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  • Ouverture d'un espace pour vos applications mobiles : faites découvrir vos applications aux 220.000 professionnels de notre communauté

    Ouverture d'un espace pour vos applications mobiles Faites découvrir vos créations (Android, BlackBerry, iPhone, MeeGo, WinPhone, etc.) aux 220 000 professionnels de notre communauté Dans l'optique de vous offrir un service de qualité, Developpez.com vous propose un espace pour présenter vos applications mobiles. Quels sont les avantages ? En présentant votre projet sur Developpez.com, vous le mettez sur le devant de la scène francophone, en l'exposant aux 220 000 développeurs et professionnels de l'informatique qui visitent chaque jour Developpez.com, vous serez à même de trouver des personnes intéressées pour contribuer, tester ou vous faire des retours constructifs...

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  • Where in a typical rendering pipeline does visibility and shading occur?

    - by user29163
    I am taking a computer graphics course. The book and the lecture notes are vague on the on the order of flow between the different steps in the rendering process. For example, if we have specified a view in a scene, and then want to perform a projection transformation for that given view, then we have to go through a sequence of transformations. In the end we end up with a normalized "viewcube" ready to be mapped 2D after clipping. But why do we end up with a cube (ie 3D thing), when a projection results in projecting the 3D objects to 2D. (depth information is lost?) The other line of reasoning is that all information further needed is stored within the "cube" and that visibility detection and shading is performed with respect to this cube and then we perform rasterezation.

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  • AT&T brevète une technologie permettant de tracer le téléchargement de contenu illicite sur les réseaux P2P

    Serait ce vraiment la fin du réseau peer-to-peer ? AT&T vient de breveter une technologie permettant de tracer le téléchargement de contenu illicite dans les réseaux P2PLes réseaux P2P : adulés par une très forte communauté d'utilisateurs, détestés par les organismes de protection de la propriété intellectuelle attirent de nouveau l'attention des médias. Cette fois-ci, le P2P est mis au-devant de la scène par la compagnie AT&T. Cette dernière vient de breveter une technologie qui permet une bonne traçabilité du contenu des réseaux peer-to-peer.La principale cible de cette technologie sont les fichiers torrents auxquels les utilisateurs ont accès par le biais des flux RSS et moteurs de recherche de ...

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  • Fog with Blend in OpenGL

    - by MhdAljobory
    I want to add fog in my scene which contain transparent textures made by Blend , when i enable the fog the transparent textures appear white From a distance but when i disable it the textures appear well. What is the solution to the problem of whiteness? Fog Code: GLfloat fogColor[4]= {0.5f, 0.5f, 0.5f, 1.0f}; glClearColor(0.5f,0.5f,0.5f,1.0f); glFogi(GL_FOG_MODE, GL_LINEAR); glFogfv(GL_FOG_COLOR, fogColor); glFogf(GL_FOG_DENSITY, 0.35f); glHint(GL_FOG_HINT, GL_DONT_CARE); glFogf(GL_FOG_START, 1.0f); glFogf(GL_FOG_END, 1000.0f); glEnable(GL_FOG); Screenshot

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  • How to Use Text in Unity3d

    - by ZiG-ZaG
    How Can i Create Text in Unity3D? I Use "3D Text" But Its Always on Top Of Everything! Can You Suggest Anything? I creating a 2D Game So its not Necessarily a 3D Text.. Edit: Because I Building a 2D Game My Scene is Full of Planes in Front of Camera And I want My Text to be Over One of the Planes and when plane is moving My Text appears behind it. But When I Use "3D Text" Its Always In Front of Everything. Sorry for My Bad English...

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  • Lancement de Windows Phone 8 : encore quelques nouveautés, les premiers modèles disponibles ce week-end et le SDK dès ce soir

    Lancement de Windows Phone 8 : Microsoft vise grand public et professionnels Les premiers modèles disponibles ce week-end, le SDK dès ce soir Microsoft en avait déjà beaucoup dit sur Windows Phone 8. Mais il lui en restait encore (un peu) à dévoiler. En France, sur la scène du Palais de Tokyo, c'est Marc Jalabert, le directeur de la division grand public et opérateurs de Microsoft France, qui a commencé par confirmer en guise de préambule que la galerie du nouvel OS avait bien dépassé les 120.000 applications. Une information jusqu'ici officieuse. Puis quelques minutes plus tard, c'est Joe Belfiore qui a de...

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  • Is the "impossible object" possible in computer graphics?

    - by CPP_Person
    This may be a silly question but I want to know the answer to it. I saw this thing called the "impossible object", while they're many different images of this online, it's suppost to be impossible geometry. Here is an example: Now as far as logic goes, I know you don't have to obey it in games, such as a flying cow, or an impossible object. So that's out of the way, but what stands in my way is whether or not there is a way to draw this onto a 3D scene. Like is there a way to represent it as a 3D object? Thanks!

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  • Windows Phone 8, Windows 8 : un seul et même Core, l'OS mobile de Microsoft s'ouvre au C/C++ et à Direct X

    Windows Phone 8, Windows 8 : un seul et même Core L' OS mobile de Microsoft s'ouvre au C/C++ et à Direct X Microsoft a officiellement parlé pour la première fois hier soir de la Plateform Preview du prochain Windows Phone 8. Avec une surprise qui n'en était presque plus une : l'OS et Windows 8 s'appuieront sur un même « Shared Windows Core ». Par « Core », Joe Belfiore ? responsable de la plateforme de Windows Phone - a précisé sur la scène du Windows Phone Summit de San Francisco que ce rapprochement concenrnait le Kernel, les drivers, la sécurité, le Networking, le système de fichiers ou la gestion des médias. Sans oublier, bien sûr, les outils de développem...

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  • Which optional features would you recommend for a raytracer? [closed]

    - by locks
    I'm developing a basic triangle mesh raytracer on a short deadline. This means I can't implement every feature I come across, so I'm looking for some feedback about which features you think are most important, taking into consideration the performance of the feature and how much punch it packs. I'm especially looking for optimization techniques that allow for a faster rendering and simple techniques that make a big impact on the final scene quality. Is there any chance of making it fast enough to run in realtime? Here are some example of features I've read about: Anti-aliasing Bounding box Sky box

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  • Spécial Rétrospective 2010 sur Développez : quels événements IT vous ont le plus marqué cette année ?

    Spécial Rétro 2010 Quels événements IT vous ont le plus marqué cette année ? En collaboration avec Idelways Cloud computing, mobiles, réseaux sociaux, HTML5, Wikileaks... l'année 2010 touche à sa fin et force est de constater qu'elle fut riche en rebondissements dans le domaine du développement et dans l'IT d'une manière générale. Cette année a tout particulièrement été marquée par le retour fracassant d'Oracle sur le devant de la scène médiatique. Rachats, poursuites judiciaires, forks, déclarations assassines, abandons et lancement de produits... bref, Oracle était partout en 2010. Tout a vraiment commencé après la

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  • How should i learn to make a game in c++ [on hold]

    - by Foo
    I been having a lot of trouble making a game by myself in c++. I know c++, I know how to implement anything I just don't know how to make all the classes work into a game it just turn into a lot of useless coding and the game never get off the basic drawing, input etc. I read sfml game developemt and the choice the author make are working and I say to myself "I would have never thought of making a scene node class and doing x that way" I just think I can't put my thoughts into working classes and make them communite the right way and make it work. Any help. Sorry I got bad English and I am not a native English speaker. And a grammar edits are welcome and tag fixing.

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  • Directional Lights

    - by Setrio
    I'm working on a game idea (2D) that needs directional lights. Basically I want to add light sources that can be moved and the light rays interact with the other bodies on the scene. What I'm doing right now is some test where using sensors (box2d) and ccDrawLine I could achieve something similar to what I want. Basically I send a bunch of sensors from certain point and with raycast detect collisions, get the end points and draw lines over the sensors. Just want to get some opinions if this is a good way of doing this or is other better options to build something like this? Also I would like to know how to make a light effect over this area (sensors area) to provide a better looking light effect. Any ideas?

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  • ????JavaFX??Java???????·?????????????????Java Developer Workshop #2?????|WebLogic Channel|??????

    - by ???02
    WebLogic Server?????????Java???????????????????WebLogic Channel?????????JavaOne 2011??Java/Java EE????????!――???????????????!!?????????????????????JavaOne 2011????????????????????????????????????JavaFX?????2011?12?1?????????????Java?????????????Java Developer Workshop #2????JavaOne 2011?JavaFX???????????????Oracle Corporation?JavaFX??????Nandini Ramani?(Client Java Group???????????)??????JavaFX 2.0-Next generation Java client solution????????????????????JavaFX?????????????????????(???)?Pure Java???????UI??????JavaFX 2.0??JavaOne 2011??Java/Java EE????????!???????????API????Java????????????1?????????Ramani?????????JavaFX????????JavaFX 2.0?????????????????????? ???JavaFX 2.0?????????????????????????????????JavaFX Script??????????????????Java?????????????·???????????????????????Java????????????????????????????? ??????????????PC????????????·??????????????????????????????????????API???????????????????·?????????????????????????????????????????????900????????????Java???????????JavaFX??????????????????????????????·???????(UI)????????????????????(Ramani?) Ramani??????JavaFX 2.0??????/???????????100% Java API?Swing????FXML???UI????????WebKit???Web???????????????????????????? ??????FXML(FX Markup Language)???JavaFX?UI????????XML????????????????Ramani????????????????????????????????·?????????????UI????????????????????????JavaScript?Groovy?Scala???JVM???????????????????????? ???JavaFX 2.0????????(JavaFX Runtime)???????????????????????AWT????????????????OS???????????????Glass Windowing Toolkit??2D/3D????????·???????GPU???????????Prism???????????????? ?????Prism????????????????·??????????3D?????????????????????????????????????????????·????????60fps??HD??????????VP6?MP3?????????????????????????????????????·?????????????? ?????????????????????????JavaFX 2.0???????Ramani???????????????????·????????????·???????????????????????????????JavaFX 2.0?????????????·?????????????????????????????????????Prism???????????????????????????????????????????????????????????????????????JavaFX??????????·??????????????????????????????????????????????/???????????(?????????)???????????????????? ??????????????????NetBeans IDE 7.0?????Eclipse?JDeveloper???????IDE?????????????????????????????&??????????????UI???????JavaFX Scene Builder???????? ?????JavaFX 2.0???????????·???????????????3D????????????·????????????????????????????????????Ramani????JavaFX Labs????????????JavaFX 2.0????????????????????????????3D???????????????????????????????UI?????????????????????????????????????3D???·????????????????? ???JavaFX 2.0?????????????3D?????????·??????·??????????????????????·?????·?????Kinect?????????????????????·?????????????????????·?????·????Kinect????3D?????????????????????????????? ????JavaFX????????????????????????JavaFX????????·?????????Linux?????????PC?iPad???????????????????? ?????????2???????????JavaFX??Java??????????????????GUI?????????????????????????????JavaFX??????????????????????Ramani??????????? ?JavaFX???????????????????????????????·??????????????????Swing?AWT???????????????·????????????????????????????????????? ???JavaFX???????????·???????OpenJFX?????OpenJDK????????????????????????????UI??????????????????Ramani??????????????????????????????????????????????Java???????????????????JavaFX???????????????????????????????????????????:?Java Developer Workshop #2?????Nandini Ramani?????????????????????

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  • How to keep pyglet from clearing the screen ?

    - by mayasky
    I want to draw a scene and sequentially add lines to it. But pyglet keeps updating without control :( , so all I get is blinks from pyglet.gl import * window=pyglet.window.Window() def drawline(): ... @window.event def on_draw(): drawline() pyglet.app.run() should I change the decorator(if there exist options) or what? Thanks!

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  • OpenGL ES 2.0 equivalent of glOrtho()?

    - by Zippo
    In my iphone app, I need to project 3d scene into the 2D coordinates of the screen for some calculations. My objects go through various rotations, translations and scaling. So I figured I need to multiply the vertices with ModelView matrix first, then I need to multiply it with the Orthogonal projection matrix. First of all am on the right track? I have the Model View Matrix, but need the projection matrix. Is there a glOrtho() equivalent in ES 2.0?

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  • CSGL Picking 3d models

    - by Wazzz
    hi folks do any one knows a project of csgl C# opengl picking example by mouse . the thing is i want to put few 3d models in the scene and pick them by mouse . than you already for your answer

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  • Papervision3D: mouseEnabled = false on DisplayObject3D

    - by Josh
    How do I make a DisplayObject3D have mouseEnabled = false. I have a Sprite behind the Papervision3D scene listening for mouse events and so i need to let it pick up those mouse events through some of the DisplayObject3D objects. I've tried adding the DisplayObject3D to a separate ViewportLayer and setting thats mouseEnabled to false but that doesn't seem to work. Please help! Thanks.

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  • WPF Global Resources in App.xaml

    - by Ryan
    I have created a custom Treeview control and am trying to access the HierarchicalDataTemplate resource of this control from another window in the same project. I have placed <ResourceDictionary Source="/Controls/TreeView/Themes/Generic.xaml"/> into my App.xaml file. Everytime I run, I get an error saying that it can not find the resource key "scene" - the name of the HierarchicalDataTemplate from my custom control. How can I access this template? Thanks

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  • Is there any decent OpenGL SceneGraph API/framework?

    - by JohnIdol
    I am new to OpenGL. Wondering if there is any good Scenegraph API/framework for OpenGL. At the moment I am using glut with a custom node based solution: I am setting children and siblings for each node the calling a traverse function. I'd like a more flexible solution when it comes to managing dynamic elements in the scene.

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  • Fragment Shader Eye-Space unscaled depth coordinate

    - by Ben Jones
    I'm trying to use the unscaled (true distance from the front clipping plane) distance to objects in my scene in a GLSL fragment shader. The gl_FragCoord.z value is smaller than I expect. In my vertex shader, I just use ftransform() to set gl_Position. I'm seeing values between 2 and 3 when I expect them to be between 15 and 20. How can I get the real eye-space depth? Thanks!

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  • Spring HibernateTemplate: how it deals with transactions?

    - by EugeneP
    Could you explain, what happens behind the scene? Transaction management when using this template in Spring is absolutely unclear. What if I invoke 10 DAO methods that all use the same Hibernatetemplate and I invoke them one after another? Every method runs within its own transaction? It's not effective is not it?

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  • Why can't I render objects to texture properly using FBO?

    - by Brett
    Hello, I'm trying to implement a simple program using 3 FBO's to render a scene to a texture and display a textured quad. I've successfully done this previously using fragment shaders before projecting to the textured quad but can't get it to work without a shader. What could be wrong? First I set up my textures glGenTextures(3, renderTextureID); for (GLint i = 0; i < 3; i++) { glBindTexture(GL_TEXTURE_2D, renderTextureID[i]); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // this may change with window size changes glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, fboWidth, fboHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0); } Next some framebuffer state glGenFramebuffersEXT(3, framebufferID); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framebufferID[0]); glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, renderTextureID[0], 0); GLenum fboStatus = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); if(fboStatus != GL_FRAMEBUFFER_COMPLETE_EXT) { fprintf(stderr, "FBO Error!"); } glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framebufferID[1]); glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, renderTextureID[1], 0); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framebufferID[2]); glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, renderTextureID[2], 0); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); Then I render the scene glViewport(0, 0, fboWidth, fboHeight); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framebufferID[0]); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); drawModels(); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); glBindTexture(GL_TEXTURE_2D, renderTextureID[0]); glEnable(GL_SCISSOR_TEST); glViewport(windowWidth/2, 0, fboWidth, fboHeight); glScissor(windowWidth/2, 0, fboWidth, fboHeight); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glBegin(GL_QUADS); glTexCoord2i(0, 0); glVertex2f(-1.0f, -1.0f); glTexCoord2i(1, 0); glVertex2f(1.0f, -1.0f); glTexCoord2i(1, 1); glVertex2f(1.0f, 1.0f); glTexCoord2i(0, 1); glVertex2f(-1.0f, 1.0f); glEnd(); glDisable(GL_SCISSOR_TEST); glutSwapBuffers(); The result is a yellow square. Draw models draws yellow wireframe cubes if not using the FBO so the problem is not that. I've read a previous similar post that talks about using glTexParameterf after generating and binding textures but i've done this. Thanks...

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