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  • How to achieve the recessed text style as in Apple's Messages for Mac?

    - by Thruth
    I'd like to replicate the recessed text style of Messages/iMessage, or, the text "white-shadow" style on a light gray background. Please refer to an image here for the style I desire. As you can see, the texts are with "white-shadow" even on the light gray background. The bold texts do have subpixel rendering while the gray texts don't (by design?). I've tried setBackgroundStyle:NSBackgroundStyleRaised . However it was generating shadows darker than the background. setBackgroundStyle:NSBackgroundStyleLowered was worse that it even overrode my font colour setting. So, what is the right way to do this? Any tricks or just have to subclass NSTextFields ? Thanks.

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  • Garbage collection when compiling to C

    - by Jules
    What are the techniques of garbage collection when compiling a garbage collected language to C? I know of two: maintain a shadow stack that saves all roots explicitly in a data structure use a conservative garbage collector like Boehm's The first technique is slow, because you have to maintain the shadow stack. Potentially every time a function is called, you need to save the local variables in a data structure. The second technique is also slow, and inherently does not reclaim all garbage because of using a conservative garbage collector. My question is: what is the state of the art of garbage collection when compiling to C. Note that I do not mean a convenient way to do garbage collection when programming in C (this is the goal of Boehm's garbage collector), just a way to do garbage collection when compiling to C.

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  • How do I implement .net plugins without using AppDomains?

    - by Abtin Forouzandeh
    Problem statement: Implement a plug-in system that allows the associated assemblies to be overwritten (avoid file locking). In .Net, specific assemblies may not be unloaded, only entire AppDomains may be unloaded. I'm posting this because when I was trying to solve the problem, every solution made reference to using multiple AppDomains. Multiple AppDomains are very hard to implement correctly, even when architected at the start of a project. Also, AppDomains didn't work for me because I needed to transfer Type across domains as a setting for Speech Server worfklow's InvokeWorkflow activity. Unfortunately, sending a type across domains causes the assembly to be injected into the local AppDomain. Also, this is relevant to IIS. IIS has a Shadow Copy setting that allows an executing assembly to be overwritten while its loaded into memory. The problem is that (at least under XP, didnt test on production 2003 servers) when you programmatically load an assembly, the shadow copy doesnt work (because you are loading the DLL, not IIS).

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  • iPhone transparent images rendering poorly

    - by alku83
    I'm developing an iPad application. I have been provided with a PNG image that contains some transparency - basically a drop shadow. The problem I'm having is that this is rendering poorly within the application, both on the device and in the sim. I can't provide the whole image but I've made up some samples to illustrate. The first is how the image appears in the PSD (correctly that is). The second is how it appears on the device. You can see that the strip of shadow in the middle of the image is distinctly more yellow and poorly looking. Any ideas what I'm doing wrong?

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  • JTable how to change BackGround Color

    - by mKorbel
    I inspired by MeBigFatGuy interesting question, in this conection I have very specific question about Graphisc2D, how to change BackGround Color by depends if is JTables Row visible in the JViewPort, 1) if 1st. & last JTables Row will be visible in the JViewPort, then BackGround would be colored to the Color.red 2) if 1st. & last JTables Row will not be visible in the JViewPort, then BackGround would be colored to the Color.whatever from SSCCE import java.awt.*; import java.awt.event.ActionEvent; import java.awt.image.BufferedImage; import javax.swing.*; import javax.swing.RepaintManager; import javax.swing.event.ChangeEvent; import javax.swing.event.ChangeListener; import javax.swing.table.TableModel; /* http://stackoverflow.com/questions/1249278/ how-to-disable-the-default-painting-behaviour-of-wheel-scroll-event-on-jscrollpan * and * http://stackoverflow.com/questions/8195959/ swing-jtable-event-when-row-is-visible-or-when-scrolled-to-the-bottom */ public class ViewPortFlickering { private JFrame frame = new JFrame("Table"); private JViewport viewport = new JViewport(); private Rectangle RECT = new Rectangle(); private Rectangle RECT1 = new Rectangle(); private JTable table = new JTable(50, 3); private javax.swing.Timer timer; private int count = 0; public ViewPortFlickering() { GradientViewPort tableViewPort = new GradientViewPort(table); viewport = tableViewPort.getViewport(); viewport.addChangeListener(new ChangeListener() { @Override public void stateChanged(ChangeEvent e) { RECT = table.getCellRect(0, 0, true); RECT1 = table.getCellRect(table.getRowCount() - 1, 0, true); Rectangle viewRect = viewport.getViewRect(); if (viewRect.intersects(RECT)) { System.out.println("Visible RECT -> " + RECT); } else if (viewRect.intersects(RECT1)) { System.out.println("Visible RECT1 -> " + RECT1); } else { // } } }); frame.add(tableViewPort); frame.setPreferredSize(new Dimension(600, 300)); frame.pack(); frame.setLocation(50, 100); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); RepaintManager.setCurrentManager(new RepaintManager() { @Override public void addDirtyRegion(JComponent c, int x, int y, int w, int h) { Container con = c.getParent(); while (con instanceof JComponent) { if (!con.isVisible()) { return; } if (con instanceof GradientViewPort) { c = (JComponent) con; x = 0; y = 0; w = con.getWidth(); h = con.getHeight(); } con = con.getParent(); } super.addDirtyRegion(c, x, y, w, h); } }); frame.setVisible(true); start(); } private void start() { timer = new javax.swing.Timer(100, updateCol()); timer.start(); } public Action updateCol() { return new AbstractAction("text load action") { private static final long serialVersionUID = 1L; @Override public void actionPerformed(ActionEvent e) { System.out.println("updating row " + (count + 1)); TableModel model = table.getModel(); int cols = model.getColumnCount(); int row = 0; for (int j = 0; j < cols; j++) { row = count; table.changeSelection(row, 0, false, false); timer.setDelay(100); Object value = "row " + (count + 1) + " item " + (j + 1); model.setValueAt(value, count, j); } count++; if (count >= table.getRowCount()) { timer.stop(); table.changeSelection(0, 0, false, false); java.awt.EventQueue.invokeLater(new Runnable() { @Override public void run() { table.clearSelection(); } }); } } }; } public static void main(String[] args) { java.awt.EventQueue.invokeLater(new Runnable() { @Override public void run() { ViewPortFlickering viewPortFlickering = new ViewPortFlickering(); } }); } } class GradientViewPort extends JScrollPane { private static final long serialVersionUID = 1L; private final int h = 50; private BufferedImage img = null; private BufferedImage shadow = new BufferedImage(1, h, BufferedImage.TYPE_INT_ARGB); private JViewport viewPort; public GradientViewPort(JComponent com) { super(com); viewPort = this.getViewport(); viewPort.setScrollMode(JViewport.BLIT_SCROLL_MODE); viewPort.setScrollMode(JViewport.BACKINGSTORE_SCROLL_MODE); viewPort.setScrollMode(JViewport.SIMPLE_SCROLL_MODE); Graphics2D g2 = shadow.createGraphics(); g2.setPaint(new Color(250, 150, 150)); g2.fillRect(0, 0, 1, h); g2.setComposite(AlphaComposite.DstIn); g2.setPaint(new GradientPaint(0, 0, new Color(0, 0, 0, 0f), 0, h, new Color(0.5f, 0.8f, 0.8f, 0.5f))); g2.fillRect(0, 0, 1, h); g2.dispose(); } @Override public void paint(Graphics g) { if (img == null || img.getWidth() != getWidth() || img.getHeight() != getHeight()) { img = new BufferedImage(getWidth(), getHeight(), BufferedImage.TYPE_INT_ARGB); } Graphics2D g2 = img.createGraphics(); super.paint(g2); Rectangle bounds = getViewport().getVisibleRect(); g2.scale(bounds.getWidth(), -1); int y = (getColumnHeader() == null) ? 0 : getColumnHeader().getHeight(); g2.drawImage(shadow, bounds.x, -bounds.y - y - h, null); g2.scale(1, -1); g2.drawImage(shadow, bounds.x, bounds.y + bounds.height - h + y, null); g2.dispose(); g.drawImage(img, 0, 0, null); } }

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  • Retrieving the Selected value dynamically in JQuery

    - by Chakradhar
    i have this html, this is generated dynamically based on question number <fieldset id="selectfield"> <label class="select">What ur is Profession? </label> <br> <div class="ui-select"><a href="#" role="button" id="72+_select-button" aria-haspopup="true" aria-owns="72+_select-menu" data-theme="c" class="ui-btn ui-btn-icon-right ui-btn-corner-all ui-shadow ui-btn-hover-c ui-btn-up-c"><span class="ui-btn-inner ui-btn-corner-all" aria-hidden="true"><span class="ui-btn-text">Business</span><span class="ui-icon ui-icon-arrow-d ui-icon-shadow"></span></span></a> <select name="selectedObjects" id="72+_select" data-native-menu="false" tabindex="-1"> <option value="-1">--Select--</option> <option value="769">Salaried</option> <option selected="selected" value="770">Business</option> <option value="771">Self Emp</option> </select></div> </fieldset> click button is <div data-theme="c" class="ui-btn ui-btn-corner-all ui-shadow ui-btn-hover-c ui-btn-up-c" aria-disabled="false"><span class="ui-btn-inner ui-btn-corner-all" aria-hidden="true"><span class="ui-btn-text">Next</span></span> <input type="submit" id="72+_b" onclick="return SaveDropDown(this);" value="Next" class="ui-btn-hidden" aria-disabled="false"> </div> i have written this JS in SaveDropDown(this) function SaveDropDown(button) { var fieldsetName = getQuestionName(button.id)+'+_select'; var select = $(fieldsetName +"option:selected").val(); return false; } the questionname function is function getQuestionName(buttonid) { var splitstr = buttonid.split('+'); var fieldsetName = '#' + splitstr[0]; return fieldsetName; } but its returning the undefined how do i retrieve the select value dynamically. any help is appreciated.

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  • What's causing this background-image to display "incorrectly" in Opera and Firefox?

    - by Sukasa
    I know this is something I'm probably doing wrong, so please don't incinerate me for the thread title. I'm trying to put together a small personal website using HTML 5/CSS3. I've checked with the w3c validator and the site and CSS file fully conform according to the validator (However the validator has a warning attached that it might not be perfect). I'm not sure how to explain it without a picture, so here's a comparison of Chrome/Opera/Firefox: So, you can sorta see how in Chrome the background image is in one non-repeating piece, whereas in Opera/Firefox the image has, oddly, been broken up and placed slightly differently. I'm confident this is due to an error on my part, but I've had no luck at all figuring out why the image is being mangled in Opera and Firefox. Here's the CSS that's relevant to this issue: /* Content Pane */ .content { position: absolute; left: 220px; width: 800px; top: 80px; min-height: 550px; background-color: rgba(8,12,42,0.85); } /* Headers */ .content hgroup { background: url("Header_Flat.png") no-repeat left top; min-height: 38px; padding-left: 28px; text-shadow: 0 0 8px #FFA9FF; color: Black; text-decoration: none; } .content hgroup h1 { display: block; } .content hgroup h3 { display: inline; position: relative; top: -12px; left: 20px; text-shadow: 0 0 6px #AFF9FF; } .content hgroup h4 { display: inline; position: relative; top: -12px; left: 20px; font-size: xx-small; text-shadow: 0 0 6px #AFF9FF; } And the HTML: <hgroup> <h1>New Site!</h1> <h3>Now with Bloom!</h3> <h4> - Posted Tuesday, May 11th 2010</h4> </hgroup> Can anyone see what I'm doing wrong?

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  • CSS- removing horizontal space in list menu using display inline property

    - by Kayote
    Hi All, Im new to CSS and have a set target of learning & publishing my website in CSS by the end of the month. My question: Im trying to build a CSS horizontal menu with hover drop downs, however, when I use the 'display: inline' property with li (list) items, I get horizontal spaces between the li (list) items in the bar. How do I remove this space? Here is the html: <div id="tabas_menu"> <ul> <li id="tabBut0" class="tabBut">Overview</li> <li id="tabBut1" class="tabBut">Collar</li> <li id="tabBut2" class="tabBut">Sleeves</li> <li id="tabBut3" class="tabBut">Body</li> </ul> </div> And here is the CSS: #tabas_menu { position: absolute; background: rgb(123,345,567); top: 110px; left: 200px; } ul#tabas_menu { padding: 0; margin: 0; } .tabBut { display: inline; white-space: list-style: none; background: -webkit-gradient(linear, 0% 0%, 0% 100%, from(rgba(255,142,190,1)),to(rgba(188,22,93,1))); background: -moz-linear-gradient(top, rgba(255,142,190,1), rgba(188,22,93,1)); font-family: helvetica, calibri, sans-serif; font-size: 16px; font-weight: bold; line-height: 20px; text-shadow: 1px 1px 1px rgba(99,99,99,0.5); -moz-border-radius: 0.3em; -moz-box-shadow: 0px 0px 2px rgba(0,0,0,0.5); -webkit-border-radius: 0.3em; -webkit-box-shadow: 0px 0px 2px rgba(0,0,0,0.5); padding: 6px 18px; border: 1px solid rgba(0,0,0,0.4); margin: 0; } I can get the space removed using the 'float: left/right' property but its bugging me as to why I cannot achieve the same effect by just using the display property.

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  • Image-free, custom-styled search bar

    - by Jon
    I'm working with the designer and he sent me the following design for the search bar on our webpage: I'm very much against using images in webpage design unless completely necessary, so I'm hoping that I can recreate the whole search bar widget in CSS. I know how to do border-radius, gradients, box-shadows, etc, so that's not a problem. Question: Assuming CSS3 browser compatibility, how can I go about recreating the actual search button (the magnifying glass portion) with the double curved edge, and the slight drop shadow on the bottom left? Thoughts: My initial feeling was that the search button would be circular and free-standing, then overlap the search input div with a negative left-margin, but then I was unsure how I would get that drop shadow. Edit: I'm not completely opposed to using an image for the magnifying glass, but I've seen a similar icon created in CSS before. Would an image vs. pure CSS end up loading at the same speed, or should I do all I can do in pure CSS?

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  • jquery mouseent/leave to make div appears

    - by Blake
    I am looking to hover over my list item and have an effect similar to something like facebook chat is my best example..I am able to get the first div to appear but I believe this may be a selector issue because I cant get the rest working properly html <ul id="menu_seo" class="menu"> <li id="menu-seo"><span class="arrowout1"></span>SEO</li> <li id="menu-siteaudits"><span class="arrowout2"></span>Site Audits </li> <li id="menu-linkbuilding"><span class="arrowout3"></span>Link-Building</li> <li id="menu-localseo"><span class="arrowout4"></span>Local SEO</li> </ul> <div id="main_content"> <div id="menu-seo-desc"> <p>SEO management begins with a full website diagnosis of current web strategy Adjustments are made to improve your site’s ability to rank higher on search engines and draw more traffic </p> </div> <div id="menu-seo-desc2"> <p>Usability & site architecture review, Search Engine accessibility and indexing, Keyword research & targeting and Conversion rate optimization </p> </div> </div> css #menu-seo-desc { height:125px; width:210px; background-color:red; border-color:#CCC #E8E8E8 #E8E8E8 #CCC; border-style:solid; border-width:1.5px; border-radius:5px; box-shadow: 1px 0 2px 0px #888; -moz-box-shadow: 1px 0 2px 0px #888; -webkit-box-shadow: 1px 0 2px 1px #888; position:absolute; top:220px; left:350px; display:none; } js <script> $(document).ready(function(){ <script> $(document).ready(function(){ $('#menu_seo').on('#menu-seo', { 'mouseenter': function() { $('#menu-seo-desc').fadeIn(600); $('#menu-seo-desc2').fadeIn(600); }, 'mouseleave': function() { $('#menu-seo-desc').fadeOut(300); $('#menu-seo-desc2').fadeOut(300); } }); }); </script> });

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  • jquery get width of previous image

    - by user1250987
    So i cant get the jquery correct for this one, whatever i try it returns the wrong width. I wish to make the image within the "img-shadow" div the same size as the image right before it. Notice this will repeat several times on the page. <p> <img src="" alt=""> <div class="img-shadow"> <img src="" alt=""> </div> </p> I hope you don't shake your heads too much on at me on this one, it seems super simple, but .prev .find .closest hasn't worked for me. Thanks!

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  • CSS: reposition element on hover state but maintain clickable area position

    - by abirduphigh
    I'm trying to create the effect of a button that 'lifts' from the page when rolled over. Using CSS, I have a block style <a> element that, when hovered, re-positions itself up and to the left 5px, and a shadow is left behind: a { display: inline-block; position: relative; } a:hover { top: -5px; left: -5px; box-shadow: rgba(0,0,0,.2) 5px 5px 2px; } The problem: When the <a> block jumps 5px away from the cursor during the hover, the cursor is no longer actually hovering over the block and the block then jumps back when the cursor is moved only slightly thereafter. How can I maintain the original hover area so that the element doesn't keep jumping back and forth when the cursor is only slightly moved? I'd like to avoid adding superfluous container elements to my code if at all possible.

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  • Sampler referencing in HLSL - Sampler parameter must come from a literal expression

    - by user1423893
    The following method works fine when referencing a sampler in HLSL float3 P = lightScreenPos; sampler ShadowSampler = DPFrontShadowSampler; float depth; if (alpha >= 0.5f) { // Reference the correct sampler ShadowSampler = DPFrontShadowSampler; // Front hemisphere 'P0' P.z = P.z + 1.0; P.x = P.x / P.z; P.y = P.y / P.z; P.z = lightLength / LightAttenuation.z; // Rescale viewport to be [0, 1] (texture coordinate space) P.x = 0.5f * P.x + 0.5f; P.y = -0.5f * P.y + 0.5f; depth = tex2D(ShadowSampler, P.xy).x; depth = 1.0 - depth; } else { // Reference the correct sampler ShadowSampler = DPBackShadowSampler; // Back hemisphere 'P1' P.z = 1.0 - P.z; P.x = P.x / P.z; P.y = P.y / P.z; P.z = lightLength / LightAttenuation.z; // Rescale viewport to be [0, 1] (texture coordinate space) P.x = 0.5f * P.x + 0.5f; P.y = -0.5f * P.y + 0.5f; depth = tex2D(ShadowSampler, P.xy).x; depth = 1.0 - depth; } // [Standard Depth Calculation] float mydepth = P.z; shadow = depth + Bias.x < mydepth ? 0.0f : 1.0f; If I try and do anything with the sampler reference outside the if statement then I get the following error: Sampler parameter must come from a literal expression This code demonstrates that float3 P = lightScreenPos; sampler ShadowSampler = DPFrontShadowSampler; if (alpha >= 0.5f) { // Reference the correct sampler ShadowSampler = DPFrontShadowSampler; // Front hemisphere 'P0' P.z = P.z + 1.0; P.x = P.x / P.z; P.y = P.y / P.z; P.z = lightLength / LightAttenuation.z; } else { // Reference the correct sampler ShadowSampler = DPBackShadowSampler; // Back hemisphere 'P1' P.z = 1.0 - P.z; P.x = P.x / P.z; P.y = P.y / P.z; P.z = lightLength / LightAttenuation.z; } // Rescale viewport to be [0, 1] (texture coordinate space) P.x = 0.5f * P.x + 0.5f; P.y = -0.5f * P.y + 0.5f; // [Standard Depth Calculation] float depth = tex2D(ShadowSampler, P.xy).x; depth = 1.0 - depth; float mydepth = P.z; shadow = depth + Bias.x < mydepth ? 0.0f : 1.0f; How can I reference the sampler in this manner without triggering the error?

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  • Cocos3d lighting problem

    - by Parasithe
    I'm currently working on a cocos3d project, but I'm having some trouble with lighting and I have no idea how to solve it. I've tried everything and the lighting is always as bad in the game. The first picture is from 3ds max (the software we used for 3d) and the second is from my iphone app. http://prntscr.com/ly378 http://prntscr.com/ly2io As you can see, the lighting is really bad in the app. I manually add my spots and the ambiant light. Here is all my lighting code : _spot = [CC3Light lightWithName: @"Spot" withLightIndex: 0]; // Set the ambient scene lighting. ccColor4F ambientColor = { 0.9, 0.9, 0.9, 1 }; self.ambientLight = ambientColor; //Positioning _spot.target = [self getNodeNamed:kCharacterName]; _spot.location = cc3v( 400, 400, -600 ); // Adjust the relative ambient and diffuse lighting of the main light to // improve realisim, particularly on shadow effects. _spot.diffuseColor = CCC4FMake(0.8, 0.8, 0.8, 1.0); _spot.specularColor = CCC4FMake(0, 0, 0, 1); [_spot setAttenuationCoefficients:CC3AttenuationCoefficientsMake(0, 0, 1)]; // Another mechansim for adjusting shadow intensities is shadowIntensityFactor. // For better effect, set here to a value less than one to lighten the shadows // cast by the main light. _spot.shadowIntensityFactor = 0.75; [self addChild:_spot]; _spot2 = [CC3Light lightWithName: @"Spot2" withLightIndex: 1]; //Positioning _spot2.target = [self getNodeNamed:kCharacterName]; _spot2.location = cc3v( -550, 400, -800 ); _spot2.diffuseColor = CCC4FMake(0.8, 0.8, 0.8, 1.0); _spot2.specularColor = CCC4FMake(0, 0, 0, 1); [_spot2 setAttenuationCoefficients:CC3AttenuationCoefficientsMake(0, 0, 1)]; _spot2.shadowIntensityFactor = 0.75; [self addChild:_spot2]; I'd really appreciate if anyone would have some tip on how to fix the lighting. Maybe my spots are bad? maybe it's the material? I really have no idea. Any help would be welcomed. I already ask some help on cocos2d forums. I had some answers but I need more help.

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  • nautilus selected item color

    - by shantanu
    See in the image, selected item "build" colour is black as background colour. How can i change the selected item colour gtk3 theme's nautilus.css script Which section colour need to modify: /* desktop mode */ .nautilus-desktop.nautilus-canvas-item { color: @bg_color; text-shadow: 1 1 alpha (#001B33, 0.8); } .nautilus-desktop.nautilus-canvas-item:active { background-image: none; background-color: alpha (@selected_bg_color, 0.84); border-radius: 4; color: @fg_color; } .nautilus-desktop.nautilus-canvas-item:selected { background-image: none; background-color: alpha (@bg_color, 0.84); border-radius: 4; color: @selected_fg_color; } .nautilus-desktop.nautilus-canvas-item:active, .nautilus-desktop.nautilus-canvas-item:prelight, .nautilus-desktop.nautilus-canvas-item:selected { text-shadow: none; } /* browser window */ NautilusTrashBar.info, NautilusXContentBar.info, NautilusSearchBar.info, NautilusQueryEditor.info { /* this background-color controls the symbolic icon in the entry */ background-color: mix (@fg_color, @base_color, 0.3); border-radius: 0; border-style: solid; border-width: 0 1 1 1; } NautilusSearchBar .entry { } .nautilus-cluebar-label { color: @fg_color; font: bold; } #nautilus-search-button *:active, #nautilus-search-button *:active:prelight { color: @dark_fg_color; } NautilusFloatingBar { background-color: @info_bg_color; border-radius: 3 3 0 0; border-style: solid; border-width: 1; border-color: darker (@info_bg_color); -unico-border-gradient: none; } NautilusFloatingBar .button { -GtkButton-image-spacing: 0; -GtkButton-inner-border: 0; } /* sidebar */ NautilusWindow .sidebar, NautilusWindow .sidebar .view { background-color: @bg_color; color: @fg_color; } NautilusWindow .sidebar .frame { } NautilusWindow > GtkTable > .pane-separator { background-color: @bg_color; border-color: @bg_color; border-width: 0 0 0 0; border-style: solid; }

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  • How to do geometric projection shadows?

    - by John Murdoch
    I have decided that since my game world is mostly flat I don't need better shadows than geometric projections - at least for now. The only problem is I don't even know how to do those properly - that is to produce a 4x4 matrix which would render shadows for my objects (that is, I guess, project them on a horizontal XZ plane). I would like a light source at infinity (e.g., the sun at some point in the sky) and thus parallel projection. My current code does something that looks almost right for small flying objects, but actually is a very rude approximation, as it doesn't project the objects onto the ground, but simply moves them there (I think). Also it always wrongly assumes the sun is always on the zenith (projecting straight down). Gdx.gl20.glEnable(GL10.GL_BLEND); Gdx.gl20.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); //shells shellTexture.bind(); shader.begin(); for (ShellState state : shellStates.values()) { transform.set(camera.combined); transform.mul(state.transform); shader.setUniformMatrix("u_worldView", transform); shader.setUniformi("u_texture", 0); shellMesh.render(shader, GL10.GL_TRIANGLES); } shader.end(); // shadows shader.begin(); for (ShellState state : shellStates.values()) { transform.set(camera.combined); m4.set(state.transform); state.transform.getTranslation(v3); m4.translate(0, -v3.y + 0.5f, 0); // TODO HACK: + 0.5f is a hack to ensure the shadow appears above the ground; this is overall a hack as we are just moving the shell to the surface instead of projecting it on the surface! transform.mul(m4); shader.setUniformMatrix("u_worldView", transform); shader.setUniformi("u_texture", 0); // TODO: make shadow black somehow shellMesh.render(shader, GL10.GL_TRIANGLES); } shader.end(); Gdx.gl.glDisable(GL10.GL_BLEND); So my questions are: a) What is the proper way to produce a Matrix4 to pass to openGL which would render the shadows for my objects? b) I am supposed to use another fragment shader for the shadows which would paint them in semi-transparent grey, correct? c) The limitation of this simplistic approach is that whenever there is some object on the ground (it is not flat) the shadows will not be drawn, correct? d) Do I need to add something very small to the y (up) coordinate to avoid z-fighting with ground textures? Or is the fact they will be semi-transparent enough to resolve that problem?

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  • Render an image with layers for shadows /reflections, object and ground in 3D Studio Max?

    - by Bernd Plontsch
    I have a scene with a simple object standing on the ground in the center. This object has shadows and reflections on the ground. How can I render an image containing 3 separate layers for The object The ground The reflection / shadow on the ground Which format do I use for this? (It should include all 3 layers + I should be able to enable/disable them in Photoshop) How do I define or prepare those layers for being rendering as image layers?

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  • Le premier homme bionique voit le jour : il marche, parle et respire

    Rich Walker et Matthew Godden de la Shadow Robot Co., ont dévoilé le premier homme bionique : il marche, parle et respire. C'est un Frankenstein des temps moderne qui coûte la bagatelle de 1 million de dollars ! Il est en effet composé des prothèses humaines les plus avancées :Des membres robotisés (dont celui-ci) Une tête, avec la réplique du visage d'un de ses concepteurs. Des yeux (fabriqués par Second Sight à Sylmar en Californie). Un coeur artificiel (créé par SynCardia Systems à Tucson en...

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  • How does Ubuntu create the guest session? [closed]

    - by tarantinofan
    Possible Duplicate: How do I change the guest session defaults In Ubuntu 10.04, I am able to create a guest session from the indicator-applet-session applet menu. When it is active, this session has its home folder in /tmp, an entry in /etc/passwd and /etc/shadow, and so on. This temporary guest user and its session exists only while it is active. I want to know how this guest session is created, because I want to modify it a bit.

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  • 2-d lighting day/night cycle

    - by Richard
    Off the back of this post in which I asked two questions and received one answer, which I accepted as a valid answer. I have decided to re-ask the outstanding question. I have implemented light points with shadow casting as shown here but I would like an overall map light with no point/light source. The map setup is a top-down 2-d 50X50 pixel grid. How would I go about implementing a day/night cycle lighting across a map?

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  • Creating smooth lighting transitions using tiles in HTML5/JavaScript game

    - by user12098
    I am trying to implement a lighting effect in an HTML5/JavaScript game using tile replacement. What I have now is kind of working, but the transitions do not look smooth/natural enough as the light source moves around. Here's where I am now: Right now I have a background map that has a light/shadow spectrum PNG tilesheet applied to it - going from darkest tile to completely transparent. By default the darkest tile is drawn across the entire level on launch, covering all other layers etc. I am using my predetermined tile sizes (40 x 40px) to calculate the position of each tile and store its x and y coordinates in an array. I am then spawning a transparent 40 x 40px "grid block" entity at each position in the array The engine I'm using (ImpactJS) then allows me to calculate the distance from my light source entity to every instance of this grid block entity. I can then replace the tile underneath each of those grid block tiles with a tile of the appropriate transparency. Currently I'm doing the calculation like this in each instance of the grid block entity that is spawned on the map: var dist = this.distanceTo( ig.game.player ); var percentage = 100 * dist / 960; if (percentage < 2) { // Spawns tile 64 of the shadow spectrum tilesheet at the specified position ig.game.backgroundMaps[2].setTile( this.pos.x, this.pos.y, 64 ); } else if (percentage < 4) { ig.game.backgroundMaps[2].setTile( this.pos.x, this.pos.y, 63 ); } else if (percentage < 6) { ig.game.backgroundMaps[2].setTile( this.pos.x, this.pos.y, 62 ); } // etc... (sorry about the weird spacing, I still haven't gotten the hang of pasting code in here properly) The problem is that like I said, this type of calculation does not make the light source look very natural. Tile switching looks too sharp whereas ideally they would fade in and out smoothly using the spectrum tilesheet (I copied the tilesheet from another game that manages to do this, so I know it's not a problem with the tile shades. I'm just not sure how the other game is doing it). I'm thinking that perhaps my method of using percentages to switch out tiles could be replaced with a better/more dynamic proximity forumla of some sort that would allow for smoother transitions? Might anyone have any ideas for what I can do to improve the visuals here, or a better way of calculating proximity with the information I'm collecting about each tile? (PS: I'm reposting this from Stack Overflow at someone's suggestion, sorry about the duplicate!)

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  • 25 Passwords to Avoid to Thwart Hackers

    SplashData, a vendor of smartphone productivity applications for consumers and businesses, recently released a list of the top 25 most commonly used passwords for 2011. The company compiled the list after analyzing files of stolen passwords that hackers posted online to share with their cybercriminal colleagues. Without further adieu, here is the list of passwords that made SplashData's top 25: password, 123456, 12345678, qwerty, abc123, monkey, 1234567, letmein, trustno1, dragon, baseball, 111111, iloveyou, master, sunshine, ashley, bailey, passw0rd, shadow, 123123, 654321, superman, qazwsx...

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  • Annotation Processor for Superclass Sensitive Actions

    - by Geertjan
    Someone creating superclass sensitive actions should need to specify only the following things: The condition under which the popup menu item should be available, i.e., the condition under which the action is relevant. And, for superclass sensitive actions, the condition is the name of a superclass. I.e., if I'm creating an action that should only be invokable if the class implements "org.openide.windows.TopComponent",  then that fully qualified name is the condition. The position in the list of Java class popup menus where the new menu item should be found, relative to the existing menu items. The display name. The path to the action folder where the new action is registered in the Central Registry. The code that should be executed when the action is invoked. In other words, the code for the enablement (which, in this case, means the visibility of the popup menu item when you right-click on the Java class) should be handled generically, under the hood, and not every time all over again in each action that needs this special kind of enablement. So, here's the usage of my newly created @SuperclassBasedActionAnnotation, where you should note that the DataObject must be in the Lookup, since the action will only be available to be invoked when you right-click on a Java source file (i.e., text/x-java) in an explorer view: import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import org.netbeans.sbas.annotations.SuperclassBasedActionAnnotation; import org.openide.awt.StatusDisplayer; import org.openide.loaders.DataObject; import org.openide.util.NbBundle; import org.openide.util.Utilities; @SuperclassBasedActionAnnotation( position=30, displayName="#CTL_BrandTopComponentAction", path="File", type="org.openide.windows.TopComponent") @NbBundle.Messages("CTL_BrandTopComponentAction=Brand") public class BrandTopComponentAction implements ActionListener { private final DataObject context; public BrandTopComponentAction() { context = Utilities.actionsGlobalContext().lookup(DataObject.class); } @Override public void actionPerformed(ActionEvent ev) { String message = context.getPrimaryFile().getPath(); StatusDisplayer.getDefault().setStatusText(message); } } That implies I've created (in a separate module to where it is used) a new annotation. Here's the definition: package org.netbeans.sbas.annotations; import java.lang.annotation.ElementType; import java.lang.annotation.Retention; import java.lang.annotation.RetentionPolicy; import java.lang.annotation.Target; @Retention(RetentionPolicy.SOURCE) @Target(ElementType.TYPE) public @interface SuperclassBasedActionAnnotation { String type(); String path(); int position(); String displayName(); } And here's the processor: package org.netbeans.sbas.annotations; import java.util.Set; import javax.annotation.processing.Processor; import javax.annotation.processing.RoundEnvironment; import javax.annotation.processing.SupportedAnnotationTypes; import javax.annotation.processing.SupportedSourceVersion; import javax.lang.model.SourceVersion; import javax.lang.model.element.Element; import javax.lang.model.element.TypeElement; import javax.lang.model.util.Elements; import org.openide.filesystems.annotations.LayerBuilder.File; import org.openide.filesystems.annotations.LayerGeneratingProcessor; import org.openide.filesystems.annotations.LayerGenerationException; import org.openide.util.lookup.ServiceProvider; @ServiceProvider(service = Processor.class) @SupportedAnnotationTypes("org.netbeans.sbas.annotations.SuperclassBasedActionAnnotation") @SupportedSourceVersion(SourceVersion.RELEASE_6) public class SuperclassBasedActionProcessor extends LayerGeneratingProcessor { @Override protected boolean handleProcess(Set annotations, RoundEnvironment roundEnv) throws LayerGenerationException { Elements elements = processingEnv.getElementUtils(); for (Element e : roundEnv.getElementsAnnotatedWith(SuperclassBasedActionAnnotation.class)) { TypeElement clazz = (TypeElement) e; SuperclassBasedActionAnnotation mpm = clazz.getAnnotation(SuperclassBasedActionAnnotation.class); String teName = elements.getBinaryName(clazz).toString(); String originalFile = "Actions/" + mpm.path() + "/" + teName.replace('.', '-') + ".instance"; File actionFile = layer(e).file( originalFile). bundlevalue("displayName", mpm.displayName()). methodvalue("instanceCreate", "org.netbeans.sbas.annotations.SuperclassSensitiveAction", "create"). stringvalue("type", mpm.type()). newvalue("delegate", teName); actionFile.write(); File javaPopupFile = layer(e).file( "Loaders/text/x-java/Actions/" + teName.replace('.', '-') + ".shadow"). stringvalue("originalFile", originalFile). intvalue("position", mpm.position()); javaPopupFile.write(); } return true; } } The "SuperclassSensitiveAction" referred to in the code above is unchanged from how I had it in yesterday's blog entry. When I build the module containing two action listeners that use my new annotation, the generated layer file looks as follows, which is identical to the layer file entries I hard coded yesterday: <folder name="Actions"> <folder name="File"> <file name="org-netbeans-sbas-impl-ActionListenerSensitiveAction.instance"> <attr name="displayName" stringvalue="Process Action Listener"/> <attr methodvalue="org.netbeans.sbas.annotations.SuperclassSensitiveAction.create" name="instanceCreate"/> <attr name="type" stringvalue="java.awt.event.ActionListener"/> <attr name="delegate" newvalue="org.netbeans.sbas.impl.ActionListenerSensitiveAction"/> </file> <file name="org-netbeans-sbas-impl-BrandTopComponentAction.instance"> <attr bundlevalue="org.netbeans.sbas.impl.Bundle#CTL_BrandTopComponentAction" name="displayName"/> <attr methodvalue="org.netbeans.sbas.annotations.SuperclassSensitiveAction.create" name="instanceCreate"/> <attr name="type" stringvalue="org.openide.windows.TopComponent"/> <attr name="delegate" newvalue="org.netbeans.sbas.impl.BrandTopComponentAction"/> </file> </folder> </folder> <folder name="Loaders"> <folder name="text"> <folder name="x-java"> <folder name="Actions"> <file name="org-netbeans-sbas-impl-ActionListenerSensitiveAction.shadow"> <attr name="originalFile" stringvalue="Actions/File/org-netbeans-sbas-impl-ActionListenerSensitiveAction.instance"/> <attr intvalue="10" name="position"/> </file> <file name="org-netbeans-sbas-impl-BrandTopComponentAction.shadow"> <attr name="originalFile" stringvalue="Actions/File/org-netbeans-sbas-impl-BrandTopComponentAction.instance"/> <attr intvalue="30" name="position"/> </file> </folder> </folder> </folder> </folder>

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  • Making headers readable on a multi colored background

    - by aslum
    So the client wants a multi-colored background (think 4 colors of paint splats randomly all over the page. Because of this the headers are a bit hard to read. I've currently got them set up as black text with some white drop shadow, but it's still pretty hard to read in IE. How can I make the headers legible regardless of what is behind them (it's a CMS so position on the page is liable to change regularly)?

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