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Search found 1811 results on 73 pages for 'alpha blending'.

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  • Action script 3 bitmap glitch, alpha fade in out

    - by user150946
    I have actually solved this problem but it was a weird one so I will post it and my solution. I had a movie clip with several children each of which had it's own alpha settings. It also had a bitmap child object with a masked movie clip sitting on top of it. I was fading in and out the parent movie clip and was getting some odd results all of the alpha settings of the children were being removed and the bitmap was glitching and showing the contents of the masked object that was above it. The problem was that my alpha value for fully opaque was 100 (as in AS2) not 1 (as per AS3). It took me ages to work this out so hopefully this helps someone else.

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  • Creating an OpenGL texture with alpha using NSBitmapImageRep

    - by BROK3N S0UL
    I am loading a PNG using: theImage = [NSBitmapImageRep imageRepWithContentsOfFile:imagePath]; from which I can successfully create a gl texture and render correctly without any transparency. However, when I switch blending on using: glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE); The texture renders with the correct transparent background, but the image colours are incorrect. I have tried several options in the blend function, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_DST_ALPHA, etc. I was taught maybe I need to reorder the bits in the image data, maybe the channels have been mixed up, but I would not expect it to render correctly when blending is off in that case. Alternatively, I could use libPNG I guess, but I would like to try using a NSBitmapImageRep if it is possible.

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  • Does HDC use alpha channel?

    - by Crend King
    Hello. Is there a way I can determine if an HDC uses alpha channel? I read Question 333559 and Question 685684, but their questions are about BITMAP. Apparently, some HDC has alpha channel (though they may not use it. Call this "Type 1") while others do not ("Type 2"). I know this by doing the following: Given a HDC, Create a compatible DC, and create a DIB section. Select the created HBITMAP into the compatible DC. BitBlt the source HDC to the compatible DC. Now examine the DIB section bits. For type 2 HDC, after every 3 bytes there is a byte always 0 (like 255 255 255 0); for type 1, these bytes are usualy 255 (like 250 240 230 255). To avoid false positive, I memset the bits to all 0x80 prior to the calls. Use GetDIBits directly on the source HDC, specify the HBITMAP as GetCurrentObject(hdc, OBJ_BITMAP). For both types of HDC, the 4th bytes are always 0. Change the DC bitmap by calling ExtTextOut. For type 2, ExtTextOut always set the 4th bytes to 0. For type 1, ExtTextOut always leave them untouched. I also noticed that the source HDC that are created by APIs (CreateCompatibleDC(), BeginPaint() ...) are always type 2. Type 1 HDC are from standard controls (like menu text). Even the HDC I CreateCompatibleDC from a type 1 becomes a type 2. So, on one hand, I'm frustrated that Microsoft does not provide equal information to developers (another example may be that you cannot know the direction of a HBITMAP after it is created), on the other hand, I'm still wondering is there a way to distinguish these HDC. Thanks for help.

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  • Alpha animation bug on button

    - by RaiderJ
    I have animations that fade in a Button (alpha from 0 to 1) and fade out a button (alpha from 1 to 0). This part is all working fine. Button A triggers the fade in of Button B. Button B triggers the fade out of itself. Button B totally covers up Button A. The idea is that Button B contains an image that is used like an information popup. Button A is touched and Button B fades in on top. When Button B is touched it fades itself out again. Initially, Button B's visibility is set INVISIBLE and when the fade in animation is complete, it is set to VISIBLE. When Button B is clicked it fades out and then I set the visibility to INVISIBLE. The problem is that after Button B has faded out, and it is set INVISIBLE, it is still clickable and even though it is not visible, and touches are not received by Button A. I have tried removing Button B from the parent and re-adding it after the animation is completed, and this allows for touches to reach Button A, but only once. After that button B is not longer touchable.

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  • The best algorithm enhancing alpha-beta?

    - by Risa
    I'm studying AI. My teacher gave us source code of a chess-like game and asked us to enhance it. My exercise is to improve the alpha/beta algorithm implementing in that game. The programmer already uses transposition tables, MTD(f) with alpha/beta+memory (MTD(f) is the best algorithm I know by far). So is there any better algorithm to enhance alpha-beta search or a good way to implement MTD(f) in coding a game?

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  • Alpha interpolation in a pixel shader

    - by c4sh
    How does the interpolation in a fragment shader work when it comes to the alpha parameter? I'm programming a shader with SharpDX, DirectX11. My idea is to interpolate 2 3d points of a segment, so that I'll have the position interpolated in between in the pixel shader. But I want to know what happens with the alpha parameter when that position is blocked by another polygon. For instance, if alpha is 1.0 at the left end of my segment and 0.0 at the other one. What is the value of alpha in the middle, 0.5? Or does it depend on the visibility at that point (meaning it could be, for instance, 1.0 OR 0.0 depending on if that part of the segment is hidden by a poolygon?

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  • Alpha blending without depth writing

    - by teodron
    A recurring problem I get is this one: given two different billboard sets with alpha textures intended to create particle special effects (such as point lights and smoke puffs), rendering them correctly is tedious. The issue arising in this scenario is that there's no way to use depth writing and make certain billboards obey depth information as they appear in front of others that are clearly closer to the camera. I've described the problem on the Ogre forums several times without any suggestions being given (since the application I'm writing uses their engine). What could be done then? sort all individual billboards from different billboard sets to avoid writing the depth and still have nice alpha blended results? If yes, please do point out some resources to start with in the frames of the aforementioned Ogre engine. Any other suggestions are welcome!

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  • Creating blur with an alpha channel, incorrect inclusion of black

    - by edA-qa mort-ora-y
    I'm trying to do a blur on a texture with an alpha channel. Using a typical approach (two-pass, gaussian weighting) I end up with a very dark blur. The reason is because the blurring does not properly account for the alpha channel. It happily blurs in the invisible part of the image, whcih happens to be black, and thus results in a very dark blur. Is there a technique to blur that properly accounts for the alpha channel?

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  • Ruby: implementing alpha-beta pruning for tic-tac-toe

    - by DerNalia
    So, alpha-beta pruning seems to be the most efficient algorithm out there aside from hard coding (for tic tac toe). However, I'm having problems converting the algorithm from the C++ example given in the link: http://www.webkinesia.com/games/gametree.php #based off http://www.webkinesia.com/games/gametree.php # (converted from C++ code from the alpha - beta pruning section) # returns 0 if draw LOSS = -1 DRAW = 0 WIN = 1 @next_move = 0 def calculate_ai_next_move score = self.get_best_move(COMPUTER, WIN, LOSS) return @next_move end def get_best_move(player, alpha, beta) best_score = nil score = nil if not self.has_available_moves? return false elsif self.has_this_player_won?(player) return WIN elsif self.has_this_player_won?(1 - player) return LOSS else best_score = alpha NUM_SQUARES.times do |square| if best_score >= beta break end if self.state[square].nil? self.make_move_with_index(square, player) # set to negative of opponent's best move; we only need the returned score; # the returned move is irrelevant. score = -get_best_move(1-player, -beta, -alpha) if (score > bestScore) @next_move = square best_score = score end undo_move(square) end end end return best_score end the problem is that this is returning nil. some support methods that are used above: WAYS_TO_WIN = [[0, 1, 2], [3, 4, 5], [6, 7, 8], [0, 3, 6], [1, 4, 7], [2, 5, 8],[0, 4, 8], [2, 4, 6]] def has_this_player_won?(player) result = false WAYS_TO_WIN.each {|solution| result = self.state[solution[0]] if contains_win?(solution) } return (result == player) end def contains_win?(ttt_win_state) ttt_win_state.each do |pos| return false if self.state[pos] != self.state[ttt_win_state[0]] or self.state[pos].nil? end return true end def make_move(x, y, player) self.set_square(x,y, player) end

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  • Change alpha to a Frame in libgdx

    - by Rudy_TM
    I have this batch.draw(currentFrame, x, y, this.parent.originX, this.parent.originY, this.parent.width, this.parent.height, this.scaleX, this.scaleY,this.rotation); I want to apply the alpha that it gets from the method, but theres is not overload from the SpriteBatch class that takes the alpha value, is there some wey to apply it? (i did it this way, because this are animation, and i wanted to control them) in my static ones i apply sprite.draw(SpriteBatch, alpha) Thanks

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  • Blending effect on textures

    - by joecks
    Hi i am trying to build screen animation like flickering, interlace, color separation similar to old style malfunctioning Amiga screens. The intended effects are shown in this video. I am using libgdx and I already discovered the universal tween engine, which helps a lot to build transitional animations, but how should I approach those blending effects, any suggestions? I will specify my question once I learned more about libgdx, but maybe you could give me some hints already. Thanks!

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  • Exposure Blending with digiKam

    <b>Scribbles and Snaps:</b> "One way to solve this problem is to use exposure blending. This technique involves taking several shots of the same scene or subject with different exposures and then fusing these shots into one perfectly exposed photo."

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  • Edubuntu et kubuntu 13.04 disponibles en Alpha 1, Raring Ringtail adopte un nouveau cycle qui met fin aux versions Alpha pour Ubuntu

    Edubuntu et kubuntu 13.04 disponibles en Alpha 1 Raring Ringtail adopte un nouveau cycle qui met fin aux versions Alpha pour Ubuntu Canonical vient de publier la première Alpha de Raring Ringtail, qui marque le début du cycle des sorties des préversions d'Ubuntu 13.04, qui aboutira à la publication de la version finale l'année prochaine. Si Ubuntu 13.04 se distingue surtout par l'adoption d'une nouvelle méthode de développement à huis clos des nouvelles fonctionnalités, l'OS introduit également un nouveau cycle de sorties des préversions de l'OS. Ce nouveau cycle a essentiellement pour but de réduire le nombre d'é...

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  • JPEG image with alpha channel on website

    - by mikez302
    I would like to make a JPEG image file with some pixels that are partially transparent or fully transparent, similar to a PNG file with an alpha channel. Is this possible? If so, how would I go about doing this? I would like to use the image on a website. If I try to do this, would it work in any or all of the popular browsers (IE 7+, Firefox, Safari)? Assuming it is possible, will it just work, or are there any tricks or hacks required to make it work?

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  • How does Alpha Five Version 10 Rate for Web App Development

    - by Gary B2312321321
    I came across this RDMS via the advert on stackoverflow. Seems to be in the vein of MS Access / Filemaker / Apex database development tools but focused on web based applications. It quotes rave reviews from EWeek and a favourable mention from Dr Dobbs regarding its ability to create AJAX web applications without coding. The Eweek review, apparently written by an ASP.NET programmer, goes on to proclaim the ease at which apps can be extended using the inbuilt XBasic language and how custom javascript can easily be added without wading through code. Has anyone here built a web app with Alpha 5? Does anyone have comments on the development process, the speed of it or limitations they encountered along the way? To me it seems Oracle APEX comes closest to the feature set, has anyone programmed in both and have any comments?

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  • IE7,8 Alpha PNG fade

    - by dclowd9901
    Does anyone know what is causing this issue? http://i.imgur.com/z1pzh.png The div in question has a solid 1x1 alpha opaque png repeating in its background-image property, and it's supposed to be all one bg color, not that fading effect. It doesn't appear in FF, Opera or Chrome. If you need more details, I can provide some CSS, but I assure you the CSS is in order. If someone doesn't just out-and-out know why this is happening, they more than likely won't find an answer looking in the code.

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  • Making alpha PNGs with PHP GD

    - by WiseDonkey
    Hello, I've got a problem making alpha PNGs with PHP GD. I don't have imageMagik etc. Though the images load perfectly well in-browser and in GFX programs, I'm getting problems with Flash AS3 (actionscript) understanding the files. It complains of being an unknown type. But, exporting these files from Fireworks to the same spec works fine. So I'm suggesting it's something wrong with the formatting in PHP GD. There seems to be a number of ways of doing this, with several similar functions; so maybe this isn't right? $image_p = imagecreatetruecolor($width_orig, $height_orig); $image = imagecreatefrompng($filename); imagealphablending($image_p, false); ImageSaveAlpha($image_p, true); ImageFill($image_p, 0, 0, IMG_COLOR_TRANSPARENT); imagealphablending($image_p, true); imagecopyresampled($image_p, $image, 0, 0, 0, 0, $width_orig, $height_orig, $width_orig, $height_orig); imagepng($image_p, "new2/".$filename, 0); imagedestroy($image_p); This just takes files it's given and puts them into new files with a specified width/height - for this example it's same as original but in production it resizes, which is why I'm resampling.

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