Search Results

Search found 7943 results on 318 pages for 'color blending'.

Page 10/318 | < Previous Page | 6 7 8 9 10 11 12 13 14 15 16 17  | Next Page >

  • Four-color theorem in Prolog (using a dynamic predicate)

    - by outa
    Hi, I'm working on coloring a map according to the four-color theorem (http://en.wikipedia.org/wiki/Four_color_theorem) with SWI-Prolog. So far my program looks like this: colour(red). colour(blue). map_color(A,B,C) :- colour(A), colour(B), colour(C), C \= B, C \= A. (the actual progam would be more complex, with 4 colors and more fields, but I thought I'd start out with a simple case) Now, I want to avoid double solutions that have the same structure. E.g. for a map with three fields, the solution "red, red, blue" would have the same structure as "blue, blue, red", just with different color names, and I don't want both of them displayed. So I thought I would have a dynamic predicate solution/3, and call assert(solution(A,B,C)) at the end of my map_color predicate. And then, for each solution, check if they already exist as a solution/3 fact. The problem is that I would have to assert something like solution(Color1,Color1,Color2), i.e. with variables in order to make a unification check. And I can't think of a way to achieve this. So, the question is, what is the best way to assert a found solution and then make a unification test so that "red, red, blue" would unify with "blue, blue, red"?

    Read the article

  • IOS OpenGl transparency performance issue

    - by user346443
    I have built a game in Unity that uses OpenGL ES 1.1 for IOS. I have a nice constant frame rate of 30 until i place a semi transparent texture over the top on my entire scene. I expect the drop in frames is due to the blending overhead with sorting the frame buffer. On 4s and 3gs the frames stay at 30 but on the iPhone 4 the frame rate drops to 15-20. Probably due to the extra pixels in the retina compared to the 3gs and smaller cpu/gpu compared to the 4s. I would like to know if there is anything i can do to try and increase the frame rate when a transparent texture is rendered on top of the entire scene. Please not the the transparent texture overlay is a core part of the game and i can't disable anything else in the scene to speed things up. If its guaranteed to make a difference I guess I can switch to OpenGl ES 2.0 and write the shaders but i would prefer not to as i need to target older devices. I should add that the depth buffer is disabled and I'm blending using SrcAlpha One. Any advice would be highly appreciated. Cheers

    Read the article

  • How AlphaBlend Blendstate works in XNA when accumulighting light into a RenderTarget?

    - by cubrman
    I am using a Deferred Rendering engine from Catalin Zima's tutorial: His lighting shader returns the color of the light in the rgb channels and the specular component in the alpha channel. Here is how light gets accumulated: Game.GraphicsDevice.SetRenderTarget(LightRT); Game.GraphicsDevice.Clear(Color.Transparent); Game.GraphicsDevice.BlendState = BlendState.AlphaBlend; // Continuously draw 3d spheres with lighting pixel shader. ... Game.GraphicsDevice.BlendState = BlendState.Opaque; MSDN states that AlphaBlend field of the BlendState class uses the next formula for alphablending: (source × Blend.SourceAlpha) + (destination × Blend.InvSourceAlpha), where "source" is the color of the pixel returned by the shader and "destination" is the color of the pixel in the rendertarget. My question is why do my colors are accumulated correctly in the Light rendertarget even when the new pixels' alphas equal zero? As a quick sanity check I ran the following code in the light's pixel shader: float specularLight = 0; float4 light4 = attenuation * lightIntensity * float4(diffuseLight.rgb,specularLight); if (light4.a == 0) light4 = 0; return light4; This prevents lighting from getting accumulated and, subsequently, drawn on the screen. But when I do the following: float specularLight = 0; float4 light4 = attenuation * lightIntensity * float4(diffuseLight.rgb,specularLight); return light4; The light is accumulated and drawn exactly where it needs to be. What am I missing? According to the formula above: (source x 0) + (destination x 1) should equal destination, so the "LightRT" rendertarget must not change when I draw light spheres into it! It feels like the GPU is using the Additive blend instead: (source × Blend.One) + (destination × Blend.One)

    Read the article

  • Clear edged sprite

    - by Ananth
    I am a newbie to cocos2d. I would like make user to draw similar to what a painting brush would do. I am using CCSprite for that. I almost implemented the velocity, color and opacity factors for that tool, but I couldn't get the Sprite to be as clear as it should be. I can draw only in the below image http://i.imgur.com/KBe0L.png which has blunt edges. But I want it to be harder / clear outside edges as in http://i.stack.imgur.com/GrFlv.png. I am getting no idea to make it clear edged. The piece of code Im using is glEnable(GL_BLEND); [brush.texture setAliasTexParameters]; [brush setBlendFunc:(ccBlendFunc){GL_ONE, GL_ONE_MINUS_SRC_ALPHA}]; [brush visit]; I suspect the problem would be on blending mode. I tried some blending modes, but with no expected results. I am trying this for the past five days and so confused. Can some one help me sort this out? Thanks in advance.

    Read the article

  • How AlphaBlend Blendstate works in XNA 4 when accumulighting light into a RenderTarget?

    - by cubrman
    I am using a Deferred Rendering engine from Catalin Zima's tutorial: His lighting shader returns the color of the light in the rgb channels and the specular component in the alpha channel. Here is how light gets accumulated: Game.GraphicsDevice.SetRenderTarget(LightRT); Game.GraphicsDevice.Clear(Color.Transparent); Game.GraphicsDevice.BlendState = BlendState.AlphaBlend; // Continuously draw 3d spheres with lighting pixel shader. ... Game.GraphicsDevice.BlendState = BlendState.Opaque; MSDN states that AlphaBlend field of the BlendState class uses the next formula for alphablending: (source × Blend.SourceAlpha) + (destination × Blend.InvSourceAlpha), where "source" is the color of the pixel returned by the shader and "destination" is the color of the pixel in the rendertarget. My question is why do my colors are accumulated correctly in the Light rendertarget even when the new pixels' alphas equal zero? As a quick sanity check I ran the following code in the light's pixel shader: float specularLight = 0; float4 light4 = attenuation * lightIntensity * float4(diffuseLight.rgb,specularLight); if (light4.a == 0) light4 = 0; return light4; This prevents lighting from getting accumulated and, subsequently, drawn on the screen. But when I do the following: float specularLight = 0; float4 light4 = attenuation * lightIntensity * float4(diffuseLight.rgb,specularLight); return light4; The light is accumulated and drawn exactly where it needs to be. What am I missing? According to the formula above: (source x 0) + (destination x 1) should equal destination, so the "LightRT" rendertarget must not change when I draw light spheres into it! It feels like the GPU is using the Additive blend instead: (source × Blend.One) + (destination × Blend.One)

    Read the article

  • WPF ComboBox: background color when disabled

    - by Martin
    I currently use this style for my ComboBox in WPF: <Style TargetType="ComboBox"> <Setter Property="Foreground" Value="White"/> <Setter Property="Background" Value="#303030"/> <Setter Property="BorderBrush" Value="#000000"/> </Style> How can I change it to specify the background color when the ComboBox is disabled? (this is a follow-up to this question: http://stackoverflow.com/questions/2385205/wpf-combobox-colors)

    Read the article

  • Best way to change the background color for an NSView

    - by outtru.mp
    I'm looking for the best way to change the background color of an NSView. I'd also like to be able to set the appropriate alpha mask for the NSView. Something like: myView.backgroundColor = [NSColor colorWithCalibratedRed:0.227f green:0.251f blue:0.337 alpha:0.8]; I notice that NSWindow has this method, and I'm not a big fan of the NSColorWheel, or NSImage background options, but if they are the best, willing to use.

    Read the article

  • Color Theory: How to convert Munsell HVC to RGB/HSB/HSL

    - by Ian Boyd
    I'm looking at at document that describes the standard colors used in dentistry to describe the color of a tooth. They quote hue, value, chroma values, and indicate they are from the 1905 Munsell description of color: The system of colour notation developed by A. H. Munsell in 1905 identifies colour in terms of three attributes: HUE, VALUE (Brightness) and CHROMA (saturation) [15] HUE (H): Munsell defined hue as the quality by which we distinguish one colour from another. He selected five principle colours: red, yellow, green, blue, and purple; and five intermediate colours: yellow-red, green-yellow, blue-green, purple-blue, and red-purple. These were placed around a colour circle at equal points and the colours in between these points are a mixture of the two, in favour of the nearer point/colour (see Fig 1.). VALUE (V): This notation indicates the lightness or darkness of a colour in relation to a neutral grey scale, which extends from absolute black (value symbol 0) to absolute white (value symbol 10). This is essentially how ‘bright’ the colour is. CHROMA (C): This indicates the degree of divergence of a given hue from a neutral grey of the same value. The scale of chroma extends from 0 for a neutral grey to 10, 12, 14 or farther, depending upon the strength (saturation) of the sample to be evaluated. There are various systems for categorising colour, the Vita system is most commonly used in Dentistry. This uses the letters A, B, C and D to notate the hue (colour) of the tooth. The chroma and value are both indicated by a value from 1 to 4. A1 being lighter than A4, but A4 being more saturated than A1. If placed in order of value, i.e. brightness, the order from brightest to darkest would be: A1, B1, B2, A2, A3, D2, C1, B3, D3, D4, A3.5, B4, C2, A4, C3, C4 The exact values of Hue, Value and Chroma for each of the shades is shown below (16) So my question is, can anyone convert Munsell HVC into RGB, HSB or HSL? Hue Value (Brightness) Chroma(Saturation) === ================== ================== 4.5 7.80 1.7 2.4 7.45 2.6 1.3 7.40 2.9 1.6 7.05 3.2 1.6 6.70 3.1 5.1 7.75 1.6 4.3 7.50 2.2 2.3 7.25 3.2 2.4 7.00 3.2 4.3 7.30 1.6 2.8 6.90 2.3 2.6 6.70 2.3 1.6 6.30 2.9 3.0 7.35 1.8 1.8 7.10 2.3 3.7 7.05 2.4 They say that Value(Brightness) varies from 0..10, which is fine. So i take 7.05 to mean 70.5%. But what is Hue measured in? i'm used to hue being measured in degrees (0..360). But the values i see would all be red - when they should be more yellow, or brown. Finally, it says that Choma/Saturation can range from 0..10 ...or even higher - which makes it sound like an arbitrary scale. So can anyone convert Munsell HVC to HSB or HSL, or better yet, RGB?

    Read the article

  • PHP Color Manipulation

    - by Lizard
    I am currently looking into color manipulation / selection etc and have come acroos the following piece of code. I was wondering of someone could tell me what the following piece of code is doing and break it down for me thanks! $newVal = round(round(($rgb['red'] / 0x33)) * 0x33); In particluar what is the 0x33 Thanks in adavnce

    Read the article

  • How to isolate a single color in an image

    - by Janusz
    I'm using the python OpenCV bindings and at the moment I try to isolate a colorrange. That means I want to filter out everything that is not reddish. I tried to take only the red color channel but this includes the white spaces in the Image too. What is a good way to do that?

    Read the article

  • Dark color scheme for Eclipse?

    - by Bartosz Radaczynski
    Is Eclipse at all themeable? I would like to install a dark color scheme for it, since I much prefer white text on dark background than the other way around. Edit: so apparently there is NO easy way to do it. Shame, I really prefer Eclipse to NetBeans, but I cannot stand the white background (and NetBeans does support themes).

    Read the article

  • Simple Hexadecimal color question

    - by M28
    I have a number between 0.0 and 1.0, I would like to convert it to a grayscale color. White = 0 Black = 1 You can show me how in any understandable language (I prefer actionscript 3) Please, don't just give a name of a function that a language have to do this, I want to know how it does.

    Read the article

  • VB.net Color one part of text -- Listbox

    - by xzerox
    In VB.net is there anyway to make a certain part of the string to have a different color to make it stand out? This doesn't work but if I could something like this string = ("How".ForeColor(red) & "are".FontColor(green)) Would it be possible to make anything similar to this in a ListBox? If this is not possible is there a way to have it stand out more?

    Read the article

  • Show Color on WrkStat.aspx Page

    - by eru
    On the WrkStat.aspx page I would like to add emphasis to the status of each approval stage. e.g. I want to show "Approved" in green and "Rejected" text in red. I tried editing the page in SharePoint Designer but it gives an error about application.master. Does anyone know how to add color to this wrkstat.aspx page or any custom workflow status page?

    Read the article

< Previous Page | 6 7 8 9 10 11 12 13 14 15 16 17  | Next Page >