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  • Drawing lattices online

    - by lavabo
    This isn't really a programming question but... Is there any way to draw online a lattice for a material, like a compound? i.e. a 3D gridlike pattern? I know there are some applications for drawing mathematical lattices, but the notation to me is unfamiliar - are there simply programs or applets or something for drawing lattices like in a compound?

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  • need prefuse graph edges like arrows

    - by merve
    Hello, I did my homework and searched both google for a sample and a topic that is answered before on stackoverflow. But nothing has been found. My problem is ordinary edges who does not have a view like arrows. Here is what i do to hope there is forward arrows from target to destination: LabelRenderer nameLabel = new LabelRenderer("name"); nameLabel.setRoundedCorner(8, 8); DefaultRendererFactory rendererFactory = new DefaultRendererFactory(nameLabel); EdgeRenderer edgeRenderer; edgeRenderer = new EdgeRenderer(prefuse.Constants.EDGE_TYPE_LINE, prefuse.Constants.EDGE_ARROW_FORWARD); rendererFactory.setDefaultEdgeRenderer(edgeRenderer); vis.setRendererFactory(rendererFactory); Here is what i see about colour of edges, hoping these must not be transparent: int[] palette = new int[]{ColorLib.rgb(255, 180, 180), ColorLib.rgb(190, 190, 255)}; DataColorAction fill = new DataColorAction("socialnet.nodes", "gender", Constants.NOMINAL, VisualItem.FILLCOLOR, palette); ColorAction text = new ColorAction("socialnet.nodes", VisualItem.TEXTCOLOR, ColorLib.gray(0)); ColorAction edges = new ColorAction("socialnet.edges", VisualItem.STROKECOLOR, ColorLib.gray(200)); ColorAction arrow = new ColorAction("socialnet.edges", VisualItem.FILLCOLOR, ColorLib.gray(200)); ActionList colour = new ActionList(); colour.add(fill); colour.add(text); colour.add(edges); colour.add(arrow); vis.putAction("colour", colour); Thus, i wonder where am i wrong? Why my edges do not seem like arrows? Thanks for any idea. For more detail, i want to paste all of the code: /* * To change this template, choose Tools | Templates * and open the template in the editor. */ package prefusedeneme; import javax.swing.JFrame; import prefuse.data.*; import prefuse.data.io.*; import prefuse.Display; import prefuse.Visualization; import prefuse.render.*; import prefuse.util.*; import prefuse.action.assignment.*; import prefuse.Constants; import prefuse.visual.*; import prefuse.action.*; import prefuse.activity.*; import prefuse.action.layout.graph.*; import prefuse.controls.*; import prefuse.data.expression.Predicate; import prefuse.data.expression.parser.ExpressionParser; public class SocialNetworkVis { public static void main(String argv[]) { // 1. Load the data Graph graph = null; /* graph will contain the core data */ try { graph = new GraphMLReader().readGraph("socialnet.xml"); /* load the data from an XML file */ } catch (DataIOException e) { e.printStackTrace(); System.err.println("Error loading graph. Exiting..."); System.exit(1); } // 2. prepare the visualization Visualization vis = new Visualization(); /* vis is the main object that will run the visualization */ vis.add("socialnet", graph); /* add our data to the visualization */ // 3. setup the renderers and the render factory // labels for name LabelRenderer nameLabel = new LabelRenderer("name"); nameLabel.setRoundedCorner(8, 8); /* nameLabel decribes how to draw the data elements labeled as "name" */ // create the render factory DefaultRendererFactory rendererFactory = new DefaultRendererFactory(nameLabel); EdgeRenderer edgeRenderer; edgeRenderer = new EdgeRenderer(prefuse.Constants.EDGE_TYPE_LINE, prefuse.Constants.EDGE_ARROW_FORWARD); rendererFactory.setDefaultEdgeRenderer(edgeRenderer); vis.setRendererFactory(rendererFactory); // 4. process the actions // colour palette for nominal data type int[] palette = new int[]{ColorLib.rgb(255, 180, 180), ColorLib.rgb(190, 190, 255)}; /* ColorLib.rgb converts the colour values to integers */ // map data to colours in the palette DataColorAction fill = new DataColorAction("socialnet.nodes", "gender", Constants.NOMINAL, VisualItem.FILLCOLOR, palette); /* fill describes what colour to draw the graph based on a portion of the data */ // node text ColorAction text = new ColorAction("socialnet.nodes", VisualItem.TEXTCOLOR, ColorLib.gray(0)); /* text describes what colour to draw the text */ // edge ColorAction edges = new ColorAction("socialnet.edges", VisualItem.STROKECOLOR, ColorLib.gray(200)); ColorAction arrow = new ColorAction("socialnet.edges", VisualItem.FILLCOLOR, ColorLib.gray(200)); /* edge describes what colour to draw the edges */ // combine the colour assignments into an action list ActionList colour = new ActionList(); colour.add(fill); colour.add(text); colour.add(edges); colour.add(arrow); vis.putAction("colour", colour); /* add the colour actions to the visualization */ // create a separate action list for the layout ActionList layout = new ActionList(Activity.INFINITY); layout.add(new ForceDirectedLayout("socialnet")); /* use a force-directed graph layout with default parameters */ layout.add(new RepaintAction()); /* repaint after each movement of the graph nodes */ vis.putAction("layout", layout); /* add the laout actions to the visualization */ // 5. add interactive controls for visualization Display display = new Display(vis); display.setSize(700, 700); display.pan(350, 350); // pan to the middle display.addControlListener(new DragControl()); /* allow items to be dragged around */ display.addControlListener(new PanControl()); /* allow the display to be panned (moved left/right, up/down) (left-drag)*/ display.addControlListener(new ZoomControl()); /* allow the display to be zoomed (right-drag) */ // 6. launch the visualizer in a JFrame JFrame frame = new JFrame("prefuse tutorial: socialnet"); /* frame is the main window */ frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); frame.add(display); /* add the display (which holds the visualization) to the window */ frame.pack(); frame.setVisible(true); /* start the visualization working */ vis.run("colour"); vis.run("layout"); } }

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  • Drawing a rectangular prism using opengl

    - by BadSniper
    I'm trying to learn opengl. I did some code for building a rectangular prism. I don't want to draw back faces so I used glCullFace(GL_BACK), glEnable(GL_CULL_FACE);. But I keep getting back faces also when viewing from front and also sometimes when rotating sides are vanishing. Can someone point me in right direction? glPolygonMode(GL_FRONT,GL_LINE); // draw wireframe polygons glColor3f(0,1,0); // set color green glCullFace(GL_BACK); // don't draw back faces glEnable(GL_CULL_FACE); // don't draw back faces glTranslatef(-10, 1, 0); // position glBegin(GL_QUADS); // face 1 glVertex3f(0,-1,0); glVertex3f(0,-1,2); glVertex3f(2,-1,2); glVertex3f(2,-1,0); // face 2 glVertex3f(2,-1,2); glVertex3f(2,-1,0); glVertex3f(2,5,0); glVertex3f(2,5,2); // face 3 glVertex3f(0,5,0); glVertex3f(0,5,2); glVertex3f(2,5,2); glVertex3f(2,5,0); // face 4 glVertex3f(0,-1,2); glVertex3f(2,-1,2); glVertex3f(2,5,2); glVertex3f(0,5,2); // face 5 glVertex3f(0,-1,2); glVertex3f(0,-1,0); glVertex3f(0,5,0); glVertex3f(0,5,2); // face 6 glVertex3f(0,-1,0); glVertex3f(2,-1,0); glVertex3f(2,5,0); glVertex3f(0,5,0); glEnd();

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  • Initializing and drawing a mesh using OpenTK

    - by Boreal
    I'm implementing a "Mesh" class to use in my OpenTK game. You pass in a vertex array and an index array, and then you can call Mesh.Draw() to draw it using a shader. I've heard VBO's and VAO's are the way to go for this approach, but nowhere have I found a guide that shows how to get Data Video Memory Shader. Can someone give me a quick rundown of how this works? EDIT: So far, I have this: struct Vertex { public Vector3 position; public Vector3 normal; public Vector3 color; public static int memSize = 9 * sizeof(float); public static byte[] memOffset = { 0, 3 * sizeof(float), 6 * sizeof(float) }; } class Mesh { private uint vbo; private uint ibo; // stores the numbers of vertices and indices private int numVertices; private int numIndices; public Mesh(int numVertices, Vertex[] vertices, int numIndices, ushort[] indices) { // set numbers this.numVertices = numVertices; this.numIndices = numIndices; // generate buffers GL.GenBuffers(1, out vbo); GL.GenBuffers(1, out ibo); GL.BindBuffer(BufferTarget.ArrayBuffer, vbo); GL.BindBuffer(BufferTarget.ElementArrayBuffer, ibo); // send data to the buffers GL.BufferData(BufferTarget.ArrayBuffer, new IntPtr(Vertex.memSize * numVertices), vertices, BufferUsageHint.StaticDraw); GL.BufferData(BufferTarget.ElementArrayBuffer, new IntPtr(sizeof(ushort) * numIndices), indices, BufferUsageHint.StaticDraw); } public void Render() { // bind buffers GL.BindBuffer(BufferTarget.ArrayBuffer, vbo); GL.BindBuffer(BufferTarget.ElementArrayBuffer, ibo); // define offsets GL.VertexPointer(3, VertexPointerType.Float, Vertex.memSize, new IntPtr(Vertex.memOffset[0])); GL.NormalPointer(NormalPointerType.Float, Vertex.memSize, new IntPtr(Vertex.memOffset[1])); GL.ColorPointer(3, ColorPointerType.Float, Vertex.memSize, new IntPtr(Vertex.memOffset[2])); // draw GL.DrawElements(BeginMode.Triangles, numIndices, DrawElementsType.UnsignedInt, (IntPtr)0); } } class Application : GameWindow { Mesh triangle; protected override void OnLoad(EventArgs e) { base.OnLoad(e); GL.ClearColor(0.1f, 0.2f, 0.5f, 0.0f); GL.Enable(EnableCap.DepthTest); GL.Enable(EnableCap.VertexArray); GL.Enable(EnableCap.NormalArray); GL.Enable(EnableCap.ColorArray); Vertex v0 = new Vertex(); v0.position = new Vector3(-1.0f, -1.0f, 4.0f); v0.normal = new Vector3(0.0f, 0.0f, -1.0f); v0.color = new Vector3(1.0f, 1.0f, 0.0f); Vertex v1 = new Vertex(); v1.position = new Vector3(1.0f, -1.0f, 4.0f); v1.normal = new Vector3(0.0f, 0.0f, -1.0f); v1.color = new Vector3(1.0f, 0.0f, 0.0f); Vertex v2 = new Vertex(); v2.position = new Vector3(0.0f, 1.0f, 4.0f); v2.normal = new Vector3(0.0f, 0.0f, -1.0f); v2.color = new Vector3(0.2f, 0.9f, 1.0f); Vertex[] va = { v0, v1, v2 }; ushort[] ia = { 0, 1, 2 }; triangle = new Mesh(3, va, 3, ia); } protected override void OnRenderFrame(FrameEventArgs e) { base.OnRenderFrame(e); GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); Matrix4 modelview = Matrix4.LookAt(Vector3.Zero, Vector3.UnitZ, Vector3.UnitY); GL.MatrixMode(MatrixMode.Modelview); GL.LoadMatrix(ref modelview); triangle.Render(); SwapBuffers(); } } It doesn't draw anything.

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  • Visual History for Chrome Maps Out Your Browser History in an Interactive Graph

    - by Jason Fitzpatrick
    Curious how your adventures on the web interweave? Visual History for Chrome maps out related web sites in your browsing history into an interactive chart–visualize your browsing over the last hours, days, or months. One of the interesting elements of Visual History is that it doesn’t simply link sites together via activated hyperlinks but by consecutive use within 20 minute increments–thus if you frequently hit up Gmail, Facebook, and Reddit first thing in the morning, they’ll all appear together in a usage cluster. Site can be organized by URL, sub-domain, or domain. Visual History is free, Chrome only. Visual History for Chrome [Chrome Web Store] HTG Explains: What The Windows Event Viewer Is and How You Can Use It HTG Explains: How Windows Uses The Task Scheduler for System Tasks HTG Explains: Why Do Hard Drives Show the Wrong Capacity in Windows?

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  • Efficient way of drawing outlines around sprites

    - by Greg
    Hi, I'm using XNA to program a game, and have been experimenting with various ways to achieve a 'selected' effect on my sprites. The trouble I am having is that each clickable that is drawn in the spritebatch is drawn using more than a single sprite (each object can be made up of up to 6 sprites). I'd appreciate it if someone could advise me on how I could achieve adding an outline to my sprites of X pixels (so the outline width can be various numbers of whole pixels). Thanks in advance, Greg.

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  • OpenGL ES 2 shaders for drawing buildings and roads like Google Maps does

    - by Pris
    I'm trying to create a shader that'll give me an effect similar to what buildings and roads look like on 3D Google Maps. You can see the effect interactively if you enable WebGL at maps.google.com, and I also found a couple of screenshots that illustrate what I'm trying to achieve: Thing I noticed: There's some kind of transparency thing going on with the roads/ground and the buildings, but not between the buildings themselves. It might be that they're rendering the ground and roads after the buildings with the right blend functions to achieve that effect. If you look closely, you'll see parts of the building profiles have an outline. The roads also have nice clean outlines. There are a lot of techniques for outlining things with shaders... but I'm curious to find out what might have been used in this case considering mobile hardware and a large number of entities with outlines (roads and buildings) I'm assuming that for the lighting, some sort of simple diffuse per-vertex shader is being used for the buildings though I could be wrong. I'm especially curious about the 'look' they achieved with buildings (clean, precise outlines/shading). It reminds me a little of what you'd see when designing stuff with CAD applications like SolidWorks: I'd appreciate any advice on achieving this kind of look with ES 2 shaders.

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  • Drawing an arrow cursor on user dragging in XNA/MonoGame

    - by adrin
    I am writing a touch enabled game in MonoGame (XNA-like API) and would like to display a an arrow 'cursor' as user is making a drag gesture from point A to point B. I am not sure on how to correctly approach this problem. It seems that its best to just draw a sprite from A to B and scale it as required. This would however mean it gets stretched as user continues dragging gesture in one direction. Or maybe its better to dynamically render the arrow so it looks better?

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  • Drawing a transparent button in C# winforms

    - by SAMIR BHOGAYTA
    public class ImageButton : ButtonBase, IButtonControl { public ImageButton() { this.SetStyle( ControlStyles.SupportsTransparentBackColor | ControlStyles.OptimizedDoubleBuffer | ControlStyles.AllPaintingInWmPaint | ControlStyles.ResizeRedraw | ControlStyles.UserPaint, true); this.BackColor = Color.Transparent; } protected override void OnPaint(PaintEventArgs pevent) { Graphics g = pevent.Graphics; g.FillRectangle(Brushes.Transparent, this.ClientRectangle); g.DrawRectangle(Pens.Black, this.ClientRectangle); } // rest of class here... }

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  • Drawing territories border in 2d map

    - by Gabriel A. Zorrilla
    I'm programming a little web strategy game. In the country map I pretend to display each country with a national color. The issue is how to render the borders in a simple and efficient way. Right now I'm planning to set a field to each tile called "border" with values from 0 to 8. The algorithm would check for EVERY tile is its adjacent has a different "owner". If the tile is inside the territory, the border value would be 0, because would not have adjacent any tile with different owner, if not, would vary between 1 (north) clockwise to 9 (north-west) and then draw the border. I find this simple but too processor-intensive. Are there any other "pro" choices to render territories borders?

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  • Use Your Chart-Drawing Skills to Win a Free Chrome Cr-48 Notebook

    - by ETC
    Today Google announced that they are partnering with a number of Chrome web application developers to distribute a number of their Chrome OS Notebooks to lucky fans. That’s when we noticed something interesting that can greatly increase your odds of getting one. Unlike Box, MOG, and Zoho, who are doing random giveaways, the LucidChart giveaway is based on a contest of skill – they are picking the best drawings using their flowchart tool and giving away Chrome Notebooks to the winners. So all you have to do is create one of the most interesting drawings / charts, and you will get your hands on one. We’ve also confirmed this with the fine people at LucidChart, who told us “any user who spends a bit of time and effort to do something creative has a good shot at winning one.” How great is the Chrome Cr-48 Notebook? What’s it all about? We wouldn’t know, since Google hasn’t given us here at How-To Geek an opportunity to use one, despite our attempts. It’s sad, since we’re huge fans of the Chrome browser, that we can’t share our Chrome notebook experiences with hundreds of thousands of daily subscribers and millions of monthly visitors. Hint. Hint. Win a Chrome Cr-48 notebook from LucidChart [LucidChart] Latest Features How-To Geek ETC How To Create Your Own Custom ASCII Art from Any Image How To Process Camera Raw Without Paying for Adobe Photoshop How Do You Block Annoying Text Message (SMS) Spam? How to Use and Master the Notoriously Difficult Pen Tool in Photoshop HTG Explains: What Are the Differences Between All Those Audio Formats? How To Use Layer Masks and Vector Masks to Remove Complex Backgrounds in Photoshop Bring Summer Back to Your Desktop with the LandscapeTheme for Chrome and Iron The Prospector – Home Dash Extension Creates a Whole New Browsing Experience in Firefox KinEmote Links Kinect to Windows Why Nobody Reads Web Site Privacy Policies [Infographic] Asian Temple in the Snow Wallpaper 10 Weird Gaming Records from the Guinness Book

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  • Adding graph in excel based on the content of ADFdi Table

    - by Arun
    Often we tend to represent the data present in the table in a graphical format to give a visual impression of the data. This article would be explaining the way to achieve it using the data we have in ADFdi table of the integrated workbook. Pre-requisites: Microsoft Office 2007 JDeveloper 11.1.1.1.0 and above Assuming we are already having an ADFdi enabled workbook with a table based on an Employee table as shown in the image below. Also, add the table.download to the ribbon toolbar as menu item / as action for the startup event. From excel, we'll add a new 3D bar chart Now, we need to select the data range for the chart. We will take an example of chart based on the salary of the employees. So, the data for the X-Axis of the chart would be the Ename and the data for the Y-Axis being the salary. We can do that by right clicking on the Chart and selecting Select Data. We would select the Legend Entry Series name as the Sal header column in the table, and for the data, we select both the header row and the row below it (by holding Shift key). And, for the Category Axis, we select the Ename header row and the row below it (by holding Shift key). We can get the chart now, by running the Workbook and downloading the data into the table. This simple example can be enhanced for complex graphs by using the data from the ADFdi table to use the power of excel along with ADF Desktop Integration.

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  • how to drawing continues line just like in paint [on hold]

    - by hussain shah
    hi sir i want to draw a points.the following code is work good but the problem is than when i drag the mouse button, if i move slow working good but if i move the curser fast they cannot made continues line.please what is the solution...? #include <iostream> #include <GL/glut.h> #include <GL/glu.h> #include <stdlib.h> void first() { glPushMatrix(); glTranslatef(1,01,01); glScalef(1, 1, 1); glColor3f(0, 1, 0); glBegin(GL_QUADS); glVertex2f(0.8, 0.6); glVertex2f(0.6, 0.6); glVertex2f(0.6, 0.8); glVertex2f(0.8, 0.8); glEnd(); glPopMatrix(); glFlush(); } void display (void) { glClear(GL_COLOR_BUFFER_BIT); //store color of each pixels of a frame glClearColor(0, 0, 0, 0);// screen color //glFlush(); } void drag (int x, int y) { { y=500-y; //x=500-x; glPointSize(5); glColor3f(1.0,1.0,1.0); glBegin(GL_POINTS); glVertex2f(x,y+2); glEnd(); glutSwapBuffers(); glFlush(); } } void reshape (int w, int h){} void init (void) { glClear(GL_COLOR_BUFFER_BIT); //store color of each pixels of a frame glClearColor(0, 0, 0, 0); glViewport(0,0,500,500); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0.0, 500.0, 0.0, 500.0, 1.0, -1.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } void mouse_button (int button, int state, int x, int y) { if (button == GLUT_LEFT_BUTTON && state == GLUT_DOWN) { drag(x,y); first(); } //else if (button == GLUT_MIDDLE_BUTTON && state == GLUT_DOWN) //{ // //} else if (button == GLUT_RIGHT_BUTTON && state == GLUT_DOWN) { exit(0); } } int main (int argc, char**argv) { glutInit (&argc, argv); //initialize the program. glutInitDisplayMode (GLUT_SINGLE); //set up a basic display buffer (only singular for now) glutInitWindowSize (500,500); //set whe width and height of the window glutInitWindowPosition (100, 100); //set the position of the window glutCreateWindow ("A basic OpenGL Window"); //set the caption for the window glutMotionFunc(drag); //glutMouseFunc(mouse_button); init(); glutDisplayFunc (display);//call the display function to draw our world glutMainLoop(); //initialize the OpenGL loop cycle return 0; }

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  • flicker when drawing 4 models for the first time

    - by Badescu Alexandru
    i have some models that i only draw at a certain moment in the game (after some seconds since the game has started). The problem is that in that first second when i start to draw the models, i see a flicker (in the sence that everything besides those models, dissapears, the background gets purple). The flicker only lasts for that frame, and then everything seems to run the way it should. UPDATE I see now that regardless of the moment i draw the models, the first frame has always the flickering aspect What could this be about? i'll share my draw method: int temp = 0; foreach (MeshObject meshObj in ShapeList) { foreach (BasicEffect effect in meshObj.mesh.Effects) { #region color elements int i = int.Parse(meshObj.mesh.Name.ElementAt(1) + ""); int j = int.Parse(meshObj.mesh.Name.ElementAt(2) + ""); int getShapeColor = shapeColorList.ElementAt(i * 4 + j); if (getShapeColor == (int)Constants.shapeColor.yellow) effect.DiffuseColor = yellow; else if (getShapeColor == (int)Constants.shapeColor.red) effect.DiffuseColor = red; else if (getShapeColor == (int)Constants.shapeColor.green) effect.DiffuseColor = green; else if (getShapeColor == (int)Constants.shapeColor.blue) effect.DiffuseColor = blue; #endregion #region lighting effect.LightingEnabled = true; effect.AmbientLightColor = new Vector3(0.25f, 0.25f, 0.25f); effect.DirectionalLight0.Enabled = true; effect.DirectionalLight0.Direction = new Vector3(-0.3f, -0.3f, -0.9f); effect.DirectionalLight0.SpecularColor = new Vector3(.7f, .7f, .7f); Vector3 v = Vector3.Normalize(new Vector3(-100, 0, -100)); effect.DirectionalLight1.Enabled = true; effect.DirectionalLight1.Direction = v; effect.DirectionalLight1.SpecularColor = new Vector3(0.6f, 0.6f, .6f); #endregion effect.Projection = camera.projectionMatrix; effect.View = camera.viewMatrix; if (meshObj.isSetInPlace == true) { effect.World = transforms[meshObj.mesh.ParentBone.Index] * gameobject.orientation; // draw in original cube-placed position meshObj.mesh.Draw(); } else { effect.World = meshObj.Orientation; // draw inSetInPlace position meshObj.mesh.Draw(); } } temp++; }

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  • Drawing transparent glyphs on the HTML canvas

    - by Bertrand Le Roy
    The HTML canvas has a set of methods, createImageData and putImageData, that look like they will enable you to draw transparent shapes pixel by pixel. The data structures that you manipulate with these methods are pseudo-arrays of pixels, with four bytes per pixel. One byte for red, one for green, one for blue and one for alpha. This alpha byte makes one believe that you are going to be able to manage transparency, but that’s a lie. Here is a little script that attempts to overlay a simple generated pattern on top of a uniform background: var wrong = document.getElementById("wrong").getContext("2d"); wrong.fillStyle = "#ffd42a"; wrong.fillRect(0, 0, 64, 64); var overlay = wrong.createImageData(32, 32), data = overlay.data; fill(data); wrong.putImageData(overlay, 16, 16); .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } where the fill method is setting the pixels in the lower-left half of the overlay to opaque red, and the rest to transparent black. And here’s how it renders: As you can see, the transparency byte was completely ignored. Or was it? in fact, what happens is more subtle. What happens is that the pixels from the image data, including their alpha byte, replaced the existing pixels of the canvas. So the alpha byte is not lost, it’s just that it wasn’t used by putImageData to combine the new pixels with the existing ones. This is in fact a clue to how to write a putImageData that works: we can first dump that image data into an intermediary canvas, and then compose that temporary canvas onto our main canvas. The method that we can use for this composition is drawImage, which works not only with image objects, but also with canvas objects. var right = document.getElementById("right").getContext("2d"); right.fillStyle = "#ffd42a"; right.fillRect(0, 0, 64, 64); var overlay = wrong.createImageData(32, 32), data = overlay.data; fill(data); var overlayCanvas = document.createElement("canvas"); overlayCanvas.width = overlayCanvas.height = 32; overlayCanvas.getContext("2d").putImageData(overlay, 0, 0); right.drawImage(overlayCanvas, 16, 16); And there is is, a version of putImageData that works like it should always have:

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  • Drawing particles with CPU instead of GPU (XNA)

    - by Helix
    I'm trying out modifications to the following particle system. http://create.msdn.com/en-US/education/catalog/sample/particle_3d I have a function such that when I press Space, all the particles have their positions and velocities set to 0. for (int i = 0; i < particles.GetLength(0); i++) { particles[i].Position = Vector3.Zero; particles[i].Velocity = Vector3.Zero; } However, when I press space, the particles are still moving. If I go to FireParticleSystem.cs I can turn settings.Gravity to 0 and the particles stop moving, but the particles are still not being shifted to (0,0,0). As I understand it, the problem lies in the fact that the GPU is processing all the particle positions, and it's calculating where the particles should be based on their initial position, their initial velocity and multiplying by their age. Therefore, all I've been able to do is change the initial position and velocity of particles, but I'm unable to do it on the fly since the GPU is handling everything. I want the CPU to calculate the positions of the particles individually. This is because I will be later implementing some sort of wind to push the particles around. How do I stop the GPU from taking over? I think it's something to do with VertexBuffers and the draw function, but I don't know how to modify it to make it work.

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  • Drawing a textured triangle with CPU instead of GPU

    - by Jenko
    I understand the benefits of GPU rendering and such, but for a certain limited application I need to render textured triangles purely using CPU. I've built a 3D engine capable of object handling, transform, projection, culling and the likes ... now all I need is a little code snippet that draws a single textured triangle onto a bitmap... any language accepted! Inputs: Texture bitmap, Triangle U/V/W coords, Triangle X/Y screen coords Output: The textured triangle drawn at the given screen coords I've currently been using a platform function to draw triangles to screen, but I'm looking to handle it myself to speeden up the process.

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