Search Results

Search found 3661 results on 147 pages for 'overload resolution'.

Page 76/147 | < Previous Page | 72 73 74 75 76 77 78 79 80 81 82 83  | Next Page >

  • Ubuntu 12.04 "Do nothing" when "lid closed" blanks out external monitor

    - by Elijah Lynn
    This is not the same as this question. I have Ubuntu 12.04 running with an Nvidia card on a W510 Thinkpad. I have one external monitor connected. When I change the power settings to "Do nothing" when "Lid closed" it still keeps the system running which is great. However, it blanks out the display on any external monitors making the system useless. I plan on getting a dock soon and having to identical resolution monitors and would love to be able to dock the monitor and work as normal on the external monitors. Does anyone have a suggestion or fix for this? Should I report this as a bug or feature request?

    Read the article

  • Lost the config of my monitor once I connected it to a KVM switch.

    - by jfmessier
    I used to have a monitor (Acer 20", AL2017) connected to the external video port of my laptop. Everything was great and I could get a rather high resolution available when setting it under Ubuntu (all versions). But since I connected it to a KVM, the monitor is no more recognized, and I cannot go beyond 1024x768. My video adapter is an Intel chipset 9xx from an older Pentium Core 2 Duo laptop. The same monitor, using another video chipset (Intel 82G33/G31 rev 02) is properly detected through the switch box. Looks to me like the video chipset is not the best, and I can live with this. I see that I have no xorg.conf, and I understand that I would need to generate one so I can then use it to force the available modes on the X system. How can I generate the xorg.conf file for my Intel video chip, so I can use it then ? Merci :-)

    Read the article

  • 12.10 Booting Into Variations Of Blank Screen

    - by user93954
    I've been running the Ubuntu 12.10 beta since about a month before the final release with almost no problems. However since the day of release (I'm assuming an update has caused this) I have had problems booting into the actual GUI interface. Trying to get it to work is just a case of hard shutting down until it works, but for most of the time I need to battle with various different kinds of black screens. These include a plain black screen, a flashing line and a flashing line that doesn't fit the resolution. Nine times out of ten the cursor will be displayed over these. It also sometimes manages to boot into Ubuntu, albeit text mode or sometimes it loads GRUB which it isn't setup to do. If anyone could help out with this it'd be great. I really, really don't want to have to go through yet another clean installation. Cheers.

    Read the article

  • Can not print after upgrading from 12.x to 14.04

    - by user318889
    After upgrading from V12.04 to V14.04 I am not able to print. I am using an HP LaserJet 400 M451dn. The printer troubleshooter told me that there is no solution to the problem. This is the output of the advanced diagnositc output. (Due to limited space I cut the output!) Can anybody tell me what is going wrong. I am using the printer via USB ? Page 1 (Scheduler not running?): {'cups_connection_failure': False} Page 2 (Is local server publishing?): {'local_server_exporting_printers': False} Page 3 (Choose printer): {'cups_dest': , 'cups_instance': None, 'cups_queue': u'HP-LaserJet-400-color-M451dn', 'cups_queue_listed': True} Page 4 (Check printer sanity): {'cups_device_uri_scheme': u'hp', 'cups_printer_dict': {'device-uri': u'hp:/usb/HP_LaserJet_400_color_M451dn?serial=CNFF308670', 'printer-info': u'Hewlett-Packard HP LaserJet 400 color M451dn', 'printer-is-shared': True, 'printer-location': u'Pinatubo', 'printer-make-and-model': u'HP LJ 300-400 color M351-M451 Postscript (recommended)', 'printer-state': 4, 'printer-state-message': u'', 'printer-state-reasons': [u'none'], 'printer-type': 8556636, 'printer-uri-supported': u'ipp://localhost:631/printers/HP-LaserJet-400-color-M451dn'}, 'cups_printer_remote': False, 'hplip_output': (['', '\x1b[01mHP Linux Imaging and Printing System (ver. 3.14.6)\x1b[0m', '\x1b[01mDevice Information Utility ver. 5.2\x1b[0m', '', 'Copyright (c) 2001-13 Hewlett-Packard Development Company, LP', 'This software comes with ABSOLUTELY NO WARRANTY.', 'This is free software, and you are welcome to distribute it', 'under certain conditions. See COPYING file for more details.', '', '', '\x1b[01mhp:/usb/HP_LaserJet_400_color_M451dn?serial=CNFF308670\x1b[0m', '', '\x1b[01mDevice Parameters (dynamic data):\x1b[0m', '\x1b[01m Parameter Value(s) \x1b[0m', ' ---------------------------- ----------------------------------------------------------', ' back-end hp ', " cups-printers ['HP-LaserJet-400-color-M451dn'] ", ' cups-uri hp:/usb/HP_LaserJet_400_color_M451dn?serial=CNFF308670 ', ' dev-file ', ' device-state -1 ', ' device-uri hp:/usb/HP_LaserJet_400_color_M451dn?serial=CNFF308670 ', ' deviceid ', ' error-state 101 ', ' host ', ' is-hp True ', ' panel 0 ', ' panel-line1 ', ' panel-line2 ', ' port 1 ', ' serial CNFF308670 ', ' status-code 5002 ', ' status-desc ', '\x1b[01m', 'Model Parameters (static data):\x1b[0m', '\x1b[01m Parameter Value(s) \x1b[0m', ' ---------------------------- ----------------------------------------------------------', ' align-type 0 ', ' clean-type 0 ', ' color-cal-type 0 ', ' copy-type 0 ', ' embedded-server-type 0 ', ' fax-type 0 ', ' fw-download False ', ' icon hp_color_laserjet_cp2025.png ', ' io-mfp-mode 1 ', ' io-mode 1 ', ' io-support 6 ', ' job-storage 0 ', ' linefeed-cal-type 0 ', ' model HP_LaserJet_400_color_M451dn ', ' model-ui HP LaserJet 400 Color m451dn ', ' model1 HP LaserJet 400 Color M451dn ', ' monitor-type 0 ', ' panel-check-type 0 ', ' pcard-type 0 ', ' plugin 0 ', ' plugin-reason 0 ', ' power-settings 0 ', ' ppd-name lj_300_400_color_m351_m451 ', ' pq-diag-type 0 ', ' r-type 0 ', ' r0-agent1-kind 4 ', ' r0-agent1-sku CE410A/CE410X ', ' r0-agent1-type 1 ', ' r0-agent2-kind 4 ', ' r0-agent2-sku CE411A ', ' r0-agent2-type 4 ', ' r0-agent3-kind 4 ', ' r0-agent3-sku CE413A ', ' r0-agent3-type 5 ', ' r0-agent4-kind 4 ', ' r0-agent4-sku CE412A ', ' r0-agent4-type 6 ', ' scan-src 0 ', ' scan-type 0 ', ' status-battery-check 0 ', ' status-dynamic-counters 0 ', ' status-type 3 ', ' support-released True ', ' support-subtype 2202411 ', ' support-type 2 ', ' support-ver 3.12.2 ', " tech-class ['Postscript'] ", " tech-subclass ['Normal'] ", ' tech-type 4 ', ' usb-pid 3882 ', ' usb-vid 1008 ', ' wifi-config 0 ', '\x1b[01m', 'Status History (most recent first):\x1b[0m', '\x1b[01m Date/Time Code Status Description User Job ID \x1b[0m', ' -------------------- ----- ---------------------------------------- -------- --------', ' 08/21/14 00:07:25 5012 Device communication error richard 0 ', ' 08/20/14 13:42:44 500 Started a print job richard 4214 ', '', '', 'Done.', ''], ['\x1b[35;01mwarning: No display found.\x1b[0m', '\x1b[31;01merror: hp-info -u/--gui requires Qt4 GUI support. Entering interactive mode.\x1b[0m', '\x1b[31;01merror: Unable to communicate with device (code=12): hp:/usb/HP_LaserJet_400_color_M451dn?serial=CNFF308670\x1b[0m', '\x1b[31;01merror: Error opening device (Device not found).\x1b[0m', ''], 0), 'is_cups_class': False, 'local_cups_queue_attributes': {'charset-configured': u'utf-8', 'charset-supported': [u'us-ascii', u'utf-8'], 'color-supported': True, 'compression-supported': [u'none', u'gzip'], 'copies-default': 1, 'copies-supported': (1, 9999), 'cups-version': u'1.7.2', 'device-uri': u'hp:/usb/HP_LaserJet_400_color_M451dn?serial=CNFF308670', 'document-format-default': u'application/octet-stream', 'document-format-supported': [u'application/octet-stream', u'application/pdf', u'application/postscript', u'application/vnd.adobe-reader-postscript', u'application/vnd.cups-command', u'application/vnd.cups-pdf', u'application/vnd.cups-pdf-banner', u'application/vnd.cups-postscript', u'application/vnd.cups-raw', u'application/vnd.samsung-ps', u'application/x-cshell', u'application/x-csource', u'application/x-perl', u'application/x-shell', u'image/gif', u'image/jpeg', u'image/png', u'image/tiff', u'image/urf', u'image/x-bitmap', u'image/x-photocd', u'image/x-portable-anymap', u'image/x-portable-bitmap', u'image/x-portable-graymap', u'image/x-portable-pixmap', u'image/x-sgi-rgb', u'image/x-sun-raster', u'image/x-xbitmap', u'image/x-xpixmap', u'image/x-xwindowdump', u'text/css', u'text/html', u'text/plain'], 'finishings-default': 3, 'finishings-supported': [3], 'generated-natural-language-supported': [u'en-us'], 'ipp-versions-supported': [u'1.0', u'1.1', u'2.0', u'2.1'], 'ippget-event-life': 15, 'job-creation-attributes-supported': [u'copies', u'finishings', u'ipp-attribute-fidelity', u'job-hold-until', u'job-name', u'job-priority', u'job-sheets', u'media', u'media-col', u'multiple-document-handling', u'number-up', u'output-bin', u'orientation-requested', u'page-ranges', u'print-color-mode', u'print-quality', u'printer-resolution', u'sides'], 'job-hold-until-default': u'no-hold', 'job-hold-until-supported': [u'no-hold', u'indefinite', u'day-time', u'evening', u'night', u'second-shift', u'third-shift', u'weekend'], 'job-ids-supported': True, 'job-k-limit': 0, 'job-k-octets-supported': (0, 470914416), 'job-page-limit': 0, 'job-priority-default': 50, 'job-priority-supported': [100], 'job-quota-period': 0, 'job-settable-attributes-supported': [u'copies', u'finishings', u'job-hold-until', u'job-name', u'job-priority', u'media', u'media-col', u'multiple-document-handling', u'number-up', u'output-bin', u'orientation-requested', u'page-ranges', u'print-color-mode', u'print-quality', u'printer-resolution', u'sides'], 'job-sheets-default': (u'none', u'none'), 'job-sheets-supported': [u'none', u'classified', u'confidential', u'form', u'secret', u'standard', u'topsecret', u'unclassified'], 'jpeg-k-octets-supported': (0, 470914416), 'jpeg-x-dimension-supported': (0, 65535), 'jpeg-y-dimension-supported': (1, 65535), 'marker-change-time': 0, 'media-bottom-margin-supported': [423], 'media-col-default': u'(unknown IPP value tag 0x34)', 'media-col-supported': [u'media-bottom-margin', u'media-left-margin', u'media-right-margin', u'media-size', u'media-source', u'media-top-margin', u'media-type'], 'media-default': u'iso_a4_210x297mm', 'media-left-margin-supported': [423], 'media-right-margin-supported': [423],

    Read the article

  • OM: Effective Troubleshooting Techniques to Debug Order Import

    - by ChristineS
    There is a new document available to help you debug Order Import in Order Management:  Effective Troubleshooting Techniques to Debug Order Import Issues (Doc ID 1558196.1) The white paper addresses debugging from a technical perspective. This approach is to assist users in understanding the actual issue, as well as help them in the early resolution of any order import issue. It will walk you through several cases, with supporting debug logs / trace files taken for each case. Educating you along the way for what debug logs / trace files should be gathered, as trace files are not always needed.  It will also walk you through the supporting documents so you will know what to look for in your case. Please refer to this note the next time you have an Order Import error. Or you could step through it now, so you are informed the next time you encounter an Order Import error.  Happy debugging!

    Read the article

  • # id - urls with id first display full page, then move to #id

    - by guisasso
    I've noticed this in the new version of chrome, and ie9 and 10. Some urls in a photo gallery have a #id tag as they are supposed to display a full view of a picture. Basically, a div in a lower position on the page has that #id that i call via a.com/1.html#id. This has never been an issue until lately, when i noticed a bit of a lag. The issue: The website loads normally, then the view moves to the #id as supposed, but with some lag sometimes, perhaps because of the high resolution of the picture, which is somewhat noticeable. Anyway to avoid this, or make it so the page would move to the correct #id even before fully loaded?

    Read the article

  • Fullscreen windowed mode in id games

    - by Oli
    I run a TwinView, dual monitor system. I like to play games fullscreen on one of the monitors, not spanning both. With wine, this works by just setting it to desktop mode and setting the resolution to that of one screen. For OpenTTD, I used Compiz's Window Rules plugin. But I have a few native games that this doesn't work for. Today's experiment involved Prey (Doom 3 engine) but I've had similar issues with other ID engines. So in short: has anybody found a way of having Prey/OpenAreana/Doom3/etc run in windowed mode but with fullscreen decorations (that is to say, no borders and above the panel)?

    Read the article

  • Graphics system failure

    - by anonymous coward
    I just upgraded two versions of Ubuntu to Oneiric after a recent set of updates broke Audacious 2.4.something in Maverick for me. When it was all finished my Asus Eee 1215N with the 1366x768 screen and the notoriously unsupported Nvidia Ion2 Optimus chipset was working on minimum compatibility fallbacks at 1024x768 resolution. So I did a little bit of reading (not enough) and tried deleting a couple parts of the graphics system to see if I could force a retry on the autodetection. The result: No graphical shell works now. Attempted so far: -reinstalling xorg/nouveau, didn't work. -installing bumblebee/nvidia-current, didn't work. -sudo dpkg-reconfigure -phigh -a, didn't work. I'd like to stress that this is otherwise a perfectly functional installation that I had spent some time setting up already (including a successful compile of Audacious 3.21 that was working with all the plugins). Is there a way for me to rebuild the graphics system from scratch or should I just give up, cry a little, backup data, wipe partition and reinstall with a USB drive?

    Read the article

  • HP Pavilion g6 1190sm laptop has overheat/hibernation/graphics issues

    - by Jan
    Every time I reboot or shutdown my laptop, while the laptop is booting again I get a screen (before loading the OS) that HP discovered overheating and system went into hibernation. But the point is that the laptop is not overheating nor going into hibernation by itself. Also, because of the hybrid graphics card I cannot install additional drivers. Desktop resolution and all works perfectly but I cannot use Unity 3D. Also, OpenGL doesn't work as it should (with Cairo Dock). As I've read some posts, people say that vgaswitcheroo doesn't work on 12.04 so I haven't tried it.

    Read the article

  • 3D Paint tool in Maya

    - by Joris
    Hey everyone, could someone help me out on this question? When I am trying to texture objects in maya (for example a barrel) I want to texture it with a brush. When I try to use the 3D painting tool it al gets black even when I have a image file selected. Also the resolution is very very low of the models and textures in maya, though the texture image is very high quality. Can someone please help me? Thanks so much for helping.

    Read the article

  • UDDI vs SO-Aware: Why SO-Aware is the More Efficient and Interoperable Alternative

    - by Vishal
    Hello folks,   If you are implementing a service oriented architecture, and are unsure of the best governance approach to follow, then this webinar is a must-attend event for you.  We will discuss why SO-Aware is the more efficient and interoperable alternative to traditional UDDI-based SOA-governance.   Specifically, we will address the differences between UDDI and SO-Aware in terms of service discovery, configuration, and policy resolution.  Finally, we will address why the REST/Odata based model implemented by SO-Aware enables the most efficient governance not only for WCF but for BizTalk, the Windows Server AppFabric and the Windows Azure AppFabric as well.   Join us on January 26th at 2:00 ET - to register, click here    Thanks,   Vishal

    Read the article

  • CRT as 2nd monitor goes screwy after start up?

    - by rhys
    new install of 12.04 on an old dell with a radeon ATI RV516 video card with monitor out and s-video out. During boot up all is good. Both screens operate and look fine. Then just before the desktop appears the cCRT goes purple and is covered in heavy horizontal lines, but as i said during boot up it was fine and the resolution was fine. The main monitor, an lcd, operates normally. everything else works fine, it's just the picture on the CRT that is screwed up. I used the same monitor and CRT running 11.10 which worked fine any help would be appreciated and yes i am a newbie to ubuntu here is a vid showing the completely normal screens at reboot then the purple badness when the desktop loads ?? and don't laugh at the slow machine, it's old. http://www.youtube.com/my_videos_edit?ns=1&video_id=zfuh6lBMLnc

    Read the article

  • Logitech G700 mouse scrollwheel is way too sensitive, how can I configure it?

    - by Snir Hassidim
    I am trying to migrate my brother to use Ubuntu. However, his Logitech G700 mouse's scroll wheel is extremely sensitive. By sensitive, I mean that, due to the fact that it uses high-resolution scrolling, every minor nudge is interpreted as a scroll attempt. I have no way to configure this in Ubuntu - I want the OS to ignore every few events from the mouse scroll wheel to make it work properly. xev in a terminal is going crazy whenever I even lay a finger on the scroll wheel. How can I fix this issue?

    Read the article

  • /etc/X11/xorg.conf doesn't exist?

    - by BBetances
    I'm trying to get my video card properly setup to handle 3D acceleration. After searching a bit, I've come across a few howtos that tell me I need to edit my xorg.conf file. That file doesn't exist. X.org is installed by default, I'm sure, and I figured this video card would be widely supported. 00:02.0 VGA compatible controller: Intel Corporation Mobile 4 Series Chipset Integrated Graphics Controller (rev 09) Any ideas on how I can get this to work properly and play Starcraft II? Or any game for that matter? No resolution problems or anything, just no 3D rendering.

    Read the article

  • XNA shield effect with a Primative sphere problem

    - by Sparky41
    I'm having issue with a shield effect i'm trying to develop. I want to do a shield effect that surrounds part of a model like this: http://i.imgur.com/jPvrf.png I currently got this: http://i.imgur.com/Jdin7.png (The red likes are a simple texture a black background with a red cross in it, for testing purposes: http://i.imgur.com/ODtzk.png where the smaller cross in the middle shows the contact point) This sphere is drawn via a primitive (DrawIndexedPrimitives) This is how i calculate the pieces of the sphere using a class i've called Sphere (this class is based off the code here: http://xbox.create.msdn.com/en-US/education/catalog/sample/primitives_3d) public class Sphere { // During the process of constructing a primitive model, vertex // and index data is stored on the CPU in these managed lists. List vertices = new List(); List indices = new List(); // Once all the geometry has been specified, the InitializePrimitive // method copies the vertex and index data into these buffers, which // store it on the GPU ready for efficient rendering. VertexBuffer vertexBuffer; IndexBuffer indexBuffer; BasicEffect basicEffect; public Vector3 position = Vector3.Zero; public Matrix RotationMatrix = Matrix.Identity; public Texture2D texture; /// <summary> /// Constructs a new sphere primitive, /// with the specified size and tessellation level. /// </summary> public Sphere(float diameter, int tessellation, Texture2D text, float up, float down, float portstar, float frontback) { texture = text; if (tessellation < 3) throw new ArgumentOutOfRangeException("tessellation"); int verticalSegments = tessellation; int horizontalSegments = tessellation * 2; float radius = diameter / 2; // Start with a single vertex at the bottom of the sphere. AddVertex(Vector3.Down * ((radius / up) + 1), Vector3.Down, Vector2.Zero);//bottom position5 // Create rings of vertices at progressively higher latitudes. for (int i = 0; i < verticalSegments - 1; i++) { float latitude = ((i + 1) * MathHelper.Pi / verticalSegments) - MathHelper.PiOver2; float dy = (float)Math.Sin(latitude / up);//(up)5 float dxz = (float)Math.Cos(latitude); // Create a single ring of vertices at this latitude. for (int j = 0; j < horizontalSegments; j++) { float longitude = j * MathHelper.TwoPi / horizontalSegments; float dx = (float)(Math.Cos(longitude) * dxz) / portstar;//port and starboard (right)2 float dz = (float)(Math.Sin(longitude) * dxz) * frontback;//front and back1.4 Vector3 normal = new Vector3(dx, dy, dz); AddVertex(normal * radius, normal, new Vector2(j, i)); } } // Finish with a single vertex at the top of the sphere. AddVertex(Vector3.Up * ((radius / down) + 1), Vector3.Up, Vector2.One);//top position5 // Create a fan connecting the bottom vertex to the bottom latitude ring. for (int i = 0; i < horizontalSegments; i++) { AddIndex(0); AddIndex(1 + (i + 1) % horizontalSegments); AddIndex(1 + i); } // Fill the sphere body with triangles joining each pair of latitude rings. for (int i = 0; i < verticalSegments - 2; i++) { for (int j = 0; j < horizontalSegments; j++) { int nextI = i + 1; int nextJ = (j + 1) % horizontalSegments; AddIndex(1 + i * horizontalSegments + j); AddIndex(1 + i * horizontalSegments + nextJ); AddIndex(1 + nextI * horizontalSegments + j); AddIndex(1 + i * horizontalSegments + nextJ); AddIndex(1 + nextI * horizontalSegments + nextJ); AddIndex(1 + nextI * horizontalSegments + j); } } // Create a fan connecting the top vertex to the top latitude ring. for (int i = 0; i < horizontalSegments; i++) { AddIndex(CurrentVertex - 1); AddIndex(CurrentVertex - 2 - (i + 1) % horizontalSegments); AddIndex(CurrentVertex - 2 - i); } //InitializePrimitive(graphicsDevice); } /// <summary> /// Adds a new vertex to the primitive model. This should only be called /// during the initialization process, before InitializePrimitive. /// </summary> protected void AddVertex(Vector3 position, Vector3 normal, Vector2 texturecoordinate) { vertices.Add(new VertexPositionNormal(position, normal, texturecoordinate)); } /// <summary> /// Adds a new index to the primitive model. This should only be called /// during the initialization process, before InitializePrimitive. /// </summary> protected void AddIndex(int index) { if (index > ushort.MaxValue) throw new ArgumentOutOfRangeException("index"); indices.Add((ushort)index); } /// <summary> /// Queries the index of the current vertex. This starts at /// zero, and increments every time AddVertex is called. /// </summary> protected int CurrentVertex { get { return vertices.Count; } } public void InitializePrimitive(GraphicsDevice graphicsDevice) { // Create a vertex declaration, describing the format of our vertex data. // Create a vertex buffer, and copy our vertex data into it. vertexBuffer = new VertexBuffer(graphicsDevice, typeof(VertexPositionNormal), vertices.Count, BufferUsage.None); vertexBuffer.SetData(vertices.ToArray()); // Create an index buffer, and copy our index data into it. indexBuffer = new IndexBuffer(graphicsDevice, typeof(ushort), indices.Count, BufferUsage.None); indexBuffer.SetData(indices.ToArray()); // Create a BasicEffect, which will be used to render the primitive. basicEffect = new BasicEffect(graphicsDevice); //basicEffect.EnableDefaultLighting(); } /// <summary> /// Draws the primitive model, using the specified effect. Unlike the other /// Draw overload where you just specify the world/view/projection matrices /// and color, this method does not set any renderstates, so you must make /// sure all states are set to sensible values before you call it. /// </summary> public void Draw(Effect effect) { GraphicsDevice graphicsDevice = effect.GraphicsDevice; // Set our vertex declaration, vertex buffer, and index buffer. graphicsDevice.SetVertexBuffer(vertexBuffer); graphicsDevice.Indices = indexBuffer; graphicsDevice.BlendState = BlendState.Additive; foreach (EffectPass effectPass in effect.CurrentTechnique.Passes) { effectPass.Apply(); int primitiveCount = indices.Count / 3; graphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, vertices.Count, 0, primitiveCount); } graphicsDevice.BlendState = BlendState.Opaque; } /// <summary> /// Draws the primitive model, using a BasicEffect shader with default /// lighting. Unlike the other Draw overload where you specify a custom /// effect, this method sets important renderstates to sensible values /// for 3D model rendering, so you do not need to set these states before /// you call it. /// </summary> public void Draw(Camera camera, Color color) { // Set BasicEffect parameters. basicEffect.World = GetWorld(); basicEffect.View = camera.view; basicEffect.Projection = camera.projection; basicEffect.DiffuseColor = color.ToVector3(); basicEffect.TextureEnabled = true; basicEffect.Texture = texture; GraphicsDevice device = basicEffect.GraphicsDevice; device.DepthStencilState = DepthStencilState.Default; if (color.A < 255) { // Set renderstates for alpha blended rendering. device.BlendState = BlendState.AlphaBlend; } else { // Set renderstates for opaque rendering. device.BlendState = BlendState.Opaque; } // Draw the model, using BasicEffect. Draw(basicEffect); } public virtual Matrix GetWorld() { return /*world */ Matrix.CreateScale(1f) * RotationMatrix * Matrix.CreateTranslation(position); } } public struct VertexPositionNormal : IVertexType { public Vector3 Position; public Vector3 Normal; public Vector2 TextureCoordinate; /// <summary> /// Constructor. /// </summary> public VertexPositionNormal(Vector3 position, Vector3 normal, Vector2 textCoor) { Position = position; Normal = normal; TextureCoordinate = textCoor; } /// <summary> /// A VertexDeclaration object, which contains information about the vertex /// elements contained within this struct. /// </summary> public static readonly VertexDeclaration VertexDeclaration = new VertexDeclaration ( new VertexElement(0, VertexElementFormat.Vector3, VertexElementUsage.Position, 0), new VertexElement(12, VertexElementFormat.Vector3, VertexElementUsage.Normal, 0), new VertexElement(24, VertexElementFormat.Vector2, VertexElementUsage.TextureCoordinate, 0) ); VertexDeclaration IVertexType.VertexDeclaration { get { return VertexPositionNormal.VertexDeclaration; } } } A simple call to the class to initialise it. The Draw method is called in the master draw method in the Gamecomponent. My current thoughts on this are: The direction of the weapon hitting the ship is used to get the middle position for the texture Wrap a texture around the drawn sphere based on this point of contact Problem is i'm not sure how to do this. Can anyone help or if you have a better idea please tell me i'm open for opinion? :-) Thanks.

    Read the article

  • Multiple vulnerabilities in Thunderbird

    - by RitwikGhoshal
    CVE DescriptionCVSSv2 Base ScoreComponentProduct and Resolution CVE-2012-1948 Denial of service (DoS) vulnerability 9.3 Thunderbird Solaris 10 SPARC: 145200-12 X86: 145201-12 CVE-2012-1950 Address spoofing vulnerability 6.4 CVE-2012-1951 Resource Management Errors vulnerability 10.0 CVE-2012-1952 Resource Management Errors vulnerability 9.3 CVE-2012-1953 Improper Restriction of Operations within the Bounds of a Memory Buffer vulnerability 9.3 CVE-2012-1954 Resource Management Errors vulnerability 10.0 CVE-2012-1955 Address spoofing vulnerability 6.8 CVE-2012-1957 Improper Neutralization of Input During Web Page Generation ('Cross-site Scripting') vulnerability 4.3 CVE-2012-1958 Resource Management Errors vulnerability 9.3 CVE-2012-1959 Permissions, Privileges, and Access Controls vulnerability 5.0 CVE-2012-1961 Improper Input Validation vulnerability 4.3 CVE-2012-1962 Resource Management Errors vulnerability 10.0 CVE-2012-1963 Permissions, Privileges, and Access Controls vulnerability 4.3 CVE-2012-1964 Clickjacking vulnerability 4.0 CVE-2012-1965 Improper Neutralization of Input During Web Page Generation ('Cross-site Scripting') vulnerability 4.3 CVE-2012-1966 Permissions, Privileges, and Access Controls vulnerability 4.3 CVE-2012-1967 Arbitrary code execution vulnerability 10.0 CVE-2012-1970 Denial of service (DoS) vulnerability 10.0 CVE-2012-1973 Resource Management Errors vulnerability 10.0 CVE-2012-3966 Improper Restriction of Operations within the Bounds of a Memory Buffer vulnerability 10.0 This notification describes vulnerabilities fixed in third-party components that are included in Oracle's product distributions.Information about vulnerabilities affecting Oracle products can be found on Oracle Critical Patch Updates and Security Alerts page.

    Read the article

  • Half-maximized windows misplaced after switching display

    - by Arild
    I have a laptop which I often plug into a larger screen with another display resolution. Thus I'm frequently changing the screen for the system to use. Also I've recently discovered the advantages of half-maximizing windows when working alternatingly in two or more applications. When changing screens, however the windows basically retain their absolute sizes and positions. So in my case the windows typically have their bottoms outside display, don't fill up half the display, etc. I have to half-maximize the windows again every time I switch screens. I'm thinking this should be subject of a bug report but I find it difficult to know where to file them. Any ideas on what package is responsible?

    Read the article

  • How do I prevent useless content load on the page in responsive design?

    - by Ícaro Leandro
    In responsive design, elements are hidden in the page with @media queries and display: none in CSS. Ok. In my design however browsers that have less than 800px in width should avoid loading some content at all. When accessed with on a device with more than 800px of screen, the page loads fully. In mobile devices or even on desktop with less than 800px of width some content is hidden. I want to make the page load faster for low-resolution devices and avoid loading chunks of content that the user will never see. How can I go about this?

    Read the article

  • Desktop Fun: Heroes of DC Comics Wallpaper Collection

    - by Asian Angel
    DC Comics has a great line-up of super hero characters and we have gathered together some of DC’s finest for you in today’s collection. Give your desktop super powers with our Heroes of DC Comics Wallpaper collection. Note: Click on the picture to see the full-size image—these wallpapers vary in size so you may need to crop, stretch, or place them on a colored background in order to best match them to your screen’s resolution. How to Make and Install an Electric Outlet in a Cabinet or DeskHow To Recover After Your Email Password Is CompromisedHow to Clean Your Filthy Keyboard in the Dishwasher (Without Ruining it)

    Read the article

  • Box2d world width and height ratio with screen width and height

    - by Sujith
    I have view, for example GameView which extends SurfaceView . I have integrated Box2D physics in GameView. I have two widths , GameView width, height and Box2D physics world width ,height. I need to get the position of box2d world with the GameView co-ordinates. For example, Total width of screen = 240 Total height of screen = 320 Screen points needed to be mapped onto box2d co-ordinates (x,y) = 127, 139 For this i need to get the max width and height of the Box2d physics world. Is there is any way to get the max width and height of Box2d world. or Can i limit the width and height of box2d world within the screen resolution.

    Read the article

  • Best practices of texture size

    - by psal
    I wanted to know how should I determine a good texture size ? Currently, I always create UV texture that are 1024x1024px but if I create for example, a big house with a 1024px texture size, it will looks pretty bad. So, should I create different texture size (512, 1024, ...) for different mesh size like this ? : or is it better to always do high-resolution texture and then reduce it in the software (ie : increase the LODBias settings in UDK reduce the size of the texture) ? Thanks for your answer. ps : sorry for my english !

    Read the article

  • When creating an library published on CodePlex, how "bad" would it be for the unit-test projects to rely on commercial products?

    - by Lasse V. Karlsen
    I have started a project on CodePlex for a WebDAV server implementation for .NET, so that I can host a WebDAV server in my own programs. This is both a learning/research project (WebDAV + server portion) as well as a project I think I can have much fun with, both in terms of making it and using it. However, I see a need to do mocking of types here in order to unit-testing properly. For instance, I will be relying on HttpListener for the web server portion of the WebDAV server, and since this type has no interface, and is sealed, I cannot easily make mocks or stubs out of it. Unless I use something like TypeMock. So if I used TypeMock in the unit-test projects on this library, how bad would this be for potential users? The projects are made in C# 3.5 for .NET 3.5 and 4.0, and the project files was created with Visual Studio 2010 Professional. The actual class libraries you would end up referencing in your software would of course not be encumbered with anything remotely like this, only the unit-test libraries. What's your thoughts on this? As an example, I have in my old code-base, which is private, the ability to just initiate a WebDAV server with just this: var server = new WebDAVServer(); This constructs, and owns, a HttpListener instance internally, and I would like to verify through unit-tests that if I dispose of this server object, the internal listener is disposed of. If, on the other hand, I use the overload where I hand it a listener object, this object should not be disposed of. Short of exposing the internal listener object to the outside world, something I'm a bit loath to do, how can I in a good way ensure that the object was disposed of? With TypeMock I can mock away parts of this object even though it isn't accessed through interfaces. The alternative would be for me to wrap everything in wrapper classes, where I have complete control.

    Read the article

  • What is Cyber Monday? [Infographic]

    - by Jason Fitzpatrick
    Nearly everyone is familiar with Black Friday, the massive shopping day right after Thanksgiving, but Cyber Monday is a recent invention. Check out this infographic for the low down. Cyber Monday is only a scant six years old, an invention of online retailers looking to create a shopping day to compete with the in-store frenzy of Black Friday. Although quite a few retailers offer online Black Friday deals, Cyber Monday is a the biggest day for online deals–many shoppers fail to find the things they were looking for on Black Friday and turn to online sources. You can read more about Cyber Monday here or visit the link below for a higher resolution copy of the infographic. What Is Cyber Monday? [YouNeverLose via Mashable] How to See What Web Sites Your Computer is Secretly Connecting To HTG Explains: When Do You Need to Update Your Drivers? How to Make the Kindle Fire Silk Browser *Actually* Fast!

    Read the article

  • How to remove tearing in videos with Nvidia driver?

    - by Daimon
    I'm using ubuntu 11.10 as my HTPC OS on ION board. Tearing was always a big problem but this guide (http://www.omgubuntu.co.uk/2010/01/how-to-fix-video-tearing-in-videos-nvidia-ubuntu/) used to solve it in previous versions. I mean it used to because it doesn't solve it anymore. I tried making same changes (although compiz config is little different and same options are in different panels) but with no success. I also tried to manually set resolution and refresh rate of HDTV in nvidia settings - no changes at all. I know that open source drivers would solve a problem but it's not an option because I need VDPAU acceleration. I've also read that completely disabling of Composite solves the problem - can't do that because compizconfig-settings-manager crashes on attempt. More info about setup: Ubuntu 11.10 64bit Nvidia ION board newest official version of proprietary driver SMplayer with vdpau settings Full HD HDTV

    Read the article

  • Virtual screen size with libgdx and GLES 2

    - by David Saltares Márquez
    I've been trying to use a virtual screen size for my libgdx desktop-android game. I'd like to always use a 16:9 aspect ratio but with a virtual screen size so everything would adapt automatically depending on the device size. This post illustrates the process pretty well but my game crashes when camera.apply(Gdx.Gl10) is called. This is because I'm using GLES 2.0 (for not having to use multiple of 2 texture sizes). As stated in the OrthographicCamera doc, the apply method only works with GLES 1 and GLES 1.1. Is there another way of applying my GL transformation to the camera so I can use a virtual screen resolution? Having to resize everything manually it's a total pain. Thanks a lot.

    Read the article

< Previous Page | 72 73 74 75 76 77 78 79 80 81 82 83  | Next Page >