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  • How to make ARGB transparency using bitwise operators.

    - by Smejda
    I need to make transparency, having 2 pixels: pixel1: {A, R, G, B} - foreground pixel pixel2: {A, R, G, B} - background pixel A,R,G,B are Byte values each color is represented by byte value now I'm calculating transparency as: newR = pixel2_R * alpha / 255 + pixel1_R * (255 - alpha) / 255 newG = pixel2_G * alpha / 255 + pixel1_G * (255 - alpha) / 255 newB = pixel2_B * alpha / 255 + pixel1_B * (255 - alpha) / 255 but it is too slow I need to do it with bitwise operators (AND,OR,XOR, NEGATION, BIT MOVE)

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  • How do I use IImgCtx to get load an image with an alpha channel?

    - by fret
    I have some working code that uses IImgCtx to load images, but I can't work out how to get at the alpha channel. For images like .gif's and .png's there are transparent pixels, but using anything other than a 24-bit bitmap as a drawing surface doesn't work. For reference on the interface: http://www.codeproject.com/KB/graphics/JianImgCtxDecoder.aspx My code looks like this: IImgCtx *Ctx = 0; HRESULT hr = CoCreateInstance(CLSID_IImgCtx, NULL, CLSCTX_INPROC_SERVER, IID_IImgCtx, (LPVOID*)&Ctx); if (SUCCEEDED(hr)) { GVariant Fn = Name; hr = Ctx->Load(Fn.WStr(), 0); if (SUCCEEDED(hr)) { SIZE Size = { -1, -1 }; ULONG State = 0; while (true) { hr = Ctx->GetStateInfo(&State, &Size, false); if (SUCCEEDED(hr)) { if ((State & IMGLOAD_COMPLETE) || (State & IMGLOAD_STOPPED) || (State & IMGLOAD_ERROR)) { break; } else { LgiSleep(1); } } else break; } if (Size.cx > 0 && Size.cy > 0 && pDC.Reset(new GMemDC)) { if (pDC->Create(Size.cx, Size.cy, 32)) { HDC hDC = pDC->StartDC(); if (hDC) { RECT rc = { 0, 0, pDC->X(), pDC->Y() }; Ctx->Draw(hDC, &rc); pDC->EndDC(); } } else pDC.Reset(); } } Ctx->Release(); Where "StartDC" basically wraps CreateCompatibleDC(NULL) and "EndDC" wraps DeleteDC, with appropriate SelectObjects for the HBITMAPS etc. And pDC-Create(x, y, bit_depth) calls CreateDIBSection(...DIB_RGB_COLORS...). So it works if I create a 24 bits/pixel bitmap but has no alpha to speak of, and it leaves the 32 bits/pixel bitmap blank. Now this interface apparently is used by Internet Explorer to load images, and obviously THAT supports transparency, so I believe that it's possible to get some level of alpha out of the interface. The question is how? (I also have fall back code that will call libpng/libjpeg/my .gif loader etc)

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  • UCA + Natural Sorting

    - by Alix Axel
    I recently learnt that PHP already supports the Unicode Collation Algorithm via the intl extension: $array = array ( 'al', 'be', 'Alpha', 'Beta', 'Álpha', 'Àlpha', 'Älpha', '????', 'img10.png', 'img12.png', 'img1.png', 'img2.png', ); if (extension_loaded('intl') === true) { collator_asort(collator_create('root'), $array); } Array ( [0] => al [2] => Alpha [4] => Álpha [5] => Àlpha [6] => Älpha [1] => be [3] => Beta [11] => img1.png [9] => img10.png [8] => img12.png [10] => img2.png [7] => ???? ) As you can see this seems to work perfectly, even with mixed case strings! The only drawback I've encountered so far is that there is no support for natural sorting and I'm wondering what would be the best way to work around that, so that I can merge the best of the two worlds. I've tried to specify the Collator::SORT_NUMERIC sort flag but the result is way messier: collator_asort(collator_create('root'), $array, Collator::SORT_NUMERIC); Array ( [8] => img12.png [7] => ???? [9] => img10.png [10] => img2.png [11] => img1.png [6] => Älpha [5] => Àlpha [1] => be [2] => Alpha [3] => Beta [4] => Álpha [0] => al ) However, if I run the same test with only the img*.png values I get the ideal output: Array ( [3] => img1.png [2] => img2.png [1] => img10.png [0] => img12.png ) Can anyone think of a way to preserve the Unicode sorting while adding natural sorting capabilities?

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  • Can a cur file have an alpha map (for high quality transparency)?

    - by Codemonkey
    I want to convert this Heroes of Newerth cursor into a cur file so I can use it as a cursor on windows and on my website. The cursor is now in a PNG file with an alpha map, and I have so far been unsuccessful in converting it to a cur file. The things I've tried is using the Photoshop cursor plugin to simply save the png as a cur. The result was a working cur file with a white background instead of a transparent one. I've also tried painting the background pure green (0, 255, 0) and saving as a cur file, in which case the background was still green when I tried using it as a windows cursor. I've also tried what's been mentioned in a few tutorials, which is selecting the area I want transparent and saving the selection in Photoshop (it then ends up as a new channel). So I selected the cursor and inverted the selection and saved it. The result was a bit odd. Instead of a transparent background, I now get a background that inverts the colours behind it, just like the "Windows inverted" mouse scheme. So is there any way to accomplish what I'm trying to do?

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  • Authenticating Apache HTTPd against multiple LDAP servers with expired accounts

    - by Brian Bassett
    We're using mod_authnz_ldap and mod_authn_alias in Apache 2.2.9 (as shipped in Debian 5.0, 2.2.9-10+lenny7) to authenticate against multiple Active Directory domains for hosting a Subversion repository. Our current configuration is: # Turn up logging LogLevel debug # Define authentication providers <AuthnProviderAlias ldap alpha> AuthLDAPBindDN "CN=Subversion,OU=Service Accounts,O=Alpha" AuthLDAPBindPassword [[REDACTED]] AuthLDAPURL ldap://dc01.alpha:3268/?sAMAccountName?sub? </AuthnProviderAlias> <AuthnProviderAlias ldap beta> AuthLDAPBindDN "CN=LDAPAuth,OU=Service Accounts,O=Beta" AuthLDAPBindPassword [[REDACTED]] AuthLDAPURL ldap://ldap.beta:3268/?sAMAccountName?sub? </AuthnProviderAlias> # Subversion Repository <Location /svn> DAV svn SVNPath /opt/svn/repo AuthName "Subversion" AuthType Basic AuthBasicProvider alpha beta AuthzLDAPAuthoritative off AuthzSVNAccessFile /opt/svn/authz require valid-user </Location> We're encountering issues with users that have accounts in both Alpha and Beta, especially when their accounts in Alpha are expired (but still present; company policy is that the accounts live on for at a minimum of 1 year). For example, when the user x (which has en expired account in Alpha, and a valid account in Beta), the Apache error log reports the following: [Tue May 11 13:42:07 2010] [debug] mod_authnz_ldap.c(377): [client 10.1.1.104] [14817] auth_ldap authenticate: using URL ldap://dc01.alpha:3268/?sAMAccountName?sub? [Tue May 11 13:42:08 2010] [warn] [client 10.1.1.104] [14817] auth_ldap authenticate: user x authentication failed; URI /svn/ [ldap_simple_bind_s() to check user credentials failed][Invalid credentials] [Tue May 11 13:42:08 2010] [error] [client 10.1.1.104] user x: authentication failure for "/svn/": Password Mismatch [Tue May 11 13:42:08 2010] [debug] mod_deflate.c(615): [client 10.1.1.104] Zlib: Compressed 527 to 359 : URL /svn/ Attempting to authenticate as a non-existant user (nobodycool) results in the correct behavior of querying both LDAP servers: [Tue May 11 13:42:40 2010] [debug] mod_authnz_ldap.c(377): [client 10.1.1.104] [14815] auth_ldap authenticate: using URL ldap://dc01.alpha:3268/?sAMAccountName?sub? [Tue May 11 13:42:40 2010] [warn] [client 10.1.1.104] [14815] auth_ldap authenticate: user nobodycool authentication failed; URI /svn/ [User not found][No such object] [Tue May 11 13:42:40 2010] [debug] mod_authnz_ldap.c(377): [client 10.1.1.104] [14815] auth_ldap authenticate: using URL ldap://ldap.beta:3268/?sAMAccountName?sub? [Tue May 11 13:42:44 2010] [warn] [client 10.1.1.104] [14815] auth_ldap authenticate: user nobodycool authentication failed; URI /svn/ [User not found][No such object] [Tue May 11 13:42:44 2010] [error] [client 10.1.1.104] user nobodycool not found: /svn/ [Tue May 11 13:42:44 2010] [debug] mod_deflate.c(615): [client 10.1.1.104] Zlib: Compressed 527 to 359 : URL /svn/ How do I configure Apache to correctly query Beta if it encounters an expired account in Alpha?

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  • Possible to change the alpha value of certain pixels on iPhone?

    - by emi1faber
    Is it possible to change just a portion of a Sprite's alpha in response to user interaction? A good example of what I mean is iFog or iSteam, where the user can wipe "steam" off the iPhone's screen. Swapping images out wouldn't be feasible due to the sheer number of possibilities where the user could touch and move... For example, say you have a simple app that has a brick wall in the background that has graffiti on it, so there'd be two sprites, one of the brick wall, then one of the graffiti that has a higher z value than the brick wall. Then, based upon where the user touches (assuming their touch controls a sandblaster), some of the graffiti should be removed, but not all of it, which could be accomplished by changing the alpha value on a portion of the graffiti sprite. Is there any way to do this in cocos2d-iphone? Or, do I need to drop down into openGL, and if so, where would be a good place to start my search on how to accomplish this? Ideally, I'd like to accomplish this on a cocos2d-iphone Sprite, but if it's not possible, where's the best place to start looking? Thanks in advance, Ben

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  • Masking FLV video in AS3 with PNG alpha channel.

    - by James Roberts
    Hey there, I'm trying to mask an FLV with a PNG alpha channel. I'm using BitmapData (from a PNG) but it's not working. Is there anything I'm missing? Cut up code below: var musclesLoader:Loader = new Loader(); var musclesContainer:Sprite = new Sprite(); var musclesImage:Bitmap = new Bitmap(); var musclesBitmapData:BitmapData; var musclesVideo:Video = new Video(752, 451.2); var connection:NetConnection = new NetConnection(); var stream:NetStream; function loadMuscles():void { musclesLoader.load(new URLRequest('img/muscles.png')); musclesLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, musclesComplete); } function musclesComplete():void { musclesBitmapData = new BitmapData(musclesLoader.content.width, musclesLoader.content.height, true, 0x000000); musclesImage.bitmapData = musclesBitmapData; musclesImage.smoothing = true; musclesContainer.addChild(musclesImage); contentContainer.addChild(musclesContainer); } function loadMusclesVideo():void { connection.connect(null); stream = new NetStream(connection); stream.client = this; musclesVideo.mask = musclesBitmapData; stage.addChild(musclesVideo); musclesVideo.attachNetStream(stream); stream.bufferTime = 1; stream.receiveAudio(true); stream.receiveVideo(true); stream.play("vid/muscles.flv"); } Outside this code I have a function that adds the containers to the stage, etc and places the objects in the appropriate spots. It sort of works - the mask applies, but in a square (the size of the boundaries of musclesBitmapData) rather than with the shape of the alpha channel. Is this the right way to go about this?

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  • How do I add a column that displays the number of distinct rows to this query?

    - by Fake Code Monkey Rashid
    Hello good people! I don't know how to ask my question clearly so I'll just show you the money. To start with, here's a sample table: CREATE TABLE sandbox ( id integer NOT NULL, callsign text NOT NULL, this text NOT NULL, that text NOT NULL, "timestamp" timestamp with time zone DEFAULT now() NOT NULL ); CREATE SEQUENCE sandbox_id_seq START WITH 1 INCREMENT BY 1 NO MINVALUE NO MAXVALUE CACHE 1; ALTER SEQUENCE sandbox_id_seq OWNED BY sandbox.id; SELECT pg_catalog.setval('sandbox_id_seq', 14, true); ALTER TABLE sandbox ALTER COLUMN id SET DEFAULT nextval('sandbox_id_seq'::regclass); INSERT INTO sandbox VALUES (1, 'alpha', 'foo', 'qux', '2010-12-29 16:51:09.897579+00'); INSERT INTO sandbox VALUES (2, 'alpha', 'foo', 'qux', '2010-12-29 16:51:36.108867+00'); INSERT INTO sandbox VALUES (3, 'bravo', 'bar', 'quxx', '2010-12-29 16:52:36.370507+00'); INSERT INTO sandbox VALUES (4, 'bravo', 'foo', 'quxx', '2010-12-29 16:52:47.584663+00'); INSERT INTO sandbox VALUES (5, 'charlie', 'foo', 'corge', '2010-12-29 16:53:00.742356+00'); INSERT INTO sandbox VALUES (6, 'delta', 'foo', 'qux', '2010-12-29 16:53:10.884721+00'); INSERT INTO sandbox VALUES (7, 'alpha', 'foo', 'corge', '2010-12-29 16:53:21.242904+00'); INSERT INTO sandbox VALUES (8, 'alpha', 'bar', 'corge', '2010-12-29 16:54:33.318907+00'); INSERT INTO sandbox VALUES (9, 'alpha', 'baz', 'quxx', '2010-12-29 16:54:38.727095+00'); INSERT INTO sandbox VALUES (10, 'alpha', 'bar', 'qux', '2010-12-29 16:54:46.237294+00'); INSERT INTO sandbox VALUES (11, 'alpha', 'baz', 'qux', '2010-12-29 16:54:53.891606+00'); INSERT INTO sandbox VALUES (12, 'alpha', 'baz', 'corge', '2010-12-29 16:55:39.596076+00'); INSERT INTO sandbox VALUES (13, 'alpha', 'baz', 'corge', '2010-12-29 16:55:44.834019+00'); INSERT INTO sandbox VALUES (14, 'alpha', 'foo', 'qux', '2010-12-29 16:55:52.848792+00'); ALTER TABLE ONLY sandbox ADD CONSTRAINT sandbox_pkey PRIMARY KEY (id); Here's the current SQL query I have: SELECT * FROM ( SELECT DISTINCT ON (this, that) id, this, that, timestamp FROM sandbox WHERE callsign = 'alpha' AND CAST(timestamp AS date) = '2010-12-29' ) playground ORDER BY timestamp DESC This is the result it gives me: id this that timestamp ----------------------------------------------------- 14 foo qux 2010-12-29 16:55:52.848792+00 13 baz corge 2010-12-29 16:55:44.834019+00 11 baz qux 2010-12-29 16:54:53.891606+00 10 bar qux 2010-12-29 16:54:46.237294+00 9 baz quxx 2010-12-29 16:54:38.727095+00 8 bar corge 2010-12-29 16:54:33.318907+00 7 foo corge 2010-12-29 16:53:21.242904+00 This is what I want to see: id this that timestamp count ------------------------------------------------------------- 14 foo qux 2010-12-29 16:55:52.848792+00 3 13 baz corge 2010-12-29 16:55:44.834019+00 2 11 baz qux 2010-12-29 16:54:53.891606+00 1 10 bar qux 2010-12-29 16:54:46.237294+00 1 9 baz quxx 2010-12-29 16:54:38.727095+00 1 8 bar corge 2010-12-29 16:54:33.318907+00 1 7 foo corge 2010-12-29 16:53:21.242904+00 1 EDIT: I'm using PostgreSQL 9.0.* (if that helps any).

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  • Importing XML into an AWS RDS instance

    - by RoyHB
    I'm trying to load some xml into an AWS RDS (mySql) instance. The xml looks like: (it's an xml dump of the ISO-3661 codes) <?xml version="1.0" encoding="UTF-8"?> <countries> <countries name="Afghanistan" alpha-2="AF" alpha-3="AFG" country-code="004" iso_3166-2="ISO 3166-2:AF" region-code="142" sub-region-code="034"/> <countries name="Åland Islands" alpha-2="AX" alpha-3="ALA" country-code="248" iso_3166-2="ISO 3166-2:AX" region-code="150" sub-region-code="154"/> <countries name="Albania" alpha-2="AL" alpha-3="ALB" country-code="008" iso_3166-2="ISO 3166-2:AL" region-code="150" sub-region-code="039"/> <countries name="Algeria" alpha-2="DZ" alpha-3="DZA" country-code="012" iso_3166-2="ISO 3166-2:DZ" region-code="002" sub-region-code="015"/> The command that I'm running is: LOAD XML LOCAL INFILE '/var/www/ISO-3166_SMS_Country_Codes.xml' INTO TABLE `ISO-3661-codes`(`name`,`alpha-2`,`alpha-3`,`country-code`,`region-code`,`sub-region-code`); The error message I get is: ERROR 1148 (42000): The used command is not allowed with this MySQL version The infile that is referenced exists, I've selected a database before running the command and I have appropriate privileges on the database. The column names in the database table exactly match the xml field names.

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  • Need help limiting a join in Transact-sql

    - by MsLis
    I'm somewhat new to SQL and need help with query syntax. My issue involves 2 tables within a larger multi-table join under Transact-SQL (MS SQL Server 2000 Query Analyzer) I have ACCOUNTS and LOGINS, which are joined on 2 fields: Site & Subset. Both tables may have multiple rows for each Site/Subset combination. ACCOUNTS: | LOGINS: SITE SUBSET FIELD FIELD FIELD | SITE SUBSET USERID PASSWD alpha bravo blah blah blah | alpha bravo foo bar alpha charlie blah blah blah | alpha bravo bar foo alpha charlie bleh bleh blue | alpha charlie id ego delta bravo blah blah blah | delta bravo john welcome delta foxtrot blah blah blah | delta bravo jane welcome | delta bravo ken welcome | delta bravo barbara welcome I want to select all rows in ACCOUNTS which have LOGIN entries, but only 1 login per account. DESIRED RESULT: SITE SUBSET FIELD FIELD FIELD USERID PASSWD alpha bravo blah blah blah foo bar alpha charlie blah blah blah id ego alpha charlie bleh bleh blue id ego delta bravo blah blah blah jane welcome I don't really care which row from the login table I get, but the UserID and Password have to correspond. [Don't return invalid combinations like foo/foo or bar/bar] MS Access has a handy FIRST function, which can do this, but I haven't found an equivalent in TSQL. Also, if it makes a difference, other tables are joined to ACCOUNTS, but this is the only use of LOGINS in the structure. Thank you very much for any assistance.

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  • How to rebase onto a private branch with conflicts in gerrit/git?

    - by edwardmlyte
    Aim: I want to rebase commit G from "bravo", onto commit F from "alpha". From this: G bravo / D--E--F alpha / A--B--C mainline To this: G bravo / D--E--F alpha / A--B--C mainline "alpha" has been successfully rebased onto the latest mainline work. I cherry-pick "alpha" onto C. And when I cherry-pick "bravo", it comes up with all the merge conflicts. Once I fix those, if I do commit --amend The commit message just has all the information for alpha, whereas I'd expect the information for bravo. So I tried again after hard resetting to C, doing pull (as oppose to cherry-pick) for alpha and then pull bravo. Fixed the conflicts and just ran: commit The commit message just lists it as a merge and has merge information. Though the commit succeeds, I can't push this to gerrit as it says I don't have the rights to push merges. When I've read about rebase, it's always just to mainline, but I want to rebase private branches. Where am I going wrong?

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  • Inter-rater agreement (Fleiss' Kappa, Krippendorff's Alpha etc) Java API?

    - by adam
    I am working on building a Question Classification/Answering corpus as a part of my masters thesis. I'm looking at evaluating my expected answer type taxonomy with respect to inter-rater agreement/reliability, and I was wondering: Does anybody know of any decent (preferably free) Java API(s) that can do this? I'm reasonably certain all I need is Fleiss' Kappa and Krippendorff's Alpha at this point. Weka provides a kappa statistic in it's evaluation package, but I think it can only evaluate a classifier and I'm not at that stage yet (because I'm still building the data set and classes). Thanks.

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  • javascript fixed timestep gameloop with requestanimation frame

    - by coffeecup
    hello i just started to read through several articles, including http://gafferongames.com/game-physics/fix-your-timestep/ ...://gamedev.stackexchange.com/questions/1589/fixed-time-step-vs-variable-time-step/ ...//dewitters.koonsolo.com/gameloop.html ...://nokarma.org/2011/02/02/javascript-game-development-the-game-loop/index.html my understanding of this is that i need the currentTime and the timeStep size and integrate all states to the next state the time which is left is then passed into the render function to do interpolation i tried to implement glenn fiedlers "the final touch", whats troubling me is that each FrameTime is about 15 (ms) and the update loop runs at about 1500 fps which seems a little bit off? heres my code this.t = 0 this.dt = 0.01 this.currTime = new Date().getTime() this.accumulator = 0.0 this.animate() animate: function(){ var newTime = new Date().getTime() , frameTime = newTime - this.currTime , alpha if ( frameTime > 0.25 ) frameTime = 0.25 this.currTime = newTime this.accumulator += frameTime while (this.accumulator >= this.dt ) { this.prev_state = this.curr_state this.update(this.t,this.dt) this.t += this.dt this.accumulator -= this.dt } alpha = this.accumulator / this.dt this.render( this.t, this.dt, alpha) requestAnimationFrame( this.animate ) } also i would like to know, are there differences between glenn fiedlers implementation and the last solution presented here ? gameloop1 gameloop2 [ sorry couldnt post more than 2 links.. ] edit : i looked into it again and adjusted the values this.currTime = new Date().getTime() this.accumulator = 0 this.p_t = 0 this.p_step = 1000/100 this.animate() animate: function(){ var newTime = new Date().getTime() , frameTime = newTime - this.currTime , alpha if(frameTime > 25) frameTime = 25 this.currTime = newTime this.accumulator += frameTime while(this.accumulator >= this.p_step){ // prevstate = currState this.update() this.p_t+=this.p_step this.accumulator -= this.p_step } alpha = this.accumulator / this.p_step this.render(alpha) requestAnimationFrame( this.animate ) now i can set the physics update rate, render runs at 60 fps and physics update at 100 fps, maybe someone could confirm this because its the first time i'm playing around with game development :-)

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  • Apache HTTPS ProxyPass certificate location

    - by oz1cz
    I'm trying to set up an Apache server that uses ProxyPass to pass HTTPS requests on to another server. Let's call the proxy server ALPHA and the target server BETA. ALPHA does not run HTTPS, but BETA does. I first tried using this virtual host specification on ALPHA: <VirtualHost *:443> ServerName mysite.com ProxyPass / https://192.168.1.105/ # BETA's IP address ProxyPassReverse / https://192.168.1.105/ # BETA's IP address ProxyPreserveHost On ProxyTimeout 600 SSLProxyEngine On RequestHeader set Front-End-Https "On" CacheDisable * </VirtualHost> But when I tried this, Apache complained saying, "[error] Server should be SSL-aware but has no certificate configured [Hint: SSLCertificateFile]". I had to copy the SSL certificate from BETA to ALPHA and add these lines to the host specification on ALPHA: SSLEngine on SSLCertificateKeyFile /usr/local/ssl/private/BETA_private.key SSLCertificateFile /usr/local/ssl/crt/BETA_public.crt SSLCertificateChainFile /usr/local/ssl/crt/BETA_intermediate.crt Now the system works. But I have a feeling that I have done something wrong or unnecessary. I have the web site's private key and certificate lying on both ALPHA and BETA. Is that necessary? Should I have done it differently?

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  • Does Unity's "Transparent Bumped Specular" translate to "semi-shiny must be semi-transparent"?

    - by Shivan Dragon
    Unity's documentation for the "Transparent Bumped Specular" shader/material-type is simply a concatenation of each of the descriptions for its Transparent and Specular Shaders (and also Bumped, but that doesn't apply to the question): Transparent Properties This shader can make mesh geometry partially or fully transparent by reading the alpha channel of the main texture. In the alpha, 0 (black) is completely transparent while 255 (white) is completely opaque. If your main texture does not have an alpha channel, the object will appear completely opaque. (...) Specular Properties (...) Additionally, the alpha channel of the main texture acts as a Specular Map (sometimes called "gloss map"), defining which areas of the object are more reflective than others. Black areas of the alpha will be zero specular reflection, while white areas will be full specular reflection. To me this translates to: I have a mesh representig a car tire The texture need to be very shiny on the rims parts, and almost not shiny at all for the rubber parts Also since the rim is really complex, (with like cut-out decoretions and such), I will not build that into the mesh, but fake it with transparency in the texture I can't do all this using Unity's "Transparent Bumped Specular" shader, because the "rubber" part of the texture will become semi transparent due to me painting the alpha channel dark-grey (because I want it to also be less shiny). Is this correct? If not, how can I make this work?

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  • Glitch-free cross-fades in HTML5

    - by Alexander Gladysh
    In my HTML5 canvas game, I need to cross-fade two sprites which have some glow around them. (Glow is backed into sprites.) Initially, the first sprite is visible. During the cross-fade the first sprite should vanish, and be replaced with the second one. How exactly the cross-fade is done — does not matter, as long as it is smooth and there are no visual glitches. I've tried two techniques: During the cross-fade I simultaneously interpolate alpha of the first sprite from 1.0 to 0.0, and alpha of the second sprite — from 0.0 to 1.0. With this technique I can see background in the middle of the cross-fade. That's because both sprites are semi-transparent most of the time. During the cross-fade I first interpolate alpha of the second sprite from 0.0 to 1.0 (first sprite alpha is at 1.0), and then interpolate alpha of the first sprite from 1.0 to 0.0. With this technique background is not seen, but the glow around sprites flashes during the cross-fide — when both sprites are near the full visibility. In non-HTML5 game I'd use shaders to do cross-fade separately in RGB and alpha channels. Is there a trick to do the cross-fade I need in HTML5 without visual glitches?

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  • jquery Ui Dialog box opacity / alpha filter broken in IE7/8 when using jquery.effects.fade.js

    - by Ideasman101
    Greetings! Goal: transparant ui dialog box in IE7/8 with fade in/out effect upon open/close. Opacity was set in css and works just fine (safari, chrome, ff ie7/8) using native effects blind / explode etc. But when using efects.fade.js on the dialog box the opacity does not work on ie7/8 We want fade in/out because that looks awesome. Anyway here is my code. Any help much appreciated. Maybe something to do with filter or cleartype. My css .ui-dialog { position: absolute; padding: .2em; width: 300px; overflow: hidden; opacity:0.85;filter:alpha(opacity=85);} My jQuery // Dialog1 $('#dialog1').dialog({ position: [250,120], autoOpen: false, closeOnEscape: true, modal: false, show: { effect: "fade", options: {}, speed: 1500 }, hide: { effect: "fade", options: {}, speed: 1500 }, resizable: false, width: 350, height: 200 }); // Dialog Link 1 $('#dialog_link1').click(function(){ $([1,2,3]).each(function(){ var num = this; $('#dialog'+num).dialog('close'); }); $('#dialog1').dialog('open'); $('body').css("background-image", "url(images/image1.jpg)"); $('body').css("background-repeat", "no-repeat"); $('body').css("background-position", "bottom center"); $('body').css("background-attachment", "fixed"); $('body').css("bottom", "0px"); return false; });

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  • protobuf-net v2 alpha - problems with Dictionary<string,string>?

    - by Steve
    I was using a version of v2 of protobuf-net from a few weeks ago quite successfully. (I want to use V2 due to the speed of the pre-compiled serializer running on the Compact Framework.) Everything worked great until I tried to serialize an object with a property of type Dictionary. I received the following error: {"No serializer defined for type: System.Collections.Generic.KeyValuePair`2[[System.String, mscorlib, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089],[System.String, mscorlib, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]]"} It looked like there were recent changes made to improve Dictionary support, so I grabbed the latest code from today. After building the CF3.5 and FF3.5 dlls, I tried again. Now I get a different error "The model cannot be changed once frozen." If I remove the ProtoMember attribute from the Dictionary property all seems to work well. Has anyone succcessfully used a Dictionary in v2 of protobuf-net? Is this still too early of a release to be using? My speed tests showed v2 being twice as fast, does that seem accurate (validating my desire to use the less stable v2 pre-alpha bits.)

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  • Google Maps Rollover Problem in a Flex Website

    - by Laxmidi
    Hi, I'm using Google Maps in my Flex site to create a map. I've got polygons overlayed on the map. When the user rolls over a polygon an infowindow opens identifying the area and the fill Alpha of the area is set to 0. On roll-out, the info window is removed and the fill Alpha is returned to the default, 0.2. The polygons display and the InfoWindow is added and removed correctly. The problem is that the change in fill alpha only occurs on the very last polygon in the list. So for example, if I have polygons A, B, C, and D. If I rollover A, then A's alpha should change. But, instead D's alpha changes. No matter which polygon I rollover, the last polygon's alpha changes. It's weird, because the infoWindows behave correctly on rollover. So, if I rollover polygon A, the correct information for InfoWindow A appears. Please see the code below: private function allEncodedPolygons(event:MouseEvent) : void { var myPaneManager:IPaneManager = map.getPaneManager(); var myMapPane:IPane = myPaneManager.createPane(); if (allHoodsToggle.selected) { map.clearOverlays(); mapType.selectedIndex = -1; for each (var neighbNode:XML in detailMapResultData){ outlinePolygon = this.createPoly(neighbNode); map.addOverlay(outlinePolygon)}; allHoodsToggle.removeEventListener(MouseEvent.CLICK, allEncodedPolygons); } else {myPaneManager.clearOverlays(); allHoodsToggle.removeEventListener(MouseEvent.CLICK, allEncodedPolygons); } } The function below creates the polygons and has the rollover function: private var neighbShapes:Polygon; private function createPoly(neighbNode:XML):Polygon { var optionsDefault:PolygonOptions = new PolygonOptions( { strokeStyle: {thickness: 5, color: 0xFFFF00, alpha: 0.4, pixelHinting: true}, fillStyle: { alpha: 0.2 }} ); var neighbCenterLat:Number = neighbNode.latitudeCenter.toString(); var neighbCenterLong:Number = neighbNode.longitudeCenter.toString(); var neighbCenter:LatLng = new LatLng(neighbCenterLat,neighbCenterLong); var optionsHover:PolygonOptions = new PolygonOptions( { fillStyle: { alpha: 0.0 }} ); var encodedData:EncodedPolylineData = new EncodedPolylineData(neighbNode.encoding.toString(), neighbNode.zoomFactor.toString(), neighbNode.level.toString(), neighbNode.numlevels.toString()); var encodedList:Array = [encodedData]; neighbShapes = Polygon.fromEncoded(encodedList, optionsDefault); neighbShapes.addEventListener(MapMouseEvent.CLICK, function(event:MapMouseEvent): void { map.openInfoWindow(event.latLng, new InfoWindowOptions({content: neighbNode.name.toString(), hasCloseButton:false, hasShadow:true})); }); neighbShapes.addEventListener(MapMouseEvent.ROLL_OVER, function(event:MapMouseEvent): void { neighbShapes.setOptions(optionsHover); map.openInfoWindow(neighbCenter, new InfoWindowOptions({content: neighbNode.name.toString(), hasCloseButton:false, hasShadow:false})); }); neighbShapes.addEventListener(MapMouseEvent.ROLL_OUT, function(event:MapMouseEvent): void { neighbShapes.setOptions(optionsDefault); }); return neighbShapes; } Any suggestions as to why the function that changes the alpha is firing on the last polygon only, even though the InfoWindow appears correctly? If anyone has any ideas, I'd love to hear them. Thanks. -Laxmidi

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  • forward rendering and multiple shadow maps

    - by Irbis
    I have two light sources on my scene. I created two fbo's which store depth textures for these lights. A render loop looks like this: bind fbo1 save depth values for first light unbind fbo1 bind fbo2 save depth values for second light unbind fbo2 enable additive blending bind first depth texture render scene bind second depth texture render scene disable additive blending For one light source the program works fine. For many light sources I use an additive blending to acumulate lighting results but then some objects become transparent (for example when an object which is further away from the camera is drawn before an object which is closer to the camera). How to resolve that problem ? How should I accumulate lighting effects for many light sources (many shadow maps) ? P.S. I use OpenGL/GLSL 3.3+

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