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  • Picking a suitable resolution for a modern low-res game?

    - by MrKatSwordfish
    I'm working on a 2D game project right now (using SFML+OpenGL and C++) and I'm trying to figure out how to go about choosing a resolution. I want my game to have a pixel resolution that is around that of classic '16bit' era consoles like the Super Nintendo or Neo Geo. However, I'd also like to have my game fit the 16:9 aspect ratio that most modern PC monitors use. Finally I'd like to be able to include an option for running full screen. I know that I could create my own low-res 16:9 resolution that is more-or-less around the size of SNES or NeoGeo games. However, the problem seems to be that doing so would leave me with a non-standard resolution that my monitor would not be able to support in fullscreen mode. For example, if i divide the common 16:9 resolution 1920x1080 by 4, I would get a 16:9 resolution that is relatively close to the resolution used by 16bit era games; 480x270. That would be fine in a windowed mode, but I don't think that it would be supported in fullscreen mode. How can I choose a resolution that suits my needs? Can I use something like 480x270? If so, how would I go about getting fullscreen mode to work with such a non-standard resolution? (I'm guessing OpenGL/SFML might have a way of up-scaling...but..)

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  • Java: How to Make a Player Class in a Tile-Based RPG

    - by A.K.
    So I've been following a JavaHub tutorial that basically uses a pixel engine similar to MiniCraft. I've attempted to make a Player Class as such, and I'm basically making a mock Pokemon game for learning's sake: package pokemon.entity; import java.awt.Rectangle; import pokemon.gfx.Screen; import pokemon.levelgen.Tile; import pokemon.entity.SpritesManage;; public class Player { int x, y; int vx, vy; public Rectangle AshRec; public Sprite AshSprite; Screen screen; Sprite[][] AshSheet; public Player() { AshSprite = SpritesManage.AshSheet[1][0]; AshRec = new Rectangle(0, 0, 16, 16); x = 0; y = 0; vx = 1; vy = 1; screen.renderSprite(0, 0, AshSprite); } public void update() { move(); checkCollision(); } private void checkCollision() { } private void move() { AshRec.x += vx; AshRec.y += vy; } public void render(Screen screen, int x, int y) { screen.renderSprite(x, y, AshSprite); } } I guess what I really want to do is have the Player centered in the screen and have the sprite drawn based on an Input Handler. I'm just stumped as to how to sync these together.

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  • How to alter image pixels of a wild life bird?

    - by NoobScratcher
    Hello so I was hoping someone knew how to move or change color and position actual image pixels and could explain and show the code to do so. I know how to write pixels on a surface or screen-surface usigned int *ptr = static_cast <unsigned int *> (screen-pixels); int offset = y * (screen->pitch / sizeof(unsigned int)); ptr[offset + x] = color; But I don't know how to alter or manipulate a image pixel of a png image my thoughts on this was How do I get the values and locations of pixels and what do I have to write to make it happen? Then how do I actually change the values or locations of those gotten pixels and how do I make that happen? any ideas tip suggestions are also welcome! int main(int argc , char *argv[]) { SDL_Surface *Screen = SDL_SetVideoMode(640,480,32,SDL_SWSURFACE); SDL_Surface *Image; Image = IMG_Load("image.png"); bool done = false; SDL_Event event; while(!done) { SDL_FillRect(Screen,NULL,(0,0,0)); SDL_BlitSurface(Image,NULL,Screen,NULL); while(SDL_PollEvent(&event)) { switch(event.type) { case SDL_QUIT: return 0; break; } } SDL_Flip(Screen); } return 0; }

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  • What is the standard way of using Q15 values?

    - by Alex
    To process 8-bit pixels, to do things like gamma correction without losing information, we normally upsample the values, work in 16 bits or whatever, and then downsample them to 8 bits. Now, this is a somewhat new area for me, so please excuse incorrect terminology etc. For my needs I have chosen to work in "non-standard" Q15, where I only use the upper half of the range (0.0-1.0), and 0x8000 represents 1.0 instead of -1.0. This makes it much easier to calculate things in C. But I ran into a problem with SSSE3. It has the PMULHRSW instruction which multiplies Q15 numbers, but it uses the "standard" range of Q15 is [-1,1-2?¹5], so multplying (my) 0x8000 (1.0) by 0x4000 (0.5) gives 0xC000 (-0.5), because it thinks 0x8000 is -1. This is quite annoying. What am I doing wrong? Should I keep my pixel values in the 0000-7FFF range? This kind of defeats the purpose of it being a fixed-point format. Is there a way around this? Maybe some trick? Is there some kind of definitive treatise on Q15 which discusses all this?

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  • Scaling sprite velocity / co-ordinatesin Android

    - by user22241
    I'm trying to find the answer to a question that I've had for a long time, but am having trouble finding it! I hope someone can help :-) I'm trying to find information on how to scale sprite velocity / movement / co-ordinates. What I mean by this is how do I get a sprite to move at the same speed relative to the screen size / DPI so that it takes the same amount of real-time to get from one side of the screen to the other? All of the posts pertaining to sprite scaling that I can find on the various forums relate to the size of the sprite, but this part of it I'm OK with so far, it's just that when I move a sprite, it kind of gets there at different speed depending on the dpi / resolution of the device. I hope I'm making sense. This is the code I have so far, instead of using explicit amounts, like 1, I'm using something like the following: platSpeedFloat= (1 * (dpi/160)); //Use '1' so on an MDPI screen, the sprite will move by 1 physical pixel Then basically what I'm doing is something like this: (all varialble previously declared) platSpeedSave+=platSpeedFloat; //Add the platSpeedFloat value to the current platSpeedSave value platSpeed=(int) platSpeedSave; //Cast to int so it can be checked in the following statement if (platSpeed==platSpeedSave) //Check the casted int value to float value stored previoiusly {floorY=floorY-platSpeed; //If they match then change the Y value platSpeedSave=0;} //Reset Would be grateful if someone could assists - hope I'm making sense. The above doesn't seems to work the sprite moves 'faster' on lower DPI screens. Thanks

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  • jQTouch flicker on iPad with pixel doubling

    - by websfear
    I'm using jQTouch on an iPhone application and one of our requirements is to make this work in the iPad with pixel doubling. I believe there's a bug/issue with jQTouch on the iPad (running within an app UIWebView, but pixel doubled) that causes the screen to flicker during transitions. Pretty much every transition has a stutter/flicker on it. Has anyone else experienced this? I also started seeing this flicker on some Android devices as well.

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  • Getting 256 colors out of ruby-ncurses

    - by push.cx
    I've got 256 colors working great in my terminal (test scripts here), but it stops working when I use ncurses (via Ruby-ncurses). Printing the escape sequences given on that page works fine, but when I initialize ncurses 'puts' stops working and I can't output the colors with any of the various ncurses color changing/string output functions I've found. What gives?

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  • Get colors in terminal

    - by Werner
    Hi, I am connecting to a remote suse 10.0 machine, and I do not get colors on the terminal, while I get them when I connect to a remote Ubuntu machine. How can I do to get colors on the suse terminal? Thanks

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  • sort given set of colors in VIBGYOR order

    - by Vijay Selvaraj
    Hi, how do i order a given set of colors from the rainbow in VIBGYOR order. say i input the seven colors in the following order { red, blue, green, yellow, indigo, violet, orange} and i should print the output as {violet, indigo, blue, green, yellow, orange, red}, irrespective of the order i give the output should be as above. Can someone suggest me about implementing this in java program? Thanks, -Vijay

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  • How to load image in correct pixel depth

    - by extropy
    I have a bunch of monochrome (1bpp) PNG images I want to load, and pass to pdfSharp. Using Image.FromFile loads images fine, but it alawys uses 32BPP, regardless of the pixel depth of the file. That results in very large PDF files generated. Is there a way to load images in their native pixel depth?

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  • What about WebSafe colors

    - by forgloriouskeeponlowing
    My father with whom I'm going to create a website (I just got him away from using Dreamweaver and font-tags) keeps talking about WebSafe colors he has to use for the background images. I keep telling him that that was about 1999 but he doesn't believe me. What are WebSafe colors? When and where were they needed? What the hell anyway? This is no joke.

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  • Pixels - A cry for some insight

    - by CarrotFile
    I'm pretty new to web developing and I'd love some clarification. Although reading more than one book on the topic, I cannot seem to wrap my head around the pixel concept. I encounter problems with this issue when trying to use CSS and pixel units for design that fits different screen sizes. To my understanding a pixel is the most basic unit used by a monitor in order to compose an image on the screen. So if me resolution is 800 by 600, everything on my screen is rendered using those 800*600 basic building blocks. If I were to enlarge my screen resolution, 3 things would accrue: A. The basic image building block(the pixel) would shrink in size B. The pixels would move close together C. Well, more pixels would now be available All these combined lead to a sharper(depending on the viewing distance) and more detail enabling image. Well so far so good. Here is were I start getting lost: To my knowledge a pixel is not a physical, real object. Monitors are not embedded with a few thousand pixels. I am drawn to this conclusion because anyone can change his screen's resolution, making a pixel on his screen bigger or smaller, and adding or subtracting the amount of total pixels on screen. Adding to that, I have herd that different monitors have different pixel densities. For example Apple's retina monitors. Taking all of the above as my knowledge base, These are my questions: If a pixel has no real world constant size, what does comparing different pixel densities matter? Each screen company can define it's own pixel concept and declare the higher density. What does a bigger pixel density mean? Say we take two screens with the same physical dimensions, but with a different pixel density, am I to assert that the main difference would be the larger density screen being able to display a higher max resolution? Or am I to assert that given the same resolution on both monitors, the higher density one would display a sharper, smaller image? If a pixel is not a fixed size within one monitor, is it a fixed size between the same resolution on two different monitors? For example, would two different monitors, set to the same resolution, be comprised of same size, same quantity pixels? I'd love some help (:

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  • Override colorscheme

    - by RymdPung
    I often find myself wanting to change just something little in a colorscheme, but i don't want to edit the original file. I tried putting my change in '~/.vim/after/colors/blah.vim', but that doesn't work for me. Example, I want to change the CursorLine highlight in BusyBee.vim.. ~/.vim/colors/BusyBee.vim I create the file '~/.vim/after/colors/BusyBee.vim' and add this: hi CursorLine guibg=#000000 ctermbg=Black cterm=none However, i don't see the change. Of course it works if i change the line in the originial BusyBee.vim, but like i said i'd prefer not to do that. Doing... :colo Busy<TAB> Shows me... BusyBee BusyBee

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  • Alternative to Microsoft Agent / Fix for color issue?

    - by Rob P.
    I've got an app that does Text-To-Speech; but I wanted to show an animated face/character to go with it. I found a tutorial on Microsoft Agent and I implemented it in my vb.net app. The problem is with the transparency color. Unless I run application in compatibility mode/256 colors, the characters will appear with a purplish-pink background image instead of a transparent back-color. But running the app in 256 colors the rest of the app looks awfully out of place. First - is there something that works similar to MS Agent I can use that would be more appropriate? Second - if I'm still MS Agent - can I get the transparent color to work correctly without limiting myself to 256 colors?

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  • VIM zsh, bash and colors in command line on Ubuntu

    - by Jacek Wysocki
    I have problem with VIM command line when calling system commands. e.g. !ls, all command output colors aren't parsed by VIM. My system is Ubuntu 12.04 LTS with VIM 7.3.429 from Ubuntu repositories. Is there any workaround for this problem? EDIT: My vimrc file :!echo $TERM in VIM returns : dumb EDIT2: I found a simple workaround but it's not perfect if [ "$VIM" ] && [ "$TERM" = "dumb" ] then # For gvim's monochromatic :shell PS1='\n\u@\h \w\n\$ ' unalias ls unalias grep fi (It's working on bash)

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  • Movie colors are off on ubuntu using Movieplayer?

    - by chris
    I've been playing with a new SLR that also happens to record movies. When I try to view a movie using Movie Player, it plays fine, and the sound is there, but the colors are off - green grass is purple, and my golden retriever is a blue retriever. VLC reports that the file is broken, offers to repair it, and plays it with the same problem. The same file plays fine under WinXP with both Media Player and Quicktime, and with no problems under MacOS also with Quicktime. What's the problem, and how can I fix it?

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  • Movie colors are off on ubuntu

    - by chris
    I've been playing with a new SLR that also happens to record movies. When I try to view a movie using Movie Player, it plays fine, and the sound is there, but the colors are off - green grass is purple, and my golden retriever is a blue retriever. VLC reports that the file is broken, offers to repair it, and plays it with the same problem. The same file plays fine under WinXP with both Media Player and Quicktime, and with no problems under MacOS also with Quicktime. What's the problem, and how can I fix it?

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  • Green bar on top of every (web) video, distorted colors too

    - by Walter Maier-Murdnelch
    Hey since a few days I have a problem with some videos I watch on the web (youtube, vimeo etc). There is a green bar on the top of the video and the colors are distorted, it looks like they are somehow shifted. I am not sure since when this problem appeared, I guess it might have been an update for the flash player. Anyways, I found a workaround. Disabling the hardware acceleration helps. right click on video - settings - disable hardware acceleration. After reloading of the page the green bar is gone. The problem is taht this setting doesn't seem to be persistent and so I have to disable it again on every other video. How can I make this setting permanent or how to get rid of the green bar alltogether? (I will add a screenshot later)

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  • What does motherboard RAM slot colors mean?

    - by totymedli
    I always saw that the motherboard RAM slots are colored in pairs, but never know what does it means. I just put the 2 RAM in, and after a few tries it always worked. But after I tried to install a third one it always throws me a blue screen of death. Is there an order how should I install RAM to the borad? What does the colors mean? Does they indicate performance boost opportunity or are they just a guide for installation?

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  • No colors when running native windows shell application from mintty

    - by Pete
    Hi. I have installed cygwin (i'm not very experienced with it), and try to run a native windows shell application from it, (msbuild.exe which is the build tool for the .NET framework, to be exact). When I run the application from the normal cygwin bash shell, the output of the application appear as it should with the text colors that I would normally see in the windows command line. But when I execute the program from a mintty terminal, there is no coloring of the output, all text is in the default foreground color. I'm puzzled, because I would have expected the color coding to be the standard ANSI color code escape characters... Can this be fixed?

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  • Photoshop changes colors when moved to a different monitor

    - by Jason
    This Yahoo! answers question pretty much sums up my predicament. Unfortunately I haven't really found an actual answer. Here's a screen shot of what happens when I place Photoshop between my monitors. Imagine that the left side of my laptop is the right square and the yellow is the right side of my monitor. When I move the program to one side fully or the other, it takes on the corresponding color. Obviously the color on the right is correct and Photoshop is changing the color of the image when it moves to my external monitor. Also notice how none of the tools or anything are different colors, just the actual image itself. How do I fix this? EDIT You may also notice that the color palette in the left corner is showing that yellow tinge. I didn't actually pick that yellow color, it's supposed to be showing the grey on the left that I used to fill in the square.

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  • Set an Excel cell's color based on multiple other cells' colors

    - by Lord Torgamus
    I have an Excel 2007 spreadsheet for a list of products and a bunch of factors to rate each one on, and I'm using Conditional Formatting to set the color of the cells in the individual attribute columns. It looks something like this: I want to fill in the rating column for each item with a color, based on the color ratings of its individual attributes. Examples of ways to determine this: the color of the category in which the item scored worst the statistical mode of the category colors the average of the category ratings, where each color is assigned a numerical value How can I implement any or all of the above rules? (I'm really just asking for a quick overview of the relevant Excel feature; I don't need step-by-step instructions for each rule.)

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  • Hue, saturation, brightness, contrast effect in hlsl

    - by Vibhore Tanwer
    I am new to pixel shader, and I am trying to write a simple brightness, contrast, hue, saturation effect. I have written a shader for it but I doubt that my shader is not providing me correct result, Brightness, contrast, saturation is working fine, problem is with hue. if I apply hue between -1 to 1, it seems to be working fine, but to make things more sharp, I need to apply hue value between -180 and 180, like we can apply hue in Paint.NET. Here is my code. // Amount to shift the Hue, range 0 to 6 float Hue; float Brightness; float Contrast; float Saturation; float Alpha; sampler Samp : register(S0); // Converts the rgb value to hsv, where H's range is -1 to 5 float3 rgb_to_hsv(float3 RGB) { float r = RGB.x; float g = RGB.y; float b = RGB.z; float minChannel = min(r, min(g, b)); float maxChannel = max(r, max(g, b)); float h = 0; float s = 0; float v = maxChannel; float delta = maxChannel - minChannel; if (delta != 0) { s = delta / v; if (r == v) h = (g - b) / delta; else if (g == v) h = 2 + (b - r) / delta; else if (b == v) h = 4 + (r - g) / delta; } return float3(h, s, v); } float3 hsv_to_rgb(float3 HSV) { float3 RGB = HSV.z; float h = HSV.x; float s = HSV.y; float v = HSV.z; float i = floor(h); float f = h - i; float p = (1.0 - s); float q = (1.0 - s * f); float t = (1.0 - s * (1 - f)); if (i == 0) { RGB = float3(1, t, p); } else if (i == 1) { RGB = float3(q, 1, p); } else if (i == 2) { RGB = float3(p, 1, t); } else if (i == 3) { RGB = float3(p, q, 1); } else if (i == 4) { RGB = float3(t, p, 1); } else /* i == -1 */ { RGB = float3(1, p, q); } RGB *= v; return RGB; } float4 mainPS(float2 uv : TEXCOORD) : COLOR { float4 col = tex2D(Samp, uv); float3 hsv = rgb_to_hsv(col.xyz); hsv.x += Hue; // Put the hue back to the -1 to 5 range //if (hsv.x > 5) { hsv.x -= 6.0; } hsv = hsv_to_rgb(hsv); float4 newColor = float4(hsv,col.w); float4 colorWithBrightnessAndContrast = newColor; colorWithBrightnessAndContrast.rgb /= colorWithBrightnessAndContrast.a; colorWithBrightnessAndContrast.rgb = colorWithBrightnessAndContrast.rgb + Brightness; colorWithBrightnessAndContrast.rgb = ((colorWithBrightnessAndContrast.rgb - 0.5f) * max(Contrast + 1.0, 0)) + 0.5f; colorWithBrightnessAndContrast.rgb *= colorWithBrightnessAndContrast.a; float greyscale = dot(colorWithBrightnessAndContrast.rgb, float3(0.3, 0.59, 0.11)); colorWithBrightnessAndContrast.rgb = lerp(greyscale, colorWithBrightnessAndContrast.rgb, col.a * (Saturation + 1.0)); return colorWithBrightnessAndContrast; } technique TransformTexture { pass p0 { PixelShader = compile ps_2_0 mainPS(); } } Please If anyone can help me learning what am I doing wrong or any suggestions? Any help will be of great value. EDIT: Images of the effect at hue 180: On the left hand side, the effect I got with @teodron answer. On the right hand side, The effect Paint.NET gives and I'm trying to reproduce.

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  • Change the foreground color of statusbars in irssi?

    - by Marlun
    Hello, I've changed the terminal colors and now irssi statusbars have white text on light blue background. I would like to change the foreground color of the irssi statusbars to black but can't figure out how to do it. I don't want to download a whole theme, I only want to change this one color. Any idea? Thanks in advance! -Martin

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  • Python pixel manipulation library

    - by silinter
    So I'm going through the beginning stages of producing a game in Python, and I'm looking for a library that is able to manipulate pixels and blit them relatively fast. My first thought was pygame, as it deals in pure 2D surfaces, but it only allows pixel access through pygame.get_at(), pygame.set_at() and pygame.get_buffer(), all of which lock the surface each time they're called, making them slow to use. I can also use the PixelArray and surfarray classes, but they are locked for the duration of their lifetimes, and the only way to blit them to a surface is to either copy the pixels to a new surface, or use surfarray.blit_array, which requires creating a subsurface of the screen and blitting it to that, if the array is smaller than the screen (if it's bigger I can just use a slice of the array, which is no problem). I don't have much experience with PyOpenGL or Pyglet, but I'm wondering if there is a faster library for doing pixel manipulation in, or if there is a faster method, in Pygame, for doing pixel manupilation. I did some work with SDL and OpenGL in C, and I do like the idea of adding vertex/fragment shaders to my program. My program will chiefly be dealing in loading images and writing/reading to/from surfaces.

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