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  • Video capture tool: capture n frames per second

    - by Keikoku
    Is there a program that allows me to pass in a video and capture the screen at every n frames? For example maybe I want to export screenshots at 24 frames per second from point A to point B, so the program will be exporting 24 images per second. The amount of frames I would like to capture can be specified (maybe I only want 1 fps, maybe 10 fps, maybe 24, 30, 60, ..) Preferably, it would be part of a larger program that supports various video formats. At least, it should support the more common formats out there.

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  • Import PDF in Inkscape without per character spacing

    - by Morinar
    I have a PDF form I imported into Inkscape. It did a pretty great job of created an SVG from it, however it appears to have given per character x coordinates to each tspan in every text block. I'm not sure, but I think this is making the FOP render that our software does ridiculously slow (running it through other renderers like IBEX it seems fine). I'd like to import it but have it not do per character positions. I can't seem to find any sort of PDF importing options at all. Does such a thing exist? Or is there perhaps some other, better freeware application I could use to generate the SVG from the PDF then use Inkscape to do adjustments from there? Thanks in advance.

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  • Okular (on Ubuntu 9.10) prints multiple pages per sheet (n-up) very small

    - by dgleich
    I'm trying to print a set of beamer slides with multiple slides per page (4-up or 6-up). When I select 4 pages or 6 pages per sheet in the Okular print dialog, the pages print quite small (perhaps even tiny -- about 1.75" by 1.25") and leave significant white-space on the page. I can get around this behavior by using the pdfnup utility (in the pdfjam package); which will correctly generate a 4- or 6-up pdf file but it's annoying to generate a second pdf file when I should be able to accomplish this task from the print dialog. Details: Ubuntu 9.10 (Karmic), 64-bit, Color Postscript printer.

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  • Gmail - Ways to have more than 20 items per page in the search results

    - by Andrei
    Gmail has the notorious limitation of 20 results per page when searching your mail. Is there an extension (Chrome - preferable, Firefox, etc.) that can fix this (i.e. allow more than 20 items per page)? Based on my experience this should be entirely doable (have the extension move across pages in the background and then collect the results). Is there an extension that can already do this? I'm asking because I couldn't find one.

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  • Throttling bandwidth on a per group basis

    - by Robreylen
    I am wondering if it is possible to create a bandwidth shaping/throttling script that shapes traffic based on user group. That is, if user1, user2, are in user group group1, they will have 1mb/s download and 1mb/s upload, whilst if user3 and user4 are in group2, they will have 256kb/s download and 256kb/s upload. I've read a bit about this and I found some iptables and TC implementations of a per user solution, but I have not seen anything for a user group. Hopefully it can be simply implemented in form of a custom iptables rules and script running with TC or the like. Here is a script I was looking into that does a system wide throttle: http://atmail.com/kb/2009/throttling-bandwidth/ I assume it is possible to do user group throttling since it is possible for throttling on a per user basis. Thanks for any info you can provide for this question.

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  • Suhosin per-URL exceptions?

    - by STATUS_ACCESS_DENIED
    I am using SimpleID as my OpenID provider and it turns out that if I log on via pages like those on StackExchange, one of the parameters of the GET request gets dropped by Suhosin. The name of the variable is s and I presume it's responsible for the "return to URL" part after login. All of this is not a problem as long as I am already logged into SimpleID from before. However, as soon as the site on which I want to log in via OpenID ends up at the login screen of SimpleID, the redirect back to the site I came from does not work anymore due to the dropped variable. Is there a method to configure either on a per-virtual-host or per-URL basis to ignore the maximum length for GET requests with a parameter s exceeding the (globally) set limit? I'm using Apache 2.2, so I was wondering whether a mechanism similar to setting the PHP ini variables from within the server configuration exists for Suhosin.

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  • 1K incoming http post requests per second, each with a 10-50K file

    - by Blankman
    I'm trying to figure out what kind of server setup I will need to support: 1K http post requests per second each post will contain a xml file between 5-50K (average of 25 kilobytes) Even if I get a 100 Mb/s connection with my dedicated box (they usually give 10 Mb/s but you can upgrade), from my calculations that is about 12K kb/s which means about 480 25kb files per second. So this means I need around 3 servers then, each with 100 Mb/s connection. Would a single server running HAProxy be able to redirect the requests to other servers or does this mean I need to get something else that can handle more than 100 Mb/s to proxy things out to the other servers? If my math is off I'd appreciate any corrections you may have.

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  • Okular (on Ubuntu 9.10) prints multiple pages per sheet (n-up) very small

    - by user23884
    I'm trying to print a set of beamer slides with multiple slides per page (4-up or 6-up). When I select 4 pages or 6 pages per sheet in the Okular print dialog, the pages print quite small (perhaps even tiny -- about 1.75" by 1.25") and leave significant white-space on the page. I can get around this behavior by using the pdfnup utility (in the pdfjam package); which will correctly generate a 4- or 6-up pdf file but it's annoying to generate a second pdf file when I should be able to accomplish this task from the print dialog. Details: Ubuntu 9.10 (Karmic), 64-bit, Color Postscript printer.

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  • vsftpd per group configuration

    - by roqs
    I want to configure a vsftpd in a per group fashion instead of per user configuration. It's possible? Suppose i have two groups: groupA and groupB, so my goal is: users in groupA have permission (wrx) to all files in directory dir1 users in groupB have permission (wrx) to all files in directory dir2 users of the system have permission (wrx) to all files in directory dir3 For example: ftp@test:/home/ftp# ls -l drwxrwxr-x 16 root groupA 4096 Jun 3 10:45 dir1 drwxrwxr-x 2 root groupB 4096 Jun 3 10:56 dir2 drwxrwxr-x 8 root users 4096 Jun 3 11:01 dir3 How to do that with vsftpd?

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  • 2D Mask antialiasing in xna hlsl

    - by mohsen
    I have two texture2d , one of these is a mask texture and have 2kind color and i use that for mask (filter) second texture2D something like float4 tex = tex2D(sprite, texCoord); float4 bitMask = tex2D(mask, texCoord); if (bitMask.a >0) { return float4(0,0,0,0); } else { return float4(tex.b,tex.g,tex.r,1); } but because mask texture is just two color the result is too jagged i want know how i can do some antialiasing for edges that smooth these ty for reading and sry for my bad english

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  • iOS - pass UIImage to shader as texture

    - by martin pilch
    I am trying to pass UIImage to GLSL shader. The fragment shader is: varying highp vec2 textureCoordinate; uniform sampler2D inputImageTexture; uniform sampler2D inputImageTexture2; void main() { highp vec4 color = texture2D(inputImageTexture, textureCoordinate); highp vec4 color2 = texture2D(inputImageTexture2, textureCoordinate); gl_FragColor = color * color2; } What I want to do is send images from camera and do multiply blend with texture. When I just send data from camera, everything is fine. So problem should be with sending another texture to shader. I am doing it this way: - (void)setTexture:(UIImage*)image forUniform:(NSString*)uniform { CGSize sizeOfImage = [image size]; CGFloat scaleOfImage = [image scale]; CGSize pixelSizeOfImage = CGSizeMake(scaleOfImage * sizeOfImage.width, scaleOfImage * sizeOfImage.height); //create context GLubyte * spriteData = (GLubyte *)malloc(pixelSizeOfImage.width * pixelSizeOfImage.height * 4 * sizeof(GLubyte)); CGContextRef spriteContext = CGBitmapContextCreate(spriteData, pixelSizeOfImage.width, pixelSizeOfImage.height, 8, pixelSizeOfImage.width * 4, CGImageGetColorSpace(image.CGImage), kCGImageAlphaPremultipliedLast); //draw image into context CGContextDrawImage(spriteContext, CGRectMake(0.0, 0.0, pixelSizeOfImage.width, pixelSizeOfImage.height), image.CGImage); //get uniform of texture GLuint uniformIndex = glGetUniformLocation(__programPointer, [uniform UTF8String]); //generate texture GLuint textureIndex; glGenTextures(1, &textureIndex); glBindTexture(GL_TEXTURE_2D, textureIndex); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); //create texture glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, pixelSizeOfImage.width, pixelSizeOfImage.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, spriteData); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, textureIndex); //"send" to shader glUniform1i(uniformIndex, 1); free(spriteData); CGContextRelease(spriteContext); } Uniform for texture is fine, glGetUniformLocation function do not returns -1. The texture is PNG file of resolution 2000x2000 pixels. PROBLEM: When the texture is passed to shader, I have got "black screen". Maybe problem are parameters of the CGContext or parameters of the function glTexImage2D Thank you

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  • How can I find a position between 4 vertices in a fragment shader?

    - by c4sh
    I'm creating a shader with SharpDX (DirectX11 in C#) that takes a segment (2 points) from the output of a Vertex Shader and then passes them to a Geometry Shader, which converts this line into a rectangle (4 points) and assigns the four corners a texture coordinate. After that I want a Fragment Shader (which recieves the interpolated position and the interpolated texture coordinates) that checks the depth at the "spine of the rectangle" (that is, in the line that passes through the middle of the rectangle. The problem is I don't know how to extract the position of the corresponding fragment at the spine of the rectangle. This happens because I have the texture coordinates interpolated, but I don't know how to use them to get the fragment I want, because the coordinate system of a) the texture and b) the position of my fragment in screen space are not the same. Thanks a lot for any help.

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  • How to efficiently render resizable GUI elements in DirectX?

    - by PolGraphic
    I wonder what would be most efficient way to render the GUI elements. When we're talking about constant-size elements (that can still be moving), the textures' atlas seems to be good. But what with the resizeable elements? Let's say the panel (with textured borders)? Is there any better way than just render 9 rectangles with textures on them (I guess one texture and different textures coordinates for left-top corner, border, middle etc. used in shader)?

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  • Applying effects to an existing program that uses BasicEffect

    - by Fibericon
    Using the finished product from the tutorial here. Is it possible to apply the grayscale effect from here: Making entire scene fade to grayscale Or would you basically have to rewrite everything? EDIT: It's doing something now, but the whole grayscale seems extremely blue. It's like I'm looking at it through dark blue sunglasses. Here's my draw function: protected override void Draw(GameTime gameTime) { device.SetRenderTarget(renderTarget); graphics.GraphicsDevice.Clear(Color.CornflowerBlue); //Drawing models, bullets, etc. device.SetRenderTarget(null); spriteBatch.Begin(0, BlendState.Additive, SamplerState.PointWrap, DepthStencilState.Default, RasterizerState.CullNone, grayScale); Texture2D temp = (Texture2D)renderTarget; grayScale.Parameters["coloredTexture"].SetValue(temp); grayScale.CurrentTechnique = grayScale.Techniques["Grayscale"]; foreach (EffectPass pass in grayScale.CurrentTechnique.Passes) { pass.Apply(); } spriteBatch.Draw(temp, new Vector2(GraphicsDevice.PresentationParameters.BackBufferWidth/2, GraphicsDevice.PresentationParameters.BackBufferHeight/2), null, Color.White, 0f, new Vector2(renderTarget.Width/2, renderTarget.Height/2), 1.0f, SpriteEffects.None, 0f); spriteBatch.End(); base.Draw(gameTime); } Another edit: figured out what I was doing wrong. I have Blendstate.Additive in the spriteBatch.Draw() call. It should be Blendstate.Opaque, or it literally tries to add the blank blue image to the grayscale image.

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  • RGB values from image into a one dimension array in c#

    - by velocityxyz
    I was wondering if there is a was a way to read rgb values from an image into a one dimensional array in C#. If it doesnt make sense, in java I would do something like this. int[] pixels; BufferedImage image = getClass().getResourceAsStream("asdfghjkl.png"); int w = image.getWidth(); int h = image.getHeight(); pixels = new int[w * h]; image.getRGB(0, 0, w, h, pixels, 0, w) ; So any help would be great, or if you can point me in the right direction, that'd be great

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  • How do I check on non-transparent pixels in a bitmapdata?

    - by Opoe
    I'm still working on my window cleaning game from one of my previous questions I marked a contribution as my answer, but after all this time I can't get it to work and I have to many questions about this so I decided to ask some more about it. As a sequel on my mentioned previous question, my question to you is: How can I check whether or not a bitmapData contains non transparent pixels? Subquestion: Is this possible when the masked image is a movieclip? Shouldn't I use graphics instead? Information I have: A dirtywindow movieclip on the bottom layer and a clean window movieclip on layer 2(mc1) on the layer above. To hide the top layer(the dirty window) I assign a mask to it. Code // this creates a mask that hides the movieclip on top var mask_mc:MovieClip = new MovieClip(); addChild(mask_mc) //assign the mask to the movieclip it should 'cover' mc1.mask = mask_mc; With a brush(cursor) the player wipes of the dirt ( actualy setting the fill from the mask to transparent so the clean window appears) //add event listeners for the 'brush' brush_mc.addEventListener(MouseEvent.MOUSE_DOWN,brushDown); brush_mc.addEventListener(MouseEvent.MOUSE_UP,brushUp); //function to drag the brush over the mask function brushDown(dragging:MouseEvent):void{ dragging.currentTarget.startDrag(); MovieClip(dragging.currentTarget).addEventListener(Event.ENTER_FRAME,erase) ; mask_mc.graphics.moveTo(brush_mc.x,brush_mc.y); } //function to stop dragging the brush over the mask function brushUp(dragging:MouseEvent):void{ dragging.currentTarget.stopDrag(); MovieClip(dragging.currentTarget).removeEventListener(Event.ENTER_FRAME,erase); } //fill the mask with transparant pixels so the movieclip turns visible function erase(e:Event):void{ with(mask_mc.graphics){ beginFill(0x000000); drawRect(brush_mc.x,brush_mc.y,brush_mc.width,brush_mc.height); endFill(); } }

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  • Android Game Development problem with Speed = Distance / Time

    - by Charlton Santana
    I have been coding speed for an object. I have made it so the object will move from one end of the screen to another at a speed depending on the screen size, at the monemt I have made it so it will take one second to pass the screen. So i have worked out the speed in code but when I go to assign the speed it tells me to force close and i do not understand why. Here is the code: MainGame Code: @Override protected void onDraw(Canvas canvas) { setBlockSpeed(getWidth()); } private int blockSpeed; private void setBlockSpeed(int screenWidth){ Log.d(TAG, "screenWidth " + screenWidth); blockSpeed = screenWidth / 100; // 100 is the FPS.. i want it to take 1 second to pass the screen Math.round(blockSpeed); // to make it a whole number block.speed = blockSpeed; // this is line 318!! if i put eg block.speed = 8; it still tells me to force close } Block.java Code: public int speed; public void draw(Canvas canvas) { canvas.drawBitmap(bitmap, x - (bitmap.getWidth() / 2), y - (bitmap.getHeight() / 2), null); if(dontmove == 0){ this.x -= speed; // if it was eg this.x -= 18; it would not have an error } } The exception 06-08 13:22:34.315: E/AndroidRuntime(2801): FATAL EXCEPTION: Thread-11 06-08 13:22:34.315: E/AndroidRuntime(2801): java.lang.NullPointerException 06-08 13:22:34.315: E/AndroidRuntime(2801): at com.charltonsantana.game.MainGame.setBlockSpeed(MainGame.java:318) 06-08 13:22:34.315: E/AndroidRuntime(2801): at com.charltonsantana.game.MainGame.onDraw(MainGame.java:351) 06-08 13:22:34.315: E/AndroidRuntime(2801): at com.charltonsantana.game.MainThread.run(MainThread.java:64)

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  • New to CG shader programming, what program should I use to write and test them?

    - by Notbad
    I have started witting some shaders. First ones were fairly easy to write in notepad but now I need something with a bit more meat. I have checked rendermonnkey that seems to support CG but it is really old and don't know if it is a good option. On the other hand there exist this FX Composer 2.0 but it seems somthing that could really distract me from learning shaders because it seems a pretty deep program. Are there any other possibilities? There's a really nice alternative to write shaders named ShaderToy but just supports GLSL. Any information will be really welcomed. Thanks in advance.

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  • AS3 How to check on non transparent pixels in a bitmapdata?

    - by Opoe
    I'm still working on my window cleaning game from one of my previous questions I marked a contribution as my answer, but after all this time I can't get it to work and I have to many questions about this so I decided to ask some more about it. As a sequel on my mentioned previous question, my question to you is: How can I check whether or not a bitmapData contains non transparent pixels? Subquestion: Is this possible when the masked image is a movieclip? Shouldn't I use graphics instead? Information I have: A dirtywindow movieclip on the bottom layer and a clean window movieclip on layer 2(mc1) on the layer above. To hide the top layer(the dirty window) I assign a mask to it. Code // this creates a mask that hides the movieclip on top var mask_mc:MovieClip = new MovieClip(); addChild(mask_mc) //assign the mask to the movieclip it should 'cover' mc1.mask = mask_mc; With a brush(cursor) the player wipes of the dirt ( actualy setting the fill from the mask to transparent so the clean window appears) //add event listeners for the 'brush' brush_mc.addEventListener(MouseEvent.MOUSE_DOWN,brushDown); brush_mc.addEventListener(MouseEvent.MOUSE_UP,brushUp); //function to drag the brush over the mask function brushDown(dragging:MouseEvent):void{ dragging.currentTarget.startDrag(); MovieClip(dragging.currentTarget).addEventListener(Event.ENTER_FRAME,erase) ; mask_mc.graphics.moveTo(brush_mc.x,brush_mc.y); } //function to stop dragging the brush over the mask function brushUp(dragging:MouseEvent):void{ dragging.currentTarget.stopDrag(); MovieClip(dragging.currentTarget).removeEventListener(Event.ENTER_FRAME,erase); } //fill the mask with transparant pixels so the movieclip turns visible function erase(e:Event):void{ with(mask_mc.graphics){ beginFill(0x000000); drawRect(brush_mc.x,brush_mc.y,brush_mc.width,brush_mc.height); endFill(); } }

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  • Android Game Development problem whith size and speed

    - by Charlton Santana
    I have been coding speed for an object. I have made it so the object will move from one end of the screen to another at a speed depending on the screen size, at the monemt I have made it so it will take one second to pass the screen. So i have worked out the speed in code but when I go to assign the speed it tells me to force close and i do not understand why. Here is the code: MainGame Code: @Override protected void onDraw(Canvas canvas) { setBlockSpeed(getWidth()); } private int blockSpeed; private void setBlockSpeed(int screenWidth){ Log.d(TAG, "screenWidth " + screenWidth); blockSpeed = screenWidth / 100; // 100 is the FPS.. i want it to take 1 second to pass the screen Math.round(blockSpeed); // to make it a whole number block.speed = blockSpeed; // if i dont put blockSpeed and put eg 8 it still tells me to force close } Block.java Code: public int speed; public void draw(Canvas canvas) { canvas.drawBitmap(bitmap, x - (bitmap.getWidth() / 2), y - (bitmap.getHeight() / 2), null); if(dontmove == 0){ this.x -= speed; } }

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