Search Results

Search found 6772 results on 271 pages for 'rob effect'.

Page 20/271 | < Previous Page | 16 17 18 19 20 21 22 23 24 25 26 27  | Next Page >

  • 2D Selective Gaussian Blur

    - by Joshua Thomas
    I am attempting to use Gaussian blur on a 2D platform game, selectively blurring specific types of platforms with different amounts. I am currently just messing around with simple test code, trying to get it to work correctly. What I need to eventually do is create three separate render targets, leave one normal, blur one slightly, and blur the last heavily, then recombine on the screen. Where I am now is I have successfully drawn into a new render target and performed the gaussian blur on it, but when I draw it back to the screen everything is purple aside from the platforms I drew to the target. This is my .fx file: #define RADIUS 7 #define KERNEL_SIZE (RADIUS * 2 + 1) //----------------------------------------------------------------------------- // Globals. //----------------------------------------------------------------------------- float weights[KERNEL_SIZE]; float2 offsets[KERNEL_SIZE]; //----------------------------------------------------------------------------- // Textures. //----------------------------------------------------------------------------- texture colorMapTexture; sampler2D colorMap = sampler_state { Texture = <colorMapTexture>; MipFilter = Linear; MinFilter = Linear; MagFilter = Linear; }; //----------------------------------------------------------------------------- // Pixel Shaders. //----------------------------------------------------------------------------- float4 PS_GaussianBlur(float2 texCoord : TEXCOORD) : COLOR0 { float4 color = float4(0.0f, 0.0f, 0.0f, 0.0f); for (int i = 0; i < KERNEL_SIZE; ++i) color += tex2D(colorMap, texCoord + offsets[i]) * weights[i]; return color; } //----------------------------------------------------------------------------- // Techniques. //----------------------------------------------------------------------------- technique GaussianBlur { pass { PixelShader = compile ps_2_0 PS_GaussianBlur(); } } This is the code I'm using for the gaussian blur: public Texture2D PerformGaussianBlur(Texture2D srcTexture, RenderTarget2D renderTarget1, RenderTarget2D renderTarget2, SpriteBatch spriteBatch) { if (effect == null) throw new InvalidOperationException("GaussianBlur.fx effect not loaded."); Texture2D outputTexture = null; Rectangle srcRect = new Rectangle(0, 0, srcTexture.Width, srcTexture.Height); Rectangle destRect1 = new Rectangle(0, 0, renderTarget1.Width, renderTarget1.Height); Rectangle destRect2 = new Rectangle(0, 0, renderTarget2.Width, renderTarget2.Height); // Perform horizontal Gaussian blur. game.GraphicsDevice.SetRenderTarget(renderTarget1); effect.CurrentTechnique = effect.Techniques["GaussianBlur"]; effect.Parameters["weights"].SetValue(kernel); effect.Parameters["colorMapTexture"].SetValue(srcTexture); effect.Parameters["offsets"].SetValue(offsetsHoriz); spriteBatch.Begin(0, BlendState.Opaque, null, null, null, effect); spriteBatch.Draw(srcTexture, destRect1, Color.White); spriteBatch.End(); // Perform vertical Gaussian blur. game.GraphicsDevice.SetRenderTarget(renderTarget2); outputTexture = (Texture2D)renderTarget1; effect.Parameters["colorMapTexture"].SetValue(outputTexture); effect.Parameters["offsets"].SetValue(offsetsVert); spriteBatch.Begin(0, BlendState.Opaque, null, null, null, effect); spriteBatch.Draw(outputTexture, destRect2, Color.White); spriteBatch.End(); // Return the Gaussian blurred texture. game.GraphicsDevice.SetRenderTarget(null); outputTexture = (Texture2D)renderTarget2; return outputTexture; } And this is the draw method affected: public void Draw(SpriteBatch spriteBatch) { device.SetRenderTarget(maxBlur); spriteBatch.Begin(); foreach (Brick brick in blueBricks) brick.Draw(spriteBatch); spriteBatch.End(); blue = gBlur.PerformGaussianBlur((Texture2D) maxBlur, helperTarget, maxBlur, spriteBatch); spriteBatch.Begin(); device.SetRenderTarget(null); foreach (Brick brick in redBricks) brick.Draw(spriteBatch); foreach (Brick brick in greenBricks) brick.Draw(spriteBatch); spriteBatch.Draw(blue, new Rectangle(0, 0, blue.Width, blue.Height), Color.White); foreach (Brick brick in purpleBricks) brick.Draw(spriteBatch); spriteBatch.End(); } I'm sorry about the massive brick of text and images(or not....new user, I tried, it said no), but I wanted to get my problem across clearly as I have been searching for an answer to this for quite a while now. As a side note, I have seen the bloom sample. Very well commented, but overly complicated since it deals in 3D; I was unable to take what I needed to learn form it. Thanks for any and all help.

    Read the article

  • How to make an inner shadow effect on big font ?

    - by Relax
    I want to make the effect as demonstrate on this site http://dropshadow.webvex.limebits.com/ with arguments - left:0 top:0 blur:1 opacity:1 examples:engraved font:sans serif I tried #333333 -1px -1px but seems not enough to make an inner shadow on such big font, it may be much more complex than i thought? And worse is i'm using Cufon to replace the font but Cufon doesn't support blur of text-shadow I guess maybe i should use JS to make this effect, but i doubt JS will work together with Cufon, or JS font replacement together with JS shadow maker? Any ideas?

    Read the article

  • Cocos2d:How to Zoom-in Zoom-out effect on a Sprite image?

    - by user187532
    Hello everyone, I am developing module where-in i pick the image from photo library and put into a Sprite. I want to implement Zoom-in, Zoom-out kind of effect for a Sprite image, same like camera album images zoom in/out effect. Could someone please guide me how do i implement it? I see somewhere is that, i have to detect two touch events in TouchBegan and then Adjust the Sprite Scale size to up or down based on the distance of two fingers touch event values. Could someone please tell me, How do i detect two fingers touch values in TouchBegan? How to allow to touch and Zoom-in/out of Sprite image by user? Please give me samples. I tried already some stuff (http://groups.google.com/group/cocos2d-iphone-discuss/browse_thread/thread/61808fd6b578e5e1?hide_quotes=no&utoken=9AdrAzkAAABFNHPPibbeOSHIuKOkxTWQ066onEraO3W2r08xbUjNmAwT6_SsyC2n0d69MF_vYn77vPb7MuI5eIWgjrXT32Kd) but doesn't work for my requirement. Thank you.

    Read the article

  • How do I stop the scriptaculous blind-down effect from flickering when element has padding?

    - by ro
    Hi all, it seems that when the blind down effect is used on an element with padding it looks a bit awkward. It seems to blind down too far and then jumps back. It's a very subtle thing but is really annoying. I don't have an online example but if you go to the demo on github and give the element a padding-top or bottom with firebug or something you'll see what I mean. http://wiki.github.com/madrobby/scriptaculous/effect-blinddown Anybody found a way to stop it?

    Read the article

  • How to scroll whole visible page down to an anchor with a smooth effect (Scriptaculous or jQuery)?

    - by ChrisBenyamin
    Hey community, I want to create an navigation with anchors. By clicking on a navigation link, the whole visible page should scroll down to the clicked anchor. The most important is the following structure of the page. --------------- (Begin visible browser area) NAV1 nav2 nav3 content --------------- (Begin/end visible browser area) nav1 NAV2 nav3 content --------------- (Begin/end visible browser area) nav1 nav2 NAV3 content --------------- (end visible browser area) Finally all content is in a single document and the height of the current page (selected by the nav-item) has to be calculated (with a JS Library). I prefer PrototypeJS/Scriptaculous and jQuery. The scroll effect should be a smooth slide/ effect. Chris

    Read the article

  • Weird behaviour of jquery's hide/show with the 'slide' effect. How to change?

    - by Tommy
    When doing $('.mydiv').show('slide', {direction:up}, 1500); //syntax may be a little off jQuery seems to - just before starting the animation - make room for the soon to be showed div. This creates a non-smooth effect making all elements below the showed div shift away in one big go. I would like to see the elements below the div move away as the div is animated/showed. The jQuery native hide()/show() function works like this, how come the slide effect of hide/show doesn't? Anyone knows how to fix it?

    Read the article

  • Getting "open_basedir restriction in effect" in spite of adding the correct entry.

    - by akshatc
    I am trying to create a shared hosting scenario, using open_basedir option of php. I am doing this by adding the following to apache2.conf <VirtualHost *:80> ServerName lt1.example.net DocumentRoot /home/akshat/example/tmpblogs/tb1/ php_admin_value open_basedir /home/akshat/example/tmpblogs/tb1/ </VirtualHost> <VirtualHost *:80> ServerName lt2.example.net DocumentRoot /home/akshat/example/tmpblogs/tb2/ php_admin_value open_basedir /home/akshat/example/tmpblogs/tb2/ </VirtualHost> Now when I access lt2.example.net, I get the error: Warning: Unknown: open_basedir restriction in effect. File(/home/akshat/example/tmpblogs/tb2/index.php) is not within the allowed path(s): (0) in Unknown on line 0 Warning: Unknown: failed to open stream: Operation not permitted in Unknown on line 0 Fatal error: Unknown: Failed opening required '/home/akshat/example/tmpblogs/tb2/index.php' (include_path='.:/usr/share/php:/usr/share/pear') in Unknown on line 0 I was getting the same error while accessing "lt1.example.net" too, but then it suddenly became alright. What am I doing wrong here?

    Read the article

  • How do I disable the fade out/fade in effect when unlocking a WIndows 7 workstation?

    - by Timwi
    When I press Win+L, the “Locked” screen (with the password prompt) appears immediately. That’s nice, but not terribly important: I’m probably leaving the computer anyway. But after I type the password (to unlock the workstation), the desktop doesn’t appear immediately: instead, the “Locked” screen slowly fades out, the desktop slowly fades in, wasting my time, and all keys (e.g. Win+R) pressed during this interval are completely swallowed, forcing me to wait unnecessarily. This is extremely annoying because when I unlock the workstation, I generally want to use my computer. How do I disable this fade out/fade in effect and have the desktop appear immediately, in the same way that the “Locked” screen appears immediately?

    Read the article

  • What is Mobsync.exe? Assuming I don't need it, can I disable it in Windows 7 without ill side effect

    - by Chris W. Rea
    I'm running Windows 7. Occasionally when I resume my computer from standby, it seems to wait 20-30 seconds or so before giving me full control back. In an attempt to diagnose why, I've been watching what's going on using the awesome Process Explorer. One of the processes I've noticed being started during that hiccup time is Mobsync.exe, described as "Microsoft Sync Center". Sync? Sync what? So, what is Mobsync.exe used for, exactly? Assuming I don't need its functionality, can I disable it in Windows 7 without ill side effect? If so, what's the best way to disable Mobsync.exe?

    Read the article

  • Remote file access.

    - by Rob Rob
    Hi, We're needing to provide remote (read/write) access to a number of files on our network to several users (some technical, some non-technical) who will be running Windows. The non technical users will need to be able to access their files in an easy to use manner. From previous experience, we could do this with: (some sort of) VPN SSH and something like Dokan (i've only previously done this on linux with sshfs) WebDav FTP VPN and SSH access are more open that we need at present, so I'm leaning towards webdav, however I only have limited experience of it (setting up an SVN server several years ago), but my understanding is that users can access it through windows explorer. FTP I haven't had much experience of, as I've always used SFTP via ssh - but i'd imagine we could make this work in a similar way to ssh. So my question is - have I missed any obvious candidates for this task, or if webdav is (or isn't) suitable what are the security implications of using it for this (obviously https will be used for the transfers, etc). Thanks, Rob.

    Read the article

  • This operation has been canceled due to restrictions in effect on this computer. Please contact your

    - by WebDude
    I am having a highly annoying problem on Windows 7 with Microsoft Outlook 2007. Whenever I click on any hyperlinks I am present with the message This operation has been canceled due to restrictions in effect on this computer. Please contact your system administrator and let's not forget the most ear-piecing "DING" to accompany this wonderful informative message. Now I have searched the web high and low for a solution here and most sources suggest the same solution of resetting your IE as your default browser. Tried .. failed A lot of sources suggest this has something to do with installing and uninstalling chrome. I have never installed Chrome but am actually consdering this to see if it by some chance fixes my computer. A lot of sources also point to a microsoft kb article 325478 which is focused around Windows XP and totally unrelated to my problem. I see there are some other queries on SuperUser with no resolution. Please can someone help solve this highly annoying issue. I am running Window 7 professional x64 Microsoft Office 2007 Microsoft Security Essentials Running in a windows work group with default policy settings HELP!

    Read the article

  • Why does Mass Effect 1 run so slow on my machine if I have an XFX NVidia 9400GT video card? [closed]

    - by Papuccino1
    I so sick and tired of having my components pass the minimum requirements of a game and then I get 15 FPS on the game on everything low. Should't PC developers say 'use at least this video card for a smooth 30 FPS'? Here are my specs: Windows 7 2GB DDR2 RAM XFX Nvidia 9400gt Intel Pentium D Dual Core 2.8ghz I should be at LEAST getting 30 FPS on everything low right? Please tell me what I can do to make games run as they should, or is my video card not good for these games? Here are the recommended requirements from the official site: Recommended System Requirements for Mass Effect on the PC Operating System: Windows XP or Vista Processor: 2.6+GHZ Intel or 2.4+GHZ AMD Memory: 2 Gigabyte Ram Video Card: NVIDIA GeForce 7900 GTX or higher. ATI X1800 XL series or higher Hard Drive Space: 12 Gigabytes Sound Card: DirectX 9.0c compatible sound card and drivers – 5.1 sound card recommended My videocard is 9400GT, how is that worse than a 7900GTX? :S Edit 2: I should note, that I get poor frames when running the game in absolute BOTTOM specs. lowest resolution, no particles, etc. etc. Absolute ZERO and getting poor framerates.

    Read the article

  • mysqld_safe Can't log to error log and syslog at the same time. Remove all --log-error configuration options for --syslog to take effect

    - by photon
    When I'm trying to install MySQL 5.5 community edition on my Ubuntu 10.04 by compiling the source code, I met the following problem: $ fg % 1 sudo ../bin/mysqld_safe --basedir=/usr/local/mysql_community_5.5/data --user=mysql --defaults-file=/etc/my.cnf [sudo] password for linnan: Sorry, try again. [sudo] password for linnan: 121023 09:26:21 mysqld_safe Can't log to error log and syslog at the same time. Remove all --log-error configuration options for --syslog to take effect. Internal program error (non-fatal): unknown logging method '/usr/local/mysql_community_5.5/log/mysql.log' 121023 09:26:21 mysqld_safe Logging to '/var/log/mysql/error.log'. Internal program error (non-fatal): unknown logging method '/usr/local/mysql_community_5.5/log/mysql.log' 121023 09:26:22 mysqld_safe Starting mysqld daemon with databases from /var/lib/mysql 121023 09:26:23 mysqld_safe mysqld from pid file /var/lib/mysql/ubuntu.pid ended It seems that the problem is related to log configuration. I've noticed a bugfix related to this problem: http://bugs.mysql.com/bug.php?id=50083 But I still have no idea how to solve it. The relative content in /etc/my.cnf: [mysqld] port = 3306 socket = /tmp/mysql.sock skip-external-locking key_buffer_size = 384M max_allowed_packet = 1M table_open_cache = 512 sort_buffer_size = 2M read_buffer_size = 2M read_rnd_buffer_size = 8M myisam_sort_buffer_size = 64M thread_cache_size = 8 query_cache_size = 32M # Try number of CPU's*2 for thread_concurrency thread_concurrency = 8 character-set-server=utf8 [mysqld-safe] basedir=/usr/local/mysql_community_5.5 datadir=/usr/local/mysql_community_5.5/data mysqld_safe_syslog.cnf: /etc/mysql/conf.d/mysqld_safe_syslog.cnf: [mysqld_safe] syslog

    Read the article

  • SAFE MODE Restriction in effect. The script not allowed to access directory owned by uid

    - by user57221
    I am running a dedicated server with multiple websites. I have created a global directory for common scripts for all websites, rather than repeating them in every website directory. How can I make this global directory accessible for all website. I am getting following error. Warning: require_once() [function.require-once]: SAFE MODE Restriction in effect. The script whose uid is XXXX is not allowed to access /vhosts/globallibrary/Zend/Application.php owned by uid XXXX I have change the ownership of global directory for X website. so it works fine for X website. latter I added another website Y Now I am getting the same error again. If I change the CHOWN for Y website then X website will have the same error. I don't want to disable the safemode restriction. Is there a work around, so that this global dir will be accessible by all website. I am getting following error in my browser when I try to access global directory. Global directory is on same level as all other websites. Is this a good practice to enable safemode for websites?

    Read the article

  • Why do these ipfw delayed pipes have no effect?

    - by troutwine
    I'm on OSX 10.7.5 and am attempting to add some latency to the connection to my personal domain with ipfw, using this article as a guide. Normal latency: > ping -c5 troutwine.us PING troutwine.us (198.101.227.131): 56 data bytes 64 bytes from 198.101.227.131: icmp_seq=0 ttl=56 time=92.714 ms 64 bytes from 198.101.227.131: icmp_seq=1 ttl=56 time=91.436 ms 64 bytes from 198.101.227.131: icmp_seq=2 ttl=56 time=91.218 ms 64 bytes from 198.101.227.131: icmp_seq=3 ttl=56 time=91.451 ms 64 bytes from 198.101.227.131: icmp_seq=4 ttl=56 time=91.243 ms --- troutwine.us ping statistics --- 5 packets transmitted, 5 packets received, 0.0% packet loss round-trip min/avg/max/stddev = 91.218/91.612/92.714/0.559 ms Enabling ipfw: > sudo sysctl -w net.inet.ip.fw.enable=0 net.inet.ip.fw.enable: 1 -> 0 > sudo sysctl -w net.inet.ip.fw.enable=1 net.inet.ip.fw.enable: 0 -> 1 The configuration of the pipe: > sudo ipfw add pipe 1 ip from any to 198.101.227.131 00200 pipe 1 ip from any to any dst-ip 198.101.227.131 > sudo ipfw add pipe 2 ip from 198.101.227.131 to any 00500 pipe 2 ip from 198.101.227.131 to any > sudo ipfw pipe 1 config delay 250ms bw 1Mbit/s plr 0.1 > sudo ipfw pipe 2 config delay 250ms bw 1Mbit/s plr 0.1 The pipes are in place and configured: > sudo ipfw -a list 00100 166 14178 fwd 127.0.0.1,20559 tcp from any to me dst-port 80 in 00200 0 0 pipe 1 ip from any to 198.101.227.131 00300 0 0 pipe 2 ip from 198.101.227.131 to any 65535 37452525 32060610029 allow ip from any to any > sudo ipfw pipe list 00001: 1.000 Mbit/s 250 ms 50 sl.plr 0.100000 0 queues (1 buckets) droptail mask: 0x00 0x00000000/0x0000 -> 0x00000000/0x0000 00002: 1.000 Mbit/s 250 ms 50 sl.plr 0.100000 0 queues (1 buckets) droptail mask: 0x00 0x00000000/0x0000 -> 0x00000000/0x0000 Yet, this has had no effect: > ping -c5 troutwine.us PING troutwine.us (198.101.227.131): 56 data bytes 64 bytes from 198.101.227.131: icmp_seq=0 ttl=56 time=100.920 ms 64 bytes from 198.101.227.131: icmp_seq=1 ttl=56 time=91.648 ms 64 bytes from 198.101.227.131: icmp_seq=2 ttl=56 time=91.777 ms 64 bytes from 198.101.227.131: icmp_seq=3 ttl=56 time=91.466 ms 64 bytes from 198.101.227.131: icmp_seq=4 ttl=56 time=93.209 ms --- troutwine.us ping statistics --- 5 packets transmitted, 5 packets received, 0.0% packet loss round-trip min/avg/max/stddev = 91.466/93.804/100.920/3.612 ms What gives? I understand that ipfw is depreciated, but the manpage does not mention it being disabled. Also, I am not using Network Link Controller as I want to affect a single host.

    Read the article

  • XNA 3D model collision is inaccurate

    - by Daniel Lopez
    I am creating a classic game in 3d that deals with asteriods and you have to shoot them and avoid being hit from them. I can generate the asteroids just fine and the ship can shoot bullets just fine. But the asteroids always hit the ship even it doesn't look they are even close. I know 2D collision very well but not 3D so can someone please shed some light to my problem. Thanks in advance. Code For ModelRenderer: using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace _3D_Asteroids { class ModelRenderer { private float aspectratio; private Model model; private Vector3 camerapos; private Vector3 modelpos; private Matrix rotationy; float radiansy = 0; private bool isalive; public ModelRenderer(Model m, float AspectRatio, Vector3 initial_pos, Vector3 initialcamerapos) { isalive = true; model = m; if (model.Meshes.Count == 0) { throw new Exception("Invalid model because it contains zero meshes!"); } modelpos = initial_pos; camerapos = initialcamerapos; aspectratio = AspectRatio; return; } public float RadiusOfSphere { get { return model.Meshes[0].BoundingSphere.Radius; } } public BoundingBox BoxBounds { get { return BoundingBox.CreateFromSphere(model.Meshes[0].BoundingSphere); } } public BoundingSphere SphereBounds { get { return model.Meshes[0].BoundingSphere; } } public Vector3 CameraPosition { set { camerapos = value; } get { return camerapos; } } public bool IsAlive { get { return isalive; } } public Vector3 ModelPosition { set { modelpos = value; } get { return modelpos; } } public void RotateY(float radians) { radiansy += radians; rotationy = Matrix.CreateRotationY(radiansy); } public Matrix RotationY { set { rotationy = value; } get { return rotationy; } } public float AspectRatio { set { aspectratio = value; } get { return aspectratio; } } public void Kill() { isalive = false; } public void Draw(float scale) { Matrix world; if (rotationy == new Matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)) { world = Matrix.CreateScale(scale) * Matrix.CreateTranslation(modelpos); } else { world = rotationy * Matrix.CreateScale(scale) * Matrix.CreateTranslation(modelpos); } Matrix view = Matrix.CreateLookAt(camerapos, Vector3.Zero, Vector3.Up); Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), this.AspectRatio, 1f, 100000f); foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.World = world; effect.View = view; effect.Projection = projection; } mesh.Draw(); } } public void Draw() { Matrix world; if (rotationy == new Matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)) { world = Matrix.CreateTranslation(modelpos); } else { world = rotationy * Matrix.CreateTranslation(modelpos); } Matrix view = Matrix.CreateLookAt(camerapos, Vector3.Zero, Vector3.Up); Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), this.AspectRatio, 1f, 100000f); foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.World = world; effect.View = view; effect.Projection = projection; } mesh.Draw(); } } } Code For Game1: using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace _3D_Asteroids { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; int score = 0, lives = 5; SpriteBatch spriteBatch; GameState gstate = GameState.OnMenuScreen; Menu menu = new Menu(Color.Yellow, Color.White); SpriteFont font; Texture2D background; ModelRenderer ship; Model b, a; List<ModelRenderer> bullets = new List<ModelRenderer>(); List<ModelRenderer> asteriods = new List<ModelRenderer>(); float time = 0.0f; int framecount = 0; SoundEffect effect; public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = 1280; graphics.PreferredBackBufferHeight = 796; graphics.ApplyChanges(); Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); font = Content.Load<SpriteFont>("Fonts\\Lucida Console"); background = Content.Load<Texture2D>("Textures\\B1_stars"); Model p1 = Content.Load<Model>("Models\\p1_wedge"); b = Content.Load<Model>("Models\\pea_proj"); a = Content.Load<Model>("Models\\asteroid1"); effect = Content.Load<SoundEffect>("Audio\\tx0_fire1"); ship = new ModelRenderer(p1, GraphicsDevice.Viewport.AspectRatio, new Vector3(0, 0, 0), new Vector3(0, 0, 9000)); } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { KeyboardState state = Keyboard.GetState(PlayerIndex.One); switch (gstate) { case GameState.OnMenuScreen: { if (state.IsKeyDown(Keys.Enter)) { switch (menu.SelectedChoice) { case MenuChoices.Play: { gstate = GameState.GameStarted; break; } case MenuChoices.Exit: { this.Exit(); break; } } } if (state.IsKeyDown(Keys.Down)) { menu.MoveSelectedMenuChoiceDown(gameTime); } else if(state.IsKeyDown(Keys.Up)) { menu.MoveSelectedMenuChoiceUp(gameTime); } else { menu.KeysReleased(); } break; } case GameState.GameStarted: { foreach (ModelRenderer bullet in bullets) { if (bullet.ModelPosition.X < (ship.ModelPosition.X + 4000) && bullet.ModelPosition.Z < (ship.ModelPosition.X + 4000) && bullet.ModelPosition.X > (ship.ModelPosition.Z - 4000) && bullet.ModelPosition.Z > (ship.ModelPosition.Z - 4000)) { bullet.ModelPosition += (bullet.RotationY.Forward * 120); } else if (collidedwithasteriod(bullet)) { bullet.Kill(); } else { bullet.Kill(); } } foreach (ModelRenderer asteroid in asteriods) { if (ship.SphereBounds.Intersects(asteroid.BoxBounds)) { lives -= 1; asteroid.Kill(); // This always hits no matter where the ship goes. } else { asteroid.ModelPosition -= (asteroid.RotationY.Forward * 50); } } for (int index = 0; index < asteriods.Count; index++) { if (asteriods[index].IsAlive == false) { asteriods.RemoveAt(index); } } for (int index = 0; index < bullets.Count; index++) { if (bullets[index].IsAlive == false) { bullets.RemoveAt(index); } } if (state.IsKeyDown(Keys.Left)) { ship.RotateY(0.1f); if (state.IsKeyDown(Keys.Space)) { if (time < 17) { firebullet(); //effect.Play(); } } else { time = 0; } } else if (state.IsKeyDown(Keys.Right)) { ship.RotateY(-0.1f); if (state.IsKeyDown(Keys.Space)) { if (time < 17) { firebullet(); //effect.Play(); } } else { time = 0; } } else if (state.IsKeyDown(Keys.Up)) { ship.ModelPosition += (ship.RotationY.Forward * 50); if (state.IsKeyDown(Keys.Space)) { if (time < 17) { firebullet(); //effect.Play(); } } else { time = 0; } } else if (state.IsKeyDown(Keys.Space)) { time += gameTime.ElapsedGameTime.Milliseconds; if (time < 17) { firebullet(); //effect.Play(); } } else { time = 0.0f; } if ((framecount % 60) == 0) { createasteroid(); framecount = 0; } framecount++; break; } } base.Update(gameTime); } void firebullet() { if (bullets.Count < 3) { ModelRenderer bullet = new ModelRenderer(b, GraphicsDevice.Viewport.AspectRatio, ship.ModelPosition, new Vector3(0, 0, 9000)); bullet.RotationY = ship.RotationY; bullets.Add(bullet); } } void createasteroid() { if (asteriods.Count < 2) { Random random = new Random(); float z = random.Next(-13000, -11000); float x = random.Next(-9000, -8000); Random random2 = new Random(); int degrees = random.Next(0, 45); float radians = MathHelper.ToRadians(degrees); ModelRenderer asteroid = new ModelRenderer(a, GraphicsDevice.Viewport.AspectRatio, new Vector3(x, 0, z), new Vector3(0,0, 9000)); asteroid.RotateY(radians); asteriods.Add(asteroid); } } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); switch (gstate) { case GameState.OnMenuScreen: { spriteBatch.Begin(); spriteBatch.Draw(background, Vector2.Zero, Color.White); menu.DrawMenu(ref spriteBatch, font, new Vector2(GraphicsDevice.Viewport.Width / 2, GraphicsDevice.Viewport.Height / 2) - new Vector2(50f), 100f); spriteBatch.End(); break; } case GameState.GameStarted: { spriteBatch.Begin(); spriteBatch.Draw(background, Vector2.Zero, Color.White); spriteBatch.DrawString(font, "Score: " + score.ToString() + "\nLives: " + lives.ToString(), Vector2.Zero, Color.White); spriteBatch.End(); ship.Draw(); foreach (ModelRenderer bullet in bullets) { bullet.Draw(); } foreach (ModelRenderer asteroid in asteriods) { asteroid.Draw(0.1f); } break; } } base.Draw(gameTime); } bool collidedwithasteriod(ModelRenderer bullet) { foreach (ModelRenderer asteroid in asteriods) { if (bullet.SphereBounds.Intersects(asteroid.BoxBounds)) { score += 10; asteroid.Kill(); return true; } } return false; } } } }

    Read the article

  • how to remove obsolete device and network entries? Device manager "uninstall" option has no effect

    - by Gizmo
    I am trying to remove a few "obsolete" things which annoy me (because I like to have everything cleen, working and not interferring with each other, fresh, etc..). I tried looking for solutions without any help, so here I am to ask. My first part is about removing obsolete networks, let me explain by showing the ipconfig output: C:\windows\system32>ipconfig Windows IP Configuration Wireless LAN adapter Local Area Connection* 11: Media State . . . . . . . . . . . : Media disconnected Connection-specific DNS Suffix . : Wireless LAN adapter Local Area Connection* 9: Media State . . . . . . . . . . . : Media disconnected Connection-specific DNS Suffix . : Ethernet adapter LAN: Media State . . . . . . . . . . . : Media disconnected Connection-specific DNS Suffix . : Wireless LAN adapter Wi-Fi: Connection-specific DNS Suffix . : home Link-local IPv6 Address . . . . . : fe80::c129:8d57:bbd1:3564%10 IPv4 Address. . . . . . . . . . . : 192.168.2.1 Subnet Mask . . . . . . . . . . . : 255.255.255.0 Default Gateway . . . . . . . . . : 192.168.2.254 Tunnel adapter isatap.home: Media State . . . . . . . . . . . : Media disconnected Connection-specific DNS Suffix . : home C:\windows\system32> Specificalyy the first two adapter entries annoy me because the adapters are not visible in the network connection menu (invisible folder / file visibility set to "show"): And here is the second problem altogether with the first one: No matter what I click/do, Uninstall option has no effect on the multiplexor driver. (bridging stuff, right?) I really want to remove the Wireless LAN adapter Local Area Connection entries and the adapter multiplexor stuff but it's impossible? Why is this? How can I remove them anyway?

    Read the article

  • How to implement instance numbering?

    - by Joan Venge
    I don't know if the title is clear but basically I am trying to implement something like this: public class Effect { public int InternalId ... public void ResetName() ... } When ResetName is called, this will reset the name of the object to: "Effect " + someIndex; So if I have 5 instances of Effect, they will be renamed to: "Effect 1" "Effect 2" "Effect 3" ... So I have another method (ResetNames) in another manager/container type that calls ResetName for each instance. And right now I have to pass an integer to ResetName while keeping a counter myself inside ResetNames. But this feels not as clean and this prevents me from calling ResetName myself outside the manager class, which is valid. How to do this better/cleaner? As for the InternalId, it's just some id that stores the creation order for everything. So I can't just rely on these, because the numbers are large, like 32000, etc. EDIT: Container ResetNames code: int count = 1; var effects = this.Effects.OrderBy ( n => n.InternalId ); foreach ( Effect effect in effects ) { effect.ResetName ( count ); ++count; }

    Read the article

  • Retrieving model position after applying modeltransforms in XNA

    - by Glen Dekker
    For this method that the goingBeyond XNA tutorial provides, it would be really convenient if I could retrieve the new position of the model after I apply all the transforms to the mesh. I have edited the method a little for what I need. Does anyone know a way I can do this? public void DrawModel( Camera camera ) { Matrix scaleY = Matrix.CreateScale(new Vector3(1, 2, 1)); Matrix temp = Matrix.CreateScale(100f) * scaleY * rotationMatrix * translationMatrix * Matrix.CreateRotationY(MathHelper.Pi / 6) * translationMatrix2; Matrix[] modelTransforms = new Matrix[model.Bones.Count]; model.CopyAbsoluteBoneTransformsTo(modelTransforms); if (camera.getDistanceFromPlayer(position+position1) > 3000) return; foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.EnableDefaultLighting(); effect.World = modelTransforms[mesh.ParentBone.Index] * temp * worldMatrix; effect.View = camera.viewMatrix; effect.Projection = camera.projectionMatrix; } mesh.Draw(); } }

    Read the article

  • SpriteBatch.Begin() making my model not render correctly

    - by manning18
    I was trying to output some debug information using DrawString when I noticed my model suddenly was being rendered like it was inside-out (like the culling had been disabled or something) and the texture maps weren't applied I commented out the DrawString method until I only had SpriteBatch.Begin() and .End() and that was enough to cause the model rendering corruption - when I commented those calls out the model rendered correctly What could this be a symptom of? I've stripped it down to the barest of code to isolate the problem and this is what I noticed. Draw code below (as stripped down as possible) GraphicsDevice.Clear(Color.LightGray); foreach (ModelMesh mesh in TIEAdvanced.Meshes) { foreach (Effect effect in mesh.Effects) { if (effect is BasicEffect) ((BasicEffect)effect).EnableDefaultLighting(); effect.CurrentTechnique.Passes[0].Apply(); } } spriteBatch.Begin(); spriteBatch.DrawString(spriteFont, "Camera Position: " + cameraPosition.ToString(), new Vector2(10, 10), Color.Blue); spriteBatch.End(); GraphicsDevice.DepthStencilState = DepthStencilState.Default; TIEAdvanced.Draw(Matrix.CreateScale(0.025f), viewMatrix, projectionMatrix);

    Read the article

  • Models from 3ds max lose their transformations when input into XNA

    - by jacobian
    I am making models in 3ds max. However when I export them to .fbx format and then input them into XNA, they lose their scaling. -It is most likely something to do with not using the transforms from the model correctly, is the following code correct -using xna 3.0 Matrix[] transforms=new Matrix[playerModel.Meshes.Count]; playerModel.CopyAbsoluteBoneTransformsTo(transforms); // Draw the model. int count = 0; foreach (ModelMesh mesh in playerModel.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.World = transforms[count]* Matrix.CreateScale(scale) * Matrix.CreateRotationX((float)MathHelper.ToRadians(rx)) * Matrix.CreateRotationY((float)MathHelper.ToRadians(ry)) * Matrix.CreateRotationZ((float)MathHelper.ToRadians(rz))* Matrix.CreateTranslation(position); effect.View = view; effect.Projection = projection; effect.EnableDefaultLighting(); } count++; mesh.Draw(); }

    Read the article

  • XNA- Texturing problem, exporting model

    - by user1806687
    How,can I disable coloring when texture is applied, because right now the texture is being colored over. foreach (BasicEffect effect in mesh.Effects) { effect.TextureEnabled = textureApplied; if(textureApplied) effect.Texture = Texture2D.FromStream(GraphicsDevice,System.IO.File.OpenRead(texturePath)); else { effect.DiffuseColor = ti.DiffuseColor; effect.EmissiveColor = ti.EmissiveColor; } ... } mesh.Draw(); Also, is there any easy way for xna to export models? Or do I have to write my own?

    Read the article

< Previous Page | 16 17 18 19 20 21 22 23 24 25 26 27  | Next Page >