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  • How to determine pixel color of System.Windows.Controls.Image?

    - by csciguy
    I have an Image from (System.Windows.Controls.Image). This image is positioned on a main canvas. I want to determine the alpha channel value of the mouse cursor when I click on any portion of this image. When doing something like the following, I'm getting an exception. {"Value does not fall within the expected range."} System.Exception {System.ArgumentException} Code: try{ CroppedBitmap cb = new CroppedBitmap(ac.displayImage.Source as BitmapSource, new Int32Rect((int)mousePoint.X, (int)mousePoint.Y, 1, 1)); byte[] pixels = new byte[4]; cb.CopyPixels(pixels, 4, 0); } catch (Exception ex) { System.Diagnostics.Debug.WriteLine(ex.Message); } The mousePoint.X, and mousePoint.Y are obtained when the user clicks on the main window. Is there a better way to do this?

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  • How to create an image from array of pixel colors? (Flash, Actionscript 3)

    - by Ole Jak
    I have a Width and Height parametr. I have been given an array of colors in such format: [r, g, b, a, r, g, b, a, r, g, b, a... etc] Data can be acsessed by something like this for(var y = 0; y < height; y++) { for(var x = 0; x < width; x++) { r = data[y*width + x + 0] g = data[y*width + x + 1] b = data[y*width + x + 2] a = data[y*width + x + 3] } } I want to paint that data on some sprite. How to do such thing? BTW: I use Flash Builder for mxml+actionscript coding. So if it is easy for you you can give example using MXML (not todraw on some sprite but on some MXML component).

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  • C#, hover over bitmap pixel and get the coordinates?

    - by Tom
    Hi, does anyone know how to do this? I presume it uses some sort of event handler but i wondered if anyone could set me on my path? Also, how does one show that yellow textbox which sometimes appears when you hover over processional software and it gives some information about what to fill in the textfield, thats perferably how i wish to show the coordinates? I dont know the name of what its called. In IE 8, if you hover over the name of a tab, it comes up. Thank you in advance

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  • Encode two integers into colour values and compare them in a HLSL shader

    - by Ben Slinger
    I am writing a 2D point and click adventure game in Monogame, and I'd like to be able to create an image mask for every room which defines which parts of the background a character can walk behind, and at which Y value a character needs to be at for the background to be drawn above the character. I haven't done any shader work before but after doing some reading I thought the following solution should work: Create a mask for the room with different walk behind areas painted in a colour that defines the baseline Y value (Walk Behind Mask) Render all objects to a RenderTarget2D (Base Texture) Render all objects to a different RenderTarget2D, but changing every pixel of each object to a colour that defines its Y value (Position Mask) Pass these two textures plus the image mask into the shader, and for each pixel compare the colour of the image mask to the colour of the Position Mask to the Walk Behind Mask - if the Position Mask pixel is larger (thus lower on the screen and closer to the camera) than the Walk Behind Mask, draw the pixel from the Base Texture, otherwise draw a transparent pixel (allowing the background to show through). I've got it mostly working, but I'm having trouble packing and unpacking the Y values into colours and retrieving them correctly in the shader. Here are some code examples of how I'm doing it so far: (When drawing to the Position Mask RenderTarget2D) Color posColor = new Color(((int)Position.Y >> 16) & 255, ((int)Position.Y >> 8) & 255, (int)Position.Y & 255); So as far as I can tell, this should be taking the first 3 bytes of the position integer and encoding them into a 4 byte colour (ignoring the alpha as the 4th byte). This seems to work fine, as when my character is at Y = 600, the resulting Color from this is: {[Color: R=0, G=2, B=88, A=255, PackedValue=4283957760]}. I then have an area in my Walk Behind Mask that I only want the character to be displayed behind if his Y value is lower than 655, so I've painted it with R=0, G=2, B=143, A=255. Now, I think I have the shader OK as well, here's what I have: sampler BaseTexture : register(s0); sampler MaskTexture : register(s1); sampler PositionTexture : register(s2); float4 mask( float2 coords : TEXCOORD0 ) : COLOR0 { float4 color = tex2D(BaseTexture, coords); float4 maskColor = tex2D(MaskTexture, coords); float4 positionColor = tex2D(PositionTexture, coords); float maskCompare = (maskColor.r * pow(2,24)) + (maskColor.g * pow(2,16)) + (maskColor.b * pow(2,8)); float positionCompare = (positionColor.r * pow(2,24)) + (positionColor.g * pow(2,16)) + (positionColor.b * pow(2,8)); return positionCompare < maskCompare ? float4(0,0,0,0) : color; } technique Technique1 { pass NoEffect { PixelShader = compile ps_3_0 mask(); } } This isn't working, however - currently all characters are displayed behind the walk behind area, regardless of their Y value. I tried printing out some debug info by grabbing the pixel from both the Position Mask and the Walk Under Mask under the current mouse position, and it seems like maybe the colours aren't being rendered to the Position Mask correctly? When calculating the colour in that code above I'm getting R=0, G=2, B=88, A=255, but when I mouseover my character I get R=0, G=0, B=30, A=255. Any ideas what I'm doing wrong? It seems like maybe I'm losing some information when rendering to the RenderTarget2D, but I'm now knowledgeable enough to figure out what's happening. Also, I should probably ask, is this an efficient way to do this? Will there be a performance impact? Edit: Whoops, turns out there was a bug that I'd introduced myself, I was drawing out the Position Mask with the position Color, left over from some early testing I was doing. So this solution is working perfectly, though I'm still interested in whether this is an efficient solution performance wise.

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  • Best approach to storing image pixels in bottom-up order in Java

    - by finnw
    I have an array of bytes representing an image in Windows BMP format and I would like my library to present it to the Java application as a BufferedImage, without copying the pixel data. The main problem is that all implementations of Raster in the JDK store image pixels in top-down, left-to-right order whereas BMP pixel data is stored bottom-up, left-to-right. If this is not compensated for, the resulting image will be flipped vertically. The most obvious "solution" is to set the SampleModel's scanlineStride property to a negative value and change the band offsets (or the DataBuffer's array offset) to point to the top-left pixel, i.e. the first pixel of the last line in the array. Unfortunately this does not work because all of the SampleModel constructors throw an exception if given a negative scanlineStride argument. I am currently working around it by forcing the scanlineStride field to a negative value using reflection, but I would like to do it in a cleaner and more portable way if possible. e.g. is there another way to fool the Raster or SampleModel into arranging the pixels in bottom-up order but without breaking encapsulation? Or is there a library somewhere that will wrap the Raster and SampleModel, presenting the pixel rows in reverse order? I would prefer to avoid the following approaches: Copying the whole image (for performance reasons. The code must process hundreds of large (= 1Mpixels) images per second and although the whole image must be available to the application, it will normally access only a tiny (but hard-to-predict) portion of the image.) Modifying the DataBuffer to perform coordinate transformation (this actually works but is another "dirty" solution because the buffer should not need to know about the scanline/pixel layout.) Re-implementing the Raster and/or SampleModel interfaces from scratch (but I have a hunch that I will be unable to avoid this.)

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  • Image Gurus: Optimize my Python PNG transparency function

    - by ozone
    I need to replace all the white(ish) pixels in a PNG image with alpha transparency. I'm using Python in AppEngine and so do not have access to libraries like PIL, imagemagick etc. AppEngine does have an image library, but is pitched mainly at image resizing. I found the excellent little pyPNG module and managed to knock up a little function that does what I need: make_transparent.py pseudo-code for the main loop would be something like: for each pixel: if pixel looks "quite white": set pixel values to transparent otherwise: keep existing pixel values and (assuming 8bit values) "quite white" would be: where each r,g,b value is greater than "240" AND each r,g,b value is within "20" of each other This is the first time I've worked with raw pixel data in this way, and although works, it also performs extremely poorly. It seems like there must be a more efficient way of processing the data without iterating over each pixel in this manner? (Matrices?) I was hoping someone with more experience in dealing with these things might be able to point out some of my more obvious mistakes/improvements in my algorithm. Thanks!

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  • Creating a GTK theme, but Qt and Java apps are not affected, and title bar button layout is ugly

    - by Mr. Pixel
    I'm playing with a gtk2 / gtk3 theme which I use in the Mate desktop. Everything is looking well, even gtk3 apps, but I still have 3 important issues: Java apps ignore the theme QT apps ignore the theme I'm using those nice ubuntu 10 title bar buttons, but the problem is, when only the close button appears, the title bar looks ugly. Can I make it so that it shows the two other buttons, but disabled? I don't know how Ubuntu 10 handled this. Here's a screenshot showing the 3 problems (above is a small java app, below is a Qt app): Under my previous desktop environments, Unity and Cinnamon, both apps seemed to be taking the right theme correctly, but I did not use my custom theme yet. Cinnamon is based on gnome-shell by the way, and mate is a gnome2-fork. Please note that the shown java app explicitely tries to load the gtk theme at runtime. By default, java apps don't, but this one has the necessary code, which worked in unity and cinnamon. Any suggestions how I could make my theme better so these problems disappear? Thank you very much!

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  • PCF shadow shader math causing artifacts

    - by user2971069
    For a while now I used PCSS for my shadow technique of choice until I discovered a type of percentage closer filtering. This method creates really smooth shadows and with hopes of improving performance, with only a fraction of texture samples, I tried to implement PCF into my shader. This is the relevant code: float c0, c1, c2, c3; float f = blurFactor; float2 coord = ProjectedTexCoords; if (receiverDistance - tex2D(lightSampler, coord + float2(0, 0)).x > 0.0007) c0 = 1; if (receiverDistance - tex2D(lightSampler, coord + float2(f, 0)).x > 0.0007) c1 = 1; if (receiverDistance - tex2D(lightSampler, coord + float2(0, f)).x > 0.0007) c2 = 1; if (receiverDistance - tex2D(lightSampler, coord + float2(f, f)).x > 0.0007) c3 = 1; coord = (coord % f) / f; return 1 - (c0 * (1 - coord.x) * (1 - coord.y) + c1 * coord.x * (1 - coord.y) + c2 * (1 - coord.x) * coord.y + c3 * coord.x * coord.y); This is a very basic implementation. blurFactor is initialized with 1 / LightTextureSize. So the if statements fetch the occlusion values for the four adjacent texels. I now want to weight each value based on the actual position of the texture coordinate. If it's near the bottom-right pixel, that occlusion value should be preferred. The weighting itself is done with a simple bilinear interpolation function, however this function takes a 2d vector in the range [0..1] so I have to convert my texture coordinate to get the distance from my first pixel to the second one in range [0..1]. For that I used the mod operator to get it into [0..f] range and then divided by f. This code makes sense to me, and for specific blurFactors it works, producing really smooth one pixel wide shadows, but not for all blurFactors. Initially blurFactor is (1 / LightTextureSize) to sample the 4 adjacent texels. I now want to increase the blurFactor by factor x to get a smooth interpolation across maybe 4 or so pixels. But that is when weird artifacts show up. Here is an image: Using a 1x on blurFactor produces a good result, 0.5 is as expected not so smooth. 2x however doesn't work at all. I found that only a factor of 1/2^n produces an good result, every other factor produces artifacts. I'm pretty sure the error lies here: coord = (coord % f) / f; Maybe the modulo is not calculated correctly? I have no idea how to fix that. Is it even possible for pixel that are further than 1 pixel away?

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  • Can't use nvidia card/driver on optimus notebook

    - by Mr. Pixel
    I installed (once again) the latest official nvidia driver for my GT540m on Ubuntu 11.10. Even though everything seems OK with my xorg.conf file (I've manually added BusID "PCI:1:0:0", since lspci shows 01:00.0 for my GPU). The problem is, when I use the xorg.conf file generated by Xorg -configure, Xorg automatically loads the Intel GPU. So I removed everything that was not related to my nvidia card, basically leaving my xorg.conf with one screen and one device (with the nvidia driver and the above-mentioned BusID), and Xorg fails to start. The log says something like "Devices on GT540m [newline] none" And a few lines later, something like "NVIDIA(0) found a screen, but have no device for it". When I don't set the BusID, it doesn't seem to detect my card either. Thank you for any suggestion. PS: If possible, I'd like to avoid bumblebee or any similar "hybrid graphics" solution, last time I tried I ended up reinstalling Ubuntu. Edit: Allow me to clarify the problem. I have a notebook with a GT540m graphics card, and an integrated intel gpu. I want to use the graphics card with full hardware acceleration and its official driver, as I do under windows.

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  • How can I make my PHP development environment more efficient?

    - by pixel
    I want to start a home-brew pet project in PHP. I've spent some time in my life developing in PHP and I've always felt it was hard to organize the development environment efficiently. In my previous PHP work, I've used a windows desktop machine and a linux server for development. This configuration had it's advantages: it's easy to configure Apache (and it's modules)/PHP/MySql on a linux box, and, at the time, this configuration was the same like on production server. However, I never successfully set up a debug connection between my Eclipse install and X-debug on server. Transferring files from my local workspace to the server was also very annoying (either ftp or Bazaar script moving files from repository to web root). For my new setup, I'm considering installing everything on my local machine. I'm afraid that it will slow down workstation performance (LAMP + Eclipse), and that compatibility problems will kick-in. What would you recommend? Should I develop using two separate machines? On one? Do you have experience using one of above configurations in your work?

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  • How can I make my PHP development environment more efficient?

    - by pixel
    I want to start a home-brew pet project in PHP. I've spent some time in my life developing in PHP and I've always felt it was hard to organize the development environment efficiently. In my previous PHP work, I've used a windows desktop machine and a linux server for development. This configuration had it's advantages: it's easy to configure Apache (and it's modules)/PHP/MySql on a linux box, and, at the time, this configuration was the same like on production server. However, I never successfully set up a debug connection between my Eclipse install and X-debug on server. Transferring files from my local workspace to the server was also very annoying (either ftp or Bazaar script moving files from repository to web root). For my new setup, I'm considering installing everything on my local machine. I'm afraid that it will slow down workstation performance (LAMP + Eclipse), and that compatibility problems will kick-in. What would you recommend? Should I develop using two separate machines? On one? Do you have experience using one of above configurations in your work?

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  • Get image pixels of prescribed color

    - by ohadsc
    Hi, I have an image (PNG or JPG) inside which there is at least one pixel of a certain RGB color I know in advance I want to find the pixel(s) of that color For example, I may have image.jpg inside which I know some pixel has the RGB value 255,100,200. I want a program that will give me the list of pixels (if any) of that color in the image Anyone know of a tool to help me with that ? Thanks !

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  • What is the name of the this DOS font? Where and how to add it? Why is there a 1 pixel gap?

    - by JBeurer
    So basically I somehow stepped into this webpage: www.braindamage.vg And the first thing that hit me hard was the lovely DOS fonts, so naturally I wanted to get them into my IDE badly. Opened the html source file and CSS file to find the font name: @font-face { font-family: 'Perfect DOS VGA 437'; src: url('http://www.braindamage.vg/wp-content/themes/braindamage/dosfont.eot'); } @font-face { font-family: 'Perfect DOS VGA 437'; src: url('http://www.braindamage.vg/wp-content/themes/braindamage/dosfont.svg#dos') format("svg"), url('http://www.braindamage.vg/wp-content/themes/braindamage/dosfont.ttf') format ('truetype'); } So I download the font, add it using Control Panel - Fonts. But once I start using it (notepad, MSVS 2008 & MSVS2010) I notice that it looks slightly off: It seems like there's 1 extra pixel between each character. How it should look: What is causing it and how to fix this? Is it the windows XP? (i have disabled font smoothing) Or is there something wrong with the font file?

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  • usb flash drives how to fix ?

    - by madyotto
    Hi all I have recently purchased some so called 256gb Kingston drives that are fake I used a program called check flash and few other to check for dead sectors and read speed and read and write speed the results are as follows: they were reading at 1.35 mbps at best they read and wrote at 0.95 mbps and had a hell of a lot of dead sectors so what I ask is: Is there a way to drop the size to improve speed Is there any other way to improve speed How can I stop the device from addressing the dead sectors Any help will be much appreciated ALL THE THANKS (MADYOTTO)

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  • How do I blend 2 lightmaps for day/night cycle in Unity?

    - by Timothy Williams
    Before I say anything else: I'm using dual lightmaps, meaning I need to blend both a near and a far. So I've been working on this for a while now, I have a whole day/night cycle set up for renderers and lighting, and everything is working fine and not process intensive. The only problem I'm having is figuring out how I could blend two lightmaps together, I've figured out how to switch lightmaps, but the problem is that looks kind of abrupt and interrupts the experience. I've done hours of research on this, tried all kinds of shaders, pixel by pixel blending, and everything else to no real avail. Pixel by pixel blending in C# turned out to be a bit process intensive for my liking, though I'm still working on cleaning it up and making it run more smoothly. Shaders looked promising, but I couldn't find a shader that could properly blend two lightmaps. Does anyone have any leads on how I could accomplish this? I just need some sort of smooth transition between my daytime and nighttime lightmap. Perhaps I could overlay the two textures and use an alpha channel? Or something like that?

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  • Early Z culling - Ogre

    - by teodron
    This question is concerned with how one can enable this "pixel filter" to work within an Ogre based app. Simply put, one can write two passes, the first without writing any colour values to the frame buffer lighting off colour_write off shading flat The second pass is the one that employs heavy pixel shader computations, hence it would be really nice to get rid of those hidden surface patches and not process them pixel-wise. This approach works, except for one thing: objects with alpha, such as billboard trees suffer in a peculiar way - from one side, they seem to capture the sky/background within their alpha region and ignore other trees/houses behind them, while viewed from the other side, they exhibit the desired behavior. To tackle the issue, I thought I could write a custom vertex shader in the first pass and offset the projected Z component of the vertex a little further away from its actual position, so that in the second pass there is a need to recompute correctly the pixels of the objects closest to the camera. This doesn't work at all, all surfaces are processed in the pixel shader and there is no performance gain. So, if anyone has done a similar trick with Ogre and alpha objects, kindly please help.

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  • How AlphaBlend Blendstate works in XNA when accumulighting light into a RenderTarget?

    - by cubrman
    I am using a Deferred Rendering engine from Catalin Zima's tutorial: His lighting shader returns the color of the light in the rgb channels and the specular component in the alpha channel. Here is how light gets accumulated: Game.GraphicsDevice.SetRenderTarget(LightRT); Game.GraphicsDevice.Clear(Color.Transparent); Game.GraphicsDevice.BlendState = BlendState.AlphaBlend; // Continuously draw 3d spheres with lighting pixel shader. ... Game.GraphicsDevice.BlendState = BlendState.Opaque; MSDN states that AlphaBlend field of the BlendState class uses the next formula for alphablending: (source × Blend.SourceAlpha) + (destination × Blend.InvSourceAlpha), where "source" is the color of the pixel returned by the shader and "destination" is the color of the pixel in the rendertarget. My question is why do my colors are accumulated correctly in the Light rendertarget even when the new pixels' alphas equal zero? As a quick sanity check I ran the following code in the light's pixel shader: float specularLight = 0; float4 light4 = attenuation * lightIntensity * float4(diffuseLight.rgb,specularLight); if (light4.a == 0) light4 = 0; return light4; This prevents lighting from getting accumulated and, subsequently, drawn on the screen. But when I do the following: float specularLight = 0; float4 light4 = attenuation * lightIntensity * float4(diffuseLight.rgb,specularLight); return light4; The light is accumulated and drawn exactly where it needs to be. What am I missing? According to the formula above: (source x 0) + (destination x 1) should equal destination, so the "LightRT" rendertarget must not change when I draw light spheres into it! It feels like the GPU is using the Additive blend instead: (source × Blend.One) + (destination × Blend.One)

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  • How AlphaBlend Blendstate works in XNA 4 when accumulighting light into a RenderTarget?

    - by cubrman
    I am using a Deferred Rendering engine from Catalin Zima's tutorial: His lighting shader returns the color of the light in the rgb channels and the specular component in the alpha channel. Here is how light gets accumulated: Game.GraphicsDevice.SetRenderTarget(LightRT); Game.GraphicsDevice.Clear(Color.Transparent); Game.GraphicsDevice.BlendState = BlendState.AlphaBlend; // Continuously draw 3d spheres with lighting pixel shader. ... Game.GraphicsDevice.BlendState = BlendState.Opaque; MSDN states that AlphaBlend field of the BlendState class uses the next formula for alphablending: (source × Blend.SourceAlpha) + (destination × Blend.InvSourceAlpha), where "source" is the color of the pixel returned by the shader and "destination" is the color of the pixel in the rendertarget. My question is why do my colors are accumulated correctly in the Light rendertarget even when the new pixels' alphas equal zero? As a quick sanity check I ran the following code in the light's pixel shader: float specularLight = 0; float4 light4 = attenuation * lightIntensity * float4(diffuseLight.rgb,specularLight); if (light4.a == 0) light4 = 0; return light4; This prevents lighting from getting accumulated and, subsequently, drawn on the screen. But when I do the following: float specularLight = 0; float4 light4 = attenuation * lightIntensity * float4(diffuseLight.rgb,specularLight); return light4; The light is accumulated and drawn exactly where it needs to be. What am I missing? According to the formula above: (source x 0) + (destination x 1) should equal destination, so the "LightRT" rendertarget must not change when I draw light spheres into it! It feels like the GPU is using the Additive blend instead: (source × Blend.One) + (destination × Blend.One)

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  • Collision detection with non-rectangular images

    - by Adam Smith
    I'm creating a game and I need to detect collisions between a character and some parts of the environment. Since my character's frames are taken from a sprite sheet with a transparent background, I'm wondering how I should go about detecting collisions between a wall and my character only if the colliding parts are non-transparent in both images. I thought about checking only if part of the rectangle the character is in touches the rectangle a tile is in and comparing the alpha channels, but then I have another choice to make... Either I test every single pixel against every single pixel in the other image and if one is true, I detect a collision. That would be terribly ineficient. The other option would be to keep a x,y position of the leftmost, rightmost, etc. non-transparent pixel of each image and compare those instead. The problem with this one might be that, for instance, the character's hand could be above a tile (so it would be in a transparent zone of the tile) but a pixel that is not the rightmost could touch part of the tile without being detected. Another problem would be that in different frames, the rightmost, leftmost, etc. pixels might not be at the same position. Should I not bother with that and just check the collisions on the rectangles? It would be simpler, but I'm afraid people.will feel that there are collisions sometimes that shouldn't happen.

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  • how to properly implement alpha blending in a complex 3d scene

    - by Gajet
    I know this question might sound a bit easy to answer but It's driving me crazy. There are too many possible situations that a good alpha blending mechanism should handle, and for each Algorithm I can think of there is something missing. these are the methods I've though about so far: first of I though about object sorting by depth, this one simply fails because Objects are not simple shapes, they might have curves and might loop inside each other. so I can't always tell which one is closer to camera. then I thought about sorting triangles but this one also might fail, thought I'm not sure how to implement it there is a rare case that might again cause problem, in which two triangle pass through each other. again no one can tell which one is nearer. the next thing was using depth buffer, at least the main reason we have depth buffer is because of the problems with sorting that I mentioned but now we get another problem. Since objects might be transparent, in a single pixel there might be more than one object visible. So for which Object should I store pixel depth? I then thought maybe I can only store the most front Object depth, and using that determine how should I blend next draw calls at that pixel. But again there was a problem, think about 2 semi transparent planes with a solid plane in middle of them. I was going to render the solid plane at the end, one can see the most distant plane. note that I was going to merge every two planes until there is only one color left for that pixel. Obviously I can use sorting methods too because of the same reasons I've explained above. Finally the only thing I imagine being able to work is to render all objects into different render targets and then sort those layers and display the final output. But this time I don't know how can I implement this algorithm.

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  • Can i change the order of these OpenGL / Win32 calls?

    - by Adam Naylor
    I've been adapting the NeHe ogl/win32 code to be more object orientated and I don't like the way some of the calls are structured. The example has the following pseudo structure: Register window class Change display settings with a DEVMODE Adjust window rect Create window Get DC Find closest matching pixel format Set the pixel format to closest match Create rendering context Make that context current Show the window Set it to foreground Set it to having focus Resize the GL scene Init GL The points in bold are what I want to move into a rendering class (the rest are what I see being pure win32 calls) but I'm not sure if I can call them after the win32 calls. Essentially what I'm aiming for is to encapsulate the Win32 calls into a Platform::Initiate() type method and the rest into a sort of Renderer::Initiate() method. So my question essentially boils down to: "Would OpenGL allow these methods to be called in this order?" Register window class Adjust window rect Create window Get DC Show the window Set it to foreground Set it to having focus Change display settings with a DEVMODE Find closest matching pixel format Set the pixel format to closest match Create rendering context Make that context current Resize the GL scene Init GL (obviously passing through the appropriate window handles and device contexts.) Thanks in advance.

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  • Windows 7 freezes on boot screen

    - by this is a dead end
    There was some update that required me to restart my computer, so I did. when it restarted, it stays at the Windows boot screen forever, the screen that says "Starting Windows" and has that Windows logo in the middle. I've tried the start up repair program that shows up when I click F8 when the computer starts. And tried system restore but, it says it has restored windows successfully but it still freezes on the boot screen when I reboot it. When I try starting it in safe mode, it gets to the blue Windows background, the one with the logon screen, then says "Failure configuring Windows updates. Reverting Changes. Do not turn off." Then after a while it reboot by itself. Just noticed, the logo animation on the boot screen is still animated. So it's not completely frozen.

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  • How can I prevent Windows Update from crashing my computer?

    - by this is a dead end
    I have Automatic Updates enabled and every now and then I'll get that little pop-up window that nags me to reboot to complete the update process. Usually, I ignore it and after 2 days my computer crashes. It crashes by freezing all the programs, including Windows Explorer, to the point that I can't even use CTRL-Alt-Delete (and my mouse lags). I'm pretty sure it's Windows Updates that is causing this. So, for now, I've disabled Windows Updates.

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  • Using MVVM with Office365 and SharePoint 2010 REST API

    - by Sahil Malik
    SharePoint 2010 Training: more information I love JavaScript – people had pronounced this language dead a long time ago. But just like a chicken – which you eat before it’s born and after it’s dead, JavaScript – is being eaten all over the technical world, long after it’s dead! How nice! The coolest thing about JavaScript is that, There is no need for separate ActiveX controls, it is part of HTML/Browser It can interact with other DOM elements very very naturally It’s safe. And  it’s backwards and future compliant. It is no surprise thus that a number of libraries have emerged helping us work with JavaScript. But, JavaScript is not like C#. Notably, it has some biggies missing. For instance, Read full article ....

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