Search Results

Search found 1519 results on 61 pages for 'energetic pixels'.

Page 15/61 | < Previous Page | 11 12 13 14 15 16 17 18 19 20 21 22  | Next Page >

  • Can T520+Bumblebee run an external monitor via DisplayPort?

    - by Fen
    Using 64-bit Ubuntu 11.10 and integrated (Intel) graphics, I can run the 1600x900 laptop display plus a 1600x1200 external monitor connected to the VGA adapter. But my external monitor is 1920x1200 so I have black stripes on each side. I believe the resolution is limited like this as the maximum resolution available from the Intel GPU is 2560x1600 = 4,096,000 pixels and I'm asking for a 3520x1200 = 4,224,000 display (with 1200x300 lost above the laptop screen). At 3200x1200 = 3,840,000 pixels, the Intel GPU seems happy. Under Windows, the same limit exists when using the VGA adapter, but if I turn Optimus on then I can connect the external monitor to the DisplayPort and get its full resolution and an extended desktop. I've seen that Bumblebee can run apps on the DisplayPort using the 'optirun' command. My question is: can Bumblebee run the DisplayPort in concert with the Intel card running the laptop screen creating a large virtual desktop (as on Windows)? If so, are there any pointers to how to do this? I tried once, failed, and dropped back to Integrated Graphics (and black stripes) as I could find no reports of this configuration working.

    Read the article

  • Recommended formats to store bitmaps in memory?

    - by Geotarget
    I'm working with general purpose image rendering, and high-performance image processing, and so I need to know how to store bitmaps in-memory. (24bpp/32bpp, compressed/raw, etc) I'm not working with 3D graphics or DirectX / OpenGL rendering and so I don't need to use graphics card compatible bitmap formats. My questions: What is the "usual" or "normal" way to store bitmaps in memory? (in C++ engines/projects?) How to store bitmaps for high-performance algorithms, such that read/write times are the fastest? (fixed array? with/without padding? 24-bpp or 32-bpp?) How to store bitmaps for applications handling a lot of bitmap data, to minimize memory usage? (JPEG? or a faster [de]compression algorithm?) Some possible methods: Use a fixed packed 24-bpp or 32-bpp int[] array and simply access pixels using pointer access, all pixels are allocated in one continuous memory chunk (could be 1-10 MB) Use a form of "sparse" data storage so each line of the bitmap is allocated separately, reusing more memory and requiring smaller contiguous memory segments Store bitmaps in its compressed form (PNG, JPG, GIF, etc) and unpack only when its needed, reducing the amount of memory used. Delete the unpacked data if its not used for 10 secs.

    Read the article

  • Provide A Scrolling "Camera" View Over A 2D Game Map

    - by BitCrash
    I'm in the process of attempting to create a 2D MMO type game with Kryonet and some basic sprites, mostly for my own learning. I have the back end set up great (By my standards) and I'm moving on to actually getting some things drawn onto the map. I cannot for the life of me figure out a solid way to have a "Camera" follow a player around a large area. The view pane for the game is 640 x 480 pixels, and each tile is 32x32 pixels (Thats 20 tiles wide and 15 high for the viewpane) I have tried a couple things to do this, but they did not seem to work out so well. I had a JScrollPane with 9 "Viewpane"-sized canvases in it, and tried to have the JScrollPane move in accordance with the player. The issue came when I reached the end of the JScrollPane. I tried to "Flip" canvases, sending the canvas currrently drawing the player to the middle of the 9 and load the corresponding maps onto the other ones. It was slow and worked poorly. I'm looking for any advice or previous experience with this; any ideas? Thank you! Edit and Clarification: I did not mean to mention Kryonet, I was merely providing peripheral information in case there was something that would help which I could not foresee. Instead of having an array of 9 canvases, why not just have one large canvas loading a large map every once in a while? I'm willing to have "load times" where as with the canvas array I would have none (in theory) to give the user a smooth experience. I could just change the size and location of the map with a modified setBounds() call on the canvas in a layered pane (layered because I have hidden swing items, like inventories and stuff) I'll try it out and post here how it goes for people asking the same question.

    Read the article

  • Drawning with canvas - problem with sizing [closed]

    - by pioncz
    For example i made 2 canvas with size 500px x 500px and 100px x 100px to see how fillrect works and i found that canvas.fillrect doesnt takes px for arguments, and my question is: how to make pixels as arguments or how to count these arguments for pixels? This is example: <html xmlns="http://www.w3.org/1999/xhtml"> <head> <script type="text/javascript"> function draw() { var canvas = document.getElementById('myCanvas'); var ctx = canvas.getContext('2d'); ctx.fillStyle = '#00f'; ctx.fillRect (0, 0,100, 100); var canvas2 = document.getElementById('myCanvas2'); var ctx2 = canvas2.getContext('2d'); ctx2.fillStyle = '#0f0'; ctx2.fillRect (0, 0, 100, 100); } </script> </head> <body onLoad="draw();"> <canvas id="myCanvas" style="background:black;width:500px;height:500px;display:block;position:absolute;top:0px;left:0px;"> </canvas> <canvas id="myCanvas2" style="background:purple;width:100px;height:100px;display:block;position:absolute;top:0px;left:0px;"> </canvas> </body> </html>

    Read the article

  • RTS Voxel Engine using LWJGL - Textures glitching

    - by Dieter Hubau
    I'm currently working on an RTS game engine using voxels. I have implemented a basic chunk manager using an Octree of Octrees which contains my voxels (simple square blocks, as in Minecraft). I'm using a Voronoi-based terrain generation to get a simplistic yet relatively realistic heightmap. I have no problem showing a 256*256*256 grid of voxels with a decent framerate (250), because of frustum culling, face culling and only rendering visible blocks. For example, in a random voxel grid of 256*256*256 I generally only render 100k-120k faces, not counting frustum culling. Frustum culling is only called every 100ms, since calling it every frame seemed a bit overkill. Now I have reached the stage of texturing and I'm experiencing some problems: Some experienced people might already see the problem, but if we zoom in, you can see the glitches more clearly: All the seams between my blocks are glitching and kind of 'overlapping' or something. It's much more visible when you're moving around. I'm using a single, simple texture map to draw on my cubes, where each texture is 16*16 pixels big: I have added black edges around the textures to get a kind of cellshaded look, I think it's cool. The texture map has 256 textures of each 16*16 pixels, meaning the total size of my texture map is 256*256 pixels. The code to update the ChunkManager: public void update(ChunkManager chunkManager) { for (Octree<Cube> chunk : chunks) { if (chunk.getId() < 0) { // generate an id for the chunk to be able to call it later chunk.setId(glGenLists(1)); } glNewList(chunk.getId(), GL_COMPILE); glBegin(GL_QUADS); faces += renderChunk(chunk); glEnd(); glEndList(); } } Where my renderChunk method is: private int renderChunk(Octree<Cube> node) { // keep track of the number of visible faces in this chunk int faces = 0; if (!node.isEmpty()) { if (node.isLeaf()) { faces += renderItem(node); } List<Octree<Cube>> children = node.getChildren(); if (children != null && !children.isEmpty()) { for (Octree<Cube> child : children) { faces += renderChunk(child); } } return faces; } Where my renderItem method is the following: private int renderItem(Octree<Cube> node) { Cube cube = node.getItem(-1, -1, -1); int faces = 0; float x = node.getPosition().x; float y = node.getPosition().y; float z = node.getPosition().z; float size = cube.getSize(); Vector3f point1 = new Vector3f(-size + x, -size + y, size + z); Vector3f point2 = new Vector3f(-size + x, size + y, size + z); Vector3f point3 = new Vector3f(size + x, size + y, size + z); Vector3f point4 = new Vector3f(size + x, -size + y, size + z); Vector3f point5 = new Vector3f(-size + x, -size + y, -size + z); Vector3f point6 = new Vector3f(-size + x, size + y, -size + z); Vector3f point7 = new Vector3f(size + x, size + y, -size + z); Vector3f point8 = new Vector3f(size + x, -size + y, -size + z); TextureCoordinates tc = textureManager.getTextureCoordinates(cube.getCubeType()); // front face if (cube.isVisible(CubeSide.FRONT)) { faces++; glTexCoord2f(TEXTURE_U_COORDINATES[tc.u], TEXTURE_V_COORDINATES[tc.v]); glVertex3f(point1.x, point1.y, point1.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u + 1], TEXTURE_V_COORDINATES[tc.v]); glVertex3f(point4.x, point4.y, point4.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u + 1], TEXTURE_V_COORDINATES[tc.v + 1]); glVertex3f(point3.x, point3.y, point3.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u], TEXTURE_V_COORDINATES[tc.v + 1]); glVertex3f(point2.x, point2.y, point2.z); } // back face if (cube.isVisible(CubeSide.BACK)) { faces++; glTexCoord2f(TEXTURE_U_COORDINATES[tc.u + 1], TEXTURE_V_COORDINATES[tc.v]); glVertex3f(point5.x, point5.y, point5.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u + 1], TEXTURE_V_COORDINATES[tc.v + 1]); glVertex3f(point6.x, point6.y, point6.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u], TEXTURE_V_COORDINATES[tc.v + 1]); glVertex3f(point7.x, point7.y, point7.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u], TEXTURE_V_COORDINATES[tc.v]); glVertex3f(point8.x, point8.y, point8.z); } // left face if (cube.isVisible(CubeSide.SIDE_LEFT)) { faces++; glTexCoord2f(TEXTURE_U_COORDINATES[tc.u], TEXTURE_V_COORDINATES[tc.v]); glVertex3f(point5.x, point5.y, point5.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u + 1], TEXTURE_V_COORDINATES[tc.v]); glVertex3f(point1.x, point1.y, point1.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u + 1], TEXTURE_V_COORDINATES[tc.v + 1]); glVertex3f(point2.x, point2.y, point2.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u], TEXTURE_V_COORDINATES[tc.v + 1]); glVertex3f(point6.x, point6.y, point6.z); } // ETC ETC return faces; } When all this is done, I simply render my lists every frame, like this: public void render(ChunkManager chunkManager) { glBindTexture(GL_TEXTURE_2D, textureManager.getCubeTextureId()); // load all chunks from the tree List<Octree<Cube>> chunks = chunkManager.getTree().getAllItems(); for (Octree<Cube> chunk : chunks) { if (frustum.cubeInFrustum(chunk.getPosition(), chunk.getSize() / 2)) { glCallList(chunk.getId()); } } } I don't know if anyone is willing to go through all of this code or maybe you can spot the problem right away, but that is basically the problem, and I can't find a solution :-) Thanks for reading and any help is appreciated!

    Read the article

  • Camera Projection back Into 3D world, offset error

    - by Anthony
    I'm using XNA to simulate a robot in a 3D world and then do image analysis on what the camera sees. I have my camera looking down in front of the direction that the robot is going, and I have the robot detecting white pixels. I'm trying to take the white pixels that it finds and project them back into the 3D world so that I can see if it is actually detecting the correct pixels. I almost have it working, but there is an offset between where the white is in in the World and were I put my orange triangles (which represent what the robot things is white). /// <summary> /// Takes a bool map of and makes vertex positions based on the map. /// </summary> /// <param name="c"> The bool map</param> private void ProjectBoolMapOnGroundAnthony2(bool[,] c) { float triangleSize = 0.04f; // Point of interest in World W cordinate system. Vector3 pointOfInterest_W = Vector3.Zero; // Point of interest in Robot Cordinate system R Vector3 pointOfInterest_R = Vector3.Zero; // alpha is the angle from the robot camera to where it is looking in the center. //double alpha = Math.Atan(1.8f / 1); /// Matrix representation of the view determined by the position, target, and updirection. Matrix View = ((SimulationMain)Game).mainRobot.robotCameraView.View; /// Matrix representation of the view determined by the angle of the field of view (Pi/4), aspectRatio, nearest plane visible (1), and farthest plane visible (1200) Matrix Projection = ((SimulationMain)Game).mainRobot.robotCameraView.Projection; /// Matrix representing how the real world cordinates differ from that of the rendering by the camera. Matrix World = ((SimulationMain)Game).mainRobot.robotCameraView.World; Plane groundPlan = new Plane(Vector3.UnitZ, 0.0f); for (int x = 0; x < this.screenWidth; x++) { for (int y = 0; y < this.screenHeight; ) { if (c[x, y] == true && this.count1D < 62000) { int j = 1; Vector3 nearPlanePoint = Game.GraphicsDevice.Viewport.Unproject(new Vector3(x, y, 0), Projection, View, World); Vector3 farPlanePoint = Game.GraphicsDevice.Viewport.Unproject(new Vector3(x, y, 1), Projection, View, World); //Vector3 pointOfInterest_W = Vector3.in Ray ray = new Ray(nearPlanePoint, farPlanePoint); pointOfInterest_W = ray.Position + ray.Direction * (float) ray.Intersects(groundPlan); this.vertexArray2[this.count1D + 0].Position.X = pointOfInterest_W.X - triangleSize; this.vertexArray2[this.count1D + 0].Position.Y = pointOfInterest_W.Y - triangleSize * j; this.vertexArray2[this.count1D + 0].Position.Z = pointOfInterest_W.Z; this.vertexArray2[this.count1D + 0].Color = Color.DarkOrange; // Put another vertex a the position but +1 in the X direction triangleSize //this.vertexArray2[this.count1D + 1].Position.X = pointOnGroud.X + 3; //this.vertexArray2[this.count1D + 1].Position.Y = pointOnGroud.Y + j; this.vertexArray2[this.count1D + 1].Position.X = pointOfInterest_W.X; this.vertexArray2[this.count1D + 1].Position.Y = pointOfInterest_W.Y + triangleSize * j; this.vertexArray2[this.count1D + 1].Position.Z = pointOfInterest_W.Z; this.vertexArray2[this.count1D + 1].Color = Color.Red; // Put another vertex a the position but +1 in the X direction //this.vertexArray2[this.count1D + 0].Position.X = pointOnGroud.X; //this.vertexArray2[this.count1D + 0].Position.Y = pointOnGroud.Y + 3 + j; this.vertexArray2[this.count1D + 2].Position.X = pointOfInterest_W.X + triangleSize; this.vertexArray2[this.count1D + 2].Position.Y = pointOfInterest_W.Y - triangleSize * j; this.vertexArray2[this.count1D + 2].Position.Z = pointOfInterest_W.Z; this.vertexArray2[this.count1D + 2].Color = Color.Orange; this.count1D += 3; y += j; } else { y++; } } } } The world is a grass texture with lines on it. The world plane is normal at (0,0,1). Any ideas on why there is an offset? Any Ideas? Thanks for the help, Anthony G.

    Read the article

  • Which of these algorithms is best for my goal?

    - by JonathonG
    I have created a program that restricts the mouse to a certain region based on a black/white bitmap. The program is 100% functional as-is, but uses an inaccurate, albeit fast, algorithm for repositioning the mouse when it strays outside the area. Currently, when the mouse moves outside the area, basically what happens is this: A line is drawn between a pre-defined static point inside the region and the mouse's new position. The point where that line intersects the edge of the allowed area is found. The mouse is moved to that point. This works, but only works perfectly for a perfect circle with the pre-defined point set in the exact center. Unfortunately, this will never be the case. The application will be used with a variety of rectangles and irregular, amorphous shapes. On such shapes, the point where the line drawn intersects the edge will usually not be the closest point on the shape to the mouse. I need to create a new algorithm that finds the closest point to the mouse's new position on the edge of the allowed area. I have several ideas about this, but I am not sure of their validity, in that they may have far too much overhead. While I am not asking for code, it might help to know that I am using Objective C / Cocoa, developing for OS X, as I feel the language being used might affect the efficiency of potential methods. My ideas are: Using a bit of trigonometry to project lines would work, but that would require some kind of intense algorithm to test every point on every line until it found the edge of the region... That seems too resource intensive since there could be something like 200 lines that would have each have to have as many as 200 pixels checked for black/white.... Using something like an A* pathing algorithm to find the shortest path to a black pixel; however, A* seems resource intensive, even though I could probably restrict it to only checking roughly in one direction. It also seems like it will take more time and effort than I have available to spend on this small portion of the much larger project I am working on, correct me if I am wrong and it would not be a significant amount of code (100 lines or around there). Mapping the border of the region before the application begins running the event tap loop. I think I could accomplish this by using my current line-based algorithm to find an edge point and then initiating an algorithm that checks all 8 pixels around that pixel, finds the next border pixel in one direction, and continues to do this until it comes back to the starting pixel. I could then store that data in an array to be used for the entire duration of the program, and have the mouse re-positioning method check the array for the closest pixel on the border to the mouse target position. That last method would presumably execute it's initial border mapping fairly quickly. (It would only have to map between 2,000 and 8,000 pixels, which means 8,000 to 64,000 checked, and I could even permanently store the data to make launching faster.) However, I am uncertain as to how much overhead it would take to scan through that array for the shortest distance for every single mouse move event... I suppose there could be a shortcut to restrict the number of elements in the array that will be checked to a variable number starting with the intersecting point on the line (from my original algorithm), and raise/lower that number to experiment with the overhead/accuracy tradeoff. Please let me know if I am over thinking this and there is an easier way that will work just fine, or which of these methods would be able to execute something like 30 times per second to keep mouse movement smooth, or if you have a better/faster method. I've posted relevant parts of my code below for reference, and included an example of what the area might look like. (I check for color value against a loaded bitmap that is black/white.) // // This part of my code runs every single time the mouse moves. // CGPoint point = CGEventGetLocation(event); float tX = point.x; float tY = point.y; if( is_in_area(tX,tY, mouse_mask)){ // target is inside O.K. area, do nothing }else{ CGPoint target; //point inside restricted region: float iX = 600; // inside x float iY = 500; // inside y // delta to midpoint between iX,iY and tX,tY float dX; float dY; float accuracy = .5; //accuracy to loop until reached do { dX = (tX-iX)/2; dY = (tY-iY)/2; if(is_in_area((tX-dX),(tY-dY),mouse_mask)){ iX += dX; iY += dY; } else { tX -= dX; tY -= dY; } } while (abs(dX)>accuracy || abs(dY)>accuracy); target = CGPointMake(roundf(tX), roundf(tY)); CGDisplayMoveCursorToPoint(CGMainDisplayID(),target); } Here is "is_in_area(int x, int y)" : bool is_in_area(NSInteger x, NSInteger y, NSBitmapImageRep *mouse_mask){ NSAutoreleasePool * pool = [[NSAutoreleasePool alloc] init]; NSUInteger pixel[4]; [mouse_mask getPixel:pixel atX:x y:y]; if(pixel[0]!= 0){ [pool release]; return false; } [pool release]; return true; }

    Read the article

  • Applications: The Mathematics of Movement, Part 3

    - by TechTwaddle
    Previously: Part 1, Part 2 As promised in the previous post, this post will cover two variations of the marble move program. The first one, Infinite Move, keeps the marble moving towards the click point, rebounding it off the screen edges and changing its direction when the user clicks again. The second version, Finite Move, is the same as first except that the marble does not move forever. It moves towards the click point, rebounds off the screen edges and slowly comes to rest. The amount of time that it moves depends on the distance between the click point and marble. Infinite Move This case is simple (actually both cases are simple). In this case all we need is the direction information which is exactly what the unit vector stores. So when the user clicks, you calculate the unit vector towards the click point and then keep updating the marbles position like crazy. And, of course, there is no stop condition. There’s a little more additional code in the bounds checking conditions. Whenever the marble goes off the screen boundaries, we need to reverse its direction.  Here is the code for mouse up event and UpdatePosition() method, //stores the unit vector double unitX = 0, unitY = 0; double speed = 6; //speed times the unit vector double incrX = 0, incrY = 0; private void Form1_MouseUp(object sender, MouseEventArgs e) {     double x = e.X - marble1.x;     double y = e.Y - marble1.y;     //calculate distance between click point and current marble position     double lenSqrd = x * x + y * y;     double len = Math.Sqrt(lenSqrd);     //unit vector along the same direction (from marble towards click point)     unitX = x / len;     unitY = y / len;     timer1.Enabled = true; } private void UpdatePosition() {     //amount by which to increment marble position     incrX = speed * unitX;     incrY = speed * unitY;     marble1.x += incrX;     marble1.y += incrY;     //check for bounds     if ((int)marble1.x < MinX + marbleWidth / 2)     {         marble1.x = MinX + marbleWidth / 2;         unitX *= -1;     }     else if ((int)marble1.x > (MaxX - marbleWidth / 2))     {         marble1.x = MaxX - marbleWidth / 2;         unitX *= -1;     }     if ((int)marble1.y < MinY + marbleHeight / 2)     {         marble1.y = MinY + marbleHeight / 2;         unitY *= -1;     }     else if ((int)marble1.y > (MaxY - marbleHeight / 2))     {         marble1.y = MaxY - marbleHeight / 2;         unitY *= -1;     } } So whenever the user clicks we calculate the unit vector along that direction and also the amount by which the marble position needs to be incremented. The speed in this case is fixed at 6. You can experiment with different values. And under bounds checking, whenever the marble position goes out of bounds along the x or y direction we reverse the direction of the unit vector along that direction. Here’s a video of it running;   Finite Move The code for finite move is almost exactly same as that of Infinite Move, except for the difference that the speed is not fixed and there is an end condition, so the marble comes to rest after a while. Code follows, //unit vector along the direction of click point double unitX = 0, unitY = 0; //speed of the marble double speed = 0; private void Form1_MouseUp(object sender, MouseEventArgs e) {     double x = 0, y = 0;     double lengthSqrd = 0, length = 0;     x = e.X - marble1.x;     y = e.Y - marble1.y;     lengthSqrd = x * x + y * y;     //length in pixels (between click point and current marble pos)     length = Math.Sqrt(lengthSqrd);     //unit vector along the same direction as vector(x, y)     unitX = x / length;     unitY = y / length;     speed = length / 12;     timer1.Enabled = true; } private void UpdatePosition() {     marble1.x += speed * unitX;     marble1.y += speed * unitY;     //check for bounds     if ((int)marble1.x < MinX + marbleWidth / 2)     {         marble1.x = MinX + marbleWidth / 2;         unitX *= -1;     }     else if ((int)marble1.x > (MaxX - marbleWidth / 2))     {         marble1.x = MaxX - marbleWidth / 2;         unitX *= -1;     }     if ((int)marble1.y < MinY + marbleHeight / 2)     {         marble1.y = MinY + marbleHeight / 2;         unitY *= -1;     }     else if ((int)marble1.y > (MaxY - marbleHeight / 2))     {         marble1.y = MaxY - marbleHeight / 2;         unitY *= -1;     }     //reduce speed by 3% in every loop     speed = speed * 0.97f;     if ((int)speed <= 0)     {         timer1.Enabled = false;     } } So the only difference is that the speed is calculated as a function of length when the mouse up event occurs. Again, this can be experimented with. Bounds checking is same as before. In the update and draw cycle, we reduce the speed by 3% in every cycle. Since speed is calculated as a function of length, speed = length/12, the amount of time it takes speed to reach zero is directly proportional to length. Note that the speed is in ‘pixels per 40ms’ because the timeout value of the timer is 40ms.  The readability can be improved by representing speed in ‘pixels per second’. This would require you to add some more calculations to the code, which I leave out as an exercise. Here’s a video of this second version,

    Read the article

  • Efficient way to render tile-based map in Java

    - by Lucius
    Some time ago I posted here because I was having some memory issues with a game I'm working on. That has been pretty much solved thanks to some suggestions here, so I decided to come back with another problem I'm having. Basically, I feel that too much of the CPU is being used when rendering the map. I have a Core i5-2500 processor and when running the game, the CPU usage is about 35% - and I can't accept that that's just how it has to be. This is how I'm going about rendering the map: I have the X and Y coordinates of the player, so I'm not drawing the whole map, just the visible portion of it; The number of visible tiles on screen varies according to the resolution chosen by the player (the CPU usage is 35% here when playing at a resolution of 1440x900); If the tile is "empty", I just skip drawing it (this didn't visibly lower the CPU usage, but reduced the drawing time in about 20ms); The map is composed of 5 layers - for more details; The tiles are 32x32 pixels; And just to be on the safe side, I'll post the code for drawing the game here, although it's as messy and unreadable as it can be T_T (I'll try to make it a little readable) private void drawGame(Graphics2D g2d){ //Width and Height of the visible portion of the map (not of the screen) int visionWidht = visibleCols * TILE_SIZE; int visionHeight = visibleRows * TILE_SIZE; //Since the map can be smaller than the screen, I center it just to be sure int xAdjust = (getWidth() - visionWidht) / 2; int yAdjust = (getHeight() - visionHeight) / 2; //This "deducedX" thing is to move the map a few pixels horizontally, since the player moves by pixels and not full tiles int playerDrawX = listOfCharacters.get(0).getX(); int deducedX = 0; if (listOfCharacters.get(0).currentCol() - visibleCols / 2 >= 0) { playerDrawX = visibleCols / 2 * TILE_SIZE; map_draw_col = listOfCharacters.get(0).currentCol() - visibleCols / 2; deducedX = listOfCharacters.get(0).getXCol(); } //"deducedY" is the same deal as "deducedX", but vertically int playerDrawY = listOfCharacters.get(0).getY(); int deducedY = 0; if (listOfCharacters.get(0).currentRow() - visibleRows / 2 >= 0) { playerDrawY = visibleRows / 2 * TILE_SIZE; map_draw_row = listOfCharacters.get(0).currentRow() - visibleRows / 2; deducedY = listOfCharacters.get(0).getYRow(); } int max_cols = visibleCols + map_draw_col; if (max_cols >= map.getCols()) { max_cols = map.getCols() - 1; deducedX = 0; map_draw_col = max_cols - visibleCols + 1; playerDrawX = listOfCharacters.get(0).getX() - map_draw_col * TILE_SIZE; } int max_rows = visibleRows + map_draw_row; if (max_rows >= map.getRows()) { max_rows = map.getRows() - 1; deducedY = 0; map_draw_row = max_rows - visibleRows + 1; playerDrawY = listOfCharacters.get(0).getY() - map_draw_row * TILE_SIZE; } //map_draw_row and map_draw_col representes the coordinate of the upper left tile on the screen //iterate through all the tiles on screen and draw them - this is what consumes most of the CPU for (int col = map_draw_col; col <= max_cols; col++) { for (int row = map_draw_row; row <= max_rows; row++) { Tile[] tiles = map.getTiles(col, row); for(int layer = 0; layer < tiles.length; layer++){ Tile currentTile = tiles[layer]; boolean shouldDraw = true; //I only draw the tile if it exists and is not empty (id=-1) if(currentTile != null && currentTile.getId() >= 0){ //The layers above 1 can be draw behing or infront of the player according to where it's standing if(layer > 1 && currentTile.getId() >= 0){ if(playerBehind(col, row, layer, listOfCharacters.get(0))){ behinds.get(0).add(new int[]{col, row}); //the tiles that are infront of the player wont be draw right now shouldDraw = false; } } if(shouldDraw){ g2d.drawImage( tiles[layer].getImage(), (col-map_draw_col)*TILE_SIZE - deducedX + xAdjust, (row-map_draw_row)*TILE_SIZE - deducedY + yAdjust, null); } } } } } } There's some more code in this method but nothing relevant to this question. Basically, the biggest problem is that I iterate over around 5000 tiles (in this specific resolution) 60 times each second. I thought about rendering the visible portion of the map once and storing it into a BufferedImage and when the player moved move the whole image the same amount but to the opposite side and then drawn the tiles that appeared on the screen, but if I do it like that, I wont be able to have animated tiles (at least I think). That being said, any suggestions?

    Read the article

  • Android: ImageView scales up source image

    - by legr3c
    I can't seem to get my ImageView to display its source image in its original size. The ImageView looks like this: <ImageView android:id="@+id/Logo" android:src="@drawable/logo" android:layout_width="wrap_content" android:layout_height="wrap_content" > </ImageView> The source image is 140 pixels wide, yet on the Nexus One's screen, which is 480 pixels wide it uses up half of the width. Using absolute values in px or dp for the width and height changes nothing. The image also looks very antialiased from the upscaling. Why is this happening and how can I prevent it?

    Read the article

  • Formatting an indented list in CSS

    - by Colen
    Hi, Let's say I have a list, with an arbitrary number of indentation levels, like so: Item Item Item Item Item Item Item Item Item Item Item If I'm displaying this list in an HTML document, how can I use CSS to handle the indentation? There might be an arbitrary number of indentation levels (although in practice there isn't going to be more than 5 or so). I don't want to create an "indent1" class that indents 10 pixels, an "indent2" class that indents 20 pixels, etc - that's clumsy. Is it possible to create a general rule that will indent by a certain distance based on an attribute value, or the position of an element in the hierarchy?

    Read the article

  • Why is my unsafe code block slower than my safe code?

    - by jomtois
    I am attempting to write some code that will expediently process video frames. I am receiving the frames as a System.Windows.Media.Imaging.WriteableBitmap. For testing purposes, I am just applying a simple threshold filter that will process a BGRA format image and assign each pixel to either be black or white based on the average of the BGR pixels. Here is my "Safe" version: public static void ApplyFilter(WriteableBitmap Bitmap, byte Threshold) { // Let's just make this work for this format if (Bitmap.Format != PixelFormats.Bgr24 && Bitmap.Format != PixelFormats.Bgr32) { return; } // Calculate the number of bytes per pixel (should be 4 for this format). var bytesPerPixel = (Bitmap.Format.BitsPerPixel + 7) / 8; // Stride is bytes per pixel times the number of pixels. // Stride is the byte width of a single rectangle row. var stride = Bitmap.PixelWidth * bytesPerPixel; // Create a byte array for a the entire size of bitmap. var arraySize = stride * Bitmap.PixelHeight; var pixelArray = new byte[arraySize]; // Copy all pixels into the array Bitmap.CopyPixels(pixelArray, stride, 0); // Loop through array and change pixels to black or white based on threshold for (int i = 0; i < pixelArray.Length; i += bytesPerPixel) { // i=B, i+1=G, i+2=R, i+3=A var brightness = (byte)((pixelArray[i] + pixelArray[i + 1] + pixelArray[i + 2]) / 3); var toColor = byte.MinValue; // Black if (brightness >= Threshold) { toColor = byte.MaxValue; // White } pixelArray[i] = toColor; pixelArray[i + 1] = toColor; pixelArray[i + 2] = toColor; } Bitmap.WritePixels(new Int32Rect(0, 0, Bitmap.PixelWidth, Bitmap.PixelHeight), pixelArray, stride, 0); } Here is what I think is a direct translation using an unsafe code block and the WriteableBitmap Back Buffer instead of the forebuffer: public static void ApplyFilterUnsafe(WriteableBitmap Bitmap, byte Threshold) { // Let's just make this work for this format if (Bitmap.Format != PixelFormats.Bgr24 && Bitmap.Format != PixelFormats.Bgr32) { return; } var bytesPerPixel = (Bitmap.Format.BitsPerPixel + 7) / 8; Bitmap.Lock(); unsafe { // Get a pointer to the back buffer. byte* pBackBuffer = (byte*)Bitmap.BackBuffer; for (int i = 0; i < Bitmap.BackBufferStride*Bitmap.PixelHeight; i+= bytesPerPixel) { var pCopy = pBackBuffer; var brightness = (byte)((*pBackBuffer + *pBackBuffer++ + *pBackBuffer++) / 3); pBackBuffer++; var toColor = brightness >= Threshold ? byte.MaxValue : byte.MinValue; *pCopy = toColor; *++pCopy = toColor; *++pCopy = toColor; } } // Bitmap.AddDirtyRect(new Int32Rect(0,0, Bitmap.PixelWidth, Bitmap.PixelHeight)); Bitmap.Unlock(); } This is my first foray into unsafe code blocks and pointers, so maybe the logic is not optimal. I have tested both blocks of code on the same WriteableBitmaps using: var threshold = Convert.ToByte(op.Result); var copy2 = copyFrame.Clone(); Stopwatch stopWatch = new Stopwatch(); stopWatch.Start(); BinaryFilter.ApplyFilterUnsafe(copyFrame, threshold); stopWatch.Stop(); var unsafesecs = stopWatch.ElapsedMilliseconds; stopWatch.Reset(); stopWatch.Start(); BinaryFilter.ApplyFilter(copy2, threshold); stopWatch.Stop(); Debug.WriteLine(string.Format("Unsafe: {1}, Safe: {0}", stopWatch.ElapsedMilliseconds, unsafesecs)); So I am analyzing the same image. A test run of an incoming stream of video frames: Unsafe: 110, Safe: 53 Unsafe: 136, Safe: 42 Unsafe: 106, Safe: 36 Unsafe: 95, Safe: 43 Unsafe: 98, Safe: 41 Unsafe: 88, Safe: 36 Unsafe: 129, Safe: 65 Unsafe: 100, Safe: 47 Unsafe: 112, Safe: 50 Unsafe: 91, Safe: 33 Unsafe: 118, Safe: 42 Unsafe: 103, Safe: 80 Unsafe: 104, Safe: 34 Unsafe: 101, Safe: 36 Unsafe: 154, Safe: 83 Unsafe: 134, Safe: 46 Unsafe: 113, Safe: 76 Unsafe: 117, Safe: 57 Unsafe: 90, Safe: 41 Unsafe: 156, Safe: 35 Why is my unsafe version always slower? Is it due to using the back buffer? Or am I doing something wrong? Thanks

    Read the article

  • Distance by sea calculator, intermediate coordinates?

    - by Lucian2k
    How do I calculate distance between 2 coordinates by sea? I also want to be able to draw a route between the two coordinates. Only solution I found so far is to split a map into pixels, identify each pixel as LAND or SEA and then try to find the path using A* algorithm. Then transform pixels to relative coordinates. There are some software packages I could buy but none have online extensions. A service that calculates distances between sea ports and plots the path on a map is searates.com

    Read the article

  • How do you draw a line on a canvas in WPF that is 1 pixel thick.

    - by xarzu
    The method for drawing a line on a canvas in WPF that uses the line class actually draws a line that is two pixels thick: Line myLine = new Line(); myLine.Stroke = System.Windows.Media.Brushes.Black; myLine.X1 = 100; myLine.X2 = 140; // 150 too far myLine.Y1 = 200; myLine.Y2 = 200; myLine.StrokeThickness = 1; graphSurface.Children.Add(myLine); Microsoft might have decided to set a standard for line thickness and the minimum is 2 pixels thick when you set the strockThickness to 1, but when you already have rectangles drawn in XAML and even error fonts using WingDings, it is an obvious miss-match. How do you draw a line that is truly 1 pixel thick?

    Read the article

  • Rails + AMcharts (with export image php script) - PHP script converted to controller?

    - by Elliot
    Hey Guys, This one might be a little confusing. I'm using AMCharts with rails. Amcharts comes with a PHP script to export images called "export.php" I'm trying to figure out how to take the code in export.php and put it into a controller. Here is the code: <?php // amcharts.com export to image utility // set image type (gif/png/jpeg) $imgtype = 'jpeg'; // set image quality (from 0 to 100, not applicable to gif) $imgquality = 100; // get data from $_POST or $_GET ? $data = &$_POST; // get image dimensions $width = (int) $data['width']; $height = (int) $data['height']; // create image object $img = imagecreatetruecolor($width, $height); // populate image with pixels for ($y = 0; $y < $height; $y++) { // innitialize $x = 0; // get row data $row = explode(',', $data['r'.$y]); // place row pixels $cnt = sizeof($row); for ($r = 0; $r < $cnt; $r++) { // get pixel(s) data $pixel = explode(':', $row[$r]); // get color $pixel[0] = str_pad($pixel[0], 6, '0', STR_PAD_LEFT); $cr = hexdec(substr($pixel[0], 0, 2)); $cg = hexdec(substr($pixel[0], 2, 2)); $cb = hexdec(substr($pixel[0], 4, 2)); // allocate color $color = imagecolorallocate($img, $cr, $cg, $cb); // place repeating pixels $repeat = isset($pixel[1]) ? (int) $pixel[1] : 1; for ($c = 0; $c < $repeat; $c++) { // place pixel imagesetpixel($img, $x, $y, $color); // iterate column $x++; } } } // set proper content type header('Content-type: image/'.$imgtype); header('Content-Disposition: attachment; filename="chart.'.$imgtype.'"'); // stream image $function = 'image'.$imgtype; if ($imgtype == 'gif') { $function($img); } else { $function($img, null, $imgquality); } // destroy imagedestroy($img); ?>

    Read the article

  • Making a Form Input Field Large

    - by John
    Hello, For the form below, how could I make the input field big, like maybe 100 pixels in height by 400 pixels in length? Thanks in advance, John <form action="http://www...com/sandbox/comments/comments2.php" method="post"> <input type="hidden" value="'.$_SESSION['loginid'].'" name="uid"> <div class="addacomment"><label for="title">Add a comment:</label></div> <div class="submissionfield"><input name="title" type="title" id="title" maxlength="1000"></div> <div class="submissionbutton"><input name="submit" type="submit" value="Submit"></div> </form>

    Read the article

  • OpenGL billboard interpolation issue

    - by PeanutPower
    I have a billboard quad with a texture mapped onto it. This is basically some text with transparency. The billboard floats forwards and backwards from the camera's perspective. As the billboard moves away (and appears smaller) there is an flickering effect around the edges of the text where there is a stroke border on the actual texture. I think this is because interpolation is needed as the image which is normally X pixels wide is now shown as only a % of X and some pixels need to be merged together. I guess it's doing nearest neighbour or something? Can anyone point me in the right direction for opengl settings to control this, I'm guessing there is some way of preventing this effect from happening by adjusting the method for how the texture is handled ?

    Read the article

  • FLex MouseEvent doesn't fire when Mouse stays over element

    - by Tomaszewski
    Hi, i'm trying to make a scrollable box, when a mouse enters and STAYS on "wrapper"'s area, "pubsBox" moves 10 pixels to the left. <mx:Canvas id="wrapper" height="80" width="750"> <mx:HBox id="pubsBox" horizontalGap="10" height="80" width="100%" /> </mx:Canvas> My problem is that I'm not sure how to make the MouseEvent.MOUSE_OVER work, to recognize that the mouse is still ON the area and so pubsBox should continue to move 10 pixels to the left every second. I understand that i have to use a Timer, but what I'm concerned about is the fact that I can't get Flex to recognize that the mouse is still OVER "wrapper" and continue firing the event. Any ideas?

    Read the article

  • iPhone - Using javascritp to increase font of web view

    - by satyam
    i've a webview in my app. It has + and - buttons to increase and decrease the font. When I start the view, the text occupies whole 320 pixels width. I'm following the way mentioned in "http://stackoverflow.com/questions/589177/how-to-increase-font-size-in-uiwebview" I'm seeing the increase and decrease of font. But once the font size increases, text is not occupying full view. It won't occupy whole 320 pixels width. As and when text size increases, the width of final text in web view decreases slowly. Why? How to avoid it?

    Read the article

  • Dynamically create sprite images for Cocos2d-iPhone

    - by AlexChilcott
    Hey guys, I'm working on a platformer, and looking for a way to create a sprite for an arbitrarily sized platform. For example, I may know I have a platform that should appear 200 pixels wide by 32 pixels high, and, say, I have a texture of bricks that I can tile to fill that area. I may also want to draw a black border around the platform. Is this possible at all? Anyone have any ideas for how I might go about doing this? I could always try generating the image on the fly and building a sprite with that image, but I sincerely doubt (hope) that this isn't the most efficient way of doing something like this. Cheers, Alex

    Read the article

  • Animating resizing and moving UIView at the same time

    - by chouchou
    I'd like to "Stretch" a UIView to the right side, meaning increase it's frame.size.width by foo pixels and at the same time decreasing it's frame.origin.x by foo pixels, using [UIView beginAnimations] syntax. However, if I do that, when the animation begins the view immediately resizes, and then starts the animation for the origin. CGRect currFrame = someView.frame; currFrame.size.width += 100; currFrame.origin.x -= 100; [UIView beginAnimations:@"Anim1" context:nil]; someView.frame = currFrame; [UIView setAnimationDuration:0.7]; [UIView commitAnimations]; I've also tried breaking the animation down to 2 parts but then I can't keep the right position in place. Any help is much appreciated!

    Read the article

  • How to write to the OpenGL Depth Buffer

    - by Mikepote
    I'm trying to implement an old-school technique where a rendered background image AND preset depth information is used to occlude other objects in the scene. So for instance if you have a picture of a room with some wires hanging from the ceiling in the foreground, these are given a shallow depth value in the depthmap, and when rendered correctly, allows the character to walk "behind" the wires but in front of other objects in the room. So far I've tried creating a depth texture using: glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, Image.GetWidth(), Image.GetHeight(), 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, pixels); Then just binding it to a quad and rendering that over the screen, but it doesnt write the depth values from the texture. I've also tried: glDrawPixels(Image.GetWidth(), Image.GetHeight(), GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, pixels); But this slows down my framerate to about 0.25 fps... I know that you can do this in a pixelshader by setting the gl_fragDepth to a value from the texture, but I wanted to know if I could achieve this with non-pixelshader enabled hardware?

    Read the article

  • How to achieve a palette effect on iPhone using OpenGL

    - by Joe
    I'm porting a 2d retro game to iPhone that has the following properties: targets OpenGL ES 1.1 entire screen is filled with tiles (textured triangle strip tile textured using a single 256x256 RGBA texture image the texture is passed to OpenGL once at the start of the game only 4 displayed colours are used one of the displayed colours is black The original game flashed the screen when time starts to run out by toggling the black pixels to white using an indexed palette. What is the best (i.e. most efficient) way to achieve this in OpenGL ES 1.1? My thoughts so far: Generate an alternative texture with white instead of black pixels, and pass to OpenGL when the screen is flashing Render a white poly underneath the background and render the texture with alpha on to display it Try and render a poly on top with some blending that achieves the effect (not sure this is possible) I'm fairly new to OpenGL so I'm not sure what the performance drawbacks of each of these are, or if there's a better way of doing this.

    Read the article

  • Do not show partial items in a WPF listbox

    - by David Martin
    I've tried Google and I've tried Bing to no avail. Does anyone here have an idea on how to prevent partial items from appearing in a listbox in WPF? In case that does not make sense here is an example: Listbox is 200 pixels tall - each item is 35 pixels tall. That means I can show 5.7 items. 7/10 of an item is undesirable. I'd like to limit it to showing only 5 items. The user could then scroll to see the additional items. Should I A) try to dynamically size the listbox or ScrollViewer ViewPort so that it fits perfectly? Or B) implement a custom panel that would not arrange a child whose desired height is more than the remaining vertical space? Any thoughts would be greatly appreciated. Last note: If anyone knows of a 3rd party control (listbox or grid) that does this I would be interested in that as well.

    Read the article

< Previous Page | 11 12 13 14 15 16 17 18 19 20 21 22  | Next Page >