PSE 11 and OpenGL/CUDA
Is PSE 11 supporting CUDA or/and OpenGL? Nvidia GeForce 660., WIN7
Does PSE 8? Any Threat?
Thanks
OpenGL is needed to display 3D Pixellate and Pan n Zoom themes in Full Screen View in PSE11 as well as 8.
Can you please explain your question and the threat you are suspecting?
Thanks
Andaleeb
Similar Messages
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How do I use Qt and OpenGL with Visual Studio
Hi! I mainly want to program in C++ and I want to use Qt and OpenGL with Visual Studio.
I am currently revising C++ and later on i am going to start reading Qt and OpenGL. I have a background of
Embedded firmware design(C and Assembly).
The Visual Studio Version I have is 2013 ultimate. How do I use Qt and OpenGL with Visual Studio?
Thanks
AlexandrosHi ClassicalGuitar,
The forum supports VS setup and installation. And your issue is not about the forum. I will move the thread to off-topic forum. Thanks for your understanding.
Regards,
We are trying to better understand customer views on social support experience, so your participation in this interview project would be greatly appreciated if you have time. Thanks for helping make community forums a great place.
Click HERE to participate the survey. -
in adobe PSE and in Nion NX2, I open 2 group Photos, select a head in photo 1 and copy, go to photo 2 and paste. Than only the selection-line
appears and no head is visible! Who can tell me what is going wrong? Thanks: Max.I am sorry to have to point out to you that you have changed SpryMenuBasicSkin.css so much that it is impossible to render any assistance.
To start with, the menubar has an ID of MenuBar, yet in the CSS I only see this referenced as a CLASS as in
.MenuBar {
background-color:#cccccc;
font-family: Arial, Helvetica, sans-serif; /* Specify fonts on on MenuBar and subMenu MenuItemContainer, so MenuItemContainer,
MenuItem, and MenuItemLabel
at a given level all use same definition for ems.
Note that this means the size is also inherited to child submenus,
so use caution in using relative sizes other than
100% on submenu fonts. */
font-weight: normal;
font-size: 16px;
font-style: normal;
padding:0;
border-color: #ffffff #ffffff #ffffff #ffffff;
border-width:0px;
border-style: none none none none;
I would suggest to start again.
Once you have done that, supply a link to your site and we will assist you further.
Gramps -
Ok, so I am still having issues with my GPU and games using OpenGL. I have already applied the correct BIOS fix for my particular model of dv6 machine. I am positive that I am running in Fixed mode, as my Catalyst Control Center options are now showing that I am running on the discrete GPU. I can further confirm this from the fact that Battlefield 3 and other games not utilizing OpenGL now have no issues whatsoever.
Today I finally got the time to test whether or not OpenGL games would work on my laptop. I attempted to start up Amnesia: The Dark Descent, which utilizes either OGL 2.0 or 2.1. I would assume the BIOS fix would allow my laptop to run this game easily. However, upon attempted startup, I get the "AMD graphics driver has stopped working and has recovered" error.
I am fairly sure that my drivers are updated, as I have recently updated through HP support. I did download the Battlefield 3 and Rage support drivers from AMD. Could this be causing issues? Or is it something else?I honestly think you were missing my point. I had downloaded the recent drivers from AMD and HP, and OpenGL seemed to be working, but I couldn't find CCC anywhere on my machine.
However, CCC finally popped up when I downloaded it from your driver search through AMD's stie. I did a Driver Sweeper run before that, and it still wasn't popping up.
I tested Battlefield 3 and Amnesia (uses OGL), and everything seems to be working.
I think my issue is resolved. -
Aero Problems on Win 7 With PRE, PSE and OE
I am using nVideo GeForce GTS 8800 (rev 8.17.12.9573 2/9/2012) and having trouble with Aero on PRE, PSE and OE version 10 and a dual monitor system. The problems are numerous and involve trying to resize windows and display resolutions with these products. My question is: Do products these fully support the Aero display modes? The problems don't show up on any other products such as BLENDER, VLC, GIMP etc. and other proprietary and GPL products.
Hi,
PSE shows the fewest problems, in minimum mode try expanding the window by clicking at the top (of PSE) and dragging up or down. The arrow should change to double sided and you should be able to expand or contract the window. Try it on another app. It should work okay (window expands or contracts). Also the top of the window should be translucent to be compliant with Aero (so should PRE and OE be translucent at the top).
I could live with that; but if I try to maximize the OE window in the left monitor, I only get one half of OE. The other half is off the left side of monitor.
The biggest problem is that PRE does not maximize in a 1920 x 1080 monitor; it goes back to the right monitor in 1280 x 720 res. mode. ALL of the other Windows (non Adobe) apps do work all right even BLENDER and VLC which are GPL. This means that I can't run PRE at higher res. which is a major advantage for a video editing app.
It appears that these programs from Adode may not be using the Microsoft Windows API calls, that the other Windows programs use to resize. If this is the case; it shows sloppy programming techniques.
I do have latest drivers from nVideo.
I hope that this clear; it is a little complicated. Anyhow, thanks for your interest and for giving me the opportunity to vent my frustration.
John H -
Getting started using c++ and Opengl
Hi all,
I hope this is the right section to post this question. I am trying to getting started in developing little games in C++ usign Opengl. I have tryed to look for some documentation and understand how to set up my dev environment. I am a little bit confused on wich version of OpenGl to install and whether or not I need to support it installing particular drivers.
This are the information on my VGA controller obtained typing "lspci -v"
00:02.0 VGA compatible controller: Intel Corporation 2nd Generation Core Processor Family Integrated Graphics Controller (rev 09) (prog-if 00 [VGA controller])
Subsystem: Dell Device 0571
Flags: bus master, fast devsel, latency 0, IRQ 35
Memory at f2400000 (64-bit, non-prefetchable) [size=4M]
Memory at e0000000 (64-bit, prefetchable) [size=256M]
I/O ports at 5000 [size=64]
Expansion ROM at <unassigned> [disabled]
Capabilities: <access denied>
Kernel driver in use: i915
Kernel modules: i915
01:00.0 VGA compatible controller: NVIDIA Corporation GF116M [GeForce GT 555M/635M] (rev a1) (prog-if 00 [VGA controller])
Subsystem: Dell GeForce GT 555M
Flags: bus master, fast devsel, latency 0, IRQ 39
Memory at f0000000 (32-bit, non-prefetchable) [size=32M]
Memory at c0000000 (64-bit, prefetchable) [size=256M]
Memory at d0000000 (64-bit, prefetchable) [size=64M]
I/O ports at 4000 [size=128]
Expansion ROM at f2000000 [disabled] [size=512K]
Capabilities: <access denied>
Kernel driver in use: nouveau
Kernel modules: nouveau
Any help is much appreciated!Not sure I understand what you're trying to do/install and why based on your post. But since it sounds like you're trying to jump right into the middle of it and I "got started using c++ and opengl" without having any clue of anything a week or so ago, here's some random stuff that would have saved me a lot of time:
- I don't think nouveau is so great for opengl - you're probably better of using the proprietary nvidia driver (which isn't great for development, but still, better / necessary). You seem to be on a laptop? Then you might need one of those bumblebee / optimus things which makes the situation a lot worse. I never had to use those things, but based on various random posts I came across while I was breaking & fixing my own opengl stuff, everything seems to be even more confusing & glitchy/breaky for the people who have to use it on TOP of the whole rest. You might waste a lot of time looking for errors in your code when there are none and it's really just that optimus/bumblebee thing messing stuff up. Which is TERRIBLE if you're just getting started, so you probably should think about using a different machine with a "real / normal" graphics card for this until you have seen "how opengl is supposed to behave" without this additional source of messy breakage.
- New to c++ and confused with including / linking etc? If so: Try cmake (google "findpackage.cmake" for whatever you need, look at some cmakelist.txt's for programs similar to what you want to write) - that might get you started a lot faster while you're still not sure what you need/want and enables you to learn the boring stuff piece by piece when you really need it (as opposed to all in one giant boring heap before you can even try anything fun).
- Kdevelop (or any IDE that has some support for cmake + GOOD syntax completion) also helps a LOT in the beginning.
- For a start, you just need a modern opengl context. The rest (glew, glut, opengl, etc) will probably somehow fall into place once you made your choice there and just start with that. SFML is probably the most comfortable to offer an opengl context for a beginner (SDL can be a bit stubborn if you're as clueless as I was. I also tried several others and they all seemed rather "brittle", leading to confusing results if you try to use them while not having much of a clue yet).
- If you already know some C++/opengl, "those pesky :: 's" don't confuse you as much as they did me when I took a first look, and you don't necessarily want to try doing everything very lowlvl (write your own shader class etc) at first until you understand stuff, you can also try to use qt5's opengl context from the start (I'm switching to it now that I need a GUI in addition to raw opengl).
- After you manage to draw some obsolete opengl stuff (glbegin() tutorials are everywhere) to confirm that you managed to create your gl context, it probably makes sense to forget about "glbegin" again right away and focus on ShaderProgram/VAO/VBO. It might make sense to to create + render a VAO manually first to get a better understanding of what they are/do... but on the other hand, you can also safe a lot of time if you use premade ShaderProgram/VAO/VBO classes (I think qt5 has all of those) instead right away.
- At the point you manage to get a VAO rendered in your context, you probably won't rely on finding information specific to your framework (p.E.: linux/qt/nvidia stuff/sfml) so heavily any more and can look for general opengl / VAO / VBO / Open Shader Language stuff - which is all over the place and easy to find.
- Limiting your googling to THE LAST YEAR when you look for opengl/c++ stuff might get you a lot less confusing / obsolete results.
Good luck!
Last edited by whoops (2015-02-17 09:07:16) -
Converting P12 to PSE and uploading in STRUST on ABAP
Hi Team,
We need some help from the experts.
We have a p.12 certificate of our PI/XI system from the Java stack which we need to convert to PSE and upload to strust on the ABAP side.
We are trying with sapgenpse but unable to convert from p12 to pse but unable to do so.
Is there any possibility of converting p12 to PSE and upload in strust? If yes, what command should we use to generate the same via sapgenpse?
Thanks
Rajeet
+41 76 525 0440Hi Juan,
Below is the error I am getting
C:\Misc\ntintel>sapgenpse import_p12 -p c:\misc\cert\Payment.p12 c:\misc\cert\Payment.pse
import_p12: ERROR -- stat(Payment) failed: No such file or directory
I tried with quotes as well.
The file Payment.p12 do exist in my folder c:\misc\cert
Not sure why I am getting this error.
Thanks again for your help.
Rajeet -
PSE and Nik Collection of Plug-ins
Has anyone running PSE and using the Nik Collection of plug-ins experienced any sudden problems with a missing .dll file?
Yesterday, I was unable to open up PSE due to a missing .dll file. After hours of trying to figure out the problem, I inadvertently realized it was the Nik Collection that was the problem and re-installing it solved the problem.
This morning, same error message once again and when I by-passed it and got into PSE the Nik Collection was not showing under “filters” although it was yesterday after the problem was solved. So, I uninstalled the Nik Collection and re-installed it and everything is good now.
Clearly, there is some sort of issue with the Nik plug-ins –anyone else having this problem?Hi,
You can try this.
1. Launch PSE
2. Go to Edit -> Preferences -> Plugins
3. In the Additional Path, Provide the path of the Bokeh Plugin
4. Click OK
5. Relaunch PSE
I hope, it should work now.
Thanks,
Tarun -
I just recently purchased Elements 13. I am in the process of creating a DVD face for a video. The design is complete and I would like to be able to save it as a JPEG so I can use it in another program that prints my DVD's. The problem is that it only allows me to save the file as at PSE or a PDF. No other options are available. Why is this? I upgraded from Elements 10. In Elements 10 I have never had a problem saving this type of project as a JPEG. Any help would be greatly appreciated. Thanks!
ANSWER FOUND!
Once I finished composing my question I went back and spent some time to figure out the problem. Rather than choosing the "save as" option, which doesn't work, or attempting to choose "export" (grayed out), the correct option is to choose "export creation", which is near the very bottom of the initial drop down options. That works! I still think it would make sense to have it as an option in the "save as" area. -
PSE & and Camera Raw 5.5 problem
I shoot a Canon 5D Mark ii in Canon Raw. I have Windows Vista operating system, I have PhotoShop Elements 7.0 (all updates installed).
I can't get PSE 7 to open my Raw files. I downloaded and installed the plug http://kb2.adobe.com/cps/407/kb407344.html for Windows.
Am I trying to what can't be done? Is PSE incapable of reading canon raw files?
Thanks
MikeFaithfulPastor wrote:
I pasted the unzipped file in computer>Adobe>Photoshop Elements 7.0>Photoshop elements
I unzipped the files and ran them according to the instructions. The plug opened up PSE during the installation. (if that matters?)
That isn't clear. The following instructions on the download page have to be followed precisely or the plug-in won't work.
Extract the Camera Raw.8bi file from the ZIP file you downloaded. (Extract only the Camera Raw.8bi file that is at the top level of the ZIP file. Do not extract the Camera Raw.8bi file from the Win64 folder that is inside the ZIP file. This folder contains the 64-bit edition of the Camera Raw plug-in, which is compatible only with the 64-bit edition of Photoshop CS4.)
Do one of the following:
If you are using a 32-bit edition of Windows, then move Camera Raw.8bi into C:\Program Files\Adobe\Photoshop Elements 7.0\Plug-Ins\File Formats. If you are prompted to overwrite the existing plug-in file, then click Yes or Overwrite.
If you are using a 64-bit edition of Windows, then move Camera Raw.8bi into C:\Program Files (x86)\Adobe\Photoshop Elements 7.0\Plug-Ins\File Formats. If you are prompted to overwrite the existing plug-in file, then click Yes or Overwrite -
3d and OpenGL won't enable in Photoshop CC
Why Can I not enable OpenGl and thus 3d rendering in Photoshop?
Adobe Photoshop Version: 14.0 (14.0 20130423.r.221 2013/04/23:23:00:00) x64
Operating System: Windows 7 64-bit
Version: 6.1 Service Pack 1
System architecture: Intel CPU Family:6, Model:10, Stepping:7 with MMX, SSE Integer, SSE FP, SSE2, SSE3, SSE4.1, SSE4.2, HyperThreading
Physical processor count: 2
Logical processor count: 4
Processor speed: 2693 MHz
Built-in memory: 6049 MB
Free memory: 2837 MB
Memory available to Photoshop: 5247 MB
Memory used by Photoshop: 70 %
Image tile size: 128K
Image cache levels: 4
Photoshop crashed on 3/1/2013 at 7:42:53 AM (GetImageViewResourceSharingGLContext)
OpenGL Drawing: Enabled.
OpenGL Drawing Mode: Advanced
OpenGL Allow Normal Mode: True.
OpenGL Allow Advanced Mode: True.
OpenGL Allow Old GPUs: Not Detected.
OpenCL Unavailable
OpenGL Version: 3.0
Video Rect Texture Size: 16384
OpenGL Memory: 1024 MB
Video Card Vendor: NVIDIA Corporation
Video Card Renderer: GeForce 610M/PCIe/SSE2
Display: 1
Display Bounds: top=0, left=0, bottom=768, right=1366
Video Card Number: 2
Video Card: NVIDIA GeForce 610M
Driver Version: 9.18.13.1144
Driver Date: 20130314000000.000000-000
Video Card Driver: nvd3dumx.dll,nvwgf2umx.dll,nvwgf2umx.dll,nvd3dum,nvwgf2um,nvwgf2um
Video Mode: 1366 x 768 x 4294967296 colors
Video Card Caption: NVIDIA GeForce 610M
Video Card Memory: 1024 MB
Video Card Number: 1
Video Card: Intel(R) HD Graphics 3000
Driver Version: 9.17.10.2932
Driver Date: 20121212000000.000000-000
Video Card Driver: igdumd64.dll,igd10umd64.dll,igd10umd64.dll,igdumd32,igd10umd32,igd10umd32
Video Mode:
Video Card Caption: Intel(R) HD Graphics 3000
Video Card Memory: 2108 MB
Serial number: 90970587732134368640
Application folder: C:\Program Files\Adobe\Adobe Photoshop CC (64 Bit)\
Temporary file path: C:\Users\Robbey\AppData\Local\Temp\
Photoshop scratch has async I/O enabledSeems to check out but I must admit, not sure what else to look for here:
Adobe Photoshop Version: 14.1.2 (14.1.2 20130923.r.427 2013/09/23:23:00:00) x64
Operating System: Mac OS 10.8.5
System architecture: Intel CPU Family:6, Model:23, Stepping:6 with MMX, SSE Integer, SSE FP, SSE2, SSE3, SSE4.1
Physical processor count: 8
Processor speed: 2800 MHz
Built-in memory: 8192 MB
Free memory: 5675 MB
Memory available to Photoshop: 7427 MB
Memory used by Photoshop: 83 %
Image tile size: 1024K
Image cache levels: 4
Display: 1
Main Display
Display Bounds: top=0, left=0, bottom=1050, right=1680
Display: 2
Display Bounds: top=-77, left=-1600, bottom=1123, right=0
OpenGL Drawing: Enabled.
OpenGL Allow Old GPUs: Not Detected.
OpenGL Drawing Mode: Normal
OpenGL Allow Normal Mode: True.
OpenGL Allow Advanced Mode: True.
NumGPUs=1
gpu[0].OGLVersion="2.1"
gpu[0].MemoryMB=1024
gpu[0].RectTextureSize=16384
gpu[0].Renderer="NVIDIA GeForce GTX 650 OpenGL Engine"
gpu[0].RendererID=16918087
gpu[0].Vendor="NVIDIA Corporation"
gpu[0].VendorID=4318
gpu[0].HasNPOTSupport=1
gpu[0].CompileProgramGLSL=1
gpu[0].TestFrameBuffer=1
gpu[0].OCLSupported=1
gpu[0].OCLVersion="1.2 (Apr 25 2013 18:32:06)"
gpu[0].CUDASupported=0
gpu[0].glGetString[GL_SHADING_LANGUAGE_VERSION]="1.20"
gpu[0].glGetProgramivARB[GL_FRAGMENT_PROGRAM_ARB][GL_MAX_PROGRAM_INSTRUCTIONS_ARB]=[16384]
gpu[0].glGetIntegerv[GL_MAX_TEXTURE_UNITS]=[8]
gpu[0].glGetIntegerv[GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS]=[16]
gpu[0].glGetIntegerv[GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS]=[16]
gpu[0].glGetIntegerv[GL_MAX_TEXTURE_IMAGE_UNITS]=[16]
gpu[0].glGetIntegerv[GL_MAX_DRAW_BUFFERS]=[8]
gpu[0].glGetIntegerv[GL_MAX_VERTEX_UNIFORM_COMPONENTS]=[4096]
gpu[0].glGetIntegerv[GL_MAX_FRAGMENT_UNIFORM_COMPONENTS]=[2048]
gpu[0].glGetIntegerv[GL_MAX_VARYING_FLOATS]=[124]
gpu[0].glGetIntegerv[GL_MAX_VERTEX_ATTRIBS]=[16]
gpu[0].extension[AIF::OGL::GL_ARB_VERTEX_PROGRAM]=1
gpu[0].extension[AIF::OGL::GL_ARB_FRAGMENT_PROGRAM]=1
gpu[0].extension[AIF::OGL::GL_ARB_VERTEX_SHADER]=1
gpu[0].extension[AIF::OGL::GL_ARB_FRAGMENT_SHADER]=1
gpu[0].extension[AIF::OGL::GL_EXT_FRAMEBUFFER_OBJECT]=1
gpu[0].extension[AIF::OGL::GL_ARB_TEXTURE_RECTANGLE]=1
gpu[0].extension[AIF::OGL::GL_ARB_TEXTURE_FLOAT]=1
gpu[0].extension[AIF::OGL::GL_ARB_OCCLUSION_QUERY]=1
gpu[0].extension[AIF::OGL::GL_ARB_VERTEX_BUFFER_OBJECT]=1
gpu[0].extension[AIF::OGL::GL_ARB_SHADER_TEXTURE_LOD]=1
Serial number: 90970707059840989882
Application folder: /Applications/Adobe Photoshop CC/
Photoshop scratch has async I/O enabled
Scratch volume(s):
Macintosh HD, 297.3G, 43.7G free
WILLOW2, 930.7G, 505.8G free
SCRATCHY, 465.4G, 385.7G free
Required Plug-ins folder: /Applications/Adobe Photoshop CC/Adobe Photoshop CC.app/Contents/Required/Plug-Ins/
Primary Plug-ins folder: /Applications/Adobe Photoshop CC/Plug-ins/
Installed components:
adbeape.framework adbeape 3.4.0.29366 0.1160850
AdbeScriptUIFlex.framework AdbeScriptUIFlex 6.3.2.30746 79.535742
adobe_caps.framework adobe_caps 7.0.0.21 1.248010
AdobeACE.framework AdobeACE 2.20.02.31468 79.543790
AdobeAGM.framework AdobeAGM 4.30.24.31468 79.543790
AdobeAXE8SharedExpat.framework AdobeAXE8SharedExpat 3.7.101.18636 66.26830
AdobeAXEDOMCore.framework AdobeAXEDOMCore 3.7.101.18636 66.26830
AdobeBIB.framework AdobeBIB 1.2.03.31468 79.543790
AdobeBIBUtils.framework AdobeBIBUtils 1.1.01 79.543790
AdobeCoolType.framework AdobeCoolType 5.13.00.31468 79.543790
AdobeCrashReporter.framework AdobeCrashReporter 7.0.1
AdobeExtendScript.framework AdobeExtendScript 4.5.5.30746 79.535742
AdobeJP2K.framework AdobeJP2K 1.2.2.29712 79.248139
AdobeLinguistic.framework 19061
AdobeMPS.framework AdobeMPS 5.8.1.30604 79.535029
AdobeOwl.framework AdobeOwl 5.0.13 79.533484
AdobePDFL.framework AdobePDFL 10.0.1.30505 79.499517
AdobePDFSettings.framework AdobePDFSettings 1.4
AdobePIP.framework AdobePIP 7.0.0.1786
AdobeScCore.framework AdobeScCore 4.5.5.30746 79.535742
AdobeUpdater.framework AdobeUpdater 6.0.0.1452 "52.338651"
AdobeXMP.framework AdobeXMPCore 79.151481 79.151481
AdobeXMPFiles.framework AdobeXMPFiles 79.151481 79.151481
AdobeXMPScript.framework AdobeXMPScript 79.151481 79.151481
ahclient.framework ahclient 1.8.0.31
aif_core.framework AdobeAIF 5.0.00 79.534508
aif_ocl.framework AdobeAIF 5.0.00 79.534508
aif_ogl.framework AdobeAIF 5.0.00 79.534508
AlignmentLib.framework xcode Copyright © 2013 Adobe Systems Incorporated
amtlib.framework amtlib 7.0.0.169
boost_date_time.framework boost_date_time 7.0.0.0
boost_signals.framework boost_signals 7.0.0.0
boost_system.framework boost_system 7.0.0.0
boost_threads.framework boost_threads 7.0.0.0
Cg.framework NVIDIA Cg
CIT.framework CIT 2.1.6.30929 151865
CITThreading.framework CITThreading 2.1.6.30929 151865
dvaaudiodevice.framework dvaaudiodevice 7.0.0.0
dvacore.framework dvacore 7.0.0.0
dvamarshal.framework dvamarshal 7.0.0.0
dvamediatypes.framework dvamediatypes 7.0.0.0
dvaplayer.framework dvaplayer 7.0.0.0
dvatransport.framework dvatransport 7.0.0.0
dvaunittesting.framework dvaunittesting 7.0.0.0
dynamiclink.framework dynamiclink 7.0.0.0
FileInfo.framework FileInfo 79.151561 79.151561
filter_graph.framework AdobeAIF 5.0.00 79.534508
ICUConverter.framework ICUConverter 3.61 "gtlib_3.0" "." "16615"
ICUData.framework ICUData 3.61 "gtlib_3.0" "." "16615"
LogSession.framework LogSession 2.1.2.1785
mediacoreif.framework mediacoreif 7.0.0.0
patchmatch.framework patchmatch 1.2.00.31297 79.542390
PlugPlugOwl.framework PlugPlugOwl 4.0.1.34
UpdaterNotifications.framework UpdaterNotifications 7.0.1.102 "7.0.1.102"
WRServices.framework
Required plug-ins:
3D Studio 14.1.2 x001 ©2006-2013 Adobe Systems Incorporated - from the file “U3D.plugin”
Accented Edges 14.0, Copyright © 1991-2013 Adobe Systems Incorporated - from the file “Filter Gallery.plugin”
Adaptive Wide Angle 14.0, Copyright © 2013 Adobe Systems Incorporated - from the file “Adaptive Wide Angle.plugin”
Angled Strokes 14.0, Copyright © 1991-2013 Adobe Systems Incorporated - from the file “Filter Gallery.plugin”
Average 14.1.2 x001 ©1993-2013 Adobe Systems Incorporated - from the file “Average.plugin”
Bas Relief 14.0, Copyright © 1991-2013 Adobe Systems Incorporated - from the file “Filter Gallery.plugin”
BMP 14.0, Copyright © 2003-2013 Adobe Systems Incorporated - from the file “Standard Multiplugin.plugin”
Camera Raw 8.2 (94), Copyright © 2013 Adobe Systems Incorporated - from the file “Camera Raw.plugin”
Camera Raw Filter 8.2 (94), Copyright © 2013 Adobe Systems Incorporated - from the file “Camera Raw.plugin”
Chalk & Charcoal 14.0, Copyright © 1991-2013 Adobe Systems Incorporated - from the file “Filter Gallery.plugin”
Charcoal 14.0, Copyright © 1991-2013 Adobe Systems Incorporated - from the file “Filter Gallery.plugin”
Chrome 14.0, Copyright © 1991-2013 Adobe Systems Incorporated - from the file “Filter Gallery.plugin”
Cineon 14.1.2 x001 ©2002-2013 Adobe Systems Incorporated - from the file “Cineon.plugin”
Clouds 14.1.2 x001 ©1993-2013 Adobe Systems Incorporated - from the file “Clouds.plugin”
Collada DAE 14.1.2 x001 ©2006-2013 Adobe Systems Incorporated - from the file “U3D.plugin”
Color Halftone 14.0, Copyright © 2003-2013 Adobe Systems Incorporated - from the file “Standard Multiplugin.plugin”
Colored Pencil 14.0, Copyright © 1991-2013 Adobe Systems Incorporated - from the file “Filter Gallery.plugin”
CompuServe GIF 14.0, Copyright © 2003-2013 Adobe Systems Incorporated - from the file “Standard Multiplugin.plugin”
Conté Crayon 14.0, Copyright © 1991-2013 Adobe Systems Incorporated - from the file “Filter Gallery.plugin”
Craquelure 14.0, Copyright © 1991-2013 Adobe Systems Incorporated - from the file “Filter Gallery.plugin”
Crop and Straighten Photos 14.1.2 x001 ©2003-2013 Adobe Systems Incorporated - from the file “CropPhotosAuto.plugin”
Crop and Straighten Photos Filter 14.0, Copyright © 2003-2013 Adobe Systems Incorporated - from the file “Standard Multiplugin.plugin”
Crosshatch 14.0, Copyright © 1991-2013 Adobe Systems Incorporated - from the file “Filter Gallery.plugin”
Crystallize 14.0, Copyright © 2003-2013 Adobe Systems Incorporated - from the file “Standard Multiplugin.plugin”
Cutout 14.0, Copyright © 1991-2013 Adobe Systems Incorporated - from the file “Filter Gallery.plugin”
Dark Strokes 14.0, Copyright © 1991-2013 Adobe Systems Incorporated - from the file “Filter Gallery.plugin”
De-Interlace 14.0, Copyright © 2003-2013 Adobe Systems Incorporated - from the file “Standard Multiplugin.plugin”
Dicom 14.0, Copyright © 2003-2013 Adobe Systems Incorporated - from the file “dicom.plugin”
Difference Clouds 14.1.2 x001 ©1993-2013 Adobe Systems Incorporated - from the file “Clouds.plugin”
Diffuse Glow 14.0, Copyright © 1991-2013 Adobe Systems Incorporated - from the file “Filter Gallery.plugin”
Displace 14.0, Copyright © 2003-2013 Adobe Systems Incorporated - from the file “Standard Multiplugin.plugin”
Dry Brush 14.0, Copyright © 1991-2013 Adobe Systems Incorporated - from the file “Filter Gallery.plugin”
Eazel Acquire 14.1.2 x001 ©1997-2013 Adobe Systems Incorporated - from the file “EazelAcquire.plugin”
Embed Watermark NO VERSION - from the file “DigiSign.plugin”
Entropy 14.1.2 x001 ©2006-2013 Adobe Systems Incorporated - from the file “statistics.plugin”
Extrude 14.0, Copyright © 2003-2013 Adobe Systems Incorporated - from the file “Standard Multiplugin.plugin”
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Kuler
Adobe Exchange
Installed TWAIN devices: NONE -
It seems that on several large projects (VMWare, a few games out there being developed for OS X too), the issue of the Intel GMAs not having proper OpenGL support in Apple's drivers have been a problem for months now.
The thing is, the GMA 950 is capable of OpenGL 1.4 functions, the GMA X3100 is capable of OpenGL 1.5 functions. Unfortunately, the drivers for both have never been updated past 1.2...
What's going on?! As usual the only two ways to fix this are workarounds (disabling multi-texturing for example, something that has to be done by the developer), or simply booting into Windows where Intel actually took writing the driver seriously.
I understand that Intel and Apple are supposed to have something special going on (promising more custom projects like the MacBook Air), but why are they not keeping these things more on top of the ball?
If there haven't been any bug reports about it, take this one as a big one. I'm sure that a lot of people (even those who don't know why MacBooks and Mac Minis can't run certain programs they wish to use in OS X), would appreciate it.
Thank you.Hi OoTLink;
This is not the place to file bug reports.
Allan -
InDesign CS6 and OpenGL 1.5 / image frames grey out in INDML
Hi everyone,
I work for a non-profit and I just upgraded to InDesign CS6 on my (signifcantly more robust) machine. Now thier (significantly wimpier) machine needs to be upgraded too as we send INDD files back and forth on a monthly basis, and both sides do edits to the file. The INDML file I export out of CS6 is greying out many of the linked photos (but not all) when they read the INDML file in with CS4.
Two things:
1) Upgrading the slower machine to CS6 is the place, but the hitch is that computer has a graphics card that is only OPENGL 1.5 capabale (GMA X3100). The CS6 specs state you need a card that supports OPENGL 2.0. We can't afford to replace the computer, so: I wouldn't dream of running photoshop CS6 on this old machine, but could InDesign CS6 function on OPENGL 1.5?
2) Alternatively, why are only some of the pictures greying out in the INDML file? Can I fix this CS6 > CS4 issue without upgrading to CS6?
Help! Thanks!The system requirements for stand-alone ID don't mention OpenGL at all. You might want to download a trial and see how it runs.
.idml does not include any link previews (that's one of the main reasons the file is so compact). Images that are showing up on the other end must be accessible so that ID can regenerate the previews. -
NEW to pse and to forum, how to add a frame?
I have never used Photoshop. I would like to add a white frame around a photo. can anyone share how to do this? I hope i can figure out how to get back here to read the answer! LOL
If you hit the F1 key to open the online Help, in the upper right corner there's an icon to "View as PDF". Click on it and you can save the PDF to your hard drive. That's a very good thing to do because then you can search the PDF, which you can't do with the online help.
I learned PSE by reading that help file and watching the Adobe TV tutorials (some of which have sample files for downloading so you can practice with the same images used in the tutorial).
Others will have to jump in with recommendations for books, since I haven't looked at any of the books.
Ken -
How can I make a folder structure for both PSE and Premiere Elements?
I have recently bought bundled PSE 10 and Prem Elements 10 ... (but have been using PSE6 for years)
I have lots of jpeg photos on an external drive in folders with a heirarchical structure eg. Pictures ... Friends ... 2011 ... 2011_12_02_Margate_seagulls.jpg I also have loads of photos that are simply there waiting to be sorted and are in their native format e.g PIC_6120.jpg Additionally I have .MOV files dumped from my JVC standard def camera some of which are custom named, others are left as is. I now own a hi-def lumix which takes great jpgs and also video MTS files. After lots of searching on the net for the best way to get all this organised I am at a standstill. I feel that I need an external folder system (ie one that does not rely 100% on adobe and its categotries and tags) because I have had catastropic losses when using earlier photoshop progs. I also see the benefit of using tags. So...
Is there a simple (and best) way to order my photos and hi-def video while taking into account content I already have shot/videod? I am happy to hear reasons and see examples why I should trust PSE/Prem E - but I would also like to see if it makes sense to use folders. Ideally i would love a practical folder structuring method that incorporates both video and still content. I have posted here because it is important I organise my video better and have a flexible system that allows for drafts and reworking my Hi-def content.
I have tried to find the info but it is so piecemeal and I have faith in the people on here ... Any links and advice would be much appreciatedIn generic terms there are three methods of filing just about anything:
Structured by event
Structured by type
Unstructured
Event might be occasion or date or a specific project. For this type of structure you would store all your assets related to that event, regardless of whether it is still, image or audio, in one place.
Type would typically be by the type of asset. All your videos in one place, stills in another, audio in another etc... In business for example in the eighties (when personal computing became prevalent in the workplace) staff would religiously have all their word processor documents in one place, spreadsheets in another, powerpoints in yet another etc.... Dreadfully inefficient.
Unstructured would be a case of storing things wherever you liked and accessing them via tags or albums - but you've said you want to avoid this.
Personally I let the application store things according to the defaults for the different import types but then tag them. Essentially I follow the 'unstructured' style. For anything major I create a project directory and move all the project assets into it (i.e. selective structure by event).
If you search the Tips & Tricks forum I think Bill Hunt (who does this stuff for a living) describes his structured folder flow in great detail.
Cheers,
Neale
Insanity is hereditary, you get it from your children
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