Search Results

Search found 1162 results on 47 pages for 'colour me brad'.

Page 2/47 | < Previous Page | 1 2 3 4 5 6 7 8 9 10 11 12  | Next Page >

  • Bit of python help

    - by user42780
    I've tried to get this to work, but it just freezes. It should display a pyramid, but all it does is.. halts. from graphics import * valid_colours = ['red', 'blue', 'yellow', 'green'] colour = ['', '', ''] while True: colour[0] = raw_input("Enter your first colour: ") colour[1] = raw_input("Enter your second colour: ") colour[2] = raw_input("Enter your third colour: ") if ((colour[0] and colour[1] and colour[2]) in valid_colours): break while True: width = raw_input("Enter a width between 2-7: ") if width.isdigit(): if (int(width) <= 7 and int(width) >= 2): break width = int(width) win = GraphWin("My Mini Project ", 1000, 1000) # 1000 \ 20 = 50 win.setCoords(0 , 0 , 20, 20) p1 = [0, 2] while width > 0: p = [1, 3] loopWidth = 0 while loopWidth < width: loopWidth = loopWidth + 1 c = 0 while c <= 10: c = c + 1 if c % 2: colour = "white" else: colour = "red" rectangle = Rectangle(Point(p[0],p1[0]), Point(p[1], p1[1])) rectangle.setFill(colour) rectangle.setOutline("black") rectangle.draw(win) p[0] = p[0] + 0.2 p1[0] = p1[0] + 0.2 p[0] = p[0] - 2 p1[0] = p1[0] - 2 p[0] = p[0] + 2 p[1] = p[1] + 2 width = width - 1 p1[0] = p1[0] + 2 p1[1] = p1[1] + 2

    Read the article

  • opengl 3d texture issue

    - by user1478217
    Hi i'm trying to use a 3d texture in opengl to implement volume rendering. Each voxel has an rgba colour value and is currently rendered as a screen facing quad.(for testing purposes). I just can't seem to get the sampler to give me a colour value in the shader. The quads always end up black. When I change the shader to generate a colour (based on xyz coords) then it works fine. I'm loading the texture with the following code: glGenTextures(1, &tex3D); glBindTexture(GL_TEXTURE_3D, tex3D); unsigned int colours[8]; colours[0] = Colour::AsBytes<unsigned int>(Colour::Blue); colours[1] = Colour::AsBytes<unsigned int>(Colour::Red); colours[2] = Colour::AsBytes<unsigned int>(Colour::Green); colours[3] = Colour::AsBytes<unsigned int>(Colour::Magenta); colours[4] = Colour::AsBytes<unsigned int>(Colour::Cyan); colours[5] = Colour::AsBytes<unsigned int>(Colour::Yellow); colours[6] = Colour::AsBytes<unsigned int>(Colour::White); colours[7] = Colour::AsBytes<unsigned int>(Colour::Black); glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, colours); The colours array contains the correct data, i.e. the first four bytes have values 0, 0, 255, 255 for blue. Before rendering I bind the texture to the 2nd texture unit like so: glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_3D, tex3D); And render with the following code: shaders["DVR"]->Use(); shaders["DVR"]->Uniforms["volTex"].SetValue(1); shaders["DVR"]->Uniforms["World"].SetValue(Mat4(vl_one)); shaders["DVR"]->Uniforms["viewProj"].SetValue(cam->GetViewTransform() * cam->GetProjectionMatrix()); QuadDrawer::DrawQuads(8); I have used these classes for setting shader params before and they work fine. The quaddrawer draws eight instanced quads. The vertex shader code looks like this: #version 330 layout(location = 0) in vec2 position; layout(location = 1) in vec2 texCoord; uniform sampler3D volTex; ivec3 size = ivec3(2, 2, 2); uniform mat4 World; uniform mat4 viewProj; smooth out vec4 colour; void main() { vec3 texCoord3D; int num = gl_InstanceID; texCoord3D.x = num % size.x; texCoord3D.y = (num / size.x) % size.y; texCoord3D.z = (num / (size.x * size.y)); texCoord3D /= size; texCoord3D *= 2.0; texCoord3D -= 1.0; colour = texture(volTex, texCoord3D); //colour = vec4(texCoord3D, 1.0); gl_Position = viewProj * World * vec4(texCoord3D, 1.0) + (vec4(position.x, position.y, 0.0, 0.0) * 0.05); } uncommenting the line where I set the colour value equal to the texcoord works fine, and makes the quads coloured. The fragment shader is simply: #version 330 smooth in vec4 colour; out vec4 outColour; void main() { outColour = colour; } So my question is, what am I doing wrong, why is the sampler not getting any colour values from the 3d texture? [EDIT] Figured it out but can't self answer (new user): As soon as I posted this I figured it out, I'll put the answer up to help anyone else (it's not specifically a 3d texture issue, and i've also fallen afoul of it before, D'oh!). I didn't generate mipmaps for the texture, and the default magnification/minification filters weren't set to either GL_LINEAR, or GL_NEAREST. Boom! no textures. Same thing happens with 2d textures.

    Read the article

  • Colour output piped to less

    - by mmacaulay
    Operating system: Mac OS 10.6.2 I'd like to be able to see colour output when piping certain commands through less. Two examples: I've got ls aliased to ls --color=auto, so I'd like to be able to see colour when I do this: ls -l | less I've also got the color extension turned on in Mercurial, so I'd like to see colour output from: hg diff | less and hg st | less After some googling, it seems like some versions of less support either -r or -R to make this work, but no dice for me. I can't see anything in the man page that looks like what I need. (-r or -R SEEM to be the right options, but again, they don't seem to work)

    Read the article

  • Mozilla Thunderbird new emails indication colour

    - by KTC
    I've recently upgraded Mozilla Thunderbird to v3 on Winodws XP. In v2 I think when new (Pop 3) emails were downloaded, there were a little star icon next to my local folders where it's filtered to as to indicate new emails. In v3, it seems they've changed it to use different colour to highlight the folder instead. Whereas folders with existing unread emails are highlighted in bold black, folders with new unread emails are highlighted in this light grey greenish colour that's really hard to see. Can anyone please tell me how to modify the colour? I'm guessing it's either some lines in a userChrome.css file, or modifying a field in the config editor. Thanks. :)

    Read the article

  • Create Downloadable CSV File from PHP Script

    - by Aphex22
    How would I create a formatted version of the following PHP script as a downloadable CSV file from the code below (1.0) At the moment the fputcsv function is currently dumping the unparsed PHP/HTML code into a CSV file. This is incorrect. The downloaded CSV file should contain the columns and rows generated from the code at (1.0) as shown in the image link below. I've tried using the following code at the top of the PHP file: // output headers so that the file is downloaded rather than displayed header('Content-Type: text/csv; charset=utf-8'); header('Content-Disposition: attachment; filename=amazon.csv'); // create a file pointer connected to the output stream $output = fopen('php://output', 'w'); $mysql_hostname = ""; $mysql_user = ""; $mysql_password = ""; $mysql_database = ""; $bd = mysql_connect($mysql_hostname, $mysql_user, $mysql_password) or die("Could not connect database"); mysql_select_db($mysql_database, $bd) or die("Could not select database"); $sql = "select * from product WHERE on_amazon = 'on' AND active = 'on'"; $result = mysql_query($sql) or die ( mysql_error() ); // loop over the rows, outputting them while ($sql_result = mysql_fetch_assoc($sql)) fputcsv($output, $sql_result); 1.0 The start of the code outputs the column headings for the CSV file: // set headers echo " item_sku, external_product_id, external_product_id_type, item_name, brand_name, manufacturer, product_description, feed_product_type, update_delete, part_number, model, standard_price, list_price, currency, quantity, product_tax_code, product_site_launch_date, merchant_release_date, restock_date ... <br>"; And then follows PHP script for the column values // load all stock while ($line = mysql_fetch_assoc($result) ) { ?> <?php $size_suffix = array ("",'_chain','_con_b','_con_c'); $arrayLength = count ($size_suffix); for($y=0;$y<$arrayLength;$y++) { //Possible size array to loop through when checking quantity $con_size = array (36,365,37,375,38,385,39,395,40,405,41,415,42,425,43,435,44,445,45,455,46,465,47,475,48,485); $arrlength=count($con_size); for($x=0;$x<$arrlength;$x++) { // check if size is available if($line['quantity_c_size_'.$con_size[$x].$size_suffix[$y]] > 0 ) { ?> <!-- item sku --> <?=$line['product_id']?>, <!-- external product id --> <?=$line['code_size_'.$con_size[$x].'']?>, <? // external product id type $barcode = $line['code_size_'.$con_size[$x]]; $trim_barcode = trim($barcode); $count = strlen($trim_barcode); if ($count == 12) { echo "UPC"; } if ($count == 13) { echo "EAN"; } elseif ($count < 12) { echo " "; } ?>, <!-- item name --> <?=$line['title']?>, <? // brand_name $brand = $line['jys_brand']; echo ucfirst($brand); ?>, <? // manufacturer $brand = $line['jys_brand']; echo ucfirst($brand); ?>, <!-- product description --> <?=preg_replace('/[^\da-z]/i', ' ', $line['amazon_desc']) ?>, <!-- feed product type --> Shoes, , , , <!-- standard price --> <?=$line['price']?>, , <!-- currency --> GBP, <!-- quantity --> <?=$line['quantity_size_'.$con_size[$x].$size_suffix[$y]]?>, , <!-- product site launch date --> <?=$line['added_y']?>-<?=$line['added_m']?>-<?=$line['added_d']?>, <!-- merchat release date --> <?=$line['added_y']?>-<?=$line['added_m']?>-<?=$line['added_d']?>, , , , , <!-- item package quantity --> 1, , , , , <!-- fulfillment latency --> 2, <!-- max aggregate ship quantity --> 1, , , , , , , , , , , , , , , , , , , , , , , , , , , , , , <!-- main image url, url1, url2, url3 --> http://www.getashoe.co.uk/full/<?=$line['product_id']?>_1.jpg, http://www.getashoe.co.uk/full/<?=$line['product_id']?>_2.jpg, http://www.getashoe.co.uk/full/<?=$line['product_id']?>_3.jpg, http://www.getashoe.co.uk/full/<?=$line['product_id']?>_4.jpg, , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , <!-- heel height --> <?=$line['heel']?>, , , , , , , , , , , <!-- colour name --> <?=$line['colour']?>, <!-- colour map --> <? $colour = preg_replace('/[()]/i', ' ', $line['colour']); if (preg_match( '/[\/].*/i', $colour)) { echo 'Multicolour'; } if (preg_match( '/off.*/i', $colour)) { echo 'Off-White'; } elseif( preg_match( '/white.*/i', $colour)) { echo 'White'; } elseif( preg_match( '/moro.*/i', $colour)) { echo 'Brown'; } elseif( preg_match( '/morado.*/i', $colour)) { echo 'Purple'; } elseif( preg_match( '/cream.*/i', $colour)) { echo 'Off-White'; } elseif( preg_match( '/pewter.*/i', $colour)) { echo 'Silver'; } elseif( preg_match( '/yellow.*/i', $colour)) { echo 'Yellow'; } elseif( preg_match( '/camel.*/i', $colour)) { echo 'Beige'; } elseif( preg_match( '/navy.*/i', $colour)) { echo 'Blue'; } elseif( preg_match( '/tan.*/i', $colour)) { echo 'Brown'; } elseif( preg_match( '/rainbow.*/i', $colour)) { echo 'Multicolour'; } elseif( preg_match( '/orange.*/i', $colour)) { echo 'Orange'; } elseif( preg_match( '/leopard.*/i', $colour)) { echo 'Multicolour'; } elseif( preg_match( '/red.*/i', $colour)) { echo 'Red'; } elseif( preg_match( '/pink.*/i', $colour)) { echo 'Pink'; } elseif( preg_match( '/purple.*/i', $colour)) { echo 'Purple'; } elseif( preg_match( '/blue.*/i', $colour)) { echo 'Blue'; } elseif( preg_match( '/green.*/i', $colour)) { echo 'Green'; } elseif( preg_match( '/brown.*/i', $colour)) { echo 'Brown'; } elseif( preg_match( '/grey.*/i', $colour)) { echo 'Grey'; } elseif( preg_match( '/black.*/i', $colour)) { echo 'Black'; } elseif( preg_match( '/gold.*/i', $colour)) { echo 'Gold'; } elseif( preg_match( '/silver.*/i', $colour)) { echo 'Silver'; } elseif( preg_match( '/multi.*/i', $colour)) { echo 'Multicolour'; } elseif( preg_match( '/beige.*/i', $colour)) { echo 'Beige'; } elseif( preg_match( '/nude.*/i', $colour)) { echo 'Beige'; } ?>, <!-- size name --> <? echo $con_size[$x];?>, <!-- size map --> <? if ($con_size[$x] == 36) { echo "3 UK"; } elseif ($con_size[$x] == 37 ) { echo "4 UK"; } elseif ($con_size[$x] == 38) { echo "5 UK"; } elseif ($con_size[$x] == 39 ) { echo "6 UK"; } elseif ($con_size[$x] == 40 ) { echo "7 UK"; } elseif ($con_size[$x] == 41) { echo "8 UK"; } elseif ($con_size[$x] == 42) { echo "9 UK"; } elseif ($con_size[$x] == 43) { echo "10 UK"; } elseif ($con_size[$x] == 44 ) { echo "11 UK"; } elseif ($con_size[$x] == 45 ) { echo "12 UK"; } elseif ($con_size[$x] == 46 ) { echo "13 UK"; } elseif ($con_size[$x] == 47 ) { echo "14 UK"; } elseif ($con_size[$x] == 48 ) { echo "15 UK"; } elseif ($con_size[$x] == 365) { echo "3.5 UK"; } elseif ($con_size[$x] == 375 ) { echo "4.5 UK"; } elseif ($con_size[$x] == 385) { echo "5.5 UK"; } elseif ($con_size[$x] == 395 ) { echo "6.5 UK"; } elseif ($con_size[$x] == 405 ) { echo "7.5 UK"; } elseif ($con_size[$x] == 415) { echo "8.5 UK"; } elseif ($con_size[$x] == 425) { echo "9.5 UK"; } elseif ($con_size[$x] == 435) { echo "10.5 UK"; } elseif ($con_size[$x] == 445 ) { echo "11.5 UK"; } elseif ($con_size[$x] == 455 ) { echo "12.5 UK"; } elseif ($con_size[$x] == 465 ) { echo "13.5 UK"; } elseif ($con_size[$x] == 475 ) { echo "14.5 UK"; } elseif ($con_size[$x] == 485 ) { echo "15.5 UK"; } ?>, <br> <? // finish checking if size is available } } } ?> I've included an image of how the CSV file should appear. https://i.imgur.com/ZU3IFer.png Any help would be great.

    Read the article

  • Assigning a colour to imorted obj. files that are being used as default material

    - by Salino
    I am having a problem with assigning a colour to the different meshes that I have on one object. The technique that I have used is the first approach on this site. Is it possible to export a simulation (animation) from Blender to Unity? So what I would like to do is the following. I have about 107 meshes that are different frames from my shape key animation of my blender model. What I would like to have is that the first mesh will be bright green and up to the 40th mesh the colour turns to be white /greyish... the best would be if I could assign every mesh by hand a colour, however they are all default materials. And if I assign the object a colour, the whole "animation" is going to be in that colour

    Read the article

  • Cost of running colour laser printers.

    - by Ian Ringrose
    Has anyone got a good list of the costs of running colour laser printers, both for colour and black that take into account different usage volumes. E.g if the dram needs replacing after 20,000 pages, but I am only do 10,000 in the next 3 years, I don’t care about the cost of a new dram. So a simple “cost per page” figure is each printer is not good enough to be useful in real life. (A spread sheet / website that I could type my own usage values into would be great.)

    Read the article

  • How to convert image to CMYK in GIMP?

    - by edm
    I am supposed to send some artwork to the printers tomorrow and their guidelines requires it to be CMYK. I have installed the plugin Separate+ from the 'gimp-plugin-registy' package. I have also installed some ICC colour profiles from the 'icc-profiles' package. When I try to use the Separate+ plugin all I can get it to output is an image that looks like the original but with the colours inverted. How can I convert my image to CMYK?

    Read the article

  • problem in array of shooter sprites which contain different colour bubbles

    - by prakash s
    everyone i am developing bubble shooter game in cocos2d I have placed shooter array which contain different color bubbles like this 00000000 it is 8 bubbles array if i tap the screen, first bubbles should move for shooting the target .png .And if i again tap the screen again 2nd position bubble should move for shooting the target.png bubbles,how it will possible for me because i have already created the array of target which contain different color bubbles, here i write the code : - (void)ccTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { // Choose one of the touches to work with UITouch *touch = [touches anyObject]; CGPoint location = [touch locationInView:[touch view]]; location = [[CCDirector sharedDirector] convertToGL:location]; // Set up initial location of projectile CGSize winSize = [[CCDirector sharedDirector] winSize]; NSMutableArray * movableSprites = [[NSMutableArray alloc] init]; NSArray *images = [NSArray arrayWithObjects:@"1.png", @"2.png", @"3.png", @"4.png",@"5.png",@"6.png",@"7.png", @"8.png", nil]; for(int i = 0; i < images.count; ++i) { int index = (arc4random() % 8)+1; NSString *image = [NSString stringWithFormat:@"%d.png", index]; CCSprite*projectile = [CCSprite spriteWithFile:image]; //CCSprite *projectile = [CCSprite spriteWithFile:@"3.png" rect:CGRectMake(0, 0,256,256)]; [self addChild:projectile]; [movableSprites addObject:projectile]; float offsetFraction = ((float)(i+1))/(images.count+1); //projectile.position = ccp(20, winSize.height/2); //projectile.position = ccp(18,0 ); //projectile.position = ccp(350*offsetFraction, 20.0f); projectile.position = ccp(10/offsetFraction, 20.0f); // projectile.position = ccp(projectile.position.x,projectile.position.y); // Determine offset of location to projectile int offX = location.x - projectile.position.x; int offY = location.y - projectile.position.y; // Bail out if we are shooting down or backwards if (offX <= 0) return; // Ok to add now - we've double checked position //[self addChild:projectile]; // Determine where we wish to shoot the projectile to int realX = winSize.width + (projectile.contentSize.width/2); float ratio = (float) offY / (float) offX; int realY = (realX * ratio) + projectile.position.y; CGPoint realDest = ccp(realX, realY); // Determine the length of how far we're shooting int offRealX = realX - projectile.position.x; int offRealY = realY - projectile.position.y; float length = sqrtf((offRealX*offRealX)+(offRealY*offRealY)); float velocity = 480/1; // 480pixels/1sec float realMoveDuration = length/velocity; // Move projectile to actual endpoint [projectile runAction:[CCSequence actions: [CCMoveTo actionWithDuration:realMoveDuration position:realDest], [CCCallFuncN actionWithTarget:self selector:@selector(spriteMoveFinished:)], nil]]; // Add to projectiles array projectile.tag = 1; [_projectiles addObject:projectile]; } }

    Read the article

  • Texture2D.GetData fails to return pixel colour data

    - by Chris Charabaruk
    Because I'm using sprite sheets instead of an individual texture per sprite, I need to pass in a Rectangle when calling Texture2D.GetData() in my collision detection for per-pixel tests. Unfortunately, without fail I get an ArgumentException percolated down from an internal method inside the Texture (not Texture2D) class. My code for getting the texture data looks like this: public override Color[] GetPixelData() { Color[] data = new Color[(int)size.Product()]; Rectangle rect = new Rectangle(hframe * (int)size.X, vframe * (int)size.Y, (int)size.X, (int)size.Y); #if DEBUG if (sprite.Bounds.Contains(rect) && sprite.Format == SurfaceFormat.Color) #endif sprite.GetData(0, rect, data, 0, 1); return data; } Even with the check to ensure I'm grabbing a valid rectangle and that the texture format matches what I'm trying to get, I still get that exception, claiming "The size of the data passed in is too large or too small for this resource." Unfortunately, the debugger won't let me check the locals within the Texture.ValidateTotalSize() method where the exception originates. Has anyone else had this problem and knows how to fix it? I'm relying on AABB testing only for now, but that doesn't really work for some of my game's entities due to odd shapes, rotation and scaling.

    Read the article

  • How to create realistic 2d lighting using colour temperature

    - by Truncheon
    I'm looking for a lighting algorithm that produces realistic lights expressed in kelvins, from about 2500k to 6500k. What I'm confused about is how to make the lights properly interact with the colors of game objects. If a whole level is fully lit (overcast daylight) then it would seem that I should use just the color of the object. But what if I'm in a closed room with no windows, and there is an incandescent bulb shining light in the room? How would that light properly light up the objects in the room? There does not seem to be an obvious solution to the problem. And simply mixing the color of the light with the colors of the object, seems an inaccurate approach.

    Read the article

  • Why do my pyramids fade black and then back to colour again

    - by geminiCoder
    I have the following vertecies and norms GLfloat verts[36] = { -0.5, 0, 0.5, 0, 0, -0.5, 0.5, 0, 0.5, 0, 0, -0.5, 0.5, 0, 0.5, 0, 1, 0, -0.5, 0, 0.5, 0, 0, -0.5, 0, 1, 0, 0.5, 0, 0.5, -0.5, 0, 0.5, 0, 1, 0 }; GLfloat norms[36] = { 0, -1, 0, 0, -1, 0, 0, -1, 0, -1, 0.25, 0.5, -1, 0.25, 0.5, -1, 0.25, 0.5, 1, 0.25, -0.5, 1, 0.25, -0.5, 1, 0.25, -0.5, 0, -0.5, -1, 0, -0.5, -1, 0, -0.5, -1 }; I am writing my fists Open GL game, But I need to know for sure if my Normals are correct as the colours aren't rendering correctly. my Pyramids are coloured then fade to black every half rotation then back again. My app so far is based on the boiler plate code provided by apple. heres my modified setUp Method [EAGLContext setCurrentContext:self.context]; [self loadShaders]; self.effect = [[GLKBaseEffect alloc] init]; self.effect.light0.enabled = GL_TRUE; self.effect.light0.diffuseColor = GLKVector4Make(1.0f, 0.4f, 0.4f, 1.0f); glEnable(GL_DEPTH_TEST); glGenVertexArraysOES(1, &_vertexArray); //create vertex array glBindVertexArrayOES(_vertexArray); glGenBuffers(1, &_vertexBuffer); glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer); glBufferData(GL_ARRAY_BUFFER, sizeof(verts) + sizeof(norms), NULL, GL_STATIC_DRAW); //create vertex buffer big enough for both verts and norms and pass NULL as data.. uint8_t *ptr = (uint8_t *)glMapBufferOES(GL_ARRAY_BUFFER, GL_WRITE_ONLY_OES); //map buffer to pass data to it memcpy(ptr, verts, sizeof(verts)); //copy verts memcpy(ptr+sizeof(verts), norms, sizeof(norms)); //copy norms to position after verts glUnmapBufferOES(GL_ARRAY_BUFFER); glEnableVertexAttribArray(GLKVertexAttribPosition); glVertexAttribPointer(GLKVertexAttribPosition, 3, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0)); //tell GL where verts are in buffer glEnableVertexAttribArray(GLKVertexAttribNormal); glVertexAttribPointer(GLKVertexAttribNormal, 3, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(sizeof(verts))); //tell GL where norms are in buffer glBindVertexArrayOES(0); And the update method. - (void)update { float aspect = fabsf(self.view.bounds.size.width / self.view.bounds.size.height); GLKMatrix4 projectionMatrix = GLKMatrix4MakePerspective(GLKMathDegreesToRadians(65.0f), aspect, 0.1f, 100.0f); self.effect.transform.projectionMatrix = projectionMatrix; GLKMatrix4 baseModelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -4.0f); baseModelViewMatrix = GLKMatrix4Rotate(baseModelViewMatrix, _rotation, 0.0f, 1.0f, 0.0f); // Compute the model view matrix for the object rendered with GLKit GLKMatrix4 modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -1.5f); modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, _rotation, 1.0f, 1.0f, 1.0f); modelViewMatrix = GLKMatrix4Multiply(baseModelViewMatrix, modelViewMatrix); self.effect.transform.modelviewMatrix = modelViewMatrix; // Compute the model view matrix for the object rendered with ES2 modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, 1.5f); modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, _rotation, 1.0f, 1.0f, 1.0f); modelViewMatrix = GLKMatrix4Multiply(baseModelViewMatrix, modelViewMatrix); _normalMatrix = GLKMatrix3InvertAndTranspose(GLKMatrix4GetMatrix3(modelViewMatrix), NULL); _modelViewProjectionMatrix = GLKMatrix4Multiply(projectionMatrix, modelViewMatrix); _rotation += self.timeSinceLastUpdate * 0.5f; } But providing I understand this correct one pyramid is using the GLKit base effect shaders and the other the shaders which are included in the project. So for both of them to have the same error, I thought it would be the Norms?

    Read the article

  • Convert RGB Colour to OLE_Color

    - by Robert W
    I have the unenviable task of maintaining an ActiveX control that expects OLE_Colors as the back/for colour of the control. Is there a tool or a .NET code sample that will convert from an RGB colour (or a hex colour) to an OLE_Color?

    Read the article

  • Histogram equalisation of colour images with Java

    - by Tunji Gbadamosi
    I'm trying to histogram equalise a colour image with Java. At first I thought about applying the greyscale method to each RGB value, however, I've since learned that this would disrupt the colour distribution of the image. So, my question is: which is a better way to histogram equalise a colour image with Java?

    Read the article

  • Spreadsheet ML Text Color (Colour) Rendering

    - by Chris Roberts
    Hi All, I am writing a tool which generates some Spreadsheet ML (XML) to create an Excel spreadsheet for my users. I have defined a style as follows: <Style ss:ID="GreenText"> <Font ss:FontName="Arial" ss:Size="9" ss:Color="#8CBE50" /> </Style> This works to an extent, but when I open it in Excel the colour rendered for the text isn't the one I specified - it's a brighter version. I can use the same colour reference for a cell border and the colour is rendered correctly. Can anyone shed any light on why the text colour isn't rendered correctly? Thanks!

    Read the article

  • Removing input background colour for Chrome autocomplete?

    - by DisgruntledGoat
    On a form I'm working on, Chrome is auto-filling the email and password fields. This is fine, however, Chrome changes the background colour to a pale yellow colour. The design I'm working on is using light text on a dark background, so this really messes up the look of the form - I have stark yellow boxes and near-invisible white text. Once the field is focused, the fields return to normal. Is it possible to stop Chrome changing the colour of these fields?

    Read the article

  • How to use VBA to colour pie chart

    - by Timon Heinomann
    I have the following code in which the code tries to create a bubble chart with pie charts as the bubbles. As in this version colour themes are used to create a different colour in each pie chart (bulbble) in the function part I have the problem that it works depending on the paths to the colour paletts. Is there an easy way to make the function in a way that it works independently of those paths either by coding a colour for each pie chart segment or by using standardize paths (probably not possible, not preferable). Sub PieMarkers() Dim chtMarker As Chart Dim chtMain As Chart Dim intPoint As Integer Dim rngRow As Range Dim lngPointIndex As Long Dim thmColor As Long Dim myTheme As String Application.ScreenUpdating = False Set chtMarker = ActiveSheet.ChartObjects("chtMarker").Chart Set chtMain = ActiveSheet.ChartObjects("chtMain").Chart Set chtMain = ActiveSheet.ChartObjects("chtMain").Chart Set rngRow = Range(ThisWorkbook.Names("PieChartValues").RefersTo) For Each rngRow In Range("PieChartValues").Rows chtMarker.SeriesCollection(1).Values = rngRow ThisWorkbook.Theme.ThemeColorScheme.Load GetColorScheme(thmColor) chtMarker.Parent.CopyPicture xlScreen, xlPicture lngPointIndex = lngPointIndex + 1 chtMain.SeriesCollection(1).Points(lngPointIndex).Paste thmColor = thmColor + 1 Next lngPointIndex = 0 Application.ScreenUpdating = True End Sub Function GetColorScheme(i As Long) As String Const thmColor1 As String = "C:\Program Files\Microsoft Office\Document Themes 15\Theme Colors\Blue Green.xml" Const thmColor2 As String = "C:\Program Files\Microsoft Office\Document Themes 15\Theme Colors\Orange Red.xml" Select Case i Mod 2 Case 0 GetColorScheme = thmColor1 Case 1 GetColorScheme = thmColor2 End Select End Function The code copies a single chart again and again on the bubbles. So I woudl like to alter the Function (now called Get colourscheme) into a fucntion that assigns a a unqiue rgb colour to each segment of each pie chart

    Read the article

  • Windows desktop gadget RSS Feed colour coding items

    - by padjo
    I have a desktop gadget that pulls RSS Feeds from a website. The Feed contains information about issues - ie. Priority, Time, Description. The Feed items are displayed on the desktop - however I need to colour code them according to their priority ie 1 = red etc. using the substr function - is there a better way to do this using JavaScript / HTML? At the moment I've hacked together this - but is there a more elegant solution? if (feed.item.description.substr(10,1) == "1") { document.write "<a href colour="red"" + item + ">"; else if (feed.item.description.substr(10,1) == "2") { document.write "<a href colour="yellow"" + item + ">"; else { document.write "<a href colour="green"" + item + ">";

    Read the article

  • detect the most used colour in an image using python

    - by sree01
    Hi, I want to find the most used colour in an image using python. for example detect the colour of the object in the following image http://www.shopcrazy.com.ph/wp-content/images/2007/02/shiny-bags-01.jpg. how to detect the base colour from the RGB codes(example - red in the above image).

    Read the article

  • How do I invert a colour?

    - by ThePower
    I know that this won't directly invert a colour, it will just 'oppose' it. I was wondering if anyone knew a simple way (a few lines of code) to invert a colour from any given colour? At the moment I have this (which isn't exactly the definition of an invert): const int RGBMAX = 255; Color InvertMeAColour(Color ColourToInvert) { return Color.FromArgb(RGBMAX - ColourToInvert.R, RGBMAX - ColourToInvert.G, RGBMAX - ColourToInvert.B); }

    Read the article

  • Give Gridview cell font colour according to condition

    - by vim
    How can I give colour to gridview's cell text according to condition. I have a below gridview and I am taking data in gridview by code behind. <asp:GridView ID="GridView3" runat="server" AllowPaging="true" PageSize="5" AutoGenerateColumns="false" Width="100%" OnPageIndexChanging="GridView3_PageIndexChanging" CssClass="Grid"> <RowStyle CssClass="GridRow"/> <Columns> <asp:BoundField HeaderText="No" DataField="id" Visible="false"/> <asp:BoundField HeaderText="Scenario" DataField="Scenario"/> <asp:BoundField HeaderText="Type" DataField="Type"/> <asp:BoundField HeaderText="Station Name" DataField="StationName"/> <asp:BoundField HeaderText="Parameter" DataField="PARAM"/> <asp:BoundField HeaderText="Value" DataField="Value" SortExpression="Value" DataFormatString="{0:F2}"/> </Columns> <PagerStyle BackColor="White" Height="40px" Font-Bold="true" Font- Size="Medium" ForeColor="Green" HorizontalAlign="Center"/> <PagerSettings FirstPageText="First" LastPageText="Last" Mode="NumericFirstLast" PageButtonCount="3" /> <HeaderStyle BackColor="#ABDB78" ForeColor="Black" Height="35px" Font- Size="13px" Font-Names="verdana"/> </asp:GridView> I am binding data with this grid by code behind. protected void ReservGridBind() { string name = Request.QueryString[1].ToString(); string query = "SELECT SD.id,SD.Scenario,SD.Value,PR.Type,PR.StationName,PR.PARAM from sgwebdb.param_reference as PR Inner join sgwebdb.scenario_data as SD ON PR.Param_Id=SD.Param_Id INNER JOIN sgwebdb.qualicision_detail as Q ON SD.SCENARIO=Q.Alternative where PR.Type='Reservoirs' and Q.Alternative='" + name +"'"; this.GridView1.DataSource = PSI.DataAccess.Database.DatabaseManager .GetConnection().GetData(query); GridView1.DataBind(); condition : if text < 0 then blue colour , text > 0 && text < 4 then green colour, text > 4 then red colour. Please help me for this gridview's cell text colour.

    Read the article

  • Why are the colors worse on Ubuntu 12.04 than on Windows 7 on my Sony Vaio E-Series?

    - by Simon Hoare
    The colours look "lacking" and ever slightly blueish and rather washed-out and lacking in dimension. Graphics are ok - this page for example looks fine - but if I view something like a news site with high quality photos, the experience is not optimal and is noticeably inferior to Windows 7. Oddly, when I install Ubuntu as a VM on VirtualBox in Windows, the colours look as I expect them to. It's only on my dual-boot version of Ubuntu that they look wrong (not Wubi, although a previous Wubi-based installation had the same problem). Now, I have the proprietary ATI driver and I can use amdcccle to get the colours closer to what they should be, but I can't seem to do anything about colour depth. The depth settings in Xorg are all 24. I tried changing all three mentions of 24 to 32 but was forced into safety mode. Fortunately, I remembered where I'd been tinkering and got the file set back to 24.

    Read the article

  • Understanding how OpenGL blending works

    - by yuumei
    I am attempting to understand how OpenGL (ES) blending works. I am finding it difficult to understand the documentation and how the results of glBlendFunc and glBlendEquation effect the final pixel that is written. Do the source and destination out of glBlendFunc get added together with GL_FUNC_ADD by default? This seems wrong because "basic" blending of GL_ONE, GL_ONE would output 2,2,2,2 then (Source giving 1,1,1,1 and dest giving 1,1,1,1). I have written the following pseudo-code, what have I got wrong? struct colour { float r, g, b, a; }; colour blend_factor( GLenum factor, colour source, colour destination, colour blend_colour ) { colour colour_factor; float i = min( source.a, 1 - destination.a ); // From http://www.khronos.org/opengles/sdk/docs/man/xhtml/glBlendFunc.xml switch( factor ) { case GL_ZERO: colour_factor = { 0, 0, 0, 0 }; break; case GL_ONE: colour_factor = { 1, 1, 1, 1 }; break; case GL_SRC_COLOR: colour_factor = source; break; case GL_ONE_MINUS_SRC_COLOR: colour_factor = { 1 - source.r, 1 - source.g, 1 - source.b, 1 - source.a }; break; // ... } return colour_factor; } colour blend( colour & source, colour destination, GLenum source_factor, // from glBlendFunc GLenum destination_factor, // from glBlendFunc colour blend_colour, // from glBlendColor GLenum blend_equation // from glBlendEquation ) { colour source_colour = blend_factor( source_factor, source, destination, blend_colour ); colour destination_colour = blend_factor( destination_factor, source, destination, blend_colour ); colour output; // From http://www.khronos.org/opengles/sdk/docs/man/xhtml/glBlendEquation.xml switch( blend_equation ) { case GL_FUNC_ADD: output = add( source_colour, destination_colour ); case GL_FUNC_SUBTRACT: output = sub( source_colour, destination_colour ); case GL_FUNC_REVERSE_SUBTRACT: output = sub( destination_colour, source_colour ); } return output; } void do_pixel() { colour final_colour; // Blending if( enable_blending ) { final_colour = blend( current_colour_output, framebuffer[ pixel ], ... ); } else { final_colour = current_colour_output; } } Thanks!

    Read the article

< Previous Page | 1 2 3 4 5 6 7 8 9 10 11 12  | Next Page >