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  • Return to the old C days.

    - by RPK
    Long back I used to program on C and than VB exploitation changed the career path. After VB came the .NET that proved to be a HoneyPot of Microsoft for old VB programmers and frustrated programmers of other hard to learn languages. The label on this HoneyPot was: "Getting things done." I now want to contribute to the Linux and other GNU projects. I feel whatever programming language you learn today, but if programming is your bread-and-butter, you must remain in touch with C. Many things have changed now. From the old Turbo-C for DOS to the present ...? Please advise me how to get back on the C track again. Reading again whole thing, chapter-by-chapter is not possible now, but I can learn by writing small utilities type of things, but sure GUI based. And yes, I hope, learning is going to be easy now with so many live forums and active community spots like StackOverflow etc.

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  • fglrx installation without success

    - by Lucio
    I followed the steps of this guide and it doesn't work. I've entered the following command and I had an output with dependencies error. sudo dpkg -i fglrx*.deb So I tried with gdebi instead, and it works. Now fglrx & fglrx-amdcccle & fglrx-dev are installed. The next step is Generate a new /etc/X11/xorg.conf file, but I can't do this due to the following reason: When I enter sudo aticonfig --initial -f the terminal show me this output: sudo: aticonfig: command not found I've installed the packages correctly or not? What I have to do to fix the problem? NOTE: I've not uninstalled nothing (drivers, config., etc.) before beginning the installation.

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  • How to flip a BC6/BC7 texture?

    - by postgoodism
    I have some code to load DDS image files into OpenGL textures, and I'd like to extend it to support the BC6 and BC7 compressed formats introduced in D3D11. Since DirectX and OpenGL disagree about whether a texture's origin is in the upper-left or lower-left corner, my DDS loader flips each image's pixels along the Y axis before passing the pixels to OpenGL. Flipping compressed textures presents an additional wrinkle: in addition to flipping each row of 4x4-pixel blocks, you also need to flip the pixels within each block. I found code here to flip BC1/BC2/BC3 blocks, and from the block diagrams on MSDN it was easy to adapt the BC3-flipping code to handle BC4 and BC5. The BC6 and BC7 formats look significantly more intimidating, though. Is there a similar bit-twiddling trick to flip these formats, or would I have to fully decompress and recompress each block?

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  • OpenGL-ES: clearing the alpha of the FrameBufferObject

    - by MrDatabase
    This question is a follow-up to Texture artifacts on iPad How does one "clear the alpha of the render texture frameBufferObject"? I've searched around here, StackOverflow and various search engines but no luck. I've tried a few things... for example calling GlClear(GL_COLOR_BUFFER_BIT) at the beginning of my render loop... but it doesn't seem to make a difference. Any help is appreciated since I'm still new to OpenGL. Cheers! p.s. I read on SO and in Apple's documentation that GlClear should always be called at the beginning of the renderLoop. Agree? Disagree? Here's where I read this: http://stackoverflow.com/questions/2538662/how-does-glclear-improve-performance

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  • Learning Python is good?

    - by user15220
    Recently I have seen some videos from MIT on computer programming topics. I found it's really worth watching. Especially the concepts of algorithms and fundamental stuffs. The programs were written and explained in Python. I never had looked into this language before as I learned and doing stuffs with C/C++ programming. But the cleanliness and better readability of syntax attracted me. Of course as a C++ programmer for long time it's the most readable language for me. Also I heard Python library contains solid algorithms and data-structures implementations. Can you share your experience in this language?

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  • Tool for creating Spritesheet? and Tips

    - by Spooks
    I am looking for a tool that I can use to create sprite sheet easily. Right now I am using Illustrator, but I can never get the center of the character in the exact position, so it looks like it is moving around(even though its always in one place), while being loop through the sprite sheet. Is there any better tools that I can be using? Also what kind of tips would you give for working with a sprite sheet? Should I create each part of the character in individual layers (left arm, right arm, body, etc.) or everything at once? any other tips would also be helpful! thank you

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  • draw fog of war using shaders

    - by lezebulon
    I am making a RTS game, and I'd like some advice on how to best render fog of wars, given what I'm already doing. You can imagine this game as being a classic RTS like Age of Empires 2, where the fog of war will basically be handled by a 2D array telling if a given "tile" is explored or not. The specific things to consider here are : 1) I'm only doing a few draw calls to draw the whole screen, using shaders, and I'm not drawing "tile by tile" in a 2D loop 2) The whole map is much bigger than the screen, and the screen can move every frame or so In that case, how could I draw the fog of war ? I have no issue maintaining on the CPU-side a 2D array giving the fog of war for each tile, but what would be the best way to actually display it dynamically ? thanks!

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  • Launcher icon size and window behavior broken

    - by philipp
    I have installed the nvidia driver for my graphic card, just following some tutorials what works fine now. After this I could set the Icon size of the launcher, windows had a nice litte shadow, resolution was better and the windows showed up a nice effect when popping up an or when bringing to full-screen... But today the this was just gone after reboot. What could this be? Nvidia xserver-settings are availible. I installed and reinstalled wine1.5 via the apt-get commands, so this might broke something. What can do to fix this again? Greetings philipp EDIT: I went on searching and all i found was that this problem might be connected to the mode of unit, so there is 2d and 3d, but could also be something else, just because setting the mode brings no change. EDIT 2: the version of Ubuntu is: 12.04 and it is a 64 bit environment the graphic card is: GeForce GT 330M Edit 3: Using maps.google in webGL mode does not work anymore too, it was working yesterday. EDIT 4: the screenshot. btw: I think that blender is not working anymore too... EDIT: 5 I think that the problem is closely connected to this output

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  • How do I learn Python from zero to web development? [closed]

    - by Terence Ponce
    I am looking into learning Python for web development. Assuming I already have some basic web development experience with Java (JSP/Servlets), I'm already familiar with web design (HTML, CSS, JS), basic programming concepts and that I am completely new to Python, how do I go about learning Python in a structured manner that will eventually lead me to web development with Python and Django? I'm not in a hurry to make web applications in Python so I really want to learn it thoroughly so as not to leave any gaps in my knowledge of the technologies involving web development in Python. Are there any books, resource or techniques to help me in my endeavor? In what order should I do/read them? UPDATE: When I say learning in a structured manner, I mean starting out from the basics then learning the advanced stuff without leaving some of the important details/features that Python has to offer. I want to know how to apply the things that I already know in programming to Python.

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  • Why is my Wacom Intuos tablet not detected?

    - by mjwittering
    I need a little help trying to install a Wacom Intuos tablet, model number CTL-480/S. My installation of Ubuntu 13.04, 64bit, doesn't seem to be able to detect the device. I've tried an few different USB ports on my machine and get the same result. I believe there is an issue because when I open the System Settings app from the launcher and browse to the Wacom Tablet section under hardware, it reports that there is 'No table detected'. When I use lsusb I can see the device is detected: Bus 003 Device 004: ID 056a:030e Wacom Co., Ltd I've also pulled the following from the syslog: Oct 16 16:51:05 earth kernel: [ 7062.388031] usb 3-5: new full-speed USB device number 4 using ohci_hcd Oct 16 16:51:05 earth kernel: [ 7062.611038] usb 3-5: New USB device found, idVendor=056a, idProduct=030e Oct 16 16:51:05 earth kernel: [ 7062.611042] usb 3-5: New USB device strings: Mfr=1, Product=2, SerialNumber=0 Oct 16 16:51:05 earth kernel: [ 7062.611045] usb 3-5: Product: Intuos PS Oct 16 16:51:05 earth kernel: [ 7062.611047] usb 3-5: Manufacturer: Wacom Co.,Ltd. Oct 16 16:51:05 earth mtp-probe: checking bus 3, device 4: "/sys/devices/pci0000:00/0000:00:02.0/usb3/3-5" Oct 16 16:51:05 earth mtp-probe: bus: 3, device: 4 was not an MTP device I'd really appreciate any suggestions to help debug and install this device.

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  • ATI Radeon HD 5750 and lagging in games and youtube videos

    - by Morten Fjord Christensen
    I have a X-ONE W-601 desktop pc: 3,1GHz AMD QuadCore Athlon II 645 X4 8 GB DDR3 RAM 1000 GB Harddisk 7200RPM ATI Radeon HD5750 with 1GB DDR5 RAM I'm running Ubuntu 11.10 64-bit and have installed the proprietary driver, but still games lag and videos a little bit. Been googling around and seen that it has something to do with the older drivers from AMD and KMS, but no guide helped me correctly through to make my graphic card work smoothly. I don't know if this helps but "fglrxinfo" in terminal shows: display: :0 screen: 0 OpenGL vendor string: ATI Technologies Inc. OpenGL renderer string: ATI Radeon HD 5700 Series OpenGL version string: 4.1.11005 Compatibility Profile Context And the driver check command shows: [ 51.184] (II) ATI Proprietary Linux Driver Version Identifier:8.88.7 Any help appreciated :D

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  • Which paradigm to use for writing chess engine?

    - by poke
    If you were going to write a chess game engine, what programming paradigm would you use (OOP, procedural, etc) and why whould you choose it ? By chess engine, I mean the portion of a program that evaluates the current board and decides the computer's next move. I'm asking because I thought it might be fun to write a chess engine. Then it occured to me that I could use it as a project for learning functional programming. Then it occured to me that some problems aren't well suited to the functional paradigm. Then it occured to me that this might be good discussion fodder.

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  • Screen problems

    - by Erick
    I struggled a lot in order to install Ubuntu because of a problem with the video drivers caused by when installing the driver and after turning it on it just appears a black screen, which worked for me was to use the terminal with sudo setpci -s 00:02.0 F4.B=0 and the screen starts, but after rebooting the changes won't remain and I have to run that command again. My question is: How can I make the changes permanent and not to be in need to execute that command always when I shut it down? Original Question in Spanish: Problemas con pantalla He batallado mucho al instalar ubuntu por el problema con el controlador de video ya que al instalarlo al encenderla aparece solo una pantalla negra lo que me funciono fue usar desde consola sudo setpci -s 00:02.0 F4.B=0 enciende la pantalla pero al reiniciarla los cambios no se quedan guardados y tengo que volver a ejecutar ese comando mi pregunta es ¿como hacerle para que los cambios queden igual y no tener que estar ejecutando eso siempre que la apago?

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  • Cool examples of procedural pixel shader effects?

    - by Robert Fraser
    What are some good examples of procedural/screen-space pixel shader effects? No code necessary; just looking for inspiration. In particular, I'm looking for effects that are not dependent on geometry or the rest of the scene (would look okay rendered alone on a quad) and are not image processing (don't require a "base image", though they can incorporate textures). Multi-pass or single-pass is fine. Screenshots or videos would be ideal, but ideas work too. Here are a few examples of what I'm looking for (all from the RenderMonkey samples): PS - I'm aware of this question; I'm not asking for a source of actual shader implementations but instead for some inspirational ideas -- and the ones at the NVIDIA Shader Library mostly require a scene or are image processing effects. EDIT: this is an open-ended question and I wish there was a good way to split the bounty. I'll award the rep to the best answer on the last day.

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  • How do I implement a score database in Android?

    - by Michael Seun Araromi
    I making a 2D game for Android using OpenGL-ES technology. It is a space shooting game where the player shoots enemy ships. I want to keep a track of score for the amount of enemy ships destroyed and a record of a local highscore. The score should be incremented whenever an enemy is destroyed. I also want a way of displaying both the current score and highscore on the game screen. I am not familiar with databases at all and I will appreciate a clear answer or a link to a good tutorial for my cause. Thanks.

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  • GLSL, is it possible to offsetting vertices based on height map colour?

    - by Rob
    I am attempting to generate some terrain based upon a heightmap. I have generated a 32 x 32 grid and a corresponding height map - In my vertex shader I am trying to offset the position of the Y axis based upon the colour of the heightmap, white vertices being higher than black ones. //Vertex Shader Code #version 330 uniform mat4 modelMatrix; uniform mat4 viewMatrix; uniform mat4 projectionMatrix; uniform sampler2D heightmap; layout (location=0) in vec4 vertexPos; layout (location=1) in vec4 vertexColour; layout (location=3) in vec2 vertexTextureCoord; layout (location=4) in float offset; out vec4 fragCol; out vec4 fragPos; out vec2 fragTex; void main() { // Retreive the current pixel's colour vec4 hmColour = texture(heightmap,vertexTextureCoord); // Offset the y position by the value of current texel's colour value ? vec4 offset = vec4(vertexPos.x , vertexPos.y + hmColour.r, vertexPos.z , 1.0); // Final Position gl_Position = projectionMatrix * viewMatrix * modelMatrix * offset; // Data sent to Fragment Shader. fragCol = vertexColour; fragPos = vertexPos; fragTex = vertexTextureCoord; } However the code I have produced only creates a grid with none of the y vertices higher than any others.

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  • Is there an alternative to javascript for the web that can do multi-threading and synchronous execution?

    - by rambodash
    I would like to program web applications as I do with desktop programming languages, where the code is synchronously executed and browser doesn't freeze when doing loops. Yes I know there are workarounds using callbacks and setTimeout, but they are all workarounds after all and they don't give the same flexibility when programming in the orthodox way I've been looking at Dart as a possibilty, but I can't seem to find where it says it can do either of these. The same with haxe, emscript, and the hundreds of other converters that try to circumvent javascript. In the end it gets converted to Javascript so you ultimately have to be conscious about asynchronous/multi threading.

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  • Good book or tutorial for learning how to apply integration methods

    - by Cumatru
    I'm looking to animate a graph layout using edges as springs and nodes as weights ( a node with more links will have a bigger weight ). I'm not capable of wrapping my head around the usage of mathematical and physics relations in my application. As far as i read, Runge Kutta 4 ( preferably ) or Verlet will be a good choice, but i have problems with understanding how they really work, and what physics equations should i apply. If i can't understand them, i can't use them. I'm looking for a book or a tutorial which describe the things that i need.

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  • Making an interactive 2D map

    - by Chad
    So recently I have been working on a Legend of Zelda: A Link to the Past clone, and I am wondering how I could handle certain map interactions (like cutting grass, lifting rocks, etc). The way I am currently doing the tilemap is with 2 PNGs. The first is the "tilemap" where each pixel represents a 16x16 tile and the (red, green) values are the (x, y) coords for the tile in the second PNG (the "tileset"). I am then using the blue channel to store collision data. Each tile is split into 4 8x8 tiles and represented by a 2 bit value (0 = empty, 1 = Jumpdown point, 2 = unused right now, 3 = blocking). 4 of these 2 bit values make up the full blue channel (1 byte). So collisions work great, and I am moving on to putting interactive units on the level; but I am not sure what a good way is to do it. I have experimented with spawning an entity for each grass and rock, but there are just WAY to many; FPS just dies even if I confine it to the current "zone" the user is in (for those who remember LTTP it had zones you moved between). It does make a difference that this is a browser-based JavaScript game. tl;dr: What is a good way to have an interactive map without using full blown entities for each interactive item?

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  • Is it normal to not have desktop effects after installing on an Asus N53S?

    - by Fabzter
    I've just installed 11.10 and so far so great, except I just discovered (after looking at another installation) I'm missing some effects. First of all, I am using unity 3d (I chose ubuntu at the login menu), and have already the correct nvidia drivers. Yet, my launcher is the same from unity 2d, the same as the app switcher, and when dragging windows to screen corners, they don't get grabbed. This "error" was present since the begining, so I was not able to detect it. Please help, I want to have an ubuntu experience as nice as everyone else. EDIT 1: I'm using an Asus N53S. My graphic card is Nvidia geforce GT540M. It says cuda, if that matters.

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  • Better drivers for SiS 650/740 integrated video?

    - by Bart van Heukelom
    I installed Xubuntu 10.10 on an old box today and the graphical performance is horrid. According to lspci, the video card is this: 01:00.0 VGA compatible controller: Silicon Integrated Systems [SiS] 65x/M650/740 PCI/AGP VGA Display Adapter (prog-if 00 [VGA controller]) Subsystem: ASUSTeK Computer Inc. Device 8081 Flags: 66MHz, medium devsel, IRQ 11 BIST result: 00 Memory at f0000000 (32-bit, prefetchable) [size=128M] Memory at e7800000 (32-bit, non-prefetchable) [size=128K] I/O ports at d800 [size=128] Expansion ROM at <unassigned> [disabled] Capabilities: <access denied> Kernel modules: sisfb Is there a way to make it faster? Alternative drivers? The additional drivers tool shows nothing. I'm specifically interested in improving Java's Java2D rendering speed, because I'll be running a "stat screen" written in that language on it.

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  • installing my Graphic Card on ubuntu12.04

    - by lamouchi amine
    I have a HP Pavillion G6 series 1225, i5 laptop with Radeon HD 6470M switchable VGA. i installed Ubuntu 12.04 LTS but the VGA drivers don't work properly. I want to install drivers into the Ubuntu. But when I do it arrived error message like this: sorry, installation of this driver failed. Please have a look at the log file for details: /var/log/jockey.log I found a solution in a link: http://ubuntuforums.org/showthread.php?t=1930450 It works for a few steps and then in the installation of the package of the AMD driver, a message pops up 'fatal error' and it redirects me to Ask Ubuntu to find a solution, please help me, I need to make it work.

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  • How to implement a score database in Android

    - by Michael Seun Araromi
    I making a 2d game for android using opengl-es technology. It is a space shooting game where the player shoots enemy ships. I want to keep a track of score for the amount of enemy ships destroyed and a record of a local highscore, I want the score to be incremented whenever an enemy is destroyed. I also want a way of displaying both score and highscore on the game screen. I am not farmiliar with databases at all and I will appreciate a clear answer or a link to a good tutorial for my cause. Thanks

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  • How to design good & continuous tiles

    - by Mikalichov
    I have trouble designing tiles so that when assembled, they don't look like tiles, but look like an homogeneous thing. For example on the image below: even though the main part of the grass is only one tile, you don't "see" the grid; you know where it is if you look a bit carefully, but it is not obvious. Whereas when I design tiles, you can only see "oh, jeez, 64 times the same tile". A bit like on that image: (taken from a gamedev.stackexchange question, sorry; no critic about the game, but it proves my point, and actually has better tile design that what I manage) I think the main problem is that I design them so they are independent, there is no junction between two tiles if put closed to each other. I think having the tiles more "continuous" would have a smoother effect, but can't manage to do it, it seems overly complex to me. I think it is probably simpler than I think once you know how to do it, but couldn't find a tutorial on that specific point. Is there a known method to design continuous / homogeneous tiles? (my terminology might be totally wrong, don't hesitate to correct me)

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  • SDL Fullscreen and Gnome-panel

    - by Daniel
    On Ubuntu 10.10, the following SDL code cause Gnome-panel to cease updating its drawing, however it does still function (ie windows on the panel open where they should be, but you just have to know where they 'would be' on instinct/memory). Gnome-panel also leaves a "Untitled window" box in the panel. #include <SDL.h> int main() { SDL_Surface* Screen; if(SDL_Init(SDL_INIT_VIDEO) < 0) { return 1; } Screen = SDL_SetVideoMode(1280, 1024, 32, SDL_OPENGL | SDL_FULLSCREEN); SDL_FreeSurface(Screen); SDL_Quit(); return 0; } Is this something wrong with SDL? Something wrong with the code? Something wrong with Gnome-panel? Hopefully we can find out :) Note: SDL tag request? Seeing as it is quite popular when searched: http://askubuntu.com/search?q=SDL

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