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  • Conditional Formatting of a Cell Based on Color Value in that Cell in Excel

    - by Otaku
    Is is possible to format a cell based on one component of the RGB value inside of it. For example, let's say I have 3 cells - A1, A2, A3. In A1, I want the cell color to be the shade of red anywhere between 0 and 255 of the number in the cell (so if it is 128, it should be like half red). For that given cell, the other values will just be 0, 0 (so in this case, zero green and zero blue). Is this possible?

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  • I need help with 3d shading/lighting.

    - by Xavier
    How do you guys handle shading in a 3d game? I have a directional light source that shades one side of a tree made of cubes. The remaining 3 sides all get ambient shading only. So the 3d effect is lost when looking at two ambient shaded sides. Am I missing something? Should I be shading the side furthest from the light source even darker? I tried looking at Fallout 3 and it kinda looks like this is what they do however Minecraft appears to shade a grass mound with two opposite sides light and the remaining two opposite sides dark kinda giving the effect that there are two directional lights for the two light shaded sides and ambient light for the dark shaded sides.

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  • How can I make the camera return to the beginning of the terrain when it reaches the end?

    - by wbaccari
    How can I make the camera return to the beginning of the terrain when it reaches the end? I tried using the ICameraSceneNode*-setPosition(). if (camera->getPosition().X>1200.f) camera->setPosition(vector3df(1.f,1550.f,camera->getPosition().Z)); if (camera->getPosition().X<0.f) camera->setPosition(vector3df(1199.f,1550.f,camera->getPosition().Z)); if (camera->getPosition().Z>1200.f) camera->setPosition(vector3df(camera->getPosition().X,1550.f,1.f)); if (camera->getPosition().Z<0.f) camera->setPosition(vector3df(camera->getPosition().X,1550.f,1199.f)); It seems to work fine with a flat terrain (one shade of grey in heightmap) but it starts to produce a strange behavior as soon as i try to add some hills. Edit: The setPosition() call seems to perform a translation of the camera toward the new position, therefore the camera stops at the first obstacle it encounters on its way.

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  • DIY Sunrise Simulator Combines Microchips, LEDs, and Laser Cut Goodness

    - by Jason Fitzpatrick
    Sunrise simulators use a gradually brightening light to wake you in the morning. Check out this creative build that combines a microprocessor, addressable LEDs, and a nifty laser-cut bracket to yield a polished and wall-mountable alarm clock lamp. Courtesy of NYC-based tinker Holly, the project features a detailed build guide that references all the other projects that inspired her sunrise simulator. Hit up the link below to check out everything from her laser cut shade brackets to the Adafruit module she used to control the light timing. Sunrise Lamp Alarm Clock [via Make] How To Create a Customized Windows 7 Installation Disc With Integrated Updates How to Get Pro Features in Windows Home Versions with Third Party Tools HTG Explains: Is ReadyBoost Worth Using?

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  • Ubuntu 12.4 cursor changes

    - by mantic0
    I have a weird problem with my Ubuntu 12.4 dual screen setup (Toshiba laptop + one monitor). After a while the cursor on one screen completely changes its shape (not every time). I don't really know how to describe it because it's always something else. Sometimes I get four or five vertical lines instead of a cursor, sometimes I can only see part of the cursor, etc, sometimes weird shade appears. This only happens on one screen simultaneously. If I go to the other screen, the cursor appears to be fine but when I change screens, the cursor changes. I tried to do a screenshot but when I do, the cursor looks just fine. I'm using Unity and Gnome 3 but the problem is on both desktop environments. Nothing is wrong with my screen though because I'm also using Windows and I don't have any problems there.

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  • Why is Firefox changing the color calibration of this image?

    - by eoinoc
    The symptom of my problem is that the same hex color in a PNG image does not match the CSS-defined color defined by the same hex code. This problem only happens in Firefox when gfx.color_management.mode is set to 2 (tagged images only) rather than 0 (off). (Firefox ICC color correction described here). The image is http://dzfk93w6juz0e.cloudfront.net/images/background-top-light.png which at the bottom has the color #c8e8bd. However, the shade of green is different to that color when Firefox color calibration is enabled. Is this image inadvertently "tagged" for color correction?

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  • Rmagick, Watermarks, and Image Transparency

    - by Hulihan Applications
    I'm having trouble making an image semi-transparent. I have one image I'd like to set to 50% opacity and position it over another image(using composite operator:OverCompositeOp). Anyone know how an easy way to do such a thing? A little background: I'm trying to make a good watermark to place over images, but I'm not fan of rmagick's built-in watermark() function or the shade-composite method.

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  • .exe is not created when using launch4j and maven

    - by Ismail Sen
    I'm trying to create an exe file for my JAVA project using launch4j and Maven. Here is my pom.xml <build> <pluginManagement> <plugins> <plugin> <groupId>org.apache.maven.plugins</groupId> <artifactId>maven-compiler-plugin</artifactId> <version>3.0</version> <configuration> <source>1.7</source> <target>1.7</target> </configuration> </plugin> <plugin> <groupId>org.apache.maven.plugins</groupId> <artifactId>maven-jar-plugin</artifactId> <version>2.3.2</version> </plugin> <plugin> <groupId>org.apache.maven.plugins</groupId> <artifactId>maven-assembly-plugin</artifactId> <version>2.4</version> <configuration> <descriptorRefs> <descriptortRef>jar-with-dependencies</descriptortRef> </descriptorRefs> <archive> <manifest> <mainClass>dev.main.App</mainClass> </manifest> </archive> </configuration> <executions> <execution> <id>make-assembly</id> <phase>package</phase> <goals> <goal>single</goal> </goals> </execution> </executions> </plugin> <plugin> <groupId>org.apache.maven.plugins</groupId> <artifactId>maven-shade-plugin</artifactId> <version>1.7.1</version> <executions> <execution> <phase>package</phase> <goals> <goal>shade</goal> </goals> </execution> </executions> <configuration> <shadedArtifactAttached>true</shadedArtifactAttached> <shadedClassifierName>shaded</shadedClassifierName> <transformers> <transformer implementation="org.apache.maven.plugins.shade.resource.ManifestResourceTransformer"> <mainClass>dev.main.App</mainClass> </transformer> </transformers> </configuration> </plugin> <plugin> <groupId>com.akathist.maven.plugins.launch4j</groupId> <artifactId>launch4j-maven-plugin</artifactId> <version>1.5.1</version> <executions> <execution> <id>l4j-clui</id> <phase>package</phase> <goals> <goal>launch4j</goal> </goals> <configuration> <headerType>console</headerType> <jar>${project.build.directory}/target/App-jar-with-dependencies.jar</jar> <outfile>${project.build.directory}/target/App.exe</outfile> <downloadUrl>http://java.com/download</downloadUrl> <classPath> <mainClass>dev.main.App</mainClass> </classPath> <jre> <minVersion>1.6.0</minVersion> <jdkPreference>preferJre</jdkPreference> </jre> <versionInfo> <fileVersion>1.0.0.0</fileVersion> <txtFileVersion>${project.version}</txtFileVersion> <fileDescription>${project.name}</fileDescription> <copyright>C</copyright> <productVersion>1.0.0.0</productVersion> <txtProductVersion>1.0.0.0</txtProductVersion> <productName>${project.name}</productName> <internalName>AppName</internalName> <originalFilename>App.exe</originalFilename> </versionInfo> </configuration> </execution> </executions> </plugin> </plugins> </pluginManagement> </build> I run : mvn clean compile assembly:single to create my jar app with all Maven dependencies. To create the .exe I do : mvn package but nothing is created under target folder. Am I missing a goal or a configuration ? Ismail

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  • colorizing UIbuttons

    - by Joey
    Does someone know how to colorize a UIButton (iphone)? I have a greyscale image with alpha that I want to colorize to various different colors. Setting things like background color only shade the entire image without respecting the alpha. Is there a straightforward way to do this, or will I need to subclass UIButton and overload the drawRect method perhaps? Thanks.

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  • ColorMatrix equivalent in XNA

    - by Charles
    In XNA, how can I achieve the same effect of applying a System.Drawing.Imaging.ColorMatrix? The following article shows how I would like to render my sprites, but it uses GDI+: http://www.c-sharpcorner.com/UploadFile/mahesh/Transformations0512192005050129AM/Transformations05.aspx How can this be done in XNA? Is there a general purpose shade I can use? Any help would be aprreciated.

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  • Mathematica, PDF Curves and Shading

    - by Venerable Garbage Collector
    I need to plot a normal distribution and then shade some specific region of it. Right now I'm doing this by creating a plot of the distribution and overlaying it with a RegionPlot. This is pretty convoluted and I'm certain there must be a more elegant way of doing it. I Googled, looked at the docs, found nothing. Help me SO! I guess Mathematica counts as programming? :D

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  • Acad 14 SOLIDS disappeared, DWG file doesn't open correctly

    - by MikeD
    I made a drawing in Autocad 14 (Win XP) containing of mostly SOLID's. I saved and re-opened it multiple times without any problem. Before I last saved it I viewed my drawing using the SHADE functions. After re-opening all my SOLIDS have disappeared. I spent numerous hours searching for a solution, tried SATFIX.ARX , AUDIT, RECOVER without success (ACIS error - which should be gone after applying SATFIX), changed my computer locale from German (decimal = comma) to English (decimal = dot) but my screen remains empty (and yes I tried to recover from a .BAK, too) I also tried to export (the non-display drawing) into DXF and can confirm that all my objects are in there, but re-opening the DXF results in a huge ACIS error list again I am desperate - please can someone help - thanks! Mike

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  • customizing into a reusable component in flex

    - by Fresher4Flex
    need to make a reusable custom component from the existing code here. So that I can use this code to make this effect(view stack) to work in any direction. In the code it has user specified height and works from downside. I need to make this component customizable, something like user is able do it in any direction.I need it urgently. I appreciate your help. 1)main Application: <?xml version="1.0" encoding="utf-8"?> <mx:WindowedApplication xmlns:mx="http://www.adobe.com/2006/mxml" layout="absolute" xmlns:sh="windowShade.*"> <sh:Shade id="i1" height="15" headerHeight="14" thisHeight="215" alwaysOnTop="false" y="{this.height - 14}"/> </mx:WindowedApplication> 2)Custom Comp: Shade.mxml <?xml version="1.0" encoding="utf-8"?> <mx:VBox xmlns:mx="http://www.adobe.com/2006/mxml" width="100%" height="300" creationComplete="init()" verticalScrollPolicy="off" verticalGap="0" > <mx:Script> <![CDATA[ import mx.core.Container; import mx.core.Application; import mx.controls.Alert; import mx.effects.easing.*; import mx.binding.utils.BindingUtils; /** * Need host to adjust this object to Top */ public var alwaysOnTop:Boolean = false; /** * User can custom the height of this component */ public var thisHeight:int = 0; /** * User can custom the header height of this component */ [Bindable] public var headerHeight:int = 14; /** * The bindable value of this height */ [Bindable] public var tHeight:int = 0; /** * The bindable value of parent height */ [Bindable] public var pHeight:int = 0; /** * Initialize method */ private function init():void { if (this.thisHeight > 0 ) this.height = this.thisHeight; BindingUtils.bindProperty(this, "tHeight",this,"height" ); BindingUtils.bindProperty(this, "pHeight",this.parent,"height" ); } /** * Toggle button */ private function toggleBtn(e:MouseEvent):void { if (this.alwaysOnTop) { var container:Container = Application.application as Container; container.setChildIndex(this.parent, container.numChildren - 1 ); } if ( vs.selectedIndex == 0 ) panelOut.play(); else panelIn.play(); } ]]> </mx:Script> <mx:Move id="panelOut" target="{this}" yTo="{ pHeight - this.tHeight }" effectEnd="vs.selectedIndex = 1" duration="600" easingFunction="Back.easeOut"/> <mx:Move id="panelIn" target="{this}" yTo="{ this.pHeight - headerHeight }" effectEnd="vs.selectedIndex = 0" duration="600" easingFunction="Back.easeIn"/> <mx:VBox horizontalAlign="center" width="100%"> <mx:ViewStack id="vs" width="100%"> <mx:VBox horizontalAlign="center" > <mx:Label text="VBox 1"/> <mx:Image source="@Embed('/windowShade/add.png')" click="toggleBtn(event)"/> </mx:VBox> <mx:VBox horizontalAlign="center"> <mx:Label text="2nd VBox"/> <mx:Image source="@Embed('/windowShade/back.png')" click="toggleBtn(event)"/> </mx:VBox> </mx:ViewStack> </mx:VBox> <mx:VBox id="drawer" height="100%" width="100%" backgroundColor="#000000"> </mx:VBox> </mx:VBox>

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  • A Look at the GridView's New Sorting Styles in ASP.NET 4.0

    Like every Web control in the ASP.NET toolbox, the GridView includes a variety of style-related properties, including CssClass, Font, ForeColor, BackColor, Width, Height, and so on. The GridView also includes style properties that apply to certain classes of rows in the grid, such as RowStyle, AlternatingRowStyle, HeaderStyle, and PagerStyle. Each of these meta-style properties offer the standard style properties (CssClass, Font, etc.) as subproperties. In ASP.NET 4.0, Microsoft added four new style properties to the GridView control: SortedAscendingHeaderStyle, SortedAscendingCellStyle, SortedDescendingHeaderStyle, and SortedDescendingCellStyle. These four properties are meta-style properties like RowStyle and HeaderStyle, but apply to column of cells rather than a row. These properties only apply when the GridView is sorted - if the grid's data is sorted in ascending order then the SortedAscendingHeaderStyle and SortedAscendingCellStyle properties define the styles for the column the data is sorted by. The SortedDescendingHeaderStyle and SortedDescendingCellStyle properties apply to the sorted column when the results are sorted in descending order. These four new properties make it easier to customize the appearance of the column by which the data is sorted. Using these properties along with a touch of Cascading Style Sheets (CSS) it is possible to add up and down arrows to the sorted column's header to indicate whether the data is sorted in ascending or descending order. Likewise, these properties can be used to shade the sorted column or make its text bold. This article shows how to use these four new properties to style the sorted column. Read on to learn more! Read More >

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  • Oracle Australia Supports MS Sydney to Gong Ride by Chris Sainsbury

    - by user769227
    What is the Sydney to Gong Ride? The Gong Ride is a one of a kind fundraising event. You can pedal 90 km from Sydney to Wollongong on any day of the year but it's only on the first Sunday of November that you'll experience the camaraderie, fellowship, unity, safey, scenery and sense of achievement for pedalling in support of people living with MS. Well done to the 22 members of the Oracle Sydney to Gong ride on Sunday 6 November. For many, this was the first time riding over distance – officially a 90km event, by GPS about 84km. The event started in Sydney Park, Newtown. We left in a few separate groups between 6.30 and 7.30am – and finished with times between 2 hours 45 mins and 6 hours. With 10,000 riders there was a lot of congestion at the start but that soon thinned out as we left Sydney. It was a great spring day for the event but at 34 degrees it was getting pretty warm once we left the shade of the Royal National Park and carried on over the Sea Cliff bridge and down the coast road towards Wollongong. Unfortunately Dan managed to get himself a facial scrub when someone clipped his front wheel on the descent from Bald Hill lookout. No major incidents thankfully and Dan soldiered on. Most importantly everyone had a good time (even Dan) and we raised $5,800 for Multiple Sclerosis Australia. In total more than $3.7m was raised for this good cause.

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  • A Look at the GridView's New Sorting Styles in ASP.NET 4.0

    Like every Web control in the ASP.NET toolbox, the GridView includes a variety of style-related properties, including CssClass, Font, ForeColor, BackColor, Width, Height, and so on. The GridView also includes style properties that apply to certain classes of rows in the grid, such as RowStyle, AlternatingRowStyle, HeaderStyle, and PagerStyle. Each of these meta-style properties offer the standard style properties (CssClass, Font, etc.) as subproperties. In ASP.NET 4.0, Microsoft added four new style properties to the GridView control: SortedAscendingHeaderStyle, SortedAscendingCellStyle, SortedDescendingHeaderStyle, and SortedDescendingCellStyle. These four properties are meta-style properties like RowStyle and HeaderStyle, but apply to column of cells rather than a row. These properties only apply when the GridView is sorted - if the grid's data is sorted in ascending order then the SortedAscendingHeaderStyle and SortedAscendingCellStyle properties define the styles for the column the data is sorted by. The SortedDescendingHeaderStyle and SortedDescendingCellStyle properties apply to the sorted column when the results are sorted in descending order. These four new properties make it easier to customize the appearance of the column by which the data is sorted. Using these properties along with a touch of Cascading Style Sheets (CSS) it is possible to add up and down arrows to the sorted column's header to indicate whether the data is sorted in ascending or descending order. Likewise, these properties can be used to shade the sorted column or make its text bold. This article shows how to use these four new properties to style the sorted column. Read on to learn more! Read More >

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  • apt-get update very slow, stuck at "Waiting for headers"

    - by Liam
    I have looked at similar questions: Stuck at 0% [waiting for headers] (apt) apt-get update stuck on "Waiting for Headers" However neither one of them answer my problem. I am running 12.04 AMD64 and have recently started getting an issue that when I update my repos from my connection at home through a terminal, using sudo apt-get update, it takes forever (literally after 2 hours it was at 28%), however when I run from a different location it takes less than 5 minutes to complete. I have attempted changing which mirror I use but that does not solve the issue. I have also cut down what is in my sources list but this also makes no difference. There are no faults on my ADSL line as I have already contacted my ISP to check this. It also makes no difference if I use a WiFi or network cable connection. What could be my issue? A speed test (www.speedtest.net) comes out at about 0.9 Mbps down and 0.42 Mbps up (which is a shade under the advertised line speed), I reside in South Africa and use the UCT LEG server. But I have also tried the other mirrors available in SA....none of them make a difference.

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  • Toon shader with Texture. Can this be optimized?

    - by Alex
    I am quite new to OpenGL, I have managed after long trial and error to integrate Nehe's Cel-Shading rendering with my Model loaders, and have them drawn using the Toon shade and outline AND their original texture at the same time. The result is actually a very nice Cel Shading effect of the model texture, but it is havling the speed of the program, it's quite very slow even with just 3 models on screen... Since the result was kind of hacked together, I am thinking that maybe I am performing some extra steps or extra rendering tasks that maybe are not needed, and are slowing down the game? Something unnecessary that maybe you guys could spot? Both MD2 and 3DS loader have an InitToon() function called upon creation to load the shader initToon(){ int i; // Looping Variable ( NEW ) char Line[255]; // Storage For 255 Characters ( NEW ) float shaderData[32][3]; // Storate For The 96 Shader Values ( NEW ) FILE *In = fopen ("Shader.txt", "r"); // Open The Shader File ( NEW ) if (In) // Check To See If The File Opened ( NEW ) { for (i = 0; i < 32; i++) // Loop Though The 32 Greyscale Values ( NEW ) { if (feof (In)) // Check For The End Of The File ( NEW ) break; fgets (Line, 255, In); // Get The Current Line ( NEW ) shaderData[i][0] = shaderData[i][1] = shaderData[i][2] = float(atof (Line)); // Copy Over The Value ( NEW ) } fclose (In); // Close The File ( NEW ) } else return false; // It Went Horribly Horribly Wrong ( NEW ) glGenTextures (1, &shaderTexture[0]); // Get A Free Texture ID ( NEW ) glBindTexture (GL_TEXTURE_1D, shaderTexture[0]); // Bind This Texture. From Now On It Will Be 1D ( NEW ) // For Crying Out Loud Don't Let OpenGL Use Bi/Trilinear Filtering! ( NEW ) glTexParameteri (GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri (GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexImage1D (GL_TEXTURE_1D, 0, GL_RGB, 32, 0, GL_RGB , GL_FLOAT, shaderData); // Upload ( NEW ) } This is the drawing for the animated MD2 model: void MD2Model::drawToon() { float outlineWidth = 3.0f; // Width Of The Lines ( NEW ) float outlineColor[3] = { 0.0f, 0.0f, 0.0f }; // Color Of The Lines ( NEW ) // ORIGINAL PART OF THE FUNCTION //Figure out the two frames between which we are interpolating int frameIndex1 = (int)(time * (endFrame - startFrame + 1)) + startFrame; if (frameIndex1 > endFrame) { frameIndex1 = startFrame; } int frameIndex2; if (frameIndex1 < endFrame) { frameIndex2 = frameIndex1 + 1; } else { frameIndex2 = startFrame; } MD2Frame* frame1 = frames + frameIndex1; MD2Frame* frame2 = frames + frameIndex2; //Figure out the fraction that we are between the two frames float frac = (time - (float)(frameIndex1 - startFrame) / (float)(endFrame - startFrame + 1)) * (endFrame - startFrame + 1); // I ADDED THESE FROM NEHE'S TUTORIAL FOR FIRST PASS (TOON SHADE) glHint (GL_LINE_SMOOTH_HINT, GL_NICEST); // Use The Good Calculations ( NEW ) glEnable (GL_LINE_SMOOTH); // Cel-Shading Code // glEnable (GL_TEXTURE_1D); // Enable 1D Texturing ( NEW ) glBindTexture (GL_TEXTURE_1D, shaderTexture[0]); // Bind Our Texture ( NEW ) glColor3f (1.0f, 1.0f, 1.0f); // Set The Color Of The Model ( NEW ) // ORIGINAL DRAWING CODE //Draw the model as an interpolation between the two frames glBegin(GL_TRIANGLES); for(int i = 0; i < numTriangles; i++) { MD2Triangle* triangle = triangles + i; for(int j = 0; j < 3; j++) { MD2Vertex* v1 = frame1->vertices + triangle->vertices[j]; MD2Vertex* v2 = frame2->vertices + triangle->vertices[j]; Vec3f pos = v1->pos * (1 - frac) + v2->pos * frac; Vec3f normal = v1->normal * (1 - frac) + v2->normal * frac; if (normal[0] == 0 && normal[1] == 0 && normal[2] == 0) { normal = Vec3f(0, 0, 1); } glNormal3f(normal[0], normal[1], normal[2]); MD2TexCoord* texCoord = texCoords + triangle->texCoords[j]; glTexCoord2f(texCoord->texCoordX, texCoord->texCoordY); glVertex3f(pos[0], pos[1], pos[2]); } } glEnd(); // ADDED THESE FROM NEHE'S FOR SECOND PASS (OUTLINE) glDisable (GL_TEXTURE_1D); // Disable 1D Textures ( NEW ) glEnable (GL_BLEND); // Enable Blending ( NEW ) glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); // Set The Blend Mode ( NEW ) glPolygonMode (GL_BACK, GL_LINE); // Draw Backfacing Polygons As Wireframes ( NEW ) glLineWidth (outlineWidth); // Set The Line Width ( NEW ) glCullFace (GL_FRONT); // Don't Draw Any Front-Facing Polygons ( NEW ) glDepthFunc (GL_LEQUAL); // Change The Depth Mode ( NEW ) glColor3fv (&outlineColor[0]); // Set The Outline Color ( NEW ) // HERE I AM PARSING THE VERTICES AGAIN (NOT IN THE ORIGINAL FUNCTION) FOR THE OUTLINE AS PER NEHE'S TUT glBegin (GL_TRIANGLES); // Tell OpenGL What We Want To Draw for(int i = 0; i < numTriangles; i++) { MD2Triangle* triangle = triangles + i; for(int j = 0; j < 3; j++) { MD2Vertex* v1 = frame1->vertices + triangle->vertices[j]; MD2Vertex* v2 = frame2->vertices + triangle->vertices[j]; Vec3f pos = v1->pos * (1 - frac) + v2->pos * frac; Vec3f normal = v1->normal * (1 - frac) + v2->normal * frac; if (normal[0] == 0 && normal[1] == 0 && normal[2] == 0) { normal = Vec3f(0, 0, 1); } glNormal3f(normal[0], normal[1], normal[2]); MD2TexCoord* texCoord = texCoords + triangle->texCoords[j]; glTexCoord2f(texCoord->texCoordX, texCoord->texCoordY); glVertex3f(pos[0], pos[1], pos[2]); } } glEnd (); // Tell OpenGL We've Finished glDepthFunc (GL_LESS); // Reset The Depth-Testing Mode ( NEW ) glCullFace (GL_BACK); // Reset The Face To Be Culled ( NEW ) glPolygonMode (GL_BACK, GL_FILL); // Reset Back-Facing Polygon Drawing Mode ( NEW ) glDisable (GL_BLEND); } Whereas this is the drawToon function in the 3DS loader void Model_3DS::drawToon() { float outlineWidth = 3.0f; // Width Of The Lines ( NEW ) float outlineColor[3] = { 0.0f, 0.0f, 0.0f }; // Color Of The Lines ( NEW ) //ORIGINAL CODE if (visible) { glPushMatrix(); // Move the model glTranslatef(pos.x, pos.y, pos.z); // Rotate the model glRotatef(rot.x, 1.0f, 0.0f, 0.0f); glRotatef(rot.y, 0.0f, 1.0f, 0.0f); glRotatef(rot.z, 0.0f, 0.0f, 1.0f); glScalef(scale, scale, scale); // Loop through the objects for (int i = 0; i < numObjects; i++) { // Enable texture coordiantes, normals, and vertices arrays if (Objects[i].textured) glEnableClientState(GL_TEXTURE_COORD_ARRAY); if (lit) glEnableClientState(GL_NORMAL_ARRAY); glEnableClientState(GL_VERTEX_ARRAY); // Point them to the objects arrays if (Objects[i].textured) glTexCoordPointer(2, GL_FLOAT, 0, Objects[i].TexCoords); if (lit) glNormalPointer(GL_FLOAT, 0, Objects[i].Normals); glVertexPointer(3, GL_FLOAT, 0, Objects[i].Vertexes); // Loop through the faces as sorted by material and draw them for (int j = 0; j < Objects[i].numMatFaces; j ++) { // Use the material's texture Materials[Objects[i].MatFaces[j].MatIndex].tex.Use(); // AFTER THE TEXTURE IS APPLIED I INSERT THE TOON FUNCTIONS HERE (FIRST PASS) glHint (GL_LINE_SMOOTH_HINT, GL_NICEST); // Use The Good Calculations ( NEW ) glEnable (GL_LINE_SMOOTH); // Cel-Shading Code // glEnable (GL_TEXTURE_1D); // Enable 1D Texturing ( NEW ) glBindTexture (GL_TEXTURE_1D, shaderTexture[0]); // Bind Our Texture ( NEW ) glColor3f (1.0f, 1.0f, 1.0f); // Set The Color Of The Model ( NEW ) glPushMatrix(); // Move the model glTranslatef(Objects[i].pos.x, Objects[i].pos.y, Objects[i].pos.z); // Rotate the model glRotatef(Objects[i].rot.z, 0.0f, 0.0f, 1.0f); glRotatef(Objects[i].rot.y, 0.0f, 1.0f, 0.0f); glRotatef(Objects[i].rot.x, 1.0f, 0.0f, 0.0f); // Draw the faces using an index to the vertex array glDrawElements(GL_TRIANGLES, Objects[i].MatFaces[j].numSubFaces, GL_UNSIGNED_SHORT, Objects[i].MatFaces[j].subFaces); glPopMatrix(); } glDisable (GL_TEXTURE_1D); // Disable 1D Textures ( NEW ) // THIS IS AN ADDED SECOND PASS AT THE VERTICES FOR THE OUTLINE glEnable (GL_BLEND); // Enable Blending ( NEW ) glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); // Set The Blend Mode ( NEW ) glPolygonMode (GL_BACK, GL_LINE); // Draw Backfacing Polygons As Wireframes ( NEW ) glLineWidth (outlineWidth); // Set The Line Width ( NEW ) glCullFace (GL_FRONT); // Don't Draw Any Front-Facing Polygons ( NEW ) glDepthFunc (GL_LEQUAL); // Change The Depth Mode ( NEW ) glColor3fv (&outlineColor[0]); // Set The Outline Color ( NEW ) for (int j = 0; j < Objects[i].numMatFaces; j ++) { glPushMatrix(); // Move the model glTranslatef(Objects[i].pos.x, Objects[i].pos.y, Objects[i].pos.z); // Rotate the model glRotatef(Objects[i].rot.z, 0.0f, 0.0f, 1.0f); glRotatef(Objects[i].rot.y, 0.0f, 1.0f, 0.0f); glRotatef(Objects[i].rot.x, 1.0f, 0.0f, 0.0f); // Draw the faces using an index to the vertex array glDrawElements(GL_TRIANGLES, Objects[i].MatFaces[j].numSubFaces, GL_UNSIGNED_SHORT, Objects[i].MatFaces[j].subFaces); glPopMatrix(); } glDepthFunc (GL_LESS); // Reset The Depth-Testing Mode ( NEW ) glCullFace (GL_BACK); // Reset The Face To Be Culled ( NEW ) glPolygonMode (GL_BACK, GL_FILL); // Reset Back-Facing Polygon Drawing Mode ( NEW ) glDisable (GL_BLEND); glPopMatrix(); } Finally this is the tex.Use() function that loads a BMP texture and somehow gets blended perfectly with the Toon shading void GLTexture::Use() { glEnable(GL_TEXTURE_2D); // Enable texture mapping glBindTexture(GL_TEXTURE_2D, texture[0]); // Bind the texture as the current one }

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  • Mod a Swing Arm Lamp into an Adjustable Camera Stand

    - by Jason Fitzpatrick
    If you’re looking for a simple way to get a bird’s eye view to record your DIY projects or other table-based activities like gaming or tinkering, this simple modification to a swing-arm lamp offers a highly flexible camera mount on the cheap. IKEAHacker reader Stef needed an adjustable arm for his iPhone camera so he could record in a top-down-view for some drawing tutorials he was working on. Rather than shell out big bucks for a custom boom arm, he scrounged up a swing arm lamp with a broken shade in the as-is bin at his local IKEA. To mount the iPhone he simply attached a car mount for the iPhone to the swing arm and called it good. Hit up the link below for more pictures; even if you don’t have an IKEA nearby, swing arm lamps are cheap and easy to acquire. Forsa Camera Stand [IKEAHackers] How to Make Your Laptop Choose a Wired Connection Instead of Wireless HTG Explains: What Is Two-Factor Authentication and Should I Be Using It? HTG Explains: What Is Windows RT and What Does It Mean To Me?

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  • my web cam not working prperly in skype 12.04

    - by elvin
    oller #1 (rev 02) 00:1d.1 USB controller: Intel Corporation 82801EB/ER (ICH5/ICH5R) USB UHCI Controller #2 (rev 02) 00:1d.2 USB controller: Intel Corporation 82801EB/ER (ICH5/ICH5R) USB UHCI Controller #3 (rev 02) 00:1d.3 USB controller: Intel Corporation 82801EB/ER (ICH5/ICH5R) USB UHCI Controller #4 (rev 02) 00:1d.7 USB controller: Intel Corporation 82801EB/ER (ICH5/ICH5R) USB2 EHCI Controller (rev 02) 00:1e.0 PCI bridge: Intel Corporation 82801 PCI Bridge (rev c2) 00:1f.0 ISA bridge: Intel Corporation 82801EB/ER (ICH5/ICH5R) LPC Interface Bridge (rev 02) 00:1f.1 IDE interface: Intel Corporation 82801EB/ER (ICH5/ICH5R) IDE Controller (rev 02) 00:1f.2 IDE interface: Intel Corporation 82801EB (ICH5) SATA Controller (rev 02) 00:1f.3 SMBus: Intel Corporation 82801EB/ER (ICH5/ICH5R) SMBus Controller (rev 02) 00:1f.5 Multimedia audio controller: Intel Corporation 82801EB/ER (ICH5/ICH5R) AC'97 Audio Controller (rev 02) 01:00.0 Ethernet controller: Realtek Semiconductor Co., Ltd. RTL-8139/8139C/8139C+ (rev 10) 01:08.0 Ethernet controller: Intel Corporation 82562EZ 10/100 Ethernet Controller (rev 01) This is the configuration of my web cam when i typed lspci in terminal; how do i find out what type of cam it is. the command letters i wrote here may be wrong.never mind i wrote from my memory.my web cam shows green colour shade and no proper colour.pls help me to fix this problem.2nd option- if i buy microsoft web cam will the image will get corrected.i think my web cam is hyundai electronics make.

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  • OpenGL Application displays only 1 frame

    - by Avi
    EDIT: I have verified that the problem is not the VBO class or the vertex array class, but rather something else. I have a problem where my vertex buffer class works the first time its called, but displays nothing any other time its called. I don't know why this is, and it's also the same in my vertex array class. I'm calling the functions in this order to set up the buffers: enable client states bind buffers set buffer / array data unbind buffers disable client states Then in the draw function, that's called every frame: enable client states bind buffers set pointers unbind buffers bind index buffer draw elements unbind index buffer disable client states Is there something wrong with the order in which I'm calling the functions, or is it a more specific code error? EDIT: here's some of the code Code for setting pointers: //element is the vertex attribute being drawn (e.g. normals, colors, etc.) static void makeElementPointer(VertexBufferElements::VBOElement element, Shader *shade, void *elementLocation) { //elementLocation is BUFFER_OFFSET(n) if a buffer is bound switch (element) { .... glVertexPointer(3, GL_FLOAT, 0, elementLocation); //changes based on element .... //but I'm only dealing with } //vertices for now } And that's basically all the code that isn't just a straight OpenGL function call.

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  • OpenXDK Questions

    - by iamcreasy
    I was strolling around XBox development. Apart form buying a DevKit from Microsoft, another thing got my attention is called, OpenXDK which stands for Open XBox Development Kit. From their main site its pretty obvious that there hasn't been any update since 2005 but digging a little deeper, I found that in their project repository is was being updated. Last time stamp was 2009-02-15. Quick google search said, its not actually really on a good place to poke around. Many and MANY features are absent. Being a hobby project I perfectly understand. But, those results are quite old. The question is, is there anybody who has any experience with OpenXDK? If is, that is it possible to shade some light on this? about its limitations? Is this a mature project? How's the latest version and what's it capable of doing? Or should I just stay away from it?

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  • Approaches for a clickable map of nations (such as a Risk game) with Spritekit

    - by Vukovitch
    I would like to create a political map where each country is clickable by tapping but I'm not sure the best way to determine which nation was selected. Imagine Risk where each country can be individually clicked to bring up additional information. My current approach is to make a sprite for each nation where every image is the size of the screen The images are mostly transparent except for the country, that way when all of the images are displayed the countries are in the correct place relative to one another. To determine if a click occurs on an individual country I look to see if the tapped location is a non transparent pixel and check that the sprite's name is one of the countries. Additionally the nation needs to glow or something when tapped as an indicator, however my current solution is yet another sprite that is displayed. This seems like a terrible approach and I was wondering what other solutions might achieve the same results. I'm pretty new to SpriteKit so I'm not entirely sure. The other idea I had was creating a single texture where each country is a different shade of gray, then when I get the tap location I do a lookup on the color at that location and get the corresponding country. However, I'm not sure how to create a hilight or glowing country effect with that method.

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  • Android - ExpandableListView change background for child items

    - by DroidIn.net
    I'm using ExpandableListView in my app and one of the complains I get from the users is that when the list item is expanded it's hard to visually distinguish where the child item ends and next group item begins. So I would like to change background of the child list item to the different shade. Brutal attempts that I've made so far were based on directly changing background color and text of the elements inside the child view item but that leads to loss of hovers and highlights. So my question is - what is a good strategy to achieve the above? I tried styles and selectors but what really bums me - if I change background for child item then I need to add selectors for all combinations of focus/enabled etc. when all I'm trying to do it to overwrite a single thing. Is there a way to inherit parent style and set background only for non- focused, enabled child item with other styles retained?

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