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Articles indexed Monday September 10 2012

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  • Ubuntu 12.04 and Nvidia GTX 550 Ti

    - by Jim
    OK I'm currently trying to install Ubuntu x64 Server 12.04 onto the following machine: Intel Core i5-2320 3.0GHz LGA1155 6MB 8 GB DDR3 RAM, Gigabyte Z68P-DS3 S1155 Intel Z68 DDR3 ATX M/B, OCZ 60 GB SSD, 3x Samsung 2TB drives in a RAID 5 array (via M/B) Now what I think is causing the issue is the following: EVGA GeForce GTX 550 Ti 951MHz 1GB PCI-Express HDMI FPB As the server CD works in text mode I haven't had a problem with actually installing Ubuntu. Partioned with: 1GB /boot SSD, 59GB / SSD, 10GB swap RAID5, ~4TB /home RAID5 On a straight boot, you briefly see the GRUB menu, followed by a blank screen. The keyboard and mouse blink as they are initialised but no sign of life from the screen. Followed by a bit of research (otherwise known as google) ... Booted in quiet splash nomodeset Now I have a fully working linux distro at the command prompt. I then proceed to try and update the nvidia drivers with apt-get (after updating repositories etc) and rebooting. Still the same problem. I also tried reinstalling from the CD and installing said drivers in the install process before GRUB was installed, still the same symptoms. Does anybody have any solutions? I'm at my wits end here, I bought this machine to be a linux server / tinkering machine and have just spent 4-5 hours trying to just get a basic install working.

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  • Can I stop battery charging at say 80% and switch to AC?

    - by elim
    While I was looking for a battery management utility for my Dell E5420, I came to read this post - How can I limit battery charging to 80% capacity? . Sofar, I haven't found one that relates to my laptop. So, I wonder now if any battery manager utility can be found for my laptop specified above. I would be happy if someone could point me if such utility is available under Ubuntu 12.04 that can stop charging a battery at a certain percentage and to ONLY use A/C mode. Again, to start using battery mode when the A/C is off or when the battery level reaches at certain level. Thanks for all your help. Elim.

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  • Precise: Evolution laggy due to IMAP -profile or due to some odd Sync -issue?

    - by Izzy
    I'm fighting with Evolution. Basically it's working fine -- but it is very slow to react in certain situations. There is apparently some problem with syncing and IMAP. Helper questios Could be that changing away from Bonobo has to do with slowing-down? There might be some trouble with the new engine and "asynchronous actions". What to do about it? I want to get the previous "working mood" back. How can I speed this thing up? Different scenarios when sending a mail, the composer window hangs there inactive for a couple of seconds, everything grayed out. Though there is a green check mark saying it's sent, I'm not sure a) why it's still blocking everything and b) whether I could simply close it without "breaking"/"losing" anything. In earlier versions, the composer window was closing pretty fast, and one could see the message being stored into the local "outbox" until it was sent, and one could immediately continue with the next task. I prefer that behaviour over the current. switching between modules. Coming from mail and switching to the address book takes a couple of seconds. Same for switching to the calendar. I read about different "possible causes" and tried a few things: I only have 3 local address books, so no networking should be involved here. To make sure, I switched to offline mode and then tried to access the address book. No noticeable difference. I use 3 Google Calendars. Switching to offline mode made a minor difference, but so minor that it also could be "imagination" since one might have expected this in this case according to some reports, disabling the tasks should help. Well, it didn't in my case, as I don't use them regularly (just two local items stored here)

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  • lshw not showing network

    - by triunenature
    Output: {User}@{Computer}:~$ sudo lshw -class network {User}@{Computer}:~$ Another Test: {User}@{Computer}:~$ lspci 00:00.0 RAM memory: NVIDIA Corporation MCP61 Memory Controller (rev a1) 00:01.0 ISA bridge: NVIDIA Corporation MCP61 LPC Bridge (rev a2) 00:01.1 SMBus: NVIDIA Corporation MCP61 SMBus (rev a2) 00:01.2 RAM memory: NVIDIA Corporation MCP61 Memory Controller (rev a2) 00:02.0 USB controller: NVIDIA Corporation MCP61 USB 1.1 Controller (rev a3) 00:02.1 USB controller: NVIDIA Corporation MCP61 USB 2.0 Controller (rev a3) 00:04.0 PCI bridge: NVIDIA Corporation MCP61 PCI bridge (rev a1) 00:05.0 Audio device: NVIDIA Corporation MCP61 High Definition Audio (rev a2) 00:06.0 IDE interface: NVIDIA Corporation MCP61 IDE (rev a2) 00:07.0 Bridge: NVIDIA Corporation MCP61 Ethernet (rev a2) <<---- Network Card???? 00:08.0 IDE interface: NVIDIA Corporation MCP61 SATA Controller (rev a2) 00:08.1 IDE interface: NVIDIA Corporation MCP61 SATA Controller (rev a2) 00:09.0 PCI bridge: NVIDIA Corporation MCP61 PCI Express bridge (rev a2) 00:0b.0 PCI bridge: NVIDIA Corporation MCP61 PCI Express bridge (rev a2) 00:18.0 Host bridge: Advanced Micro Devices [AMD] K8 [Athlon64/Opteron] HyperTransport Technology Configuration 00:18.1 Host bridge: Advanced Micro Devices [AMD] K8 [Athlon64/Opteron] Address Map 00:18.2 Host bridge: Advanced Micro Devices [AMD] K8 [Athlon64/Opteron] DRAM Controller 00:18.3 Host bridge: Advanced Micro Devices [AMD] K8 [Athlon64/Opteron] Miscellaneous Control 01:05.0 FireWire (IEEE 1394): LSI Corporation FW322/323 (rev 70) 02:00.0 VGA compatible controller: NVIDIA Corporation G96 [GeForce 9500 GT] (rev a1) If you look at 00:07.0 I believe that is the network card. However lshw doesnt show it. I mainly need information on network speed 10MBpS/100MBsP/1000MBpS Though knowing why my system isn't working would be nice.

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  • application custom stock icons not working in ubuntu unity top panel menu (aka appmenu) ("Menus Have Icons" ON)

    - by giuspen
    I recently noticed that in ubuntu unity the top menu of my apps does not show the (custom) icons I added to the gtk stock, but only the basic gtk stock icons. This happens only since the top menu is displayed in the unity top panel (appmenu) and not in the application window. In place of the correct custom icons I see "gtk-missing-image". On my apps toolbars and other menus those icons are displayed properly, the problem is only with the top menu. This happens either with pygtk2 (e.g. http://www.giuspen.com/cherrytree/) and gobject introspection (e.g. http://www.giuspen.com/nautilus-pyextensions/). I use gtk ui manager after integrating the stock icons this way: factory = gtk.IconFactory() pixbuf = gtk.gdk.pixbuf_new_from_file(filepath) iconset = gtk.IconSet(pixbuf) factory.add(stock_name, iconset) factory.add_default() If anybody solved this problem please help. Cheers, Giuseppe.

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  • How to access GNU Xnee

    - by Gaurav Butola
    I have installed GNU Xnee (Gnee an OS X automator alternative) from the Software Centre but now I cant find it anywhere in the menus. Here is the output when I run gnee in the terminal gaurav@gaurav-HCL-ME-Laptop:~$ gnee (gnee:6864): Gtk-WARNING **: GtkSpinButton: setting an adjustment with non-zero page size is deprecated (gnee:6864): Gtk-WARNING **: GtkSpinButton: setting an adjustment with non-zero page size is deprecated (gnee:6864): Gtk-WARNING **: GtkSpinButton: setting an adjustment with non-zero page size is deprecated (gnee:6864): Gtk-WARNING **: GtkSpinButton: setting an adjustment with non-zero page size is deprecated (gnee:6864): Gtk-WARNING **: GtkSpinButton: setting an adjustment with non-zero page size is deprecated (gnee:6864): Gtk-WARNING **: GtkSpinButton: setting an adjustment with non-zero page size is deprecated (gnee:6864): Gtk-WARNING **: GtkSpinButton: setting an adjustment with non-zero page size is deprecated (gnee:6864): Gtk-WARNING **: GtkSpinButton: setting an adjustment with non-zero page size is deprecated (gnee:6864): Gtk-WARNING **: GtkSpinButton: setting an adjustment with non-zero page size is deprecated (gnee:6864): Gtk-WARNING **: GtkSpinButton: setting an adjustment with non-zero page size is deprecated *** glibc detected *** gnee: free(): invalid next size (fast): 0x08afb638 *** ======= Backtrace: ========= /lib/libc.so.6(+0x6c501)[0x53de501] /lib/libc.so.6(+0x6dd70)[0x53dfd70] /lib/libc.so.6(cfree+0x6d)[0x53e2e5d] gnee[0x804c9f5] /lib/libc.so.6(__libc_start_main+0xe7)[0x5388ce7] gnee[0x804c571] ======= Memory map: ======== 00110000-00112000 r-xp 00000000 08:01 2755679 /usr/lib/libgmodule-2.0.so.0.2600.0 00112000-00113000 r--p 00002000 08:01 2755679 /usr/lib/libgmodule-2.0.so.0.2600.0 00113000-00114000 rw-p 00003000 08:01 2755679 /usr/lib/libgmodule-2.0.so.0.2600.0 00116000-0011a000 r-xp 00000000 08:01 2755370 /usr/lib/libXtst.so.6.1.0 0011a000-0011b000 r--p 00003000 08:01 2755370 /usr/lib/libXtst.so.6.1.0 0011b000-0011c000 rw-p 00004000 08:01 2755370 /usr/lib/libXtst.so.6.1.0 0011c000-00176000 r-xp 00000000 08:01 2755432 /usr/lib/libbonoboui-2.so.0.0.0 00176000-00177000 r--p 00059000 08:01 2755432 /usr/lib/libbonoboui-2.so.0.0.0 00177000-00179000 rw-p 0005a000 08:01 2755432 /usr/lib/libbonoboui-2.so.0.0.0 00179000-001c8000 r-xp 00000000 08:01 2755428 /usr/lib/libbonobo-2.so.0.0.0 001c8000-001c9000 ---p 0004f000 08:01 2755428 /usr/lib/libbonobo-2.so.0.0.0 001c9000-001cc000 r--p 0004f000 08:01 2755428 /usr/lib/libbonobo-2.so.0.0.0 001cc000-001d3000 rw-p 00052000 08:01 2755428 /usr/lib/libbonobo-2.so.0.0.0 001d3000-00200000 r-xp 00000000 08:01 2754521 /usr/lib/libgconf-2.so.4.1.5 00200000-00201000 ---p 0002d000 08:01 2754521 /usr/lib/libgconf-2.so.4.1.5 00201000-00202000 r--p 0002d000 08:01 2754521 /usr/lib/libgconf-2.so.4.1.5 00202000-00204000 rw-p 0002e000 08:01 2754521 /usr/lib/libgconf-2.so.4.1.5 00204000-0021c000 r-xp 00000000 08:01 2755405 /usr/lib/libatk-1.0.so.0.3209.1 0021c000-0021d000 ---p 00018000 08:01 2755405 /usr/lib/libatk-1.0.so.0.3209.1 0021d000-0021e000 r--p 00018000 08:01 2755405 /usr/lib/libatk-1.0.so.0.3209.1 0021e000-0021f000 rw-p 00019000 08:01 2755405 /usr/lib/libatk-1.0.so.0.3209.1 0021f000-00243000 r-xp 00000000 08:01 2756035 /usr/lib/libpangoft2-1.0.so.0.2800.1 00243000-00244000 r--p 00023000 08:01 2756035 /usr/lib/libpangoft2-1.0.so.0.2800.1 00244000-00245000 rw-p 00024000 08:01 2756035 /usr/lib/libpangoft2-1.0.so.0.2800.1 00245000-00248000 r-xp 00000000 08:01 393403 /lib/libuuid.so.1.3.0 00248000-00249000 r--p 00002000 08:01 393403 /lib/libuuid.so.1.3.0 00249000-0024a000 rw-p 00003000 08:01 393403 /lib/libuuid.so.1.3.0 0024a000-0024c000 r-xp 00000000 08:01 2755415 /usr/lib/libavahi-glib.so.1.0.2 0024c000-0024d000 r--p 00001000 08:01 2755415 /usr/lib/libavahi-glib.so.1.0.2 0024d000-0024e000 rw-p 00002000 08:01 2755415 /usr/lib/libavahi-glib.so.1.0.2 0024e000-00250000 r-xp 00000000 08:01 393661 /lib/libutil-2.12.1.so 00250000-00251000 r--p 00001000 08:01 393661 /lib/libutil-2.12.1.so 00251000-00252000 rw-p 00002000 08:01 393661 /lib/libutil-2.12.1.so 00254000-00255000 r-xp 00000000 00:00 0 [vdso] 00255000-0026c000 r-xp 00000000 08:01 2755647 /usr/lib/libgdk_pixbuf-2.0.so.0.2200.0 0026c000-0026d000 r--p 00017000 08:01 2755647 /usr/lib/libgdk_pixbuf-2.0.so.0.2200.0 0026d000-0026e000 rw-p 00018000 08:01 2755647 /usr/lib/libgdk_pixbuf-2.0.so.0.2200.0 0026e000-002ad000 r-xp 00000000 08:01 2756031 /usr/lib/libpango-1.0.so.0.2800.1 002ad000-002ae000 ---p 0003f000 08:01 2756031 /usr/lib/libpango-1.0.so.0.2800.1 002ae000-002af000 r--p 0003f000 08:01 2756031 /usr/lib/libpango-1.0.so.0.2800.1 002af000-002b0000 rw-p 00040000 08:01 2756031 /usr/lib/libpango-1.0.so.0.2800.1 002b0000-002be000 r-xp 00000000 08:01 2755342 /usr/lib/libXext.so.6.4.0 002be000-002bf000 r--p 0000d000 08:01 2755342 /usr/lib/libXext.so.6.4.0 002bf000-002c0000 rw-p 0000e000 08:01 2755342 /usr/lib/libXext.so.6.4.0 002c0000-002c4000 r-xp 00000000 08:01 2755317 /usr/lib/libORBitCosNaming-2.so.0.1.0 002c4000-002c5000 r--p 00003000 08:01 2755317 /usr/lib/libORBitCosNaming-2.so.0.1.0 002c5000-002c6000 rw-p 00004000 08:01 2755317 /usr/lib/libORBitCosNaming-2.so.0.1.0 002c7000-002d9000 r-xp 00000000 08:01 2755430 /usr/lib/libbonobo-activation.so.4.0.0 002d9000-002da000 r--p 00012000 08:01 2755430 /usr/lib/libbonobo-activation.so.4.0.0 002da000-002db000 rw-p 00013000 08:01 2755430 /usr/lib/libbonobo-activation.so.4.0.0 002db000-002dc000 rw-p 00000000 00:00 0 002dc000-00370000 r-xp 00000000 08:01 2755645 /usr/lib/libgdk-x11-2.0.so.0.2200.0 00370000-00372000 r--p 00094000 08:01 2755645 /usr/lib/libgdk-x11-2.0.so.0.2200.0 00372000-00373000 rw-p 00096000 08:01 2755645 /usr/lib/libgdk-x11-2.0.so.0.2200.0 00373000-0038d000 r-xp 00000000 08:01 2755689 /usr/lib/libgnome-keyring.so.0.1.1 0038d000-0038e000 r--p 00019000 08:01 2755689 /usr/lib/libgnome-keyring.so.0.1.1 0038e000-0038f000 rw-p 0001a000 08:01 2755689 /usr/lib/libgnome-keyring.so.0.1.1 0038f000-00395000 r-xp 00000000 08:01 2755619 /usr/lib/libgailutil.so.18.0.1 00395000-00396000 r--p 00005000 08:01 2755619 /usr/lib/libgailutil.so.18.0.1 00396000-00397000 rw-p 00006000 08:01 2755619 /usr/lib/libgailutil.so.18.0.1 00397000-003ac000 r-xp 00000000 08:01 2755300 /usr/lib/libICE.so.6.3.0 003ac000-003ad000 r--p 00014000 08:01 2755300 /usr/lib/libICE.so.6.3.0 003ad000-003ae000 rw-p 00015000 08:01 2755300 /usr/lib/libICE.so.6.3.0 003ae000-003b0000 rw-p 00000000 00:00 0 003b0000-003f0000 r-xp 00000000 08:01 2755715 /usr/lib/libgobject-2.0.so.0.2600.0 003f0000-003f1000 r--p 00040000 08:01 2755715 /usr/lib/libgobject-2.0.so.0.2600.0 003f1000-003f2000 rw-p 00041000 08:01 2755715 /usr/lib/libgobject-2.0.so.0.2600.0 003f2000-0040f000 r-xp 00000000 08:01 2755524 /usr/lib/libdbus-glib-1.so.2.1.0 0040f000-00410000 r--p 0001c000 08:01 2755524 /usr/lib/libdbus-glib-1.so.2.1.0 00410000-00411000 rw-p 0001d000 08:01 2755524 /usr/lib/libdbus-glib-1.so.2.1.0 00411000-00413000 r-xp 00000000 08:01 2755352 /usr/lib/libXinerama.so.1.0.0 00413000-00414000 r--p 00001000 08:01 2755352 /usr/lib/libXinerama.so.1.0.0 00414000-00415000 rw-p 00002000 08:01 2755352 /usr/lib/libXinerama.so.1.0.0 00416000-0045f000 r-xp 00000000 08:01 2755313 /usr/lib/libORBit-2.so.0.1.0 0045f000-00467000 r--p 00049000 08:01 2755313 /usr/lib/libORBit-2.so.0.1.0 00467000-00469000 rw-p 00051000 08:01 2755313 /usr/lib/libORBit-2.so.0.1.0 00469000-00551000 r-xp 00000000 08:01 2755661 /usr/lib/libgio-2.0.so.0.2600.0 00551000-00553000 r--p 000e7000 08:01 2755661 /usr/lib/libgio-2.0.so.0.2600.0 00553000-00554000 rw-p 000e9000 08:01 2755661 /usr/lib/libgio-2.0.so.0.2600.0 00554000-00555000 rw-p 00000000 00:00 0 00555000-00578000 r-xp 00000000 08:01 393365 /lib/libpng12.so.0.44.0 00578000-00579000 r--p 00022000 08:01 393365 /lib/libpng12.so.0.44.0 00579000-0057a000 rw-p 00023000 08:01 393365 /lib/libpng12.so.0.44.0 0057d000-0057f000 r-xp 00000000 08:01 393656 /lib/libdl-2.12.1.so 0057f000-00580000 r--p 00001000 08:01 393656 /lib/libdl-2.12.1.soAborted

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  • CMS/platform/portal for personnel placement/recruiting [closed]

    - by mezzanine
    Possible Duplicate: Which Content Management System (CMS)/Wiki should I use? I am interested in building a platform where I can match specialists/experts in a certain profession with potential customers/clients. Therefore, the professionals should be able to register with information about them and their area of expertise, and customers should be able to search for them and contact them via my website. Bonus would be some kind of feedback or rating functionality. Examples for other areas are http://www.lawyers.com/ for lawyers and http://sortfolio.com/ for web designers. Is there some kind of platform which already provides this functionality and could be customized?

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  • My Herokuapp is inaccessible from custom domain name

    - by picardo
    I have a Heroku app that is located at myapp.herokuapp.com. I have mapped a domain name to this app, using the A properties. I followed the instructions on Heroku's website to the letter, and it worked for a few days. Now when I try to access the site from the custom domain, it's timing out! On Chrome, I am getting "Oops! Google Chrome could not find that page!" message. I tried pinging the name as well, but I got this error: ping: cannot resolve yourhostname.org: Unknown host The app itself is working and I don't see any error messages from Heroku. Or from new Relic. What's going on here? Also tried running host and this was the error message: ;; connection timed out; no servers could be reached

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  • URL rewriting via forward proxy

    - by Biggroover
    I have an app that runs inside my firewall and talks out to multiple end points via HTTP/HTTPS on a non-standard port e.g. http://endpoint1.domain.com:7171, http://endpoint2.domain.com:7171 What I want to do is route these requests through a forward proxy that then rewrites the URL to something like http://allendpoints.domain.com/endpoint1 (port 80 or 443) then on the other end have a reverse proxy that unwinds what I did on the forward proxy to reach the specific endpoints. The result being that I can route existing app requests through to specific endpoints across the internet without having to change my app software. My questions are: is this even possible? is it a good idea, are their better ways to do this? Can this be done with IIS and Apache as the proxies?

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  • Possible / How to render to multiple back buffers, using one as a shader resource when rendering to the other, and vice versa?

    - by Raptormeat
    I'm making a game in Direct3D10. For several of my rendering passes, I need to change the behavior of the pass depending on what is already rendered on the back buffer. (For example, I'd like to do some custom blending- when the destination color is dark, do one thing; when it is light, do another). It looks like I'll need to create multiple render targets and render back and forth between them. What's the best way to do this? Create my own render textures, use them, and then copy the final result into the back buffer. Create multiple back buffers, render between them, and then present the last one that was rendered to. Create one render texture, and one back buffer, render between them, and just ensure that the back buffer is the final target rendered to I'm not sure which of these is possible, and if there are any performance issues that aren't obvious. Clearly my preference would be to have 2 rather than 3 default render targets, if possible.

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  • Application window as polygon texture?

    - by nekome
    Is there a way, or method, to have some application rendered as texture in 3D scene on some polygon, and also have full interactivity with it? I'm talking about Windows platform, and maybe OpenGL but I guess it doesn't matter is it OGL or DX. For example: I run Calculator using WINAPI functions (preferably hidden, not showing on desktop) and I want to render it inside 3D scene on some polygon but still be able to type or click buttons and have it respond. My idea to realize this is to have WINAPI take screenshot (or render it to memory if possible) of that Calculator and pass it to OpenGL as texture for each frame (I'm experimenting with SDL through pygame) and for mouse interactivity to use coordination translation and calculate where on application window it would act, and then use WINAPI functions such as SetCursorPos to set cursor ant others to simulate click or something else. I haven't found any tutorials with topic similar to this one. Am I on a right track? Is there better way to do this if possible at all?

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  • Lost transparency in SDL surfaces drawn manually

    - by Christian Ivicevic
    I want to create SDL_Surface objects for each layer of my 2d tile-based map so that I have to render only one surface per layer rather than too many tiles. With normal tiles which do not have transparent areas this works well, however I am not able to create a SDL_Surface with transparent pixels everywhere to be able to draw some tiles on specific parts which should be visible (I do NOT want the whole surface to appear with a specific opacity - I want to create overlaying tiles where one can look through). Currently I am creating my layers like this to draw with SDL_BlitSurface on them: SDL_Surface* layer = SDL_CreateRGBSurface( SDL_HWSURFACE | SDL_SRCALPHA, layerWidth, layerHeight, 32, 0, 0, 0, 0); If you have a look at this screenshot I have provided here you can see that the bottom layer with no transparent parts gets rendered correctly. However the overlay with the tree tile (which is transparent in the top left corner) is drawn own its own surface which is black and not transparent as expected. The expected result (concerning the transparency) can be seen here Can anyone explain me how to handle surfaces which are actually transparent rather than drawing all my overlay tiles separately?

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  • How do you pack resources in a game when you have too many of them?

    - by ThePlan
    I've recently made a basic space invaders clone in C++ using the Allegro 5 framework. It took me a long time, but after I finished, I realized I had about 10 sprites, and 13MB worth of DLLs (Some of the people didn't even have the mingW dlls) which were making people who played the game very confused. How can I "pack" all my resources in a way that I can easily add-remove data to my game, and to reduce the size taken by the resource, basically placing them in 1 spot? I'm using codeblocks.

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  • C++ Database vs Reading Files

    - by Ohmages
    Ive been programing a C++ game/server for the past year. I have been using MYSQL for character logins, items, monsters, etc, etc. (im on windows). My question is, what are some of the databases that some big time developers use. IE. Battle.net, Diablo II, Diablo III, mythos, hellgate , etc, etc, etc. Do they have their own database they built? Or do they use an existing framework for logins, and character transfers. I do know that in diablo II, they use character files to to transfer characters into the game world. But what about the login into battle.net. Would it be wiser for me to stick with MYSQL, or is there something out there faster and more stable, or should I create a login type of system that looks through a file to see if you provided the correct password. Can't wait to get some replies. Thanks! PS. Currently the framework is much like battle.net, where you login into a lobby, create, and join games. The game server/lobby server are different servers too. So im just wondering about the lobby server for logins because I'm expecting several hundred thousand connections/logins.

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  • Hide individual regions on a territory map

    - by Paul
    I have a map of adjacent irregularly-shaped territories. It happens to be a county map, but that's not important. In the game, the player only sees a few to start, and as he progresses to new territories, the ones adjacent to it are revealed. It's a territory-scale fog-of-war. I'm using Unity3D, and my inclination is to make a set of planes, each of which has an image of a single territory on it, and then arrange them manually like a jigsaw puzzle. It then is fairly easy to respond to a click on each region and also to mark the planes as visible or invisible, or even do clever things like fade or zoom on individual regions. This sounds like an arduous task, and if we need to change the visual design of the territories, we'd have to cut up the main map all over again into each of the individual pieces. Does anyone have a more elegant solution to this problem?

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  • rotate opengl mesh relative to camera

    - by shuall
    I have a cube in opengl. It's position is determined by multiplying it's specific model matrix, the view matrix, and the projection matrix and then passing that to the shader as per this tutorial (http://www.opengl-tutorial.org/beginners-tutorials/tutorial-3-matrices/). I want to rotate it relative to the camera. The only way I can think of getting the correct axis is by multiplying the inverse of the model matrix (because that's where all the previous rotations and tranforms are stored) times the view matrix times the axis of rotation (x or y). I feel like there's got to be a better way to do this like use something other than model, view and projection matrices, or maybe I'm doing something wrong. That's what all the tutorials I've seen use. PS I'm also trying to keep with opengl 4 core stuff. edit: If quaternions would fix my problems, could someone point me to a good tutorial/example for switching from 4x4 matrices to quaternions. I'm a little daunted by the task.

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  • What do you use to create sprite graphics? [closed]

    - by SimpleRookie
    Possible Duplicate: What tools do you use for 2D art/sprite creation? What do you folks suggest for creating sprite graphics and sprite sheets? I fiddle with pixelformer and tilestudio. Pixelfromer has a kicken interface, it is quick and easy to make graphics, but a bit cumbersom if you want to make a spritemap. Tile Studio is a interesting mix or tiles and maps, but it is a bit buggy and basic. The Adobe series, just don't really seem to handle tiny graphics well. (there is a previous posting of this question existing, but it is a year old and I was hoping for further/updated input from the community)

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  • I'm looking to learn how to apply traditional animation techniques to my graphics engine - are there any tutorials or online-resources that can help?

    - by blueberryfields
    There are many traditional animation techniques - such as blurring of motion, motion along an elliptical curve rather than a straight line, counter-motion before beginning of movement - which help with creating the appearance of a realistic 3D animated character. I'm looking to incorporate tools and short cuts for some of these into my graphics engine, to make it easier for my end users to use these techniques in their animations. Is there a good resource listing the techniques and the principles behind them, especially how they might apply to a graphics engine or 3D animation?

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  • How are components properly instantiated and used in XNA 4.0?

    - by Christopher Horenstein
    I am creating a simple input component to hold on to actions and key states, and a short history of the last ten or so states. The idea is that everything that is interested in input will ask this component for the latest input, and I am wondering where I should create it. I am also wondering how I should create components that are specific to my game objects - I envision them as variables, but then how do their Update/Draw methods get called? What I'm trying to ask is, what are the best practices for adding components to the proper collections? Right now I've added my input component in the main Game class that XNA creates when everything is first initialized, saying something along the lines of this.Components.Add(new InputComponent(this)), which looks a little odd to me, and I'd still want to hang onto that reference so I can ask it things. An answer to my input component's dilemma is great, but also I'm guessing there is a right way to do this in general in XNA.

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