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  • Best solution for multiplayer realtime Android game

    - by piotrek
    I plan to make multiplayer realtime game for Android (2-8 players), and I consider, which solution for multiplayer organization is the best: Make server on PC, and client on mobile, all communition go through server ( ClientA - PC SERVER - All Clients ) Use bluetooth, I don't used yet, and I don't know is it hard to make multiplayer on bluetooth Make server on one of devices, and other devices connect ( through network, but I don't know is it hard to resolve problem with devices over NAT ? ) Other solution ?

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  • wifi usb dongle detected but no wlan interface

    - by piotrek
    I'm using ubuntu 12.04. When I insert my philips PTA01 usb wifi dongle, in dmesg i can see: [ 1181.535290] usb 2-3: new high-speed USB device number 4 using ehci_hcd [ 1181.684074] usb 2-3: New USB device found, idVendor=0471, idProduct=209e [ 1181.684086] usb 2-3: New USB device strings: Mfr=16, Product=32, SerialNumber=48 [ 1181.684093] usb 2-3: Product: PTA-01 [ 1181.684100] usb 2-3: Manufacturer: PHILIPS TV [ 1181.684105] usb 2-3: SerialNumber: 10 dmesg | grep ath: [ 367.861626] usbcore: registered new interface driver ath9k_htc but still there is no wlan interface when I do ifconfig. Just eth0 and lo. How can I turn wifi on? in case it's relevant. uname -a: Linux myhost 3.5.0-28-generic #48~precise1-Ubuntu SMP Wed Apr 24 21:42:24 UTC 2013 x86_64 x86_64 x86_64 GNU/Linux

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  • Artifacts when draw particles with some alpha

    - by piotrek
    I want to draw in my game some particles. But when I draw one particle above another particle, alpha channel from this above "clear" previous drawed particle. I set in OpenGL blend in this way: glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); My fragment shader for particle is very simple: precision highp float; precision highp int; uniform sampler2D u_maps[2]; varying vec2 v_texture; uniform float opaque; uniform vec3 colorize; void main() { vec4 texColor = texture2D(u_maps[0], v_texture); gl_FragColor.rgb = texColor.rgb * colorize.rgb; gl_FragColor.a = texColor.a * opaque; } I attach screenshot from this: Do you know what I made wrong ? I use OpenGL ES 2.0.

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  • ManagementObjectSearcher error [migrated]

    - by Piotrek
    Some of our customers inform us that in some cases following error appears: System.Management.ManagementException: Blad dostawcy. at System.Management.ManagementException.ThrowWithExtendedInfo(ManagementStatus errorCode) at System.Management.ManagementObjectCollection.ManagementObjectEnumerator.MoveNext() The error is generated while trying to loop through a colection returned by Get() method of the System.Mamangment.ManagementObjectSearcher object. This is the code of my method: private bool PrinterExists(string printerName) { bool retVal = false; SelectQuery q = new SelectQuery("select caption from win32_printer"); using (ManagementObjectSearcher searcher = new ManagementObjectSearcher(q)) { foreach (ManagementObject printer in searcher.Get()) { if(printer["Caption"].ToString() == printerName) { retVal = true; break; } } } return retVal; } It seems that the problem appears only on Windows XP. The only workaround I know is reconstruction of WMI database. It sometimes helps, but unfortunatelly not always. Can anyone tell me what is the reason of this error and how can I fix it?

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  • When to unload graphics object from main memory?

    - by piotrek
    I writing my resource mangaer, and I consider about how it can work for graphics objects (like textures, meshes). I think about this : I want to load texture (in pseudocode): Texture t = resMgr.GetTex("image.png"); and GetTex make something like this: load texture from disk to main memory create texture object (load it to gpu memory) unload texture from main memory I consider about 3 step, does game engines that you know unload meshes/textures after load them into gpu memory ?

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  • size of extent on LVM2

    - by piotrek
    in LVM1 there was a limit of 65k extends. So size of extent had to been chosen carefully between wasted space on partitions (to big extent) and maximal possible size of logical volume (too small extent). in lvm2 (according to http://docstore.mik.ua/manuals/hp-ux/en/5992-4589/apa.html) the limit is ~16 million extents. so the default size of 4mb gives ~60TB of LV size. so is there any point in making the extent larger than 4-16mb on a desktop? is there any performance degradation or other costs of having big number of extents?

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  • Permanently mount multiple directories from different disks under /

    - by piotrek
    I have SSD and HDD. Some directories like /var, /srv and /tmp should be on HDD, while /boot, /usr and /lib on SSD. But do I have to create separate partition for every single directory? I want to have 2 or so partitions. One for each disk and distribute directories as needed. Is it possible and how? I've heard about symlinks, mount --bind, mhddfs but: symlinks are treated differently by tools like cp, so I'm not sure if it's safe to have main system directories symlinked I have no idea how can I use mount --bind or mhddfs in fstab

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  • permanently mount multiple directories from different disks under root [on hold]

    - by piotrek
    I have SSD and HDD. Some directories like /var /srv /tmp should be on hdd while /boot /usr /lib on ssd. But do I have to create separate partition for every single directory? i want to have 2 or so partitions. one for each disk and distribute directories as needed. is it possible? and how? i've heard about symlinks, mount --bind, mhddfs but: symlinks are treated differently by tools like cp so i'm not sure if it's safe to have main system directories symlinked i have no idea how can I use mount --bind or mhddfs in fstab

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