Search Results

Search found 18961 results on 759 pages for 'far se'.

Page 175/759 | < Previous Page | 171 172 173 174 175 176 177 178 179 180 181 182  | Next Page >

  • Annoying flickering of vertices and edges (possible z-fighting)

    - by Belgin
    I'm trying to make a software z-buffer implementation, however, after I generate the z-buffer and proceed with the vertex culling, I get pretty severe discrepancies between the vertex depth and the depth of the buffer at their projected coordinates on the screen (i.e. zbuffer[v.xp][v.yp] != v.z, where xp and yp are the projected x and y coordinates of the vertex v), sometimes by a small fraction of a unit and sometimes by 2 or 3 units. Here's what I think is happening: Each triangle's data structure holds the plane's (that is defined by the triangle) coefficients (a, b, c, d) computed from its three vertices from their normal: void computeNormal(Vertex *v1, Vertex *v2, Vertex *v3, double *a, double *b, double *c) { double a1 = v1 -> x - v2 -> x; double a2 = v1 -> y - v2 -> y; double a3 = v1 -> z - v2 -> z; double b1 = v3 -> x - v2 -> x; double b2 = v3 -> y - v2 -> y; double b3 = v3 -> z - v2 -> z; *a = a2*b3 - a3*b2; *b = -(a1*b3 - a3*b1); *c = a1*b2 - a2*b1; } void computePlane(Poly *p) { double x = p -> verts[0] -> x; double y = p -> verts[0] -> y; double z = p -> verts[0] -> z; computeNormal(p -> verts[0], p -> verts[1], p -> verts[2], &p -> a, &p -> b, &p -> c); p -> d = p -> a * x + p -> b * y + p -> c * z; } The z-buffer just holds the smallest depth at the respective xy coordinate by somewhat casting rays to the polygon (I haven't quite got interpolation right yet so I'm using this slower method until I do) and determining the z coordinate from the reversed perspective projection formulas (which I got from here: double z = -(b*Ez*y + a*Ez*x - d*Ez)/(b*y + a*x + c*Ez - b*Ey - a*Ex); Where x and y are the pixel's coordinates on the screen; a, b, c, and d are the planes coefficients; Ex, Ey, and Ez are the eye's (camera's) coordinates. This last formula does not accurately give the exact vertices' z coordinate at their projected x and y coordinates on the screen, probably because of some floating point inaccuracy (i.e. I've seen it return something like 3.001 when the vertex's z-coordinate was actually 2.998). Here is the portion of code that hides the vertices that shouldn't be visible: for(i = 0; i < shape.nverts; ++i) { double dist = shape.verts[i].z; if(z_buffer[shape.verts[i].yp][shape.verts[i].xp].z < dist) shape.verts[i].visible = 0; else shape.verts[i].visible = 1; } How do I solve this issue? EDIT I've implemented the near and far planes of the frustum, with 24 bit accuracy, and now I have some questions: Is this what I have to do this in order to resolve the flickering? When I compare the z value of the vertex with the z value in the buffer, do I have to convert the z value of the vertex to z' using the formula, or do I convert the value in the buffer back to the original z, and how do I do that? What are some decent values for near and far? Thanks in advance.

    Read the article

  • How to play the sound of an object sliding on another object for a variable duration

    - by Antoine
    I would like to add sound effects to a basic 2D game. For example, a stone sphere is rolling on wood surface. Let's say I have a 2 second audio recording of this. How could I use the sample to add sound for an arbitrary duration ? So far I have two solutions in mind: a/ record the sound for an amount of time that is greater than the maximum expected duration, and play only a part of it; b/ extract a small portion of the sample and play it in a loop for the duration of the move; however I'm not sure if it makes sense with an audio wave.

    Read the article

  • Motivation and use of move constructors in C++

    - by Giorgio
    I recently have been reading about move constructors in C++ (see e.g. here) and I am trying to understand how they work and when I should use them. As far as I understand, a move constructor is used to alleviate the performance problems caused by copying large objects. The wikipedia page says: "A chronic performance problem with C++03 is the costly and unnecessary deep copies that can happen implicitly when objects are passed by value." I normally address such situations by passing the objects by reference, or by using smart pointers (e.g. boost::shared_ptr) to pass around the object (the smart pointers get copied instead of the object). What are the situations in which the above two techniques are not sufficient and using a move constructor is more convenient?

    Read the article

  • Internet stopped working after aircrack install (can still connect to my router). Suggestions?

    - by Dan
    I'm sure I did something dumb during the install for aircrack, but I have no clue what. Like I said, I can connect to my router (not trying to crack, simply logging into it), I just can't get internet access. To make this more interesting, the machine is dual booted and when I log into Windows I have zero issues. I feel like some driver may have been messed up in the process, but I'm not sure if that's a reasonable assumption or how exactly to check that. Also, can't revert to backup as there are none. Suggestions on how to trouble-shoot would be appreciated. EDIT: Hard-wiring to the wall I can get internet access on the Ubuntu side... PS- I know this is a stretch as far as fitting the Ubuntu section, but no other stackoverflow sites seemed to fit better.

    Read the article

  • Why is the Touchpad tab missing?

    - by U47
    So my Dell Vostro 3360 came out of the box with an Alps touchpad which was detected as PS/2. Through these steps, I was able to get as far as it appearing to be recognized as a touchpad. Howevver, I do not get the Touchpad tab in the Mouse/Touchpad settings. Two-finger scrolling appears to work, and the Fn-F3 does disable the touchpad, but the settings are so brutal that it is almost impossible to work with. Very difficult to scroll at all accurately. I'm hoping there's some settings which can be tweaked which will help with this. Any ideas? My xinput listing is as follows: ? Virtual core pointer id=2 [master pointer (3)] ? ? Virtual core XTEST pointer id=4 [slave pointer (2)] ? ? GlidePoint Virtual Touchpad id=12 [slave pointer (2)] Thanks,

    Read the article

  • how does server communication work in a flash game with a php backend

    - by Tim Rogers
    I am trying to create a browser game using actionscript/flash. Currently, I'm trying to understand how I would go about creating a back-end which interfaced with my MySQL database. As far as I understand, If I create a php file on a webserver called test.php and then navigate to a webpage hosted on the server eg. www.example.com/test, the php script will run and display the result in my browser. This would use http. Is this how communication between client and server usually works in a flash game? for example, if the game needed to query the db. Would actionscript have to essentially invoke the url of the php script that would execute the query? it could then parse the data and use it. If this is the case, then is JSON considered a good way to transfer data over http?

    Read the article

  • How do I cross-compile my application for Ubuntu 12.04 armhf architecture on a Ubuntu 12.04 i386 host?

    - by Jonathan Cave
    I have a large application I have written. I can successfully compile the application in the following scenarios: in a native compilation for the i386 host running Ubuntu 12.04 natively on a PandaBoard running Ubuntu 12.04 (this takes a long time) using Qemu and a chroot on the host PC for the armhf PandaBoard target (this takes a very long time) I would like to cross-compile the application on the i386 host to run on a target such as the PandaBoard to complete builds in a timely fashion. So far attempts made using the arm-linux-gnueabihf tool chain in the repositories has produced binaries that do not run correctly. At this stage, I have no plans to package the software. What is the recommended way to achieve a successful cross-compile?

    Read the article

  • Ipython and Matplotlib in Ubuntu 13.10

    - by LuizAngioletti
    I've recently updated my Ubuntu to the 13.10 version. To my surprise, Ipython and Matplotlib are available only in versions prior to those I had in my previous 12.04 LTS install. When with the 12.04, I had the Julian Taylor PPA set up in my repositories, and that's why (I think) I had most up-to-date versions from both packages. The versions currently in 13.10 are: Matplotlib: 1.2.1 (http://matplotlib.org/index.html, most current version is 1.3.1) Ipython: 0.13.2 (http://ipython.org, most current version is 1.1.0 – September 2013) Is there any PPA available for the 13.10? The JTaylor ppa covers only as far as 12.10 (Quantal, link not available due to reputation rank in stack exchange) Should I install those packages outside apt? Isn't that troublesome?

    Read the article

  • Why do people use programming books?

    - by Alex Hope O'Connor
    I find that when someone asks what is the best way to learn how to program, people usually provide them with references to a bunch texts written by various authors. However I don't believe many people at all learn to program from books? I find that they are usually faced with a challenge and then use programming as tool to overcome it. For example I 'got into' programming because I wanted to start a server for a game I was playing, so I googled and read through the support for that particular server and now I am a employed software engineer, using only the skills I developed (and then further developed) by coding C# scripts for a not very popular server package. So my question is, do people generally find it easier to learn from these books? I know I have looked at a few of them and found them far too 'dry' to encourage me to finish it.

    Read the article

  • How to Implement a Parallel Workflow

    - by Paul
    I'm trying to implement a parallel split task using a workflow system. I'm using .NET but my process is very simple and I don't want to use WF or anything heavy like that. I've tried using Stateless. So far is was easy to set up and run, but I may be using the wrong tool for the job because I'm not sure how you're supposed to model parallel split workflows, where you have multiple sub-tasks required before you can advance to the next state, but the steps don't require being performed in any particular order. I can easily use the dynamic configuration options to check my data model manually to see if the model is in the correct state (all sub-tasks completed) and can transition to the next state, but this seems to completely break the workflow paradigm. What is the proper, orthodox way to implement a parallel split process? Thanks

    Read the article

  • Unity 3D not Working on Acer D270 w/ Intel GMA 3600

    - by amol.kamath
    I recently bought myself an Acer Aspire One D270 with the GMA 3600 graphics chipset thinking I would get some lovely graphics. However, I am stuck using Unity 2D and I cant figure out how to enable 3D. None of the fixes I have found so far have worked. Another effect of this is that I cant change the backlight brightness. So whenever I open the lid, looking at the screen is like staring into the sun. Is there a driver for it in the works? Does the 3.4 kernel support the chipset and most of all is there a way to fix this? Please help

    Read the article

  • Resources for Virtual Machine programming

    - by good_computer
    I am a beginner (a little more than that) programmer of C. I am really interested in the field of Virtual Machines. When I read about the Python VM, the PyPy project, the advancements in JVM technology, Google V8, the Erlang VM, I really get excited about these amazing pieces of technology, and really want to get my hands dirty building them or contributing to one of these projects. I need to know.. what are the things (language, concepts, algorithms, math, etc?) I need to know/learn to be able to build a virtual machine any books or other resources that will be helpful career prospects for a virtual machine engineer (but this is least important for me for now) (one more side question: somewhere I'd read something like JVM is on the cutting edge of virtual machine technology -- that it is the most advanced VM so far -- is that true?) Please give me a LONG answer detailing all that you know.

    Read the article

  • Is it common to prototype in a higher level language?

    - by Mark Canlas
    I'm currently toying with the idea of embarking on a project that far exceeds my current programming ability in a language I have very little real world experience in (C). Would it be valuable to prototype in a higher level language that I'm more familiar with (like Perl/Python/Ruby/C#) just so I can get the overall design going? Ultimately, the final product is performance sensitive, hence the choice of C, but I'm afraid not knowing C well will make me lose the forest for the trees. While searching for similar questions, I noticed one fellow mention that programmers used to prototype in Prolog, then crank it out in assembler.

    Read the article

  • Wiki based requirements engineering tool

    - by Shanon
    Hi, I'm looking to to build a wiki based tool the helps/aides in the requirements engineering process. More specifically I am hoping to end up with a tool that helps inexperienced users easily create and design requirements documents on a wiki platform. I was wondering if there exist any wiki/wiki platforms that either already exist or are easily extendible or would be worth looking at that for this purpose. For instance some of the features I was hoping to add would be to add structure to a document so that information is filled out in a standardised manner. Another idea I was looking at was to somehow create relationships between different types of documents (for example- a goal diagram gets evolves/ helps in the development of the class diagram). So far I have come across FOSwiki which claims to to fully customisalble...but I'm not sure what it means and what I can really do with that. Any input on FOSwiki is also highly appreciated.

    Read the article

  • Giant battery consumption with dual graphics solution (only i-gpu working)

    - by Noel
    I use a Laptop with Intel Core i7 SandyBridge and integrated Intel HD3000 graphics as well as a Nvidia Geforce GTS 555M. So far, I got the impression my Laptop was running with the Nvidia graphics adapter only because the fan was always running on highest speed (and loudest noise) and it was getting very hot even when doing nothing. Also the battery is empty after ~40-50 minutes (while having ~4-5 hours with Intel graphics in Win7). Since this can't be healthy I wanted to switch to the integrated graphics instead. I was fairly surprised when the System Information showed me that the as graphics adapter I use "Intel M". Why is my battery empty so fast with Ubuntu? Without using the NVIDIA graphics adapter? Summary: I DONT WANT to use the Nvidia graphics adapter (OPTIMUS), I just want the Intel solution. As I have understood, the Intel solution is running already, emptying my battery 10x as fast as Win7. What is wrong? Any ideas?

    Read the article

  • SDL2 with OpenGL -- weird results, what's wrong?

    - by ber4444
    I'm porting an app to iOS, and therefore need to upgrade it to SDL2 from SDL1.2 (so far I'm testing it as an on OS X desktop app only). However, when running the code with SDL2, I'm getting weird results as shown on the second image below (the first image is how it looks with SDL, correctly). The single changeset that causes this is this one, do you see something obviously wrong there, or does SDL2 have some OpenGL nuances I'm unaware of? My SDL is based on changeset dd7e57847ea9 from HG (since then there is one "Allow specifying of OpenGL 3.2 Core Profile on Mac OS X" commit, not sure if that would help).

    Read the article

  • Sanity checks vs file sizes

    - by Richard Fabian
    In your game assets do you make room for explicit sanity checks, or do you have some generally expected bounds which you assert? I've been thinking about how we compress data and thought that it's much better to have the former, and less of the latter. If your data can exceed your normal valid ranges, but if it does it's an error, then surely that implies you're not compressing the data well enough? What do you do to find out if your data is compressed as far as it can be, and what do you use to ensure your data isn't corrupted and ensure it's an official release? EDIT I'm not interested in sanity checking the file size, but instead, how you manage your sanity checks and whether you arrange the excess size caused by the opportunity to do sanity checks by using explicit extra data, or through allowing the data enough file space (data member size) to be out of valid range and thus able to be checked merely by looking at the asset in memory after loading.

    Read the article

  • What skills does a web developer need to have/learn?

    - by Victor
    I've been I've asked around, and here's what I gathered so far in no particular order: Knowledge Web server management (IIS, Apache, etc.) Shell scripting Security (E.g. ethical hacking knowledge?) Regular Expression HTML and CSS HTTP Web programming language (PHP, Ruby, etc.) SQL (command based, not GUI, since most server environment uses terminal only) Javascript and library (jQuery) Versioning (SVN, Git) Unit and functional test Tools Build tools (Ant, NAnt, Maven) Debugging tools (Firebug, Fiddler) Mastering the above makes you a good web developer. Any comments?

    Read the article

  • Using Mock for event listeners in unit-testing

    - by phtrivier
    I keep getting to test this kind of code (language irrelevant) : public class Foo() { public Foo(Dependency1 dep1) { this.dep1 = dep1; } public void setUpListeners() { this.dep1.addSomeEventListener(.... some listener code ...); } } Typically, you want to test what when the dependency fires the event, the class under tests reacts appropriately (in some situation, the only purpose of such classes is to wire lots of other components, that can be independently tested. So far, to test this, I always end up doing something like : creating a 'stub' that implements both a addXXXXListener, that simply stores the callback, and a fireXXXX, that simply calls any registered listener. This is a bit tedious since you have to create the mock with the right interface, but that can do use an introspective framework that can 'spy' on a method, and inject the real dependency in tests Is there a cleaner way to do this kind of things ?

    Read the article

  • Having good domain name and using domain aliases ( I use notlong.com)?

    - by Michal P.
    I use only free servers and after creating my website: http://pundaquit.republika.pl I decided to make access to that domain by simple domain name . I decided to use domain alias http://notlong.com/ service and have simple domain name http://pundaquit.notlong.com The second advantage of using alias here was to be independant from my file host which I will have to change. I haven't found a better alias service like notlong, because notlong.com is easy to remember. After that I encounter many problems: * most of forums or social services treat notlong adress as a spam, * Bing so far hvn't accepted http://pundaquit.notlong.com domain and others. Is it another way to have good free domain name? How about the situation when your hosting server will inform you to expire? Only a lasting layer of domain aliases make you independant from the real file hosts.

    Read the article

  • How to "back track"?

    - by esqew
    I find that I start projects and, due to my lack of experience, find that old database structures and huge blocks of code are inefficient and memory-costly. However, by the time I realize a re-design of the entire project is needed, the project has grown to such a size that it is simply too late to go back and modify the project in its current state and requires a completely new project file and the whole shebang. How should I prevent ruts such as this one, where it is too late to go back and modify the current project to fit specifications modified far down the road from the creation of the project? (Apologies in advance for confusing grammar, it's been a long day here... as you can probably tell.)

    Read the article

  • Does google use chrome to check if a link is used by humans or just there for the bots?

    - by sam
    Does clicking a link in chrome tell google the link is used by humans and there fore not just automated backlink spam. It sounds weird but i read it today on a slightly obscure seo blog, they mensionned clicking the backlinks they make in a version of chrome where they have the "send data annonmusly to google" feature turned on. It sounded a bit far fetched but then i thought it could have a truth to it as with google now looking harder at "spammy" links it would mean at least some humans are using them. Has any one else heard anything else about this ?

    Read the article

  • Trace code pascal [on hold]

    - by mghaffari
    I haven't worked with Pascal so far, and my problem is understanding the recursive aspects that prm assignment operators and how the final (correct) value is derived. Would someone please explain that line for me. Program test(output); FUNCTION prm(az:integer) : real; begin if az = 1 then prm := sqrt(12) else prm := sqrt(12*prm(az-1)); end; begin writeln(prm(30):0:2); end.

    Read the article

  • Part of the launcher has been cut off, Ubuntu 12.04

    - by Tim
    After a hard drive failure on my iMac, I replaced it and installed Ubuntu. So far, I am finding it very easy to use, however there is one problem which is making it much harder. The bottom of the launcher is missing - it is 'covered' by the desktop background. This means that I cant see the trash, or bottom few icons. Even if I scroll, it doesn't show it. Any help is very much appreciated. If you send a message to [email protected], with the subject "launcher photo", I will send you an email with the photo of the missing part attached. Currently, my only fix is to enable and then disable the extra screen it thinks is there - called unknown device

    Read the article

  • Basic game architechture best practices in Cocos2D on iOS

    - by MrDatabase
    Consider the following simple game: 20 squares floating around an iPhone's screen. Tapping a square causes that square to disappear. What's the "best practices" way to set this up in Cocos2D? Here's my plan so far: One Objective-c GameState singleton class (maintains list of active squares) One CCScene (since there's no menus etc) One CCLayer (child node of the scene) Many CCSprite nodes (one for each square, all child nodes of the layer) Each sprite listens for a tap on itself. Receive tap = remove from GameState Since I'm relatively new to Cocos2D I'd like some feedback on this design. For example I'm unsure of the GameState singleton. Perhaps it's unnecessary.

    Read the article

< Previous Page | 171 172 173 174 175 176 177 178 179 180 181 182  | Next Page >