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Search found 316 results on 13 pages for 'blur'.

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  • 2D Selective Gaussian Blur

    - by Joshua Thomas
    I am attempting to use Gaussian blur on a 2D platform game, selectively blurring specific types of platforms with different amounts. I am currently just messing around with simple test code, trying to get it to work correctly. What I need to eventually do is create three separate render targets, leave one normal, blur one slightly, and blur the last heavily, then recombine on the screen. Where I am now is I have successfully drawn into a new render target and performed the gaussian blur on it, but when I draw it back to the screen everything is purple aside from the platforms I drew to the target. This is my .fx file: #define RADIUS 7 #define KERNEL_SIZE (RADIUS * 2 + 1) //----------------------------------------------------------------------------- // Globals. //----------------------------------------------------------------------------- float weights[KERNEL_SIZE]; float2 offsets[KERNEL_SIZE]; //----------------------------------------------------------------------------- // Textures. //----------------------------------------------------------------------------- texture colorMapTexture; sampler2D colorMap = sampler_state { Texture = <colorMapTexture>; MipFilter = Linear; MinFilter = Linear; MagFilter = Linear; }; //----------------------------------------------------------------------------- // Pixel Shaders. //----------------------------------------------------------------------------- float4 PS_GaussianBlur(float2 texCoord : TEXCOORD) : COLOR0 { float4 color = float4(0.0f, 0.0f, 0.0f, 0.0f); for (int i = 0; i < KERNEL_SIZE; ++i) color += tex2D(colorMap, texCoord + offsets[i]) * weights[i]; return color; } //----------------------------------------------------------------------------- // Techniques. //----------------------------------------------------------------------------- technique GaussianBlur { pass { PixelShader = compile ps_2_0 PS_GaussianBlur(); } } This is the code I'm using for the gaussian blur: public Texture2D PerformGaussianBlur(Texture2D srcTexture, RenderTarget2D renderTarget1, RenderTarget2D renderTarget2, SpriteBatch spriteBatch) { if (effect == null) throw new InvalidOperationException("GaussianBlur.fx effect not loaded."); Texture2D outputTexture = null; Rectangle srcRect = new Rectangle(0, 0, srcTexture.Width, srcTexture.Height); Rectangle destRect1 = new Rectangle(0, 0, renderTarget1.Width, renderTarget1.Height); Rectangle destRect2 = new Rectangle(0, 0, renderTarget2.Width, renderTarget2.Height); // Perform horizontal Gaussian blur. game.GraphicsDevice.SetRenderTarget(renderTarget1); effect.CurrentTechnique = effect.Techniques["GaussianBlur"]; effect.Parameters["weights"].SetValue(kernel); effect.Parameters["colorMapTexture"].SetValue(srcTexture); effect.Parameters["offsets"].SetValue(offsetsHoriz); spriteBatch.Begin(0, BlendState.Opaque, null, null, null, effect); spriteBatch.Draw(srcTexture, destRect1, Color.White); spriteBatch.End(); // Perform vertical Gaussian blur. game.GraphicsDevice.SetRenderTarget(renderTarget2); outputTexture = (Texture2D)renderTarget1; effect.Parameters["colorMapTexture"].SetValue(outputTexture); effect.Parameters["offsets"].SetValue(offsetsVert); spriteBatch.Begin(0, BlendState.Opaque, null, null, null, effect); spriteBatch.Draw(outputTexture, destRect2, Color.White); spriteBatch.End(); // Return the Gaussian blurred texture. game.GraphicsDevice.SetRenderTarget(null); outputTexture = (Texture2D)renderTarget2; return outputTexture; } And this is the draw method affected: public void Draw(SpriteBatch spriteBatch) { device.SetRenderTarget(maxBlur); spriteBatch.Begin(); foreach (Brick brick in blueBricks) brick.Draw(spriteBatch); spriteBatch.End(); blue = gBlur.PerformGaussianBlur((Texture2D) maxBlur, helperTarget, maxBlur, spriteBatch); spriteBatch.Begin(); device.SetRenderTarget(null); foreach (Brick brick in redBricks) brick.Draw(spriteBatch); foreach (Brick brick in greenBricks) brick.Draw(spriteBatch); spriteBatch.Draw(blue, new Rectangle(0, 0, blue.Width, blue.Height), Color.White); foreach (Brick brick in purpleBricks) brick.Draw(spriteBatch); spriteBatch.End(); } I'm sorry about the massive brick of text and images(or not....new user, I tried, it said no), but I wanted to get my problem across clearly as I have been searching for an answer to this for quite a while now. As a side note, I have seen the bloom sample. Very well commented, but overly complicated since it deals in 3D; I was unable to take what I needed to learn form it. Thanks for any and all help.

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  • Blur gets displaced compared to original image

    - by user1294203
    I have implemented a SSAO and I'm using a blur step to smooth it out. The problem is that the blurred texture is slightly displaced compared to the original. I'm blurring using a 4x4 kernel since that was my noise kernel in SSAO. The following is the blurring shader: float result = 0.0; for(int i = 0; i < 4; i++){ for(int j = 0; j < 4; j++){ vec2 offset = vec2(TEXEL_SIZE.x * i, TEXEL_SIZE.y * j); result += texture(aoSampler, TexCoord + offset).r; } } out_AO = vec4(vec3(0.0), result * 0.0625); Where TEXEL_SIZE is one over my window resolution. I was thinking that this is was an error based on how OpenGL counts the Texel center, so I tried displacing the texture coordinate I was using by 0.5 * TEXEL_SIZE, but there was still a slight displacement. The texture input to my blur shader, has wrap parameters: glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); When I tell the blur shader to just output the the value of the pixel, the result is not displaced, so it must have something to do with how neighboring pixels are sampled. Any thoughts?

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  • Two pass blur shader using libgdx tile map renderer

    - by Alexandre GUIDET
    I am trying to apply the following technique: blur effect using two pass shader to my libgdx game using the OrthogonalTiledMapRenderer. The idea is to blur the background wich is also a tilemap but rendered with another camera with a different zoom applied. Here is a screen capture without effect: Using the OrthogonalTiledMapRenderer sprite batch like this: backgroundMapRenderer.getSpriteBatch().setShader(shaderBlurX); backgroundMapRenderer.render(layerBackground); I get the following render: Wich is ok for X blur pass. I then try using frame buffer object like in this example. But the effect seems to be too much zoomed: I may be messing up with the camera and the zoom factor. Here is the code: private ShaderProgram shaderBlurX; private ShaderProgram shaderBlurY; private int FBO_SIZE = 800; private FrameBuffer targetA; private FrameBuffer targetB; targetA = new FrameBuffer(Pixmap.Format.RGBA8888, FBO_SIZE, FBO_SIZE, false); targetB = new FrameBuffer(Pixmap.Format.RGBA8888, FBO_SIZE, FBO_SIZE, false); targetA.begin(); Gdx.gl.glClearColor(1, 1, 1, 0); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); backgroundMapRenderer.render(layerBackground); targetA.end(); targetB.begin(); Gdx.gl.glClearColor(1, 1, 1, 0); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); backgroundMapRenderer.getSpriteBatch().setShader(shaderBlurX); backgroundMapRenderer.render(layerBackground); targetB.end(); TextureRegion back = new TextureRegion(targetB.getColorBufferTexture()); back.flip(false, true); backgroundMapRenderer.getSpriteBatch() .setProjectionMatrix(backgroundCamera.combined); backgroundMapRenderer.getSpriteBatch().setShader(shaderBlurY); backgroundMapRenderer.getSpriteBatch().begin(); backgroundMapRenderer.getSpriteBatch().draw(back, 0, 0); backgroundMapRenderer.getSpriteBatch().end(); I know I am making something the wrong way, but I can't find any resources about applying two passes shader using tile map renderer. Does someone know how to achieve this?

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  • GLSL - one-pass gaussian blur

    - by martin pilch
    It is possible to implement fragment shader to do one-pass gaussian blur? I have found lot of implementation of two-pass blur (gaussian and box blur): http://callumhay.blogspot.com/2010/09/gaussian-blur-shader-glsl.html http://www.gamerendering.com/2008/10/11/gaussian-blur-filter-shader/ http://www.geeks3d.com/20100909/shader-library-gaussian-blur-post-processing-filter-in-glsl/ and so on. I have been thinking of implementing gaussian blur as convolution (in fact, it is the convolution, the examples above are just aproximations): http://en.wikipedia.org/wiki/Gaussian_blur

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  • Constructive criticsm on my linear sampling Gaussian blur

    - by Aequitas
    I've been attempting to implement a gaussian blur utilising linear sampling, I've come across a few articles presented on the web and a question posed here which dealt with the topic. I've now attempted to implement my own Gaussian function and pixel shader drawing reference from these articles. This is how I'm currently calculating my weights and offsets: int support = int(sigma * 3.0) weights.push_back(exp(-(0*0)/(2*sigma*sigma))/(sqrt(2*pi)*sigma)); total += weights.back(); offsets.push_back(0); for (int i = 1; i <= support; i++) { float w1 = exp(-(i*i)/(2*sigma*sigma))/(sqrt(2*pi)*sigma); float w2 = exp(-((i+1)*(i+1))/(2*sigma*sigma))/(sqrt(2*pi)*sigma); weights.push_back(w1 + w2); total += 2.0f * weights[i]; offsets.push_back(w1 / weights[i]); } for (int i = 0; i < support; i++) { weights[i] /= total; } Here is an example of my vertical pixel shader: vec3 acc = texture2D(tex_object, v_tex_coord.st).rgb*weights[0]; vec2 pixel_size = vec2(1.0 / tex_size.x, 1.0 / tex_size.y); for (int i = 1; i < NUM_SAMPLES; i++) { acc += texture2D(tex_object, (v_tex_coord.st+(vec2(0.0, offsets[i])*pixel_size))).rgb*weights[i]; acc += texture2D(tex_object, (v_tex_coord.st-(vec2(0.0, offsets[i])*pixel_size))).rgb*weights[i]; } gl_FragColor = vec4(acc, 1.0); Am I taking the correct route with this? Any criticism or potential tips to improving my method would be much appreciated.

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  • What is the most efficient way to blur in a shader?

    - by concernedcitizen
    I'm currently working on screen space reflections. I have perfectly reflective mirror-like surfaces working, and I now need to use a blur to make the reflection on surfaces with a low specular gloss value look more diffuse. I'm having difficulty deciding how to apply the blur, though. My first idea was to just sample a lower mip level of the screen rendertarget. However, the rendertarget uses SurfaceFormat.HalfVector4 (for HDR effects), which means XNA won't allow linear filtering. Point filtering looks horrible and really doesn't give the visual cue that I want. I've thought about using some kind of Box/Gaussian blur, but this would not be ideal. I've already thrashed the texture cache in the raymarching phase before the blur even occurs (a worst case reflection could be 32 samples per pixel), and the blur kernel to make the reflections look sufficiently diffuse would be fairly large. Does anyone have any suggestions? I know it's doable, as Photon Workshop achieved the effect in Unity.

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  • Why does filter: blur(0) still cause text to blur under Webkit?

    - by johnkavanagh
    I've come across a bug today that's taken far longer than I would like to admit to identify. Essentially: setting a filter: blur(0) (or the vendor-specific -webkit-filter) on an element should - I believe - mean that no form of blur is applied. However, having tested this today, it would appear that Webkit based browsers still blur the text within any element with either blur(0) or blur(0px) assigned to it. I've knocked together a quick Fiddle here: http://jsfiddle.net/f9rBE/ These are three identical dixs containing text (no custom fonts): This has absolutely nothing assigned Lorem ipsum dolor sit amet, consectetur adipiscing elit. Aliquam facilisis orci in quam venenatis, in tempus ipsum sagittis. Suspendisse potenti. Donec ullamcorper lacus vel odio accumsan, vel aliquam libero tempor. Praesent nec libero venenatis, ultrices arcu non, luctus quam. Morbi scelerisque sit amet turpis sit amet tincidunt. Praesent semper erat non purus pretium consequat. Aenean et iaculis turpis. Curabitur diam tellus, consectetur non massa et, commodo venenatis metus. One has no styles at all assigned, the other two have blur(0) and blur(0px): .no-blur{} .zero-px-blur{ -webkit-filter: blur(0px); -moz-filter: blur(0px); -o-filter: blur(0px); -ms-filter: blur(0px); filter: blur(0px); } .zero-blur{ -webkit-filter: blur(0); -moz-filter: blur(0); -o-filter: blur(0); -ms-filter: blur(0); filter: blur(0); } If you preview this under Chrome/Safari you'll see that the text in the second two are still blurred: A few things worth noting: This unintentional blurring occurs in Safari on iOS7 devices (both iPhones and iPads); It also occurs on Chrome and Safari under OSX; It doesn't happen under FireFox in OSX. Of course, this isn't supported at all in Firefox just yet so it's hard to tell whether the behaviour I'm seeing is intentional/expected behaviour, or whether this is a bug in Webkit? Is it possible that this is only prevalent in higher-density resolution devices (ie: retina MacBook/iPhone/iPad)? With this in mind, how do you actually overwrite an item that has blur applied to it to set it back to non-blurred?

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  • How to achieve a Gaussian Blur effect for shadows in LWJGL/Slick2D?

    - by user46883
    I am currently trying to implement shadows into my game, and after a lot of searching in the interwebs I came to the conclusion that drawing hard edged shadows to a low resolution pass combined with a Gaussian blur effect would fit best and make a good compromise between performance and looks - even though theyre not 100% physically accurate. Now my problem is, that I dont really know how to implement the Gaussian blur part. Its not difficult to draw shadows to a low resolutions buffer image and then stretch it which makes it more smooth, but I need to add the Gaussian blur effect. I have searched a lot on that and found some approachs for GLSL, some even here, but none of them really helped it. My game is written in Java using Slick2D/LWJGL and I would appreciate any help or approaches for an algorithm or maybe even an existing library to achieve that effect. Thanks for any help in advance.

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  • Seeking a simultaneous fade and blur effect using JQuery or Javascript

    - by Heath Waller
    Can anyone think of a way to simulate the fade/blur flash effect used in the following website: http://www.frenchlaundry.com/ (image fades and blurs on hover, while text fades in simultaneously) using JQuery? I am looking to have this whole chain of effects happen on load or when the DOM is ready (instead of on hover). And by blur, I mean a gaussian-type of blur - possibly using Pixastic (?) I am really new at this, so please be gentle :) Thank you.

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  • Creating blur with an alpha channel, incorrect inclusion of black

    - by edA-qa mort-ora-y
    I'm trying to do a blur on a texture with an alpha channel. Using a typical approach (two-pass, gaussian weighting) I end up with a very dark blur. The reason is because the blurring does not properly account for the alpha channel. It happily blurs in the invisible part of the image, whcih happens to be black, and thus results in a very dark blur. Is there a technique to blur that properly accounts for the alpha channel?

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  • ckeditor blur and dialog

    - by mmcgrail
    I have a blur function attached to my ckeditor like so editor = CKEDITOR.instances.fck; editor.on("blur",function(e){ alert("hello"); }); you with me ? now when I click on the flash button the editor blurs and causes the alert to show. how to I stop that from happening and still get the alert to appear other times like when the user leave the editor area thanks again

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  • How to hide jquery ui slider on blur?

    - by Leon
    I have an image that opens ui slider div on click and allows users to set value by draging handle. What Im trying to do now is hide that handle when user click anywhere else on the page but regular .blur event doesn't seem to work. $("#openPriceToSliderGif").click(function(){ $("#slider-vertical").show(); $("#slider-vertical").focus(); }); $("#slider-vertical").blur(function () { $("#slider-vertical").hide(); });

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  • Flash AS3 blur or liquify part of an image with mouse

    - by hamlet
    Hi, I am very beginner in flash. I want to load an image, show a cursor over the image and on mousedown I want to blur that actual part of the image. (e.g you can blur your face on the image and then save the new image). I can delete parts of the image with white line, but I would like to blur it instead // LIVE JPEG ENCODER 0.3 // from bytearray.org import asfiles.encoding.JPEGEncoder; import flash.external.ExternalInterface; ExternalInterface.addCallback("flash_saveImage", inflash_saveImage); var loader:Loader = new Loader(); loader.contentLoaderInfo.addEventListener(Event.COMPLETE, handleComplete); loader.load(new URLRequest(loaderInfo.parameters._filename)); //loader.load(new URLRequest("b.jpg")); var container_mc:MovieClip = new MovieClip;//create movieclip function handleComplete(e:Event):void { addChild(container_mc); var bitmapData:BitmapData = Bitmap(e.target.content).bitmapData; var matrix:Matrix = new Matrix(); container_mc.graphics.clear(); container_mc.graphics.beginBitmapFill(bitmapData, matrix, false); //container_mc.graphics.beginFill(0xFFFFFF,0); container_mc.graphics.drawRect(0, 0, bitmapData.width, bitmapData.height); container_mc.graphics.endFill(); swapChildren(container_mc, pencil); container_mc.addEventListener(MouseEvent.MOUSE_DOWN, startDrawing); container_mc.addEventListener(MouseEvent.MOUSE_UP, stopDrawing); container_mc.addEventListener(MouseEvent.MOUSE_MOVE, makeLine); } stage.addEventListener(MouseEvent.MOUSE_MOVE, moveCursor); Mouse.hide(); function moveCursor(event:MouseEvent):void { pencil.x = event.stageX; pencil.y = event.stageY; } function startDrawing(event:MouseEvent):void{ container_mc.graphics.lineStyle(20, 0xFFFFFF, 1); container_mc.graphics.moveTo(mouseX, mouseY); container_mc.addEventListener(MouseEvent.MOUSE_MOVE, makeLine); } function stopDrawing(event:MouseEvent):void{ container_mc.removeEventListener(MouseEvent.MOUSE_MOVE, makeLine); } function makeLine(event:MouseEvent):void{ container_mc.graphics.lineTo(mouseX, mouseY); } function inflash_saveImage ( ):void { var myURLLoader:URLLoader = new URLLoader(); var myBitmapSource:BitmapData = new BitmapData ( container_mc.width, container_mc.height ); // render the player as a bitmapdata myBitmapSource.draw ( container_mc ); // create the encoder with the appropriate quality var myEncoder:JPEGEncoder = new JPEGEncoder( 80 ); // generate a JPG binary stream to have a preview var myCapStream:ByteArray = myEncoder.encode ( myBitmapSource ); var header:URLRequestHeader = new URLRequestHeader ("Content-type", "application/octet-stream"); var myRequest:URLRequest = new URLRequest ( "save.php" ); myRequest.requestHeaders.push (header); myRequest.method = URLRequestMethod.POST; myRequest.data = myCapStream; myURLLoader.load ( myRequest ); } Thanks, hamlet

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  • Jquery image blur effect with in a div?

    - by bala3569
    Consider i have three images and one bannerDiv.... On initial page load i should show the first image and after sometimeout say 300ms i must show the second image and vise versa.... I have to blur the first image and show second image .... Any suggestion how it can be done with jquery... <div Id="BannerDiv" style="display:none;"> <img src="mylocation" alt="image1"/> <img src="mylocation" alt="image2"/> <img src="mylocation" alt="image3"/> </div> and my jquery function is, <script type="text/javascript"> $(document).ready(function() { //how to show first image and blur it to show second image after 300 ms }); </script> EDIT: 1st image to fade out after 300ms and show 2nd image 2nd image to fade out after 300ms and show 3rd image 3rd image to fade out after 300ms and show 1st image....

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  • OpenGL Motion blur with the accumulation buffer

    - by Klaus
    Hello, I'm trying to achieve a motion blur effect in my OpenGL application. I read somewhere this solution, using the accumulation buffer: glAccum(GL_MULT, 0.90); glAccum(GL_ACCUM, 0.10); glAccum(GL_RETURN, 1.0); glFlush(); at the end of the render loop. But nothing happens... What I am missing ?

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  • Blur filter in asm.

    - by Jamie
    Hi guys, I am trying to get it working but still no results. Do you know some kind of tutorial or sample asm code for blur image filtering? Thank you in advance for the reply! Cheers

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  • Keep focus on blur event

    - by Jim
    I am using jquery to keep the focus on a text box when you click on a specific div. It works well in Internet Explorer but not in Firefox. Any suggestions? var clickedDiv = false; $('input').blur(function() { if (clickedDiv) { $('input').focus(); } }); $('div').mousedown(function() { clickedDiv = true; }) .mouseup(function() { clickedDiv = false }); If you need anymore specifics let me know.

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  • OpenGL Motion blur with the accumulation buffer in WxWidgets

    - by Klaus
    Hello, I'm trying to achieve a motion blur effect in my OpenGL application. I read somewhere this solution, using the accumulation buffer: glAccum(GL_MULT, 0.90); glAccum(GL_ACCUM, 0.10); glAccum(GL_RETURN, 1.0); glFlush(); at the end of the render loop. But nothing happens... What am I missing ? Additions after genpfault answer: Indeed I did not asked for an accumulation buffer when I initialized my context. So I tried to pass an array of attributes to the constructor of my wxGLCanvas, as described here: http://docs.wxwidgets.org/2.6/wx_wxglcanvas.html : int attribList[]={ WX_GL_RGBA , WX_GL_DOUBLEBUFFER , WX_GL_MIN_ACCUM_RED, WX_GL_MIN_ACCUM_GREEN, WX_GL_MIN_ACCUM_BLUE, 0} But all I get is a friendly Seg fault. Does someone understand how to use this ? (no problems with int attribList[]={ WX_GL_RGBA , WX_GL_DOUBLEBUFFER , 0})

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  • jQuery's blur() and selector problem

    - by matthewayinde
    I'm trying to create a new div each time a text field contained in the last div loses focus, but a new div is added only when the text field in the first div loses focus (instead of the last)... Please I need help urgently. Thanks a lot. Here's my code: $(function() { $(':text:last').blur(function() { $('<div class="line"><span>data: </span><input type="text"/></div>') .appendTo($('#lineStack')); }); }); HTML: <div id="lineStack"> <div class="line"> <span>data: </span><input type="text" /> </div> </div>

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  • Hide list on blur

    - by bah
    Hi, I have a list showing up when i click on button, the problem is that i want to hide the list whenever it loses focus i.e. user clicks anywhere on a page, but not on that list. How can i do this? Also, you can see how it should look at last.fm, where's list of profile settings (li.profileItem). (ul.del li ul by default is display:none) Basic list structure: <ul class='del'> <li> <button class='deletePage'></button> <ul> <li></li> <li></li> </ul> </li> </ul> My function for displaying this list: $(".deletePage").click(function(){ if( $(this).siblings(0).css("display") == "block" ){ $(this).siblings(0).hide(); } else { $(this).siblings(0).show(); } });

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  • how to implement motion blur effect?

    - by PlayerOne
    I wanted to know how one would implement this motion blur or fade effect behind the soccer ball . Here is what I was thinking . You have the balls current position and you also keep its previous position(couple of sec back). and you draw a "streak" sprite between the 2 points. I have seen this effect lots of time implemented for projects in various 2d games and wanted to know if there is a standard technique. http://i45.tinypic.com/2n24j7r.png

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  • Intel NUC Video Blur

    - by donopj2
    I recently purchased the D34010WYKH NUC and I figured this would be a great time to make the jump to a Linux based system. I'm running Ubuntu 14.04, and I'm having an issue with video rendering that is driving me mad. Essentially videos (all 1080p mkv files) appear to be slowly blurring, and its most noticeable when the camera remains on a scene for a long period of time. Then all of a sudden the video will correct the blur and the image will be sharp, only to begin happening again followed by more sudden and noticeable corrections. I have seen the exact same issue in both VLC and XBMC and across several different videos. I have installed the latest Intel graphics drivers, and searched the web but to be honest I'm not sure how to accurately describe this problem. I'm also quite new to the OS, so my experience tinkering is limited. Has anyone experienced this type of issue before? Can it be resolved?

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  • jQuery: On form input focus, show div. hide div on blur (with a caveat)

    - by Lyon
    Hi, I am able to make a hidden div show/hide when an input field is in focus/blur using the following code: $('#example').focus(function() { $('div.example').css('display','block'); }).blur(function() { $('div.example').fadeOut('medium'); }); The problem is I want div.example to continue to be visible when the user is interacting within this div. E.g. click, or highlighting the text etc. within div.example. However div.example fades out whenever the input is not in focus and the mouse is interacting with elements within the div. The html code for the input and div elements is as follows: <p> <label for="example">Text:</label> <input id="example" name="example" type="text" maxlength="100" /> <div class="example">Some text...<br /><br />More text...</div> </p> How do I make it such that the div.example only disappears when the user clicks outside the input and/or div.example? I tried experimenting with focusin/focusout to check the focus on <p> but that didn't work either. Would it matter that div.example is positioned directly below the input field #example using jQuery? The code that does that is as follows: var fieldExample = $('#example'); $('div.example').css("position","absolute"); $('div.example').css("left", fieldExample.offset().left); $('div.example').css("top", fieldExample.offset().top + fieldExample.outerHeight()); My apologies if this has been asked before, but the many show/hide div questions I read does not cover this. Thanks for your advice. :)

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  • Using jQuery, setting Draggable on an element prevents blur from firing when you click the draggable

    - by Danno
    Using jQuery, when you set a blur event on a text box and set another element as draggable, when you click the draggable element, the blur event does not fire in FireFox. IE is a little better, you get the blur event but you don't get the click event on the draggable element. If you don't specify the cancel: "" in the draggable constructor, you will get the blur event to fire, but then the element you want to drag is not draggable. jQuery v1.3.2 jQuery UI v1.7.2 The console.log lines are for FireFox's FireBug plugin. <HTML> <HEAD> <TITLE>Blur/Click Workbench</TITLE> <script src="js/jquery.js" type="text/javascript" ></script> <script src="js/ui/ui.core.js" type="text/javascript"></script> <script src="js/ui/ui.draggable.js" type="text/javascript"></script> <script type="text/javascript"> function blurring() { console.log('1 - blurring - ' + $( this ).attr('id')); } function clicking() { console.log('2 - clicking - ' + $( this ).attr('id')); } $(document).ready(function() { $( ".draggableTool" ).draggable( { cancel: "" } ); $( '.property' ).blur( blurring ); $( '#labelContainer' ).click( clicking ); }); </script> </HEAD> <BODY> <input type='text' class='property' id='tb1' /> <br /> <input type='text' class='property' id='tb2' /> <br /> <label class='draggableTool' id='labelContainer' style='height:20px;position:absolute;'> <textarea id='taLabel' style='height:100%;background-color:white;border:1px solid grey;'>Label</textarea> </label> </BODY> </HTML>

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  • onfocus="this.blur();" problem

    - by carpenter
    // I am trying to apply an "onfocus="this.blur();"" so as to remove the dotted border lines around pics that are being clicked-on // the effect should be applied to all thumb-nail links/a-tags within a div.. // sudo code (where I am): $(".box a").focus( // so as to effect only a tags within divs of class=box | mousedown vs. onfocus vs. *** ?? | javascript/jquery... ??? function () { var num = $(this).attr('id').replace('link_no', ''); alert("Link no. " + num + " was clicked on, but I would like an onfocus=\"this.blur();\" effect to work here instead of the alert..."); // sudo bits of code that I'm after: // $('#link_no' + num).blur(); // $(this).blur(); // $(this).onfocus = function () { this.blur(); }; } ); // the below works for me in firefox and ie also, but I would like it to effect only a tags within my div with class="box" function blurAnchors2() { if (document.getElementsByTagName) { var a = document.getElementsByTagName("a"); for (var i = 0; i < a.length; i++) { a[i].onfocus = function () { this.blur(); }; } } }

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