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  • How do I get network working on a Dell n5010 - Ubuntu 10.04

    - by cyberroger
    Hey. I just formatted a Dell n5010 and installed Ubuntu 10.04. Now,when i try to access the Internet it doesn't find the available networks. Informations about it: My network is set to broadcast SSID; Already typed lspci, and it doesnt returns my wireless card; Tried installing windows drivers from fabricant cd usind diswrapper, but it says it cant complete the installation because it cant find some "Device" folder; I don't know what else to do, I switch the wireless button on/off and it just can't see any wireless connection, includin mine. Here are the informations about lspci: *-network UNCLAIMED description: Network controller product: Broadcom Corporation vendor: Broadcom Corporation physical id: 0 bus info: pci@0000:12:00.0 version: 01 width: 64 bits clock: 33MHz capabilities: pm msi pciexpress bus_master cap_list configuration: latency=0 resources: memory:fbc00000-fbc03fff And this: 00:00.0 Host bridge: Intel Corporation Core Processor DRAM Controller (rev 18) 00:02.0 VGA compatible controller: Intel Corporation Core Processor Integrated Graphics Controller (rev 18) 00:16.0 Communication controller: Intel Corporation 5 Series/3400 Series Chipset HECI Controller (rev 06) 00:1a.0 USB Controller: Intel Corporation 5 Series/3400 Series Chipset USB2 Enhanced Host Controller (rev 06) 00:1b.0 Audio device: Intel Corporation 5 Series/3400 Series Chipset High Definition Audio (rev 06) 00:1c.0 PCI bridge: Intel Corporation 5 Series/3400 Series Chipset PCI Express Root Port 1 (rev 06) 00:1c.1 PCI bridge: Intel Corporation 5 Series/3400 Series Chipset PCI Express Root Port 2 (rev 06) 00:1c.2 PCI bridge: Intel Corporation 5 Series/3400 Series Chipset PCI Express Root Port 3 (rev 06) 00:1c.4 PCI bridge: Intel Corporation 5 Series/3400 Series Chipset PCI Express Root Port 5 (rev 06) 00:1d.0 USB Controller: Intel Corporation 5 Series/3400 Series Chipset USB2 Enhanced Host Controller (rev 06) 00:1e.0 PCI bridge: Intel Corporation 82801 Mobile PCI Bridge (rev a6) 00:1f.0 ISA bridge: Intel Corporation Mobile 5 Series Chipset LPC Interface Controller (rev 06) 00:1f.2 SATA controller: Intel Corporation 5 Series/3400 Series Chipset 6 port SATA AHCI Controller (rev 06) 00:1f.3 SMBus: Intel Corporation 5 Series/3400 Series Chipset SMBus Controller (rev 06) 00:1f.6 Signal processing controller: Intel Corporation 5 Series/3400 Series Chipset Thermal Subsystem (rev 06) 12:00.0 Network controller: Broadcom Corporation Device 4727 (rev 01) 13:00.0 Ethernet controller: Realtek Semiconductor Co., Ltd. RTL8101E/RTL8102E PCI Express Fast Ethernet controller (rev 02) Thanks!

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  • Emulator PCSX Reloaded - Fullscreen not working on Unity

    - by Leonardo Montenegro
    I have an older PS1 console with a couple of games I bought some years ago. On my pc, I'm using PCSX Reloaded - the best PS1 emulators for Linux I found so far. But I'm having a little issue on Ubuntu 12.04 Precise. I'm using Unity 3D and I'm trying to run some of my original PS1 games on PCSX Reloaded. Everything works nicely, except for fullscreen. I toggle fullscreen and specify maximum resolution for my monitor, but on fullscreen mode, both left and top unity bars aren't getting hidden. I tried changing between other graphic modes like Gnome Classic and Gnome Classic w/o Effects. On both, PCSX shows bars in fullscreen mode, so it isn't an Unity-specific issue, but an emulator problem. It's a bit annoying play games this way, so basically I'm running games on window mode for now. I'm using default OpenGL graphic plugin on this emulator. I tried changing to X11 graphic plugin and fullscreen worked, but graphics on X11 plugin aren't as good as OpenGL one. Anyone know a way to get fullscreen working on PCSX using OpenGL plugin? Or maybe another graphic plugin w/ OpenGL support.

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  • Applying effects to an existing program that uses BasicEffect

    - by Fibericon
    Using the finished product from the tutorial here. Is it possible to apply the grayscale effect from here: Making entire scene fade to grayscale Or would you basically have to rewrite everything? EDIT: It's doing something now, but the whole grayscale seems extremely blue. It's like I'm looking at it through dark blue sunglasses. Here's my draw function: protected override void Draw(GameTime gameTime) { device.SetRenderTarget(renderTarget); graphics.GraphicsDevice.Clear(Color.CornflowerBlue); //Drawing models, bullets, etc. device.SetRenderTarget(null); spriteBatch.Begin(0, BlendState.Additive, SamplerState.PointWrap, DepthStencilState.Default, RasterizerState.CullNone, grayScale); Texture2D temp = (Texture2D)renderTarget; grayScale.Parameters["coloredTexture"].SetValue(temp); grayScale.CurrentTechnique = grayScale.Techniques["Grayscale"]; foreach (EffectPass pass in grayScale.CurrentTechnique.Passes) { pass.Apply(); } spriteBatch.Draw(temp, new Vector2(GraphicsDevice.PresentationParameters.BackBufferWidth/2, GraphicsDevice.PresentationParameters.BackBufferHeight/2), null, Color.White, 0f, new Vector2(renderTarget.Width/2, renderTarget.Height/2), 1.0f, SpriteEffects.None, 0f); spriteBatch.End(); base.Draw(gameTime); } Another edit: figured out what I was doing wrong. I have Blendstate.Additive in the spriteBatch.Draw() call. It should be Blendstate.Opaque, or it literally tries to add the blank blue image to the grayscale image.

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  • How to run installation CD for second monitor?

    - by dobsoft
    I am running ubuntu 14 off of a live USB. I have a second monitor that I would like to use while using ubuntu. It has an installation cd that you have to install before using, and when I click on the .exe file the Archive Manager tries to open it and says an error occurred while loading the archive. Thanks for the help. Edit: additional information It just doesn't show up when when I'm in the display settings area. I press the locate(name is probably something else) monitor button too. I know it needs the CD because when I was using it with Windows it didn't work until I went through the installation process on the CD. If ubuntu doesn't use .exe files is there a way to use the CD still? Monitor info from label: -acer LCD monitor -model number: S200HQL Version: S200HQL bd I connect it to my computer using a VGA cord which is connected to a j5create VGA to USB adapter. Not sure if this helps: VGA compatible controller: Intel Corporation 3rd Gen Core processor Graphics Controller (rev 09) lsusb output: Bus 002 Device 004: ID 046d:c52f Logitech, Inc. Unifying Receiver Bus 002 Device 005: ID 0bc2:2100 Seagate RSS LLC Bus 002 Device 007: ID 0711:5200 Magic Control Technology Corp. Bus 002 Device 002: ID 8087:0024 Intel Corp. Integrated Rate Matching Hub Bus 002 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 001 Device 003: ID 1bcf:2c18 Sunplus Innovation Technology Inc. Bus 001 Device 002: ID 8087:0024 Intel Corp. Integrated Rate Matching Hub Bus 001 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub

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  • Creating a retro-style palette swapping effect in OpenGL

    - by Zack The Human
    I'm working on a Megaman-like game where I need to change the color of certain pixels at runtime. For reference: in Megaman when you change your selected weapon then main character's palette changes to reflect the selected weapon. Not all of the sprite's colors change, only certain ones do. This kind of effect was common and quite easy to do on the NES since the programmer had access to the palette and the logical mapping between pixels and palette indices. On modern hardware, though, this is a bit more challenging because the concept of palettes is not the same. All of my textures are 32-bit and do not use palettes. There are two ways I know of to achieve the effect I want, but I'm curious if there are better ways to achieve this effect easily. The two options I know of are: Use a shader and write some GLSL to perform the "palette swapping" behavior. If shaders are not available (say, because the graphics card doesn't support them) then it is possible to clone the "original" textures and generate different versions with the color changes pre-applied. Ideally I would like to use a shader since it seems straightforward and requires little additional work opposed to the duplicated-texture method. I worry that duplicating textures just to change a color in them is wasting VRAM -- should I not worry about that?

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  • Unity's gone! How do I get it back?

    - by Kelley
    Earlier today my Unity desktop disappeared: I got a black screen with white text, but it disappeared too quickly for me to read. When the desktop reappeared, it was the Ubuntu Classic desktop. I used $ unity --reset but that did not do anything. I tried rebooting so I could choose unity from the list when I logged in, but although there was Ubuntu choice, there was no unity listed (but classic was listed). I was able to install Unity 2D and am using that, but really want to get 3D back. I had been using Ubuntu without problems for several weeks when this happened. My graphics card is onboard a Dell Latitude desktop - a couple years old - and is reported as an Intel G33/G31. I've looked at other requests for help here, and tried suggestions when they seemed to relate to similar problems, but nothing seems to work so far. Any ideas? Thanks! This is part of the output of my latest attempt to run unity --reset Window manager warning: 0x3e01c35 () appears to be one of the offending windows with a timestamp of 1309472834. Working around... Window manager warning: last_user_time (1309473695) is greater than comparison timestamp (1126160). This most likely represents a buggy client sending inaccurate timestamps in messages such as _NET_ACTIVE_WINDOW. Trying to work around... Window manager warning: 0x4c0046c (mdk@Habane) appears to be one of the offending windows with a timestamp of 1309473695. Working around... Window manager warning: Received a NET_CURRENT_DESKTOP message from a broken (outdated) client who sent a 0 timestamp Window manager warning: Buggy client sent a _NET_ACTIVE_WINDOW message with a timestamp of 0 for 0x4c0046c (mdk@Habane) Window manager warning: meta_window_activate called by a pager with a 0 timestamp; the pager needs to be fixed.

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  • Need help in determing what, if any, tools can be used to create a free Flash game

    - by ReaperOscuro
    Yes I proudly -and sadly- declare that I am a complete nincompoop when it comes to Flash, and I have been fishing around the big wide web for information. The reason for this is that I have been contracted to create a game(s) for a website -the usual flash-based games caveat. Please I do not mean things like by those gaming generator websites, I mean small yet professional games- but the caveat, as always, is that impossible dream: it needs to be done all for free. The budget...well imagine it as not there. Annoyingly is that I am a game designer yes, but with a ridiculously tight deadline I haven't got much time to re-learn (ah the heady days of programming at uni) everything by the end of March, so I'd like to ask some people who know their stuff rather than keep looking at a gazillion different things. This is my understanding: with the flash sdk you can create a game, albeit you need to be pretty programming savvy. FlashDevelop helps there -yet I am not entirely sure how. Yet even FD says to use Flash for the animation/graphics. Yes its undeniably powerful but as I said there is the unattainable demand of no money. The million dollar question: what, if any, tools can I use to create a free flash game?

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  • How to Setup Birthday Reminders for Your Facebook Friends in Google Calendar

    - by The Geek
    If you want to keep on top of birthdays for all your Facebook friends, but you don’t want to check Facebook all the time, you can import those birthdays into Google Calendar, where you can then setup reminders. To accomplish this, we’ll use fdCal to pull the calendars from Facebook and then import them. Read on to know about how you can get this accomplished in a matter of a few minutes. Editor’s Note: of course, if you just want to get an email when your Facebook friends have a birthday coming up, Facebook has that feature under Account Settings –> Notifications. If you want to consolidate everything into Google Calendar, this also works. This is a guest post by Shankar Ganesh. Latest Features How-To Geek ETC Have You Ever Wondered How Your Operating System Got Its Name? Should You Delete Windows 7 Service Pack Backup Files to Save Space? What Can Super Mario Teach Us About Graphics Technology? Windows 7 Service Pack 1 is Released: But Should You Install It? How To Make Hundreds of Complex Photo Edits in Seconds With Photoshop Actions How to Enable User-Specific Wireless Networks in Windows 7 DriveSafe.ly Reads Your Text Messages Aloud The Likability of Angry Birds [Infographic] Dim an Overly Bright Alarm Clock with a Binder Divider Preliminary List of Keyboard Shortcuts for Unity Now Available Bring a Touch of the Wild West to Your Desktop with the Rango Theme for Windows 7 Manage Your Favorite Social Accounts in Chrome and Iron with Seesmic

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  • Ubuntu 12.10 boots to purple or black screen but intermittently boots fine

    - by Nic
    I have a fresh install of Ubuntu 12.10 64bit dual booting with Win7 64bit. Windows boots fine every time. When I choose Ubuntu from Grub2 menu it will sometimes boot just fine. Most of the times though it gets stuck at a purple screen with nothing happening and no keys or key combinations working. Other times instead of the purple screen I get a black screen with a flashing cursor at the top. Nothing happens. I need to hold down the power button to restart and after a couple times of trying it will eventually boot into Ubuntu. Once that happens everything runs without any problems. I have tried different approaches to fix the problem but to no avail. I tried removing "quiet splash", used no splash, and nomodeset What I got from this was seeing all the text of the boot process but more often than not the process gets stuck right after recognizing all the USB ports and devices. If it gets stuck nothing happens (except when i plug in a usb device: it still recognizes it with a new line of text) In the case when the boot process works, after it lists the usb devices it tells me something like: recovery of read-only filesystem necessary. (its the filesystem that ubuntu runs on) then it does the recovery and i get: recovery complete. after that Ubuntu will boot properly and I get to see the login screen. I have no idea what to do to fix that problem. I have to reboot 3 to 5 times everytime I want to get into Ubuntu and I feel like I'm breaking my new Laptop. (its a lenovo ideapad z580 btw. i5 processor and nvidia gtx640 graphics card) I hope someone can help me. Thanks. Edit: i just got a "failed to enable AA error" message when waking it up from suspend. I don't know if that helps or has anything to do with the boot probs.

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  • I have a bad install of Windows on another hard drive and it won't let me install a fresh copy. How do I fix it in Ubuntu 12.04?

    - by Dana LaBerge
    Basically, there was a security issue in the drivers for my graphics card. It was a 64-bit card and I installed 32-bit Windows. Apparently, before SP1 was available, which fixed that issue, 6 trojan horses got in. They stopped SP1 from installing. After going through the ringer several times, I finally talked to a person who knew the problem. It was something about how the drivers tried to transfer between the 32-bit OS and the 64-bit card that left me open. Ever since, my computer has been slow and has had weird issues. Like tinypic wouldn't ever load. Also, certain programs wouldn't install. So I eventually talk to the dude that knew the problem and he takes the reigns and does some diagnostics. He tells me that to fix it I have to format the hard drive and do a fresh install. I'm okay with that because I was planning on it anyway, to upgrade to the 64-bit version. The problem is, how do I do that? I have the disk to install the new copy, but when I go to install it, it tells me I can't and to check the log file. However, I don't know where that log file is, and it wiped my install of Windows out. How do I find the file and as a different route to get to the goal, how do I zero out the drive from Ubuntu 12.04? (I installed the 64-bit version just the other day)

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  • Data Networks Visualized via Light Paintings [Video]

    - by ETC
    All around you are wireless data networks: cellular networks, Wi-Fi networks, a world of wireless communication. Check out this awesome video of network signals mapped over a cityscape. What would happen if you made a device that allowed you to map signal strength onto film? In the following video electronics tinkerers craft an LED meter and use it to paint onto long exposure photographs with phenomenal results. Immaterials: light painting Wi-Fi [via Make] Latest Features How-To Geek ETC Learn To Adjust Contrast Like a Pro in Photoshop, GIMP, and Paint.NET Have You Ever Wondered How Your Operating System Got Its Name? Should You Delete Windows 7 Service Pack Backup Files to Save Space? What Can Super Mario Teach Us About Graphics Technology? Windows 7 Service Pack 1 is Released: But Should You Install It? How To Make Hundreds of Complex Photo Edits in Seconds With Photoshop Actions Add a “Textmate Style” Lightweight Text Editor with Dropbox Syncing to Chrome and Iron Is the Forcefield Really On or Not? [Star Wars Parody Video] Google Updates Picasa Web Albums; Emphasis on Sharing and Showcasing Uwall.tv Turns YouTube into a Video Jukebox Early Morning Sunrise at the Beach Wallpaper Data Networks Visualized via Light Paintings [Video]

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  • Ubuntu 14.04 ATI Radeon open source driver with distorted video playback

    - by Bwog
    Video in VLC or SMplayer is often in black and white with washed-out colors in the wrong place (translated considerably). Moreover, the last video image is often visible when a new video is started and persist as long as the new video is running. Colors have a recognizable shape (e.g. a persons clothes or face), but can be obviously incorrect (e.g. green or purples faces). This is independent of the format of the videos (mp4, mkv, wmv). Sometimes all problems disappear when a new video is started, but often only a reboot restores normal video. Ubuntu was upgraded to 14.04 and is fully updated. Processor intel core i5-2500K cpu. gpu: amd/ati Radeon HD 7950. graphics: gallium 0.4 on AMD Tahiti. xorg xserver amd/ati display driver wrapper from xserver-xorg-video-ati. :~$ Xorg -version X.Org X Server 1.15.1 Release Date: 2014-04-13 X Protocol Version 11, Revision 0 Build Operating System: Linux 3.2.0-37-generic x86_64 Ubuntu Current Operating System: Linux Mare 3.13.0-29-generic #53-Ubuntu SMP Wed Jun 4 21:00:20 UTC 2014 x86_64 Kernel command line: BOOT_IMAGE=/boot/vmlinuz-3.13.0-29-generic.efi.signed root=UUID=number ro Build Date: 16 April 2014 01:36:29PM xorg-server 2:1.15.1-0ubuntu2 Current version of pixman: 0.30.2 ~$ lspci | grep VGA 01:00.0 VGA compatible controller: Advanced Micro Devices, Inc. [AMD/ATI] Tahiti PRO [Radeon HD 7950/8950 OEM / R9 280] Question: how to restore regular video playback?

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  • What You Said: Malware Fighting Tips and Tricks

    - by Jason Fitzpatrick
    Earlier this week we asked you to share your favorite malware fighting tricks. Now we’re back to highlight some of the tips and tricks you shared. Our Ask the Readers series gives our awesome and technologically literate readers a chance to show off their know-how. Today we’re rounding up some of the tips and tricks from Wednesday’s Ask the Reader post What Are Your Best Malware Fighting Tricks and highlighting them here. Latest Features How-To Geek ETC Learn To Adjust Contrast Like a Pro in Photoshop, GIMP, and Paint.NET Have You Ever Wondered How Your Operating System Got Its Name? Should You Delete Windows 7 Service Pack Backup Files to Save Space? What Can Super Mario Teach Us About Graphics Technology? Windows 7 Service Pack 1 is Released: But Should You Install It? How To Make Hundreds of Complex Photo Edits in Seconds With Photoshop Actions Awesome 10 Meter Curved Touchscreen at the University of Groningen [Video] TV Antenna Helper Makes HDTV Antenna Calibration a Snap Turn a Green Laser into a Microscope Projector [Science] The Open Road Awaits [Wallpaper] N64oid Brings N64 Emulation to Android Devices Super-Charge GIMP’s Image Editing Capabilities with G’MIC [Cross-Platform]

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  • How can I generate a view or projection matrix for OpenGL 3.+

    - by Ken
    I'm transitioning from OpenGL 2 to OpenGL 3.+ and to GLSL 1.5. I'm trying to avoid using the deprecated features. My question how do we now generate the view or projection matrix. I was using the matrix stack to calculate the projection matrix for me; GLfloat ptr[16]; gluPerspective(...); glGetFloatv(GL_MODELVIEW_MATRIX, ptr); //then pass ptr via a uniform to the shader But obviously the matrix stack is deprecated. So this approach is not the best an option going forward. I have the 'Red Book', 7th ed, which covers 3.0 & 3.1 and it still uses the deprecated matrix functions in it's examples. I could write some utility-code myself to generate the matrices. But I don't want to re-invent this particular wheel, especially when this functionality is required for every 3D graphics program. What is the accepted way to generate world,view & projection matrices for OpenGL? Is there an emerging 'standard' library for this? Or is there some other hidden (to me) functionality in OpenGL/GLSL which I have overlooked?

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  • Ubuntu 12.10 loud fan noise hp compaq 615

    - by Levente Nagy
    I am totally new to Linux, i installed it yesterday, since than i my fans are really loud, i did not have this problem on windows. I saw this post on this site How to control fan speed? But i am totally lost with it because im a new user to Ubuntu when i arrive to that page i see these lucid (utils): utilities to read temperature/voltage/fan sensors 1:3.1.2-2: all precise (utils): utilities to read temperature/voltage/fan sensors [universe] 1:3.3.1-2ubuntu1: all quantal (utils): utilities to read temperature/voltage/fan sensors [universe] 1:3.3.1-2ubuntu2: all raring (utils): utilities to read temperature/voltage/fan sensors [universe] 1:3.3.2-2ubuntu1: all saucy (utils): utilities to read temperature/voltage/fan sensors [universe] 1:3.3.3-1ubuntu1: all trusty (utils): utilities to read temperature/voltage/fan sensors [universe] 1:3.3.3-1ubuntu1: all So what is lucid? trusty? saucy? and other? i thought its some kind if a ubuntu type (sorry for beeing silly here) i checked my ubuntu version it just says Ubuntu 12.10 So which one i need to download? I saw there are terminal commands, im new to that too, will it cause some problem if i just copy and paste? PS: I saw my graphics card is undetected as well i have a ATI Mobility radeon HD 3200, could that cause the problem too?

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  • Cannot set monitor to native resolution

    - by S B
    problem is similar to so many other users, but solutions found do not work. Background: Fresh install of 12.04 (completely updated) on a Fit-PC2 (specs). Read in several places that the new 3.X kernel that 12.04 runs on has a new psb_gfx driver which supports the gma500 graphics card (poulsbo chipset). All's pretty much working (there are some glitches which are documented, so I won't raise them here), except for the screen resolution. My native monitor resolution is 1920X1080, but all I get is 1024x768. Output running xrandr: xrandr: Failed to get size of gamma for output default Screen 0: minimum 1024 x 768, current 1024 x 768, maximum 1024 x 768 default connected 1024x768+0+0 0mm x 0mm 1024x768 0.0* Although I read that Ubuntu does not come with an xorg.conf file anymore, I also tried running sudo X :1 -configure, and here's the end of the output: Number of created screens does not match number of detected devices. Configuration failed. When I look in the xorg.conf.new file created in my home directory, it seems that for some reason X thinks I have two screens. Don't know what to do with that. Ideas anyone? Thanks for your time.

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  • What is the best way to code the XNA Game Server for FPS game?

    - by AgentFire
    I'm writing a FPS XNA game. It gonna be multiplayer so I came up with following: I'm making two different assemblies — one for the game logic and the second for drawing it and the game irrelevant stuff (like rocket trails). The type of the connection is client-server (not peer-to-peer), so every client at first connects to the server and then the game begins. I'm completly decided to use XNA.Framework.Game class for the clients to run their game in window (or fullscreen) and the GameComponent/DrawableGameComponent classes to store the game objects and update&draw them on each frame. Next, I want to get the answer to the question: What should I do on the server side? I got few options: Create my own Game class on the server, which will process all the game logic (only, no graphics). The reason why I am not using the standart Game class is when I call Game.Run() the white window appears and I cant figure out how to get rid of it. Use somehow the original XNA's Game class, which is already has the GameComponent collection and Update event (60 times per second, just what I need). UPDATE: I got more questions: First, what socket mode should I use? TCP or UDP? And how to actually let the client know that this packet is meant to be processed after that one? Second, if I is going to use exacly GameComponent class for the game objects which is stored and process on the server, how to make them to be drawn on the client? Inherit them (while they are combined to an assembly)? Something else?

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  • SlimDX Texture2D from DataRectangle array

    - by Rebekah Bryant
    I'm totally new to DirectX. I'm using SlimDX to create a texture consisting of 13046 DataRectangles. Here's my code. It's breaking on the Texture2D constructor with "E_INVALIDARG: An invalid parameter was passed to the returning function (-2147024809)." inParms is just a struct containing handle to a Panel. public Renderer(Parameters inParms, ref DataRectangle[] inShapes) { Texture2DDescription description = new Texture2DDescription() { Width = 500, Height = 500, MipLevels = 1, ArraySize = inShapes.Length, Format = Format.R32G32B32_Float, SampleDescription = new SampleDescription(1, 0), Usage = ResourceUsage.Default, BindFlags = BindFlags.RenderTarget | BindFlags.ShaderResource, CpuAccessFlags = CpuAccessFlags.None, OptionFlags = ResourceOptionFlags.None }; SwapChainDescription chainDescription = new SwapChainDescription() { BufferCount = 1, IsWindowed = true, Usage = Usage.RenderTargetOutput, ModeDescription = new ModeDescription(0, 0, new Rational(60, 1), Format.R8G8B8A8_UNorm), SampleDescription = new SampleDescription(1, 0), Flags = SwapChainFlags.None, OutputHandle = inParms.Handle, SwapEffect = SwapEffect.Discard }; Device.CreateWithSwapChain(DriverType.Hardware, DeviceCreationFlags.None, chainDescription, out mDevice, out mSwapChain); Texture2D texture = new Texture2D(Device, description, inShapes); } EDIT: Running with the Debug flag set, I got: D3D11 ERROR: ID3D11Device::CreateTexture2D: The format (0x6, R32G32B32_FLOAT) cannot be bound as a RenderTarget, or cast to a format that could be bound as a RenderTarget. This is because the current graphics implementation does not even support this Format. Therefore this format does not support D3D11_BIND_RENDER_TARGET. Use CheckFormatSupport to check Format support. [ STATE_CREATION ERROR #92: CREATETEXTURE2D_UNSUPPORTEDFORMAT] D3D11 ERROR: ID3D11Device::CreateTexture2D: Returning E_INVALIDARG, meaning invalid parameters were passed. [ STATE_CREATION ERROR #104: CREATETEXTURE2D_INVALIDARG_RETURN]

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  • Partial upgrade on 12.04, how to stop nagging after locking to a working NVIDIA & xorg

    - by alsk
    How to stop the upgrade manager from offering updates and upgrades that potentially would harm my working 2D and 3D graphics? Finally, I got 12.04 working as it should: with nvidia-173 drivers by downgrading xorg and locking the version: On my 32-bit system on Athlon64, with (Albatron) NVIDIA GeForce FX5700XT, locked (/pinned) to xorg 1:7.6-7ubuntu7, xserver-xorg-core 2:11.1-0obuntu10.07, nvidia-173 173.14.35-0ubuntu0.2? An annoying thing left is that every time the updates are checked, I get warning of partial updates, and ambiguous options of "partial update" and "close". Ambiguous in that sense that if I click close, I will get option to update a few packages, which has been OK, while "partial update" would like to update my kernel to 3.2, alter xorg, remove nvidia-173 etc., and update mesa etc. This is not what I call appropriate, after locking XORG and NVIDIA drivers to working ones. One may say according to package management logic it may be correct, but to me as an user it makes little sense. Last Ubuntu that worked without big mess for me was 10.10, hence I will not put 12.10 to my "production" system, until I can be sure it will not trash the system again. P.S. Is there a recommended way to keep NVIDIA GeForce FX working with 3D on Ubuntu... in future?

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  • What could cause a pixel shader to paint outside the lines of the vertex shader output?

    - by Rei Miyasaka
    From what I understand, the pixels that a pixel shader operates on are specified implicitly by the SV_POSITION output (in DirectX) of the vertex shader. What then could cause a pixel shader to render in the middle of nowhere? I used the new Visual Studio 2012 graphics debugger to visualize my vertex and pixel shader output. This is the output from a DrawIndexed() call that draws a cube: The pink part is the rendered output of the pixel shader, which takes the cube on its left as its input. The vertex shader code: cbuffer Buf { float4x4 final; }; struct In { float4 pos:POSITION; float3 norm:NORMAL; float2 texuv:TEXCOORD; }; struct Out { float4 col:COLOR; float2 tex:TEXCOORD; float4 pos:SV_POSITION; }; Out main(In input) { Out output; output.pos = mul(input.pos, final); output.col = float4(1.0f, 0.5f, 0.5f, 1.0f); output.tex = input.texuv; return output; } And the pixel shader: struct In { float4 col:COLOR; float2 tex:TEXCOORD; float4 pos:SV_POSITION; }; float4 main(In input) : SV_TARGET { return input.col; } The raster stage is the only thing between the vertex shader and the pixel shader, so my suspicion is that it's some raster stage settings. But the raster stage shouldn't change the shape of the vertex shader output so drastically, should it?

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  • General questions regarding open-source licensing

    - by ndg
    I'm looking to release an open-source iOS software project but I'm very new to the licensing side of the things. While I'm aware that the majority of answers here will not lawyers, I'd appreciate it if anyone could steer me in the right direction. With the exception of the following requirements I'm happy for developers to largely do whatever they want with the projects source code. I'm not interested in any copyleft licensing schemes, and while I'd like to encourage attribution in derivative works it is not required. As such, my requirements are as follows: Original source can be distributed and re-distributed (verbatim) both commercially and non-commercially as long as the original copyright information, website link and license is maintained. I wish to retain rights to any of the multi-media distributed as part of the project (sound effects, graphics, logo marks, etc). Such assets will be included to allow other developers to easily execute the project, but cannot be re-distributed in any manner. I wish to retain rights to the applications name and branding. Futher to selecting an applicable license, I have the following questions: The project makes use of a number of third-party libraries (all licensed under variants of the MIT license). I've included individual licenses within the source (and application) and believe I've met all requirements expressed in these licenses, but is there anything else that needs to be done before distributing them as part of my open-source project? Also included in my project is a single proprietary, close-sourced library that's used to power a small part of the application. I'm obviously unable to include this in the source release, but what's the best way of handling this? Should I simply weak-link the project and exclude it entirely from the Git project?

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  • What are some good examples of exuberant in-game instructions for telling the player to repeatedly smash a button?

    - by Michael
    What are some good examples of exuberant in-game instructions for telling the player to repeatedly and quickly press a button or perform an action? I'm especially interested in examples in retro games (e.g., from the NES, SNES, and 1980-90s arcade eras), and I would love to see examples with text, graphics, or both. To illustrate, here are a few examples of the type of instructions that I'm thinking of: Smash the A button to lift something heavy! Toggle the joystick back and forth to break free! Quickly press the button to build power in a meter! I'm working on a 2D iOS game with retro-style pixel art, and there's a point where I want the player to quickly tap on a sprite to complete an action. I have a serviceable starting point -- the word "TAP" flashing with an arrow repeatedly moving downward beneath it: But it still doesn't feel quite right. I would love to see some actual examples from the golden days of 2D gaming to use as reference material. I know examples abound, but I'm just struggling to think of any concrete ones at the moment. Can you think of any examples of this type of thing in old games?

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  • Does DirectX implement Triple Buffering?

    - by Asik
    As AnandTech put it best in this 2009 article: In render ahead, frames cannot be dropped. This means that when the queue is full, what is displayed can have a lot more lag. Microsoft doesn't implement triple buffering in DirectX, they implement render ahead (from 0 to 8 frames with 3 being the default). The major difference in the technique we've described here is the ability to drop frames when they are outdated. Render ahead forces older frames to be displayed. Queues can help smoothness and stuttering as a few really quick frames followed by a slow frame end up being evened out and spread over more frames. But the price you pay is in lag (the more frames in the queue, the longer it takes to empty the queue and the older the frames are that are displayed). As I understand it, DirectX "Swap Chain" is merely a render ahead queue, i.e. buffers cannot be dropped; the longer the chain, the greater the input latency. At the same time, I find it hard to believe that the most widely used graphics API would not implement such fundamental functionality correctly. Is there a way to get proper triple buffered vertical synchronisation in DirectX?

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  • How to handle wildly varying rendering hardware / getting baseline

    - by edA-qa mort-ora-y
    I've recently started with mobile programming (cross-platform, also with desktop) and am encountering wildly differing hardware performance, in particular with OpenGL and the GPU. I know I'll basically have to adjust my rendering code but I'm uncertain of how to detect performance and what reasonable default settings are. I notice that certain shader functions are basically free in a desktop implemenation but can be unusable in a mobile device. The problem is I have no way of knowing what features will cause what performance issues on all the devices. So my first issue is that even if I allow configuring options I'm uncertain of which options I have to make configurable. I'm wondering also wheher one just writes one very configurable pipeline, or whether I should have 2 distinct options (high/low). I'm also unsure of where to set the default. If I set to the poorest performer the graphics will be so minimal that any user with a modern device would dismiss the game. If I set them even at some moderate point, the low end devices will basically become a slide-show. I was thinking perhaps that I just run some benchmarks when the user first installs and randomly guess what works, but I've not see a game do this before.

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  • Does Unity have existing support for Timelines?

    - by Raven Dreamer
    I am planning the development of a game in Unity3D, and trying to come to terms with what the engine has already provided, and what I must code myself. The game itself is going to be a rhythm game, which means synching audio and graphical events so that they always play when they're supposed to. What I'm looking to avoid is a potential scenario of lag where either the audio or the graphics starts to progress faster than the other. When we discussed this type of coordinating system in my game design class back at university, my professor called this type of design a "Timeline" class. The idea being that you can instantiate one or more of these to progress at different rates, schedule things to happen in the future, and synch up periodic events. However, calling this a "Timeline" class seems to have been limited to my professor himself, as googling for whether a certain API features "Timeline" functionality has been a fruitless endeavor. Is there some more common name for this kind of functionality? Does Unity have any pre-existing methods to coordinate the scheduling of events like this, or is this the kind of thing that needs to be built onto the engine? And if it does, I'd appreciate being pointed towards some tutorials!

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