Search Results

Search found 71086 results on 2844 pages for 'rendering problem'.

Page 422/2844 | < Previous Page | 418 419 420 421 422 423 424 425 426 427 428 429  | Next Page >

  • Using PhysX, how can I predict where I will need to generate procedural terrain collision shapes?

    - by Sion Sheevok
    In this situation, I have terrain height values I generate procedurally. For rendering, I use the camera's position to generate an appropriate sized height map. For collision, however, I need to have height fields generated in areas where objects may intersect. My current potential solution, which may be naive, is to iterate over all "awake" physics actors, use their bounds/extents and velocities to generate spheres in which they may reside after a physics update, then generate height values for ranges encompassing clustered groups of actors. Much of that data is likely already calculated by PhysX already, however. Is there some API, maybe a set of queries, even callbacks from the spatial system, that I could use to predict where terrain height values will be needed?

    Read the article

  • Depth Map resolution shifting

    - by user3669538
    the problem is with shadow mapping as you can see, actually it works fine but in a certain condition that the Depth Map size must be equal to the size of rendering buffer, I use an infinite directional light so if the window is 800x600 the depth map must be 800x600, and when i change the size of the shadow map to be 900x600 it starts to be shifted and when it's size be 1024x1024 it also shifts till it disappears the GLSL shadow function float calcShadow(sampler2D Dmap, vec4 coor){ vec4 sh = vec4((coor.xyz/coor.w),1); sh.z *= 0.9; return step(sh.z,texture2D(Dmap,sh.xy).r); } here's the result when it's the same size as the window Colored result & Depth Map and here's the shifted result, as you can notice the depth map is exactly as the previous one with the addition of white space to the right. Colored result http://goo.gl/5lYIFV Depth Map http://goo.gl/7320Dd

    Read the article

  • Need help troubleshooting highly variable ping times

    - by Elliot.Bradshaw
    I'm at work using Citrix (think Remote Desktop) to connect to client sites. With my job I have to write a fair bit of code while I'm connected remotely via Citrix, so the latency of my internet connection is important. If I'm getting ping times above 250ms, then it becomes almost impossible to scroll, click or type with accuracy. Recently my Comcast business internet has been exhibiting highly variable ping times. If I ping google.com, I'll get pings that range from 9ms all the way up to 1300ms. The problem seems to be at its worst during the hours of 1PM to 4:30PM. Outside of those hours and the variance in pings settles down, mostly between 9ms and 50ms. The signal to noise ratio and upstream power are both fine on my modem--the values are here: http://pastebin.com/D4hWGPXf I ran a trace route from my computer to google.com (the results of which are here: http://pastebin.com/GcdjYvMh) and did another test ping to the IP of the first hop outside of our local network (73.98.44.1)--the variance in ping times existed in exactly the same manner as if I were pinging Google. Connecting directly to the cable modem by CAT5 makes no difference. Here is a screenshot demonstrating the variance of the ping times: http://postimage.org/image/haocdeauv/full/ -- as you can see it can get pretty bad. Three Comcast techs have been out (two of them were here when the problem wasn't happening) and they as well as the regional tier 2 Comcast support were unable to diagnose the problem. I now have a ticket open with tier 3 support, but have yet to hear back from them. Does anyone know what could cause these sorts of problems or have any idea from the traceroute above where it could be originating? The regional tier 2 guy tried to tell me that what I'm seeing is normal--are highly variable ping times like that ever acceptable? Anything I should ask Comcast to do or look at to get this problem fixed? Any tips/advice much appreciated! Edit: This is Comcast cable internet at a small start-up, we've ruled out congestion in our private LAN as a cause (i.e., no one's watching YouTube when the pings become variable). Update: Tier 3 Comcast support advised swapping out the modem, a tech came here today and did that--same problem persists.

    Read the article

  • Is it possible to use a spherical collision component in UDK?

    - by Almo
    I have an object in UDK, which has a SkeletalMesh. At certain times in the game, I want this object to continue rendering the SkeletalMesh, but I'd like it to use spherical collision temporarily. After reading a bunch about PrimitiveComponents, my understanding is that UDK supports cylindrical and box-like collision, but not spherical without using a static mesh. But it seems an attached static mesh will render, since it has no bHidden attribute. There must be a way to do this, but I don't know UDK well enough yet to understand all the pitfalls.

    Read the article

  • Aspose.Words 9.0.0 Released! A word processing component for .NET applications

    What is new in this release?  The long awaited version of Aspose.Words for .NET 9.0.0 has been released. This new release of Aspose.Words includes plenty of new and remarkable features like updated/rebuilt a table of contents, handling embedded OLE objects, ISO 29500 Transitional support,  Footnotes rendering, EPUB embedding and many more.   The list of new and improved features in this release are listed below - Table of Contents (TOC) fields are now updated/rebuilt....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.

    Read the article

  • Mobile Broadband Connection terminating automatically after 2-3 minutes

    - by HussainNagri
    I am connecting my mobile device with Ubuntu to access INTERNET, It connects easily but after 2-3 minutes it automatically disconnect and then I have to disconnect my mobile device and then reconnect it again to establish a connection. Cant understand what is the problem. No problem with my device as it works flawless with windows. As asked here is more info: Device is Samsung wave 575 Network Provider is Vodafone and Ubuntu is 12.04

    Read the article

  • debian (stable), google chrome, sencha and tranparency [closed]

    - by Kim Alders
    I am a bit unsure where to post this, but i guess it should be here, as it has to do with rendering in a browser. We have a sencha touch 1.1 application running in Google Chrome. On mij own computer (ubuntu) there are no problems. On the touch screen attached to a computer running debian-OS, transparency is shown as semi-transparent. It happens on sliders. Sliders have a button on them. This button is rendered bij sencha with CSS. It is NOT an image. Anyone has any idea how to get it 'nice' on debian too

    Read the article

  • F# and the useful infinite Sequence (I think)

    - by MarkPearl
    So I have seen a few posts done by other F# fans on solving project Euler problems. They looked really interesting and I thought with my limited knowledge of F# I would attempt a few and the first one I had a look at was problem 5. Which said : “2520 is the smallest number that can be divided by each of the numbers from 1 to 10 without any remainder. What is the smallest number that is evenly divisible by all of the numbers from 1 to 20?” So I jumped into coding it and straight away got stuck – the C# programmer in me wants to do a loop, starting at one and dividing every number by 1 to 20 to see if they all divide and once a match is found, there is your solution. Obviously not the most elegant way but a good old brute force approach. However I am pretty sure this would not be the F# way…. So after a bit of research I found the Sequences and how useful they were. Sequences seemed like the beginning of an approach to solve my problem. In my head I thought - create a sequence, and then start at the beginning of it and move through it till you find a value that is divisible by 1 to 20. Sounds reasonable? So the question is begged - how would you create a sequence that you are sure will be large enough to hold the solution to the problem? Well… You can’t know! Some more googling and I found what I would call infinite sequences – something that looks like this… let nums = 1 |> Seq.unfold (fun i -> Some (i, i + 1))   My interpretation of this would be as follows… create a sequence, and whenever it is called add 1 to its size (I would appreciate someone helping me on wording this right functionally). Something that I don’t understand fully yet is the forward pipe operator (|>) which I think plays a key role in this code. With this in hand I was able to code a basic optimized solution to this problem. I’m going to go over it some more before I post the full code just in case!

    Read the article

  • Can Layer Masks Achieve This Effect

    - by Julian
    If you look at the image below you will see the player surrounded by a dotted yellow box. The dotted yellow box is also part of the player and represented a portion of the player being masked from both rendering and affected by physics. My question is if layer masks in Unity can achieve the following effect. -In Area 1, the red box/animations of the player are visible and the rigidbody of this shape is affected by all Physics. -Any portion of the player that enters Area 2 makes the larger yellow box within the area become visible (and affected by physics) and vice versa for any portion of the smaller red box that enters. -This can persist when both entering and leaving either area from any direction. Thank you for any help!

    Read the article

  • How do I build a matrix to translate one set of points to another?

    - by dotminic
    I've got 3 points in space that define a triangle. I've also got a vertex buffer made up of three vertices, that also represent a triangle that I will refer to as a "model". How can I can I find the matrix M that will transform vertex in my buffer to those 3 points in space ? For example, let's say my three points A, B, C are at locations: A.x = 10, A.y = 16, A.z = 8 B.x = 12, B.y = 11, B.z = 1 C.x = 19, C.y = 12, C.z = 3 given these coordinates how can I build a matrix that will translate and rotate my model such that both triangles have the exact same world space ? That is, I want the first vertex in my triangle model to have the same coordinates as A, the second to have the same coordinates as B, and same goes for C. nb: I'm using instanced rendering so I can't just give each vertex the same position as my 3 points. I have a set of three points defining a triangle, and only three vertices in my vertex buffer.

    Read the article

  • What sort of things can cause a whole system to appear to hang for 100s-1000s of milliseconds?

    - by Ogapo
    I am working on a Windows game and while rendering, some computers will experience intermittent pauses ("hitches" for lack of a better term). When profiled they appear in seemingly random places in the code. Eventually I noticed that it wasn't just my process that was affected, but (seemingly) every process on the system. All of the threads in my application hitch at once. The CPU utilization drops during these hitches and it appears as if most processes make no progress. This leads me to believe this may be an Operating System or Driver issue, but it only occurs while playing the game (and only on some systems). What sort of operations might the operating system be doing that would require the kernel to pause all user threads and block. Some kind of I/O? At first I thought of paging but my impression is that would only affect a single process, no? Some systems in use: Windows, DirectX (3d), nVidia cards (unknown if replicates on ATI), using overlapped io for streaming

    Read the article

  • When should I clear an auxilliary render target?

    - by Raptormeat
    I'm using a few different render targets in my game in addition to the back buffer. These other render targets are only used in a few places, for specific tasks. I'm wondering when I should be clearing them. Right now I clear all of my render targets at the beginning of the frame, and it seems like I'm waiting for all the textures to clear before the rest of the drawing gets underway. Would it be more efficient to clear these textures later in the frame, when they aren't being used? Is there any hope of the GPU sort of clearing them "on the side" while unrelated rendering is happening? Or are these tasks always sequential and will I always need to wait for clearing?

    Read the article

  • Turning on and off HP Probook 4530S touchpad

    - by ScienceSE
    I installed Ubuntu 11.10 on my HP laptop and among some problems, one of which I'm trying to solve is the touchpad problem. It's working, but how can I turn on/off it? In SUSE Linux Enterprise Desktop (which was preinstalled) and Windows, the touchpad is enabled/disabled by touching the left upper corner, when small diode is situated. In Ubuntu, I touched that area many times, but nothing happened. Do anybody know how to solve the problem?

    Read the article

  • Graphic crash after Ubuntu 12.04 minor update

    - by user68753
    My problem came after doing a normal packages update in 12.04 and then reboot to never been able to boot normally, it appear the "The system is running in low-graphics mode" window and then I tried to fix the problem reinstalling the gmd. Now I'm reinstalling the whole system, from the USB boot it went everything as usual before that update. I just want to never have to reinstall Ubuntu in this way again. Any thoughts? I'm using Ubuntu 12.04 LTS on an Acer Aspire One D255

    Read the article

  • Help: Visual Basic Setup Problems (26 replies)

    I picked up a book to learn Visual basic but cannot install it on my system after I download it from this site: http://www.microsoft.com/express/Windows/. I'm assuming my pc is the problem, but have no idea where to start. It seems to stat installing, but then I get a pop up that says: &quot;Microsoft Visual Basic 2008 Express Edition with SP1 ENU has encountered a problem during setup. Setup did not c...

    Read the article

  • How do I connect the seams between my terrain?

    - by gnomgrol
    I'm using c++ and D3D11 and I'm trying to create a (pretty) large terrain, lets say 4096x4096, maybe larger. I've got the basics of terrain creation and already split it up into chunks. But, when I'm rendering them (every chunk has its own vertex and index buffer, as well as its own heightmap), there are still little pieces missing between them. I read a lot about LOD(Level Of Detail) and GMM(Geometry Mipmap), but I can't really implement the theory I read. At the moment, it looks like this: I could really use some help, everything is welcome. If you have some good tutorials on any of this, please share them.

    Read the article

  • Router behind Router--second router (and its clients) cannot be "seen" even after both routers are D

    - by Trioke
    Couple of terminology I guess I should get out of the way for consistency's sake throughout the post: External Router/Modem - SMC 8014WG - External IP 173.32.144.134 - Internal IP 192.168.0.1 Internal Router - LinkSys WRT120N - "External" IP of 192.168.0.175 - Internal IP 192.168.1.1 - Connected via Ethernet Cable (a really long one, from the basement to the second floor) PC - IP 192.168.200 - Connected Wirelessly via WAP2 Personal. Laptop - Used to try and diagnose the problem, a 4th machine to the setup which won't be part of the final setup once everything works. The actual problem: I've tried setting the LinkySys router as a DMZ'd client on the SMC router, and then DMZ'd the actual PC on the LinkSys. So the DMZ looks like this: On the SMZ, client with IP 192.168.0.175 is DMZ'd. On the LinkSys, client with IP 192.168.1.200 is DMZ'd. No dice. I then tried port forwarding the necessary port on the SMC to the LinkSys (lets just say, port 80). Then port forwarded Port 80 on the LinkSys to the PC. Same as the DMZ scenario above, but change DMZ with port forwarding. No dice, still :(. Now here's where I went stupid--and tell me if one should never do this--I enabled both DMZ and port forwarding at the same time. I fired up Opera--my browser of choice ;)--typed in 173.32.144.134:6333 and... ... Third time is the charm they say? Well, clearly not. Otherwise I wouldn't be here ;). To diagnose the problem, I enabled "Allow remote access to the Admin panel" on the LinkSys router, and specified port 6333 as the port to use. I port forwarded port 6333 on the SMC to 192.168.0.175, and access my external IP of 173.32.144.134:6333 in hopes of seeing the Admin panel... No dice (I think I've ran out of dice by now ;)). So to see where the problem was, I connected a laptop to the SMC via LAN cable, and typed in 192.168.0.175:6333, and viola, Admin Panel access! So the problem looks like it lies with the SMC--But that's as far as I've got, I've done the port forwarding, the DMZ'ing, and I've even disabled the built-in firewall for safe measures, but nothing worked. So, here I am. Unable to connect to the PC behind the Internal router externally, and without anything to go on other than to come here and ask for the wisdom of the the superuser folks :). If any more detail is required, just ask. (Apologies in advance, if questions should never be this long winded!)

    Read the article

  • World orientation in OpenGLES clarification

    - by Dev2rights
    I have a 3d tile map made up of individual billboards in OpenGLES. Each is a 2 triangles mesh and has a 3D Vector to determine its position and another defining its rotation from the origin at (0,0,0). Im trying to work out how to rotate the entire tile map around a point be that the origin or some arbitrary point in space. Im guessing i need to set up a Model Matrix instead for each tile. Then set up a world matrix for the world. Then on updating i would translate the world matrix and change the orientation and multiply it with each model matrix before rendering. Is this correct ?

    Read the article

  • Framework to implement an in game gui editor

    - by momboco
    I need to do an in game gui editor. The game engine has his own widgets elements and I don't want a gui library that substitute it. The most difficult task is the implementation of the functionality that makes usable to artists and designers. Positioning Resize Alignment between some elements Multiselection Relationship between children and parents Add guides Magnet to place elements quickly Use of layers Undo / Redo ... I'm searching a framework or something like, with these functionalities implemented. And a form of append my own engine to make use of it. It would be ideally a mixing between a tool like Photoshop and libRocket ( engine rendering independent ).

    Read the article

  • OpenGL : Keeping alpha in a render buffer

    - by Cyan
    In my current task, i need to render a texture into a render buffer, in order to work on it (apply special filters) there. The result is then considered a "new texture", which is later displayed. This works fine, except when the texture contains some transparent/semi-transparent parts. My current guess it that, within the render buffer, the texture is "merged" with a kind of "grey background". In this case, it obviously impacts the R,G,B color components of transparent pixels. I've yet to find a way around this. Even manually assigning alpha after the rendering process doesn't save the day for semi-transparent pixels, which RGB are "tainted" by the grey background.

    Read the article

  • How to update a mesh position base on a pressed key?

    - by steven166
    I have a mesh loaded from a file, like a tiger mesh. At the first time it locates at A position, then if I press a left key, it will moves to B position but the problem is if I press a left key one more time, it will move from B position to C position. It means that the amount I want to move the mesh will base on the current position instead of the first time rendering position. I can do it if I have a array vertices then I just update the vertex buffer, but a mesh loaded from a file does not have an array vertices, so how to do it? Anybody help me, please?

    Read the article

  • Looking for an algorithm to connect dots - shortest route

    - by e4ch
    I have written a program to solve a special puzzle, but now I'm kind of stuck at the following problem: I have about 3200 points/nodes/dots. Each of these points is connected to a few other points (usually 2-5, theoretical limit is 1-26). I have exactly one starting point and about 30 exit points (probably all of the exit points are connected to each other). Many of these 3200 points are probably not connected to neither start nor end point in any way, like a separate net, but all points are connected to at least one other point. I need to find the shortest number of hops to go from entry to exit. There is no distance between the points (unlike the road or train routing problem), just the number of hops counts. I need to find all solutions with the shortest number of hops, and not just one solution, but all. And potentially also solutions with one more hop etc. I expect to have a solution with about 30-50 hops to go from start to exit. I already tried: 1) randomly trying possibilities and just starting over when the count was bigger than a previous solution. I got first solution with 3500 hops, then it got down to about 97 after some minutes, but looking at the solutions I saw problems like unnecessary loops and stuff, so I tried to optimize a bit (like not going back where it came from etc.). More optimizations are possible, but this random thing doesn't find all best solutions or takes too long. 2) Recursively run through all ways from start (chess-problem-like) and breaking the try when it reached a previous point. This was looping at about a length of 120 nodes, so it tries chains that are (probably) by far too long. If we calculate 4 possibilities and 120 nodes, we're reaching 1.7E72 possibilities, which is not possible to calculate through. This is called Depth-first search (DFS) as I found out in the meantime. Maybe I should try Breadth-first search by adding some queue? The connections between the points are actually moves you can make in the game and the points are how the game looks like after you made the move. What would be the algorithm to use for this problem? I'm using C#.NET, but the language shouldn't matter.

    Read the article

  • Screen configuration not saved after first reboot

    - by user20795
    PROBLEM - When installing UBUNTU Natty on my friends Laptop with a HDMI cable attached to both TV and Laptop both screens echo each other BUT when reboot has taken place nothing is displayed on the external screen. Another user has reported the same problem so far ! http://ubuntuforums.org/showthread.php?t=1764389&highlight=hdmi - Gives a clearer description of what we are both experiencing The UBUNTU/Natty install drives both screens but the first reboot does not ? Any ideas anyone

    Read the article

  • The Lure of Simplicity in IT

    A deceptively simple solution to a business re-engineering problem can beguile companies into selecting a compromise that doesn't actually meet all their needs. Simple is great, but not at the expense of functionality. Some IT solutions are complex because the problem is complex, but they can be made conceptually clearer. Get smart with SQL Backup ProGet faster, smaller backups with integrated verification.Quickly and easily DBCC CHECKDB your backups. Learn more.

    Read the article

< Previous Page | 418 419 420 421 422 423 424 425 426 427 428 429  | Next Page >