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  • ie8 fadein with transparent png not working

    - by user1102152
    i have this site: http://thecodefixer.com/tatmuda/blog/ i am using transperent png as my background where needed and internet explorer loves to mess things up. i have an effect where you press on a link and then you see the background forst and after you see the "site".... in chrome and firefox it workes great but ie8 doesnt give me a chance... this is the code plus a code i added from here in stackoverflow: var i; for (i in document.images) { if (document.images[i].src) { var imgSrc = document.images[i].src; if (imgSrc.substr(imgSrc.length-4) === '.png' || imgSrc.substr(imgSrc.length-4) === '.PNG') { document.images[i].style.filter = "progid:DXImageTransform.Microsoft.AlphaImageLoader(enabled='true',sizingMethod='crop',src='" + imgSrc + "')"; } } } setTimeout(function () { $("div#main").fadeIn("slow"); }, 4000); setTimeout(function () { $("div#footer").fadeIn("slow"); }, 4000); someone has a fix for this?

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  • masking a UIImage

    - by iworkinprogress
    I'm working on an app that can change the borders or a rectangular UIImage. The borders will vary, but will look like the UIImage was cut out with scissors, or something to that affect. What is the best way to do this? My first thought is to prep a bunch of transparent PNGs with the correct border effect I'm looking for, and then somehow use that as a mask for my UIImage. Is this the right path? Or is there a more flexible programmatic way to do this?

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  • showing loading image still shows "browser loading image" icon

    - by ooo
    i have this code running to load my images all asynch and show a ajax loading image until the real image is downloaded. $('img.loadable-image').css('background', 'transparent url(/images/ajax-loader1.gif) no-repeat center center') $('img.loadable-image').load(function() { $(this).css('background', ''); }); this works in that it shows my ajax loading icon until the images is downloaded but it also shows the background as well here is a screenshot of what i get: as you can see on the left, you see the little ajax loader but also see the missing image square around it. any suggestions?

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  • Can Ubuntu create a semi-transparent subtitle player for accessibility?

    - by Tyler
    I've asked this in Reddit.com/r/Ubuntu in here. I've tried to get the Subtitle Player linked here to work and it have failed on Wine. So I'm curious if Ubuntu community would be willing to try and build a simple transparent subtitle player for better accessibility on Flash Player, Netflix, or even in movie theaters? Currently, I'm watching movies/videos with an Android Tablet that runs on a blank black video for 3 hours with a subtitle overlay on it so I can enjoy movie and so forth, but it requires a bit of effort and it definitely isn't for everyone. (People will have to look at the subtitle playing tablet and the movie back and forth at 60 degrees angle, while a transparent subtitle player would reduce it to 5 degrees angle to watch the movie.) Please and thank you.

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  • How to detect a touch on transparent area of an image in a (libgdx) stage?

    - by Usman
    Can some one please help to detect a touch on an image which I am using as an actor in a stage. The image is actually a long diagnol brush which has plenty of transparent area. The problem is when I touche the transparent area of the brush image it is also triggering the clicklistener of the image. I need the click listener should only be called when the finger actually touched the visible image not the area which is empty. I am using libgdx-0.9.4 libraries. Here is my simple piece of code. import com.badlogic.gdx.scenes.scene2d.ui.Image; import com.badlogic.gdx.scenes.scene2d.ui.ClickListener; Image brushImg = new Image(ImageCache.getTexture("brush")); brushImg.width = mStage.width()*0.75f; brushImg.height = mStage.height()*0.75f; brushImg.setClickListener(new ClickListener() { @Override public void click(Actor actor, float x, float y) { SoundFactory.play("brush"); }

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  • Creating a HTTP handler for IIS that transparently forwards request to different port?

    - by Lasse V. Karlsen
    I have a public web server with the following software installed: IIS7 on port 80 Subversion over apache on port 81 TeamCity over apache on port 82 Unfortunately, both Subversion and TeamCity comes with their own web server installations, and they work flawlessly, so I don't really want to try to move them all to run under IIS, if that is even possible. However, I was looking at IIS and I noticed the HTTP redirect part, and I was wondering... Would it be possible for me to create a HTTP handler, and install it on a sub-domain under IIS7, so that all requests to, say, http://svn.vkarlsen.no/anything/here is passed to my HTTP handler, which then subsequently creates a request to http://localhost:81/anything/here, retrieves the data, and passes it on to the original requestee? In other words, I would like IIS to handle transparent forwards to port 81 and 82, without using the redirection features. For instance, Subversion doesn't like HTTP redirect and just says that the repository has been moved, and I need to relocate my working copy. That's not what I want. If anyone thinks this can be done, does anyone have any links to topics I need to read up on? I think I can manage the actual request parts, even with authentication, but I have no idea how to create a HTTP handler. Also bear in mind that I need to handle sub-paths and documents beneath the top-level domain, so http://svn.vkarlsen.no/whatever/here needs to be handled by a single handler, I cannot create copies of the handler for all sub-directories since paths are created from time to time.

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  • Why won't this hit test fire a second time? wpf

    - by csciguy
    All, I have a main window that contains two custom objects (AnimatedCharacter). These objects are nothing but images. These images might contain transparent portions. One of these objects slightly overlaps the other object. There is a listener attached to the main window and is as follows. private void Window_MouseLeftButtonUp_1(object sender, MouseButtonEventArgs e) { Point pt = e.GetPosition((UIElement)sender); //store off the mouse pt hitPointMouse = pt; //clear the result list hitResultsSubList.Clear(); EllipseGeometry m_egHitArea = new EllipseGeometry(pt, 1, 1); VisualTreeHelper.HitTest(sender as Visual, HitTestFilterFuncNew, new HitTestResultCallback(HitTestCallback), new GeometryHitTestParameters(m_egHitArea)); //Check all sub items you have now hit if (hitResultsSubList.Count > 0) { CheckSubHitItems(hitResultsSubList); } } The idea is to filter out only a select group of items (called AnimatedCharacters). The hittest and filters are as follows public HitTestResultBehavior HitTestCallback(HitTestResult htrResult) { IntersectionDetail idDetail = ((GeometryHitTestResult)htrResult).IntersectionDetail; switch (idDetail) { case IntersectionDetail.FullyContains: return HitTestResultBehavior.Continue; case IntersectionDetail.Intersects: return HitTestResultBehavior.Continue; case IntersectionDetail.FullyInside: return HitTestResultBehavior.Continue; default: return HitTestResultBehavior.Stop; } } public HitTestFilterBehavior HitTestFilterFuncNew(DependencyObject potentialHitTestTarget) { if (potentialHitTestTarget.GetType() == typeof(AnimatedCharacter)) { hitResultsSubList.Add(potentialHitTestTarget as AnimatedCharacter); } return HitTestFilterBehavior.Continue; } This returns me back a list (called hitResultsSubList) that I attempt to then process further. I want to take everything in the hitResultsSubList and run a hit test on it again. This time, the hit test will be checking alpha levels on the particular animatedCharacter object. private void CheckSubHitItems(List<DependencyObject> hitResultsSub) { for(int i = 0; i<hitResultsSub.Count; i++) { hitResultsList.Clear(); AnimatedCharacter ac = hitResultsSub[i] as AnimatedCharacter; try { //DEBUGGER SKIPS THIS NEXT LINE EVERY SINGLE TIME. VisualTreeHelper.HitTest(ac, null, new HitTestResultCallback(hitCallBack), new PointHitTestParameters(hitPointMouse)); } catch (Exception e) { System.Diagnostics.Debug.WriteLine(e.StackTrace); } if (hitResultsList.Count > 0) { //do something here } } } Here is my problem now. The hit test in the second function (CheckSubHitItems) never gets called. There are definitely items (DependencyObjects of the type AnimatedCharacter) in the hitResultSub, but no matter what, the second hit test will not fire. I can walk the for loop fine, but when that line is hit, I get the following console statement. Step into: Stepping over non-user code 'System.MulticastDelegate.CtorClosed' No exceptions are thrown. Any help is appreciated.

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  • Why can't IE6 shows semi transparent png8 files with alpha filter ?

    - by vvo
    -- read the whole question before answering -- Hi, i work on a big website that had a lot (45000+) of png24 images (with semi transparency). I converted them to png8 and it works very well (a big help on page load time...). The thing is i had to keep png24 files for ie6 users (with alpha filter to have semi transparent pixels) because we all know that we can't use png 8 semi transparent images in IE6 : either the semi transparent pixels will be opaque or completely transparent. I tried to use the alpha image loader filter with png8 images but it just don't work, the pixels are still opaque/completely transparent, no semi transparency. What's the reason it's not working ? Is there a difference for IE when dealing with semi transparent pixels from a png24 or from a png8 ? I couldn't find any information on msdn websites or on stackoverflow... This is crazy... ! DISCLAIMER : i'm not searching for a f**ckin fix IE6 png or sh*t like that, i already know alpha image loader or htc techniques etc, theses all works well with PNG24 files but doesn't work with png8 files.

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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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  • 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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  • Rendering design. How can I effectively deal with forward, deferred and transparent rendering?

    - by user1423893
    I have many objects in my game world that all derive from one base class. Each object will have different materials and will therefore be required to be drawn using various rendering techniques. I currently use the following order for rendering my objects. Deferred Forward Transparent (order independent) Each object has a rendering flag that denotes which one of the above methods should be used. The list of base objects in the scene are then iterated through and added to separate lists of deferred, forward or transparent objects based on their rendering flag value. The individual lists are then iterated through and drawn using the order above. Each list is cleared at the end of the frame. This methods works fairly well but it requires different draw methods for each material type. For example each object will require the following methods in order to be compatible with the possible flag settings. object.DrawDeferred() object.DrawForward() object.DrawTransparent() It is also hard to see where methods outside of materials, such as rendering shadow maps, would fit using this "flag & method" design. object.DrawShadow() I was hoping that someone may have some suggestions for improving this rendering process, possibly making it more generic and less verbose?

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  • I tried everyhing, I just can't put my uiview behind my status bar ....

    - by gotye
    Hey guys, I have been trying every tips you already gave to other mates that where having the same issue but I just can't manage to do it ... My app isn't even special, it is a basic app with a tab bar and nav bar ... I currently got something like this in the controller I push (that i want to be fullscreen) : - (void)viewDidLoad { [super viewDidLoad]; self.view.autoresizingMask = 0; self.view.superview.autoresizingMask = 0; [[UIApplication sharedApplication] setStatusBarStyle: UIStatusBarStyleBlackTranslucent]; //[[UIApplication sharedApplication] setStatusBarHidden:YES animated:YES]; [self.navigationController.navigationBar setBarStyle:UIBarStyleBlackTranslucent]; CGRect test = CGRectMake(0.0,0.0,320,44); //[self.navigationController.navigationBar setFrame:test]; //[self setWantsFullScreenLayout:YES]; [self.view.superview setBounds:CGRectMake(0,-20.0,320,480)]; //[self.view setBounds:[[UIScreen mainScreen] bounds]]; [self.view setBounds:CGRectMake(0,-20.0,320,480)]; //CGRect rect4 = CGRectMake(0.0,0.0,320.0,500.0); //[self.view setFrame:rect4]; [self.view setBackgroundColor:[UIColor redColor]]; } As you can see I tried a lot of stuff :D but my red background isn't going under my status bar ... I am using the iphone simulator (in case it has to do with it ..) Thank you for any help ;) Gotye.

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  • Des chercheurs de Google revoient les fondements de SSL, pour rendre le processus de certification plus transparent et plus sûr

    Des chercheurs de Google revoient en profondeur les fondements de SSL Pour rendre le processus de certification plus transparent et plus sûr Des chercheurs de Google veulent remanier en profondeur les fondations des infrastructures de certifications SSL. En proposant une meilleure transparence, ils espèrent rendre le processus plus sûr et éviter de réitérer la déroute DigoNotar. Ben Laurie et Adam Langley proposent de combler une lacune fondamentale. Celle qui permet à plus de 600 autorités de délivrer ...

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  • How to draw semi-transparent text on a graphics object?

    - by awe
    I want to draw a text with 32 bit transparency on a graphics object. When I try, I only get black color in the result. If I try to draw a line with the same semitransparent color, it works perfectly. I have this code: lBitmap As New Bitmap(32, 32, PixelFormat.Format32bppArgb) lGraphic As Graphics = Graphics.FromImage(lBitmap) lGraphic.SmoothingMode = SmoothingMode.HighQuality lGraphic.InterpolationMode = InterpolationMode.HighQualityBicubic lGraphic.Clear(Color.Transparent) Dim lTestTransparencyColor As Color = Color.FromArgb(100, 140, 0, 230) lGraphic.DrawLine(New Pen(lTestTransparencyColor), 0, 0, 32, 32) lBrush As New SolidBrush(lTestTransparencyColor) lGraphic.DrawString("A", New Font("Arial", 12), lBrush, 0, 0) Dim lImage As Image = lBitmap lImage.Save("D:\Test.png", Imaging.ImageFormat.Png) The line is drawn with the transparency applied correctly, but the text is black with no transparency. I was thinking it may be that SolidBrush does not support transparency, but I found a predefined brush named Transparent (Brushes.Transparent) that was a SolidBrush when I looked at it in debug. I tried to use Brushes.Transparent as the brush when drawing the text, and it was successfully not showing at all. That means I get full transparency to work, but not partial transparency.

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  • How to solve/hack fading semi-transparent PNG bug in IE8?

    - by Soul_Master
    As you know, IE6 has bug that can't display semi-transparent PNG file without using non-standard style like filter. In IE7, this problem is fixed. But It still has some bug about PNG file. It can't correctly display fading semi-transparent PNG file. You can clearly see it when you use show/hide function in jQuery with semi-transparent PNG file. The background of image is displayed with non-transparent black color. Do you have any idea for solve this question by using jQuery. Update Let's see my testing As you see, IE8 always incorrectly displays PNG-24 image. Moreover, IE8 still correctly display PNG-8 image when I fade(jQuery.fadeOut function) it only. But It incorrectly display PNG-8 image when I fade & resize(jQuery.hide function) at the same time. PS. You can download my testing source code from here. Thanks,

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  • System.Drawing - bad text rendering using DrawString on top of transparent pixels.

    - by mackenir
    When rendering text into a bitmap, I find that text looks very bad when rendered on top of an area with non-opaque alpha. The problem is progressively worse as the underlying pixels become more transparent. If I had to guess I'd say that when underlying pixels are transparent, the text renderer draws any anti-aliased 'gray' pixels as solid black. Here are some screenshots: Text drawn on top of transparent pixels: Text drawn on top of semi-transparent pixels: Text drawn on opaque pixels: Here is the code used to render the text: g.SmoothingMode = SmoothingMode.HighQuality; g.DrawString("Press the spacebar", Font, Brushes.Black, textLeft, textTop);

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  • How to make inline png <img> transparent using css?

    - by metal-gear-solid
    How to make inline png transparent inside div? using css <div id="report'> <p> some text </p> <img src=transparent.png" /> </p> </div> this is image for example . Other than ball i want to make transparent other white area. Which is looking grey in IE6 I want to do in css like this div#report img {.....} is it possible? Edit: I don't want to make whole image transparent.

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  • How do I create a text image with a transparent value for the text with image magick

    - by kareed
    I am using the following command to create an image of text with a shadow. What I would like to do is to create the text with a transparent opacity. system('convert -background transparent ' . '-fill rgb(127, 127, 127) ' . '-pointsize 30 ' . 'label:"This is a test" ' . '-background transparent -flatten -trim +repage ' . $fileName); how would I go about modifying this to accomplish getting transparent text?

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  • How do I make the top panel transparent in Unity?

    - by neildeadman
    I'm using a fresh install of Ubuntu 11.10 using Unity. I'm a newbie to Ubuntu and whilst researching various how-to's, I have seen screenshots where Ubuntu has the bar at the top of the screen shown transparent. I really like this, but I can't get it to do it on my box. I have tried CCSM (2 different methods), Ambience theme editing (a copy) but it always shows as black. I log out after each change and then log back in. Should I be restarting? I'm running: Asus P5Q Pro Intel Core 2 Quad Q6600 @ 2.40GHz x4 GeForce 9600GT 32-bit OS 4x 1GB DDR2 RAM Modules (although BIOS only shows I'm using ~3GB)

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  • Is it possible to make the desktop background transparent or otherwise hidden?

    - by EndangeredMassa
    I'm running Ubuntu in a virtual machine via VirtualBox. I have the seamless mode turned on, which is pretty cool. However, if I move an Ubuntu window around quickly, I can see the redraw of the ubuntu background quickly before it's hidden by VirtualBox again. This isn't a huge deal, but I'd like to fix it, if possible. I see two possible options that don't involve changing VirtualBox code: 1. Make the Ubuntu desktop transparent 2. Make the Ubuntu desktop hidden entirely Is it possible to do either? I know that Compiz Fusion has/had a feature to do this for their cube effects, but I don't think that I can run this on the VM. And, even if I could, I don't want to run those services for this one small feature.

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  • How do I convert a partially transparent image into polygons?

    - by user82779
    I'm using GLEE2D, a level editor allowing me to import images, scale them, rotate them, and position them onto layers and export the data into XML format. However, it does not tell me objects' boundaries. I can calculate them, but only given the original image's polygons. How do I get polygons of objects in a transparent image? An example object (I outlined it): How would I turn the object, knowing the scaled size of the image, into polygons? Is there an algorithm for this? I'll use OpenGL to draw them.

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  • IPSEC tunnel Fortinet Transparent Mode to inside Fortinet firewall in NAT Mode does not respond to i

    - by TrevJen
    I have 2 fortinet firewalls (fully patched); fw1 is providing an IPSEC tunnel in transparent mode. beneath this firewall is a fw2, a NAT firewall with a VIP address that has been confirmed to work. This configuration is required for my customers who want to connect to a public address space inside of the tunnel, in order to prevent cross over in IP space. This configuration works great for traffic going outbound to the remote side of the tunnel, but not inbound. While sniffing the traffic, I can see the inbound traffic going out of the fw1, but it is never seen at the fw2. Cust Net > 10.1.1.100 | | | FW1 >TRANSPARENT IPSEC | | | FW2 EXT >99.1.1.1.100-VIP | FW2 NAT >192.1.1.100-NAT

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  • Lost transparency in SDL surfaces drawn manually

    - by Christian Ivicevic
    I want to create SDL_Surface objects for each layer of my 2d tile-based map so that I have to render only one surface per layer rather than too many tiles. With normal tiles which do not have transparent areas this works well, however I am not able to create a SDL_Surface with transparent pixels everywhere to be able to draw some tiles on specific parts which should be visible (I do NOT want the whole surface to appear with a specific opacity - I want to create overlaying tiles where one can look through). Currently I am creating my layers like this to draw with SDL_BlitSurface on them: SDL_Surface* layer = SDL_CreateRGBSurface( SDL_HWSURFACE | SDL_SRCALPHA, layerWidth, layerHeight, 32, 0, 0, 0, 0); If you have a look at this screenshot I have provided here you can see that the bottom layer with no transparent parts gets rendered correctly. However the overlay with the tree tile (which is transparent in the top left corner) is drawn own its own surface which is black and not transparent as expected. The expected result (concerning the transparency) can be seen here Can anyone explain me how to handle surfaces which are actually transparent rather than drawing all my overlay tiles separately?

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