these restrictions. So, from the definition of the 6 frustum side planes (in whatever representation you see fit), how can I compute a general projection matrix?

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  • How can I determine if a cube is adjacent to another cube, and optimize its buffers if so?

    - by Christian Frantz
    I'm trying to optimize the rendering of a collection of cubes, (based on an answer I was given to another question I asked). I understand the logic behind occlusion culling, but I'm having trouble with the code. When I create a cube, I want to determine if that cube is touching another existing cube, and if so I don't want to generate the redundant data in my vertex or index buffers. I'm planning on making a method that I call from my cube constructor so that everytime I create a cube, these checks are made, and neither occluded face is ever drawn. How would I go about this?

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  • graphics card not found?

    - by Rens
    I just installed Ubuntu 12.04 and absolutely love it , but when i go to system details it says graphics unknown, is this a problem ? i have a acer aspire 5750, and a Intel 3000 HD graphics card.There also no additional drivers to be installed, but on another computer i needed to install additional drivers and it showed the grapics card. is there a problem with intel graphics in combination with ubuntu ?

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  • Various issues linked to my CD drive, when it has a disc in it

    - by Voyagerfan5761
    When I go to the Desktop and click on a media icon (for my flash drive, a CD, whatever it is), the following problems occur, in this approximate sequence: Nautilus will close if it's open. the desktop icons disappear my Window List shows a button that says "Starting File Manager" the icons reappear the button in Window List disappears Because of this problem, I can no longer drag and drop media, nor can I right-click to perform actions such as "Eject" and "Safely Remove Drive". The same symptoms occur if I click a media icon (that is also present on the desktop) in Nautilus' Computer view, though notably not if I click in the places list on the left. I have confirmed that this problem happens only if there is a CD in the drive (Matshita UJDA360). Also, inserting a disc into the CD drive appears to kill all running programs and restart Nautilus (or X; I'm not sure). Applications like Brasero and Rhythmbox will not start while there is a disc in the drive. Removing the disc doesn't result in the list of media updating; it must be forced to update by clicking on one of the desktop icons and going through one of the above-described cycles. It doesn't seem to matter what type of disc is in the drive. This has happened with CD-RWs I burned years ago using Roxio on Windows XP, the Ubuntu disc I installed from (burned with InfraRecorder Portable under Windows XP), and the retail game disc for Star Trek Armada II. The first indication of a problem was Brasero dying when I tried to insert a disc for erasure and rewriting. Since then, I've drafted several different questions on various issues, finally combining them into this one when I realized that having a CD in the drive was the common link. Could this be a simple driver issue? If Ubuntu is dynamically detecting my hardware on boot, can I specify drivers for devices that I know will be a problem if the default files are used? I'm beginning to think that my laptop, an old Dell Inspiron 2650, is just too old or proprietary-driver-hungry (or something, maybe RAM-starved) for Ubuntu and Windows XP to play nicely alongside each other. Or maybe I just need to carefully take my wall-wart machine to a coffee shop for an afternoon so I can download updates and such from the Internet, as I lack a home connection.

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  • Troubleshooting SSL in IIS

    - by The Official Microsoft IIS Site
    Terri Donahue @ OrcsWeb was helping a client with an SSL problem recently and wrote up this nice guest post below to help anyone else who may be in a similar troubleshooting situation. ------------------------------------------------------------- I encountered a very interesting SSL issue while resolving a problem for a client this week. An SSL certificate was installed on a 3 node web farm but only worked on the initial node where the certificate was installed. All intermediate and root certificates...(read more)

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  • 2D Grid based game - how should I draw grid lines?

    - by Adam K Dean
    I'm playing around with a 2D grid based game idea, and I am using sprites for the grid cells. Let's say there is a 10 x 10 grid and each cell is 48x48, which will have sprites drawn there. That is fine. But in design mode, I'd like to have a grid overlay the screen. I can do this either with sprites (2x600 pixel image etc) or with primitives, but which is best? Should I really be switching between sprites and 3d/2d rendering? Like so: Thanks!

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  • Wifi speed with driver rtl8187 drops

    - by Peter
    I am using lucid lynx with this USB adapter and drivers rtl8187. When I start a download, it starts at 1500kpbs (if i use "iwconfig wlan0 rate [more than 11MB]" it starts at a lower speed), it transfers a few kbs but then the speed starts to drop constantly and nothing is being transferred. I've also tried the driver r8187, but I have the same speed problem only that with this driver the download starts at only 10kbps, and drops from there. What can I try to identify the cause and fix this problem?

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  • Unable to remove some unity lenses

    - by S Prasanth
    I removed the files, video, photos and friends lenses with the following command. sudo apt-get purge unity-lens-files unity-lens-video unity-lens-photos unity-lens-friends Although the corresponding results have disappeared from dash, only the friends tab has been removed. There still are tabs for files, video and photos, albeit empty. How do I remove these empty tabs? I use Ubuntu 13.10 Saucy Salamander. I understand that this issue didn't exist in 12.04. The directory structure of unity lenses seems to have changed from 12.04 to 13.10. Earlier the lenses were stored in /usr/share/unity/lenses/. That isn't the case now, rendering this answer inappropriate: http://askubuntu.com/a/120116/111720

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  • Multiple textures on a mesh created in blender and imported in xna

    - by alecnash
    I created a cube in blender which has multiple images applied to its faces. I am trying to import the model into xna and get the same results as shown when rendering the model in blender. I go through every mesh (for the cube its only one) and through every part but only the first image used in blender is displayed in every face. The code I am using to fetch the texture looks like that: foreach (ModelMesh m in model.Meshes) { foreach (Effect e in m.Effects) { foreach (var part in m.MeshParts) { e.CurrentTechnique = e.Techniques["Lambert"]; e.Parameters["view"].SetValue(camera.viewMatrix); e.Parameters["projection"].SetValue(camera.projectionMatrix); e.Parameters["colorMap"].SetValue(modelTextures[part.GetHashCode()]); } } m.Draw(); } Am I missing something?

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  • SQL SERVER Mirroring Configured Without Domain The server network address TCP://SQLServerName:5023

    Regular readers of my blog will be aware of my friend who called me few days ago with very a funny SQL Problem SQL SERVER SSMS Query Command(s) completed successfully without ANY Results. This time, it did not take long before he called me up with another interesting problem, although the issue he was [...]...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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  • What are good JS libraries for game dev?

    - by acidzombie24
    If I decide to write a simple game both text and graphical (2d) what libraries would I use? (Assume we are using a HTML5 compatible browser) The main things I can think of Rendering text on screen Animating sprites (using images/css) Input (capturing the arrow keys and getting relative mouse positions) Perhaps some preloading resource or dynamically loading resources and choosing order Sound (but I am unsure how important this will be to me at first). Perhaps with mixing and chaining sounds or looping forever until stop. Networking (low priority) to connect a user to another or to continuously GET data without multiple request (I know this exist but I don't know how easy it is to setup or use. But this isn't important to me. Its for the question).

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  • Interpolation gives the appearance of collisions

    - by Akroy
    I'm implementing a simple 2D platformer with a constant speed update of the game logic, but with the rendering done as fast as the machine can handle. I interpolate positions between actual game updates by just using the position and velocity of objects at the last update. This makes things look really smooth in general, but when something hits a wall/floor, it appears to go through the wall for a moment before being positioned correctly. This is because the interpolator is not taking walls into account, so it guesses the position into walls until the actual game update fixes it. Are there any particularly elegant solutions for this? Simply increasing the update rate seems like a band-aid solution, and I'm trying to avoid increasing the system reqs. I could also check for collisions in the actual interpolator, but that seems like heavy overhead, and then I'm no longer dividing the drawing and the game updating.

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  • Google Analytics show zero for "Search Engine Optimizations" graph

    - by Saeed Neamati
    In Google Analytics new design, there is an area related to the queries and impressions related to your site. You can get there by following Traffic Sources = Search Engine Optimization = Queries. However, it now shows zero for the "Site Usage" graph, at the top section, while other areas of Google Analytics definitely show that site has visitors and has been used. No matter how much I search, I can't find the source of the problem. Does anyone know where the problem might be?

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  • Editing /.config/dconf/user

    - by user86322
    I am having a problem with Gnome3 (actually, I have it set to fallback mode, or Gnome 2). I have two displays and I need an X screen (I used nvidia-xconfig and nvidia-settings to do this) for each screen. However, every time I either restart X or log in, Gnome seems to be adding the objects values under /gnome/gnome-panel/layouts (ex. first time I set the two separate X screens I had clock, then log out/in, there was clock and clock1 under objects, and then log out/in there were three, clock, clock1, clock2,.......log out/in, ............30 times....clock, clock1, clock2, ......clock 42.....!! The same thing goes for top-panels, menu-bars, etc.) After a while, I found out I could remove all those using the dconf-editor, going to /gnome/gnome-panel/layouts, removing all the repetitions under fields objects-id-list and top-id-list and leaving one value of each object. This is not a solution but at least allow me to keep using Linux without so much problem. However, the problem persists every time I restart X or log in. I now finally learned about "dconf" and where the user profile settings are located (~/.config/dconf/user) and one can use "dconf" to see the keys. In my case, I need to change/remove many keys (all those clocksX, workspace-X, menu-bar-X, etc., where goes from 1 to 42 and still counting) so it's really tedious and boring to be changing one by one using "dconf write". So I found "dconf dump", which actually allow me to dump everything into a .txt file and edit the file really quick (i.e, "dconf dump / >> dump_user.txt"). The problems? Two of them: How do I "load" back "dump_user.txt" I edited into the user profile? (I read somewhere there was a "dconf reload" but reload doesn't exist as a command under "dconf") How do I stop Gnome from keep adding more objects to my desktop environment every time I log in/restart X? NOTE: The problem doesn't occur when I set the displays to use TwinView feature (i.e., the desktop is extended/shared by both displays). However, for my case I need two separate X's. Any help/suggestion would be greatly appreciated. Thanks

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  • Can't enable wifi on vaio CW ubuntu 12.04

    - by rastemoh
    I was using my wifi with no problem, but an hour ago I switched it off from system settings and then tried to turn it on again, but no success. it's about 1 month I am using it and I had no problem with WIFI except this one. I rebooted and went to windows 7, but even that OS can't turn it on!! this is rfkill list all: 0: sony-wifi: Wireless LAN Soft blocked: yes Hard blocked: yes 1: sony-bluetooth: Bluetooth Soft blocked: yes Hard blocked: yes 2: phy0: Wireless LAN Soft blocked: yes Hard blocked: yes

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  • need advice for small css issue [migrated]

    - by JaPerk14
    I have a small design problem in my css, and I'd like to know if someone could check it out for me. The design problem is in the rollover effect of my horizontal navigation. There seems to be some sort of added margin or padding, but I'm having trouble finding the problem in the css. I will paste the code I'm using below, so you can see for yourself. You won't be able to see the problem until you rollover the navigation list items. HTML: <div class="Horiznav"> <ul> <li id="active"><a href="#">Link #1</a></li> <li><a href="#">Link #2</a></li> <li><a href="#">Link #3</a></li> <li><a href="#">Link #4</a></li> <li><a href="#">Link #5</a></li> </ul> </div> CSS: .Horiznav { background: #1F00CA; border-top: solid 1px #fff; border-bottom: solid 1px #fff; } .Horiznav ul { font-family: Arial, Helvetica, sans-serif; font-weight: bold; color: #fff; text-Align: center; margin: 0; padding-top: 5px; padding-bottom: 5px; } .Horiznav ul li { display: inline; } .Horiznav ul li a { padding-top: 5px; padding-bottom: 5px; color: #fff; text-decoration: none; border-right: 1px solid #fff; } .Horiznav ul li a:hover { background: #16008D; color: #fff; } #active a { border-left: 1px solid #fff; }

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