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  • Detecting pixels in a rotated Texture2D in XNA?

    - by PugWrath
    I know things similar to this have been posted, but I'm still trying to find a good solution... I'm drawing Texture2D objects on the ground in my game, and for Mouse-Over or targeting methods, I'm detecting whether or not the pixel in that Texture at the mouse position is Color.Transparent. This works perfectly when I do not rotate the texture, but I'd like to be able to rotate textures to add realism/variety. However, I either need to create a new Texture2D that is rotated at the correct angle so that I can detect its pixels, or I need to find some other method of detection... Any thoughts?

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  • How can I support scrolling when using batched rendering for my tiles?

    - by dardanel
    I have tiled map 100*75 and tiles are 32*32 pixel.I want to use batching for performance .I don't figure it out , because of my game needs scrolling and every frame i draw 22*16 tiles (my screen is 20*16 tile) .I thought that batching tiles for every frame .Is it good or any suggestion? edit :to more clarify I want to use occlusion culling and batching at the same time.I thought that drawing only visible areas and batching them together .But there is a something i couldn't figure out .When scrolling screen with translate matrix , if one row become invisible , I bind new row and batch them again.Every batched objects needs to buffer again.So I batch tiles and buffer to VBO every time when one row become invisible .I don't know these way is efficient or not .This is my question .And i am open to any suggestions.

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  • Black frame around screen after HDMI connection failure

    - by Wolter Hellmund
    I was trying to watch a movie in my computer through the TV, so I connected both with an HDMI cable. I was unable to have a successful setup (the colors were all weird on the TV and the screen size, incorrect), I tried many resolutions using the nvidia-settings application and somehow my screen got framed by a black border and after that I have been unable to remove it, even after restarting the computer and not being connected to the HDMI cable anymore. I am using Ubuntu 11.10 amd64, my GPU is an nVidia GeForce 8600M GT and I am using the propietary driver version 280. The problem is due to some setting with my account only. I logged in to the guest session and the resolution is right there. Also, my desktop "thinks" the resolution is right (i.e. 1280x800), but it must be right in another scale because there is pixel area occupied by the black frame.

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  • How are vertex shader outs sent as inputs to the fragment shader?

    - by Jeffrey
    I'm learning some OpenGL 3.2 way of doing things and I think it's quite great, I'm actually understanding more of shaders and non-fixed pipeline in 1 week rather than those 2 years I tried to learn OpenGL fixed pipeline functions. But here's my question: From what I think I've understood the vertex shader is run for each vertexes in the VBO. But the fragments shader is run per each pixel (is that right?) which is a huge number compared to let's say 3 vertexes of a triangle. Now it seems that in the vertex shader the out variables (like colors and stuff) are passed 1 to 1 to the fragment shader. But let's say that I pass to the fragment shader the position of the vertex in the vertex shader. How is all executed? What vertex (A, B or C of the hipothetical triangle) is passed per each fragment and why?

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  • Plug In to the Web at India's Largest Adobe Conference

    Bangalore, June 16, 2010: Adobe Flash Platform Summit, India's largest Adobe conference, recognizes the blurring dynamic of the designer/developer workflow, and features the latest developments on the Adobe Flash Platform that is of utmost importance to both developers, as well as designers. Based on the overarching theme Functional Intent Meets Pixel Perfection, AFPS 2010 will feature a convergence of thousands of developers and designers, Adobe community members and Adobe teams from across...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Possible to pass pygame data to memory map block?

    - by toozie21
    I am building a matrix out of addressable pixels and it will be run by a Pi (over the ethernet bus). The matrix will be 75 pixels wide and 20 pixels tall. As a side project, I thought it would be neat to run pong on it. I've seen some python based pong tutorials for Pi, but the problem is that they want to pass the data out to a screen via pygame.display function. I have access to pass pixel information using a memory map block, so is there anyway to do that with pygame instead of passing it out the video port? In case anyone is curious, this was the pong tutorial I was looking at: Pong Tutorial

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  • How Can I Disable Windows 7's Aero Performance Warnings?

    - by Jason Fitzpatrick
    You know your computer isn’t cutting edge, but there’s no need for Windows 7 to constantly remind you. Read on to see how you can disable its constant nagging to adjust your color scheme to improve performance. Today’s Question & Answer session comes to us courtesy of SuperUser—a subdivision of Stack Exchange, a community-drive grouping of Q&A web sites. Secure Yourself by Using Two-Step Verification on These 16 Web Services How to Fix a Stuck Pixel on an LCD Monitor How to Factory Reset Your Android Phone or Tablet When It Won’t Boot

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  • What is the minimum of shader I need to use to run basic calculation on GPU?

    - by Jinxi
    I read, that the Hull Shader, Domain Shader, Geometry Shader and Pixel Shader can be used optional. So, is the Vertex Shader optional too? If no: What does a basic Vertex Shader look like? Just like a simple pass through? Is the Vertex Shader necessary to tell what kind of datastructure (Van Stripes or Meshes) are used? What can I do, with just the vertex shader? Are the fixed functions working without any help of programming a programmable stage?

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  • How to Use The US Windows 8 Store From Another Country

    - by Taylor Gibb
    Have you ever searched for an app only to find that its not available in your country? Luckily for us there is a work around for the Windows Store. How to use the US Windows Store from Another Country Press the Win + X keyboard combination, or right click in the bottom left hand corner of your screen to open the WinX menu, then launch the Control Panel. Now change the Control Panel’s view to the Small icons view. Then head into the Region settings. When the Region settings open you will need to switch over to the Location tab. Here you will be able to see the location that the Windows Store, as well as other applications , is using. You can change it by simply selecting United States from the drop down. That’s all there is to it. Secure Yourself by Using Two-Step Verification on These 16 Web Services How to Fix a Stuck Pixel on an LCD Monitor How to Factory Reset Your Android Phone or Tablet When It Won’t Boot

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  • 2 Google Tag Manager containers = double triggers?

    - by fred
    I have a Joomla website with existing analytics done by a GTM tag and I need to add another image tag (1x1 pixel) from a separate GTM container. I set the event name for the additional GTM container to a different name from from the existing GTM container (default 'gtm.js') so that the new tag only fires under the specified event. The new container tested out fine in a blank HTML page, but when it is put in the website, it ends up firing twice. I know that because Firebug showed 2 1x1 pixels being loaded and I mark each request with a randomly-generated UID to distinguish them on the server side. I suspect this being caused by having multiple GTM container tags but want to check whether anyone has run into this problem before? As of now, I could not verify nor fix the double counting problem.

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  • Write depth buffer to texture

    - by innochenti
    I need to read depth buffer from GPU and write it to texture. How this can be done? Here is how texture for depth buffer is created: depthBufferDesc.Width = screenWidth; depthBufferDesc.Height = screenHeight; depthBufferDesc.MipLevels = 1; depthBufferDesc.ArraySize = 1; depthBufferDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT; depthBufferDesc.SampleDesc.Count = 1; depthBufferDesc.SampleDesc.Quality = 0; depthBufferDesc.Usage = D3D10_USAGE_DEFAULT; depthBufferDesc.BindFlags = D3D10_BIND_DEPTH_STENCIL; depthBufferDesc.CPUAccessFlags = 0; depthBufferDesc.MiscFlags = 0; m_device->CreateTexture2D(&depthBufferDesc, NULL, m_depthStencilBuffer); Also, I've got another question: is it possible to bind depth buffer texture as sampler to the pixel shader?

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  • Ask the Readers: How Do You Find Your Next Book?

    - by Jason Fitzpatrick
    It’s never been easier to find book reviews, recommendations, and comparisons; tools which are more necessary than ever thanks to the increasing number of new titles on the market. This week we want to hear all about your techniques for picking your next book. Whether you consult the New York Times best seller list, pore over Amazon book reviews, use a book suggestion engine, or just buy whatever the local book store has on the end-cap display that month, we want to hear about your system for finding new books. Sound off in the comments with your technique (bonus points for including links to any services or sites you use) and then check back on Friday for the What You Said roundup to see how your fellow readers fill their book bags. Secure Yourself by Using Two-Step Verification on These 16 Web Services How to Fix a Stuck Pixel on an LCD Monitor How to Factory Reset Your Android Phone or Tablet When It Won’t Boot

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  • Alternative ways to construct maps

    - by sideways8
    I've searched around and it seems like most people are using tile-based map systems. I suppose this question is more theoretical than practical (I am not very concerned about memory or performance speed), but I want to know: what other ways can a map be created in a game? A map being a graphic representation of terrain that can be navigated, has entrances and exits, and boundares (no-go zones). Besides using text files to store and arrays to load tile data, one idea I had was to store a map entirely as a graphic file and use queries on the pixel colour to determine boundaries (ie, you can only move in a certain direction if the way is bright enough in that direction). What other creative map systems are out there?

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  • Changing a Sprite When Hit in GameMaker

    - by Pixels_
    I am making a simple little Galaga style game. I want the objects sprite to change whenever it is hit. For example if a laser hits an alien then the sprite takes 1 out of 4 damage to its health points (HP). However I want the sprite to change from green to yellow after 1 hit, yellow to orange after 2 hits, orange to red after 3 hits, and red to pixel explosion after all 4 HPs are lost. That way you can easily distinguish the amount of health each alien has left. How can I do this? Preferably explain it in code.

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  • Huge 2d pixelized world

    - by aspcartman
    I would like to make a game field in a indie-strategic 2d game to be some a-like this popular picture. http://0.static.wix.com/media/6a83ae_cd307e45ffd9c6b145237263ac1a86be.jpg_1024 So every "pixel"(blocks) changes it's color slowly, sometimes a bright color wave happens, etc, but the spaces beetwen this pixels should stay dark (not to count shades, lightning and other 3rd party stuff going on). Units are going to be same "pixelized" and should position them-selfs according those blocks. I have some experience in game-developing, but this task seems not trivial for me. What approaches (shader, tons of sprites or code-render, i don't now) would you recommend me to follow? (I'm thinking of making this game using Unity Engine) Thanks everyone! :)

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  • JavaFX 2.2.4 Documentation

    - by user12610255
    JavaFX 2.2.4 and JDK 7u10 were released on Tuesday. In addition to the release documentation, the following new information is provided: A new document, Using the Image Ops API, describes how to read and write raw pixel data to and from JavaFX images. The Handling JavaFX Events document has been updated with more information on touch events. The Working with Touch Events chapter and Touch Events sample provide information about handling individual touch points to provide sophisticated responses to touch actions. The Implementing Best Practices document has been updated to include information about running tasks on background threads. The Troubleshooting section of Deploying JavaFX Applications now includes a section about disabling the automatic proxy configuration in your application code. Other documents were updated to reflect minor bug fixes. You can download JavaFX 2.2.4 from OTN. For all tutorials and API documentation, see http://docs.oracle.com/javafx.

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  • 2d engine with WebGL

    - by Philipp
    I am currently developing a HTML5 canvas game with a sprite-based 2d engine. The engine is working well so far, but now I thought that I could maybe add some cool graphic effects when I would re-implement the whole engine with WebGL. The whole graphic engine would stay strictly two-dimensional (think of it as a 3d world where the z coordinate of all vertices is 0.0). What I hope to gain from this is the ability to use pixel shaders to create special effects. I also think that the performance could improve. What do you think about that plan?

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  • Collision for mobile game

    - by zemiguel12
    I'm writing a little game in as3 using Starling, and I need to check collision between 2 boats that can rotate. I don't need the pixel perfect collision, but bounds collision is not enough too. The boat look more or less like this: I was thinking about create one square on the back of the boat and a triangle on the front, than for each boat, check if the square collide with the other boat square or triangle, and the same for the triangle. I just don't know how to do that, I don't know if it's possible with the Shape.hitTest, or if it's the best way to do that. What can I do?

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  • Implementing a Risk-style board

    - by pouzzler
    I have two images of the same dimensions. One is represents the game board in a user-appealing way, the other represents it in a computer-friendly way where each game area is painted in a unique, uniform color. When the user clicks the board, we get the click coordinates, find the color of the pixel at the same coordinates in our second image, and that color is directly translatable to a game area, since each area is painted in its own color. Is that a good implementation? Can you suggest better, if it isn't? Best regards.

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  • OpenCV Mat creation memory leak

    - by Royi Freifeld
    My memory is getting full fairly quick once using the next piece of code. Valgrind shows a memory leak, but everything is allocated on stack and (supposed to be) freed once the function ends. void mult_run_time(int rows, int cols) { Mat matrix(rows,cols,CV_32SC1); Mat row_vec(cols,1,CV_32SC1); /* initialize vector and matrix */ for (int col = 0; col < cols; ++col) { for (int row = 0; row < rows; ++row) { matrix.at<unsigned long>(row,col) = rand() % ULONG_MAX; } row_vec.at<unsigned long>(1,col) = rand() % ULONG_MAX; } /* end initialization of vector and matrix*/ matrix*row_vec; } int main() { for (int row = 0; row < 20; ++row) { for (int col = 0; col < 20; ++col) { mult_run_time(row,col); } } return 0; } Valgrind shows that there is a memory leak in line Mat row_vec(cols,1,CV_32CS1): ==9201== 24,320 bytes in 380 blocks are definitely lost in loss record 50 of 50 ==9201== at 0x4026864: malloc (vg_replace_malloc.c:236) ==9201== by 0x40C0A8B: cv::fastMalloc(unsigned int) (in /usr/local/lib/libopencv_core.so.2.3.1) ==9201== by 0x41914E3: cv::Mat::create(int, int const*, int) (in /usr/local/lib/libopencv_core.so.2.3.1) ==9201== by 0x8048BE4: cv::Mat::create(int, int, int) (mat.hpp:368) ==9201== by 0x8048B2A: cv::Mat::Mat(int, int, int) (mat.hpp:68) ==9201== by 0x80488B0: mult_run_time(int, int) (mat_by_vec_mult.cpp:26) ==9201== by 0x80489F5: main (mat_by_vec_mult.cpp:59) Is it a known bug in OpenCV or am I missing something?

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  • Paragraph formatting in a WPF RichTextBox?

    - by David Veeneman
    I need to apply paragraph formatting to a selection in a rich text box. My RTB will behave the same way as the rich text boxes on StackOverflow--the user can type text into the RTB, but they can also enter code blocks. The RTB will apply very simple formatting to the code block--it will change the font and apply a background color to the entire block, similar to what you see in the code block below. Changing the font is pretty straightforward: var textRange = new TextRange(rtb.Selection.Start, rtb.Selection.End); textRange.ApplyPropertyValue(TextElement.FontFamilyProperty, "Consolas"); textRange.ApplyPropertyValue(TextElement.FontSizeProperty, 10D ); Now I need to apply some paragraph-level formatting. I need to set the paragraph margin to 0, so I don't get a blank line between code lines, and I need to set the paragraph background color. Here's my problem: I can't figure out how to get the paragraph elements from the selection, so that I can apply formatting. Any suggestions? An example of how to apply the Margin and Background properties would be incredibly helpful. Thanks!

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  • How far did DevExpress get with Javascript refactoring?

    - by MattX
    Over a year ago, I remember watching one of DevExpress evangelists previewing or at least promoting rich Javascript refactoring (beyond just limited intellisense) within the Visual Studio shell, I recall part of CodeRush/DevExpress product line. I was excited. On checking today (lmgtfy) I can find only very very limited reference to it, just one small italtic line about beta in product description, no videos, no blog posts, no community buzz. Was it dropped? Vapourware? Poor implementation that they dont even promote it? With Javascript arguably the most popular programming language ever and with a VM for it on practically every machine in last 10 years, why is editor support so poor? (Compared with those for Java and C#)? You see the likes of ScottGu bragging we now have jQuery intellisense but compare this to richness of C# support in the IDE it is a joke. Someone once said since there are many style of writing Javascript a rich IDE (beyond intellisense) with refactoring support is difficult, but if several engines can interpret/compile JS with same result surely it should be hard to analysis it to support stuff like rename variable, extract method, move to another namespace (or JS minic of it), etc.. Am I wrong?

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  • Adding visible "Markers" to represent Geopoints to a MapView using ItemizedOverlay in Android

    - by LordSnoutimus
    Hello, I am building an application which stores GPS locations in a SQLite database and then outputs the data onto a MapView using an Overlay by drawing a red line between the points. I want to be able to show graphical markers (images) for each of these points as well as the red line. My code is as follows: public class MyOverlay extends ItemizedOverlay { // private Projection projection; private Paint linePaint; private Vector points; public MyOverlay(Drawable defaultMarker) { super(defaultMarker); points = new Vector<GeoPoint>(); //set colour, stroke width etc. linePaint = new Paint(); linePaint.setARGB(255, 255, 0, 0); linePaint.setStrokeWidth(3); linePaint.setDither(true); linePaint.setStyle(Style.FILL); linePaint.setAntiAlias(true); linePaint.setStrokeJoin(Paint.Join.ROUND); linePaint.setStrokeCap(Paint.Cap.ROUND); } public void addPoint(GeoPoint point) { populate(); points.addElement(point); } //public void setProjection(Projection projection) { // this.projection = projection; // } public void draw(Canvas canvas, MapView view, boolean shadow) { populate(); int size = points.size(); Point lastPoint = new Point(); if(size == 0) return; view.getProjection().toPixels(points.get(0), lastPoint); Point point = new Point(); for(int i = 1; i<size; i++){ view.getProjection().toPixels(points.get(i), point); canvas.drawLine(lastPoint.x, lastPoint.y, point.x, point.y, linePaint); lastPoint = point; } } @Override protected OverlayItem createItem(int arg0) { // TODO Auto-generated method stub return null; } @Override public int size() { // TODO Auto-generated method stub return 0; } } What would be the easiest way to implement adding markers for each GeoPoint? Thanks

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  • Design approach, string table data, variables, stl memory usage

    - by howieh
    I have an old structure class like this: typedef vector<vector<string>> VARTYPE_T; which works as a single variable. This variable can hold from one value over a list to data like a table. Most values are long,double, string or double [3] for coordinates (x,y,z). I just convert them as needed. The variables are managed in a map like this : map<string,VARTYPE_T *> where the string holds the variable name. Sure, they are wrapped in classes. Also i have a tree of nodes, where each node can hold one of these variablemaps. Using VS 2008 SP1 for this, i detect a lot of memory fragmentation. Checking against the stlport, stlport seemed to be faster (20% ) and uses lesser memory (30%, for my test cases). So the question is: What is the best implementation to solve this requirement with fast an properly used memory ? Should i write an own allocator like a pool allocator. How would you do this ? Thanks in advance, Howie

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  • Overlay only draws line between first 2 GPS points in Android

    - by LordSnoutimus
    Hi, I am experiencing an unusual error using ItemizedOverlay in Android. I am creating a GPS tracking device that plots a route between waypoints stored in a database. When I provide the first two sets of longitude and latitude points through the emulator in Eclipse, it draws a red line just how I want it, but if I send another GPS point, it animates to the point, but does not draw a line from the last point. public class MyOverlay extends ItemizedOverlay { // private Projection projection; private Paint linePaint; private Vector points; public MyOverlay(Drawable defaultMarker) { super(defaultMarker); points = new Vector<GeoPoint>(); //set colour, stroke width etc. linePaint = new Paint(); linePaint.setARGB(255, 255, 0, 0); linePaint.setStrokeWidth(3); linePaint.setDither(true); linePaint.setStyle(Style.FILL); linePaint.setAntiAlias(true); linePaint.setStrokeJoin(Paint.Join.ROUND); linePaint.setStrokeCap(Paint.Cap.ROUND); } public void addPoint(GeoPoint point) { points.addElement(point); } public void draw(Canvas canvas, MapView view, boolean shadow) { int size = points.size(); Point lastPoint = new Point(); if(size == 0) return; view.getProjection().toPixels(points.get(0), lastPoint); Point point = new Point(); for(int i = 1; i<size; i++){ view.getProjection().toPixels(points.get(i), point); canvas.drawLine(lastPoint.x, lastPoint.y, point.x, point.y, linePaint); lastPoint = point; } } @Override protected OverlayItem createItem(int arg0) { // TODO Auto-generated method stub return null; } @Override public int size() { // TODO Auto-generated method stub return 0; } }

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