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  • How can I encode four unsigned bytes (0-255) to a float and back again using HLSL?

    - by Statement
    Hello! I am facing a task where one of my hlsl shaders require multiple texture lookups per pixel. My 2d textures are fixed to 256*256, so two bytes should be sufficient to address any given texel given this constraint. My idea is then to put two xy-coordinates in each float, giving me eight xy-coordinates in pixel space when packed in a Vector4 format image. These eight coordinates are then used to sample another texture(s). The reason for doing this is to save graphics memory and an attempt to optimize processing time, since then I don't require multiple texture lookups. By the way: Does anyone know if encoding/decoding 16 bytes from/to 4 floats using 1 sampling is slower than 4 samplings with unencoded data?

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  • How can I use a Shader in XNA to color single pixels?

    - by George Johnston
    I have a standard 800x600 window in my XNA project. My goal is to color each individual pixel based on a rectangle array which holds boolean values. Currently I am using a 1x1 Texture and drawing each sprite in my array. I am very new to XNA and come from a GDI background, so I am doing what I would have done in GDI, but it doesn't scale very well. I have been told in another question to use a Shader, but after much research, I still haven't been able to find out how to accomplish this goal. My application loops through the X and Y coordinates of my rectangular array, does calculations based on each value, and reassigns/moves the array around. At the end, I need to update my "Canvas" with the new values. A smaller sample of my array would look like: 0,0,0,0,0,0,0 0,0,0,0,0,0,0 0,0,0,0,0,0,0 1,1,1,1,1,1,1 1,1,1,1,1,1,1 How can I use a shader to color each pixel?

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  • Faster way to iterate through a jaggad array?

    - by George Johnston
    I would like to iterate through an array that covers every pixel on my screen. i.e: for (int y = 598; y > 0; y--) { for (int x = 798; x > 0; x--) { if (grains[x][y]) { spriteBatch.Draw(Grain, new Vector2(x,y), Color.White); } } } ...my texture is a 1x1 pixel image that is drawn to the screen when the array value is true. It runs decent -- but there is definitely lag the more screen I cover. Is there a better way to accomplish what I am trying to achieve?

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  • Finding distance travelled by robot using Optical Flow

    - by user280454
    Hi, I'm working on a project right now in which we are developing an autonomous robot. I have to basically find out the distance travelled by the robot between any 2 intervals. I'm using OpenCV, and using the Optical Flow functions of OpenCV, I'm able to find out the velocity/distance of each pixel in 2 different images. Using this information, I want to be able to find out the distance travelled by the robot in the interval between those 2 images. I thought of a way in which we could develop an input output mapping between the distance travelled by pixels and the distance travelled by the bot (using some tests). In this way, using neural networks, we would be able to find the relationship. However, the optical flow would depend on the distance of the camera from the pixel, which would cause problems. Is there any way to solve this problem?

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  • Faster way to iterate through a jagged array?

    - by George Johnston
    I would like to iterate through an array that covers every pixel on my screen. i.e: for (int y = 598; y > 0; y--) { for (int x = 798; x > 0; x--) { if (grains[x][y]) { spriteBatch.Draw(Grain, new Vector2(x,y), Color.White); } } } ...my texture is a 1x1 pixel image that is drawn to the screen when the array value is true. It runs decent -- but there is definitely lag the more screen I cover. Is there a better way to accomplish what I am trying to achieve?

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  • Screen Capture with Open GL using glReadPixels

    - by Raja
    Hi, I created a CGRegisterScreenRefreshCallback(refreshCallback, NULL) and in the refreshCallback method get the list of rectangles which have changed. I am getting the rectangle data from frameBuffer using OpenGL glReadPixels. Is there a better way of screen capture either with/without opengl and also using OpenGL can I skip reading pixel by pixel ? I have looked at glGetTexImage and glCopyTexSubImage2D. Any simple code block which can explain how to use these functions to get the changed rectangle data would be very helpful ? Thanks, Raja.

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  • 3ds collada UV mapping problem in Papervision

    - by MonsieurOreilles
    Hi everyone, as I briefly explained in the title, my prblem concerns texturing a collada export in papervision. Basically I was exporting collada models from Cinema 4d with its uv map. I was able to see everything, but the texture was not displaying properly (hidden polygons). So I decided to try with 3dsMax. I used the same code to display the texture : var materials:MaterialsList = new MaterialsList(); var torusMaterial:BitmapFileMaterial = new BitmapFileMaterial("model/tex.png"); torusMaterial.precise = true; materials.addMaterial(torusMaterial, "ID1"); Again, I can see every elements, but this time my model uses only one pixel of my texture. So if I use a red texture and if I color only the pixel at the left bottom corner in green, all my model will be green. Any advice about how to properly wrap the texture around a 3ds export model ? Thank you.

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  • Blurry text in WPF even with ClearTypeHinting enabled?

    - by rFactor
    I have a grid with this template and styles in WPF/XAML: <Setter Property="TextOptions.TextFormattingMode" Value="Display" /> <Setter Property="RenderOptions.ClearTypeHint" Value="Enabled" /> <Setter Property="Template"> <Setter.Value> <ControlTemplate TargetType="{x:Type DataGridCell}"> <Border Padding="{TemplateBinding Padding}" BorderBrush="{TemplateBinding BorderBrush}" BorderThickness="{TemplateBinding BorderThickness}" Background="{TemplateBinding Background}" SnapsToDevicePixels="True"> <ContentPresenter x:Name="CellContent" SnapsToDevicePixels="{TemplateBinding SnapsToDevicePixels}" RenderOptions.ClearTypeHint="Enabled" /> </Border> <ControlTemplate.Triggers> <Trigger Property="IsSelected" Value="True"> <Setter TargetName="CellContent" Property="TextOptions.TextFormattingMode" Value="Display" /> <Setter TargetName="CellContent" Property="RenderOptions.ClearTypeHint" Value="Enabled" /> <Setter TargetName="CellContent" Property="Effect"> <Setter.Value> <DropShadowEffect ShadowDepth="2" BlurRadius="2" Color="Black" RenderingBias="Quality" /> </Setter.Value> </Setter> </Trigger> </ControlTemplate.Triggers> </ControlTemplate> </Setter.Value> </Setter> The DropShadowEffect I have when you select a grid row, seems to make the text rendering blurry (gray anti-aliasing): When I remove the drop shadow effect, it looks clear because it now uses ClearType and not gray sub-pixel anti-aliasing: I have tried applying RenderOptions.ClearTypeHint="Enabled" to the ContentPresenter as seen above, but it does not help. How do I force WPF to render the text that gets displayed with drop shadow effect to retain Cleartype anti-aliasing, instead of that ugly blurry gray sub-pixel anti-aliasing? Some believe it's blurry because of the drop shadow -- this is not true. It's blurry only because ClearType is not used. This is how it looks like in Firefox when shadow AND ClearType: ClearType enabled text is colorful -- but that blurry text is not, because it does not use ClearType -- it uses gray sub-pixel anti-aliasing and that's not how ClearType works: http://en.wikipedia.org/wiki/ClearType The question is: how do I enable ClearType for this text?

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  • I've got my 2D/3D conversion working perfectly, how to do perspective

    - by user346992
    Although the context of this question is about making a 2d/3d game, the problem i have boils down to some math. Although its a 2.5D world, lets pretend its just 2d for this question. // xa: x-accent, the x coordinate of the projection // mapP: a coordinate on a map which need to be projected // _Dist_ values are constants for the projection, choosing them correctly will result in i.e. an isometric projection xa = mapP.x * xDistX + mapP.y * xDistY; ya = mapP.x * yDistX + mapP.y * yDistY; xDistX and yDistX determine the angle of the x-axis, and xDistY and yDistY determine the angle of the y-axis on the projection (and also the size of the grid, but lets assume this is 1-pixel for simplicity). x-axis-angle = atan(yDistX/xDistX) y-axis-angle = atan(yDistY/yDistY) a "normal" coordinate system like this --------------- x | | | | | y has values like this: xDistX = 1; yDistX = 0; xDistY = 0; YDistY = 1; So every step in x direction will result on the projection to 1 pixel to the right end 0 pixels down. Every step in the y direction of the projection will result in 0 steps to the right and 1 pixel down. When choosing the correct xDistX, yDistX, xDistY, yDistY, you can project any trimetric or dimetric system (which is why i chose this). So far so good, when this is drawn everything turns out okay. If "my system" and mindset are clear, lets move on to perspective. I wanted to add some perspective to this grid so i added some extra's like this: camera = new MapPoint(60, 60); dx = mapP.x - camera.x; // delta x dy = mapP.y - camera.y; // delta y dist = Math.sqrt(dx * dx + dy * dy); // dist is the distance to the camera, Pythagoras etc.. all objects must be in front of the camera fac = 1 - dist / 100; // this formula determines the amount of perspective xa = fac * (mapP.x * xDistX + mapP.y * xDistY) ; ya = fac * (mapP.x * yDistX + mapP.y * yDistY ); Now the real hard part... what if you got a (xa,ya) point on the projection and want to calculate the original point (x,y). For the first case (without perspective) i did find the inverse function, but how can this be done for the formula with the perspective. May math skills are not quite up to the challenge to solve this. ( I vaguely remember from a long time ago mathematica could create inverse function for some special cases... could it solve this problem? Could someone maybe try?)

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  • v8 is too slow for my purpose

    - by Scott
    I'm working on a music visualization plugin for libvisual. It's an AVS clone -- AVS being from Winamp. Right now I have a superscope plugin. This element has 4 scripts, and "point" is run at every pixel. You can imagine that it has to be rather fast. The original libvisual avs clone had a JIT compiler that was really fast, but it had some bugs and wasn't fully implemented, so I decided to try v8. Well, v8 is too slow running the compiled script at every pixel. Is there any other script engine that would be pretty fast for this purpose?

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  • Webservice creates Stack Overflow

    - by mouthpiec
    I have an application that when executed as a windows application works fine, but when converted to a webservice, in some instances (which were tested successfully) by the windows app) creates a stack overflow. Do you have an idea of what can cause this? (Note that it works fine when the web service is placed on the localhost). Could it be that the stack size of a Web Service is smaller than that of a Window Application? UPDATE The below is the code in which I am getting a stack overflow error private bool CheckifPixelsNeighbour(Pixel c1, Pixel c2, int DistanceAllowed) { bool Neighbour = false; if ((Math.Abs(c1.X - c2.X) <= DistanceAllowed) && Math.Abs(c1.Y - c2.Y) <= DistanceAllowed) { Neighbour = true; } return Neighbour; }

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  • How to scroll and zoom in/out large images on iPhone?

    - by Horace Ho
    I have a large image, size around 30000 (w) x 6000 (h) pixels. You may consider it's like a big map. I assume I need to crop it up into smaller tiles. Questions: what are the right ViewControllers to use? (link) what is the tile strategy? (I put this in another question, as it's not iPhone specific) Requirements: whole image (though cropped) can be scrolled up/down/left/right by swipes zoom in (up to pixel-to-pixel) out (down to screen-fit-by-height) by the 2-finger operation memory efficiency by lazy loading tiles Bonus requirements: automatic scroll, say from left to right slowly and smoothly Thanks!

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  • How does Bitmap.Save(Stream, ImageFormat) format the data?

    - by Matt Jacobsen
    I have a non transparent, colour bitmap with length 2480 and width 3507. Using Bitmap.GetPixel(int x, int y) I am able to get the colour information of each pixel in the bitmap. If I squirt the bitmap into a byte[]: MemoryStream ms = new MemoryStream(); bmp.Save(ms, ImageFormat.Bmp); ms.Position = 0; byte[] bytes = ms.ToArray(); then I'd expect to have the same information, i.e. I can go to bytes[1000] and read the colour information for that pixel. It turns out that my array of bytes is larger than I anticipated. I thought I'd get an array with 2480 x 3507 = 8697360 elements. Instead I get an array with 8698438 elements - some sort of header I presume. In what format the bytes in my array stored? Is there a header 1078 bytes long followed by Alpha, Red, Green, Blue values for every byte element, or something else?

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  • HowTo make a marching ants border in Morphic?

    - by Helene Bilbo
    I am looking for a marching ants border or line in Morphic: Wikipedia describes a possbile algorithm: The easiest way to achieve this animation is by drawing the selection using a pen pattern that contains diagonal lines. If the selection outline is only one pixel thick, the slices out of the pattern will then look like a dashed line, and the animation can easily be achieved by simply shifting the pattern one pixel sideways and redrawing the outline. As there is probably none readymade, has anybody a hint for me how to create such a border or line? (The marching ants pattern as a GIF animation is licensed under CC by Uli Kusterer)

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  • Import a Collada model doesn't align to pixels

    - by Dan Friedman
    Assume I have a model that is simply a cube. (It is more complicated than a cube, but for the purposes of this discussion, we will simplify.) So when I am in Sketchup, the cube is Xmm by Xmm by Xmm, where X is an integer. I then export the a Collada file and subsequently load that into threejs. Now if I look at the geometry bounding box, the values are floats, not integers. So now assume I am putting cubes next to each other with a small space in between say 1 pixel. Because screens can't draw half pixels, sometimes I see one pixel and sometimes I see two, which causes a lack of uniformity. I think I can resolve this satisfactorily if I can somehow get the imported model to have integer dimensions. I have full access to all parts of the model starting with Sketchup, so any point in the process is fair game. Is it possible? Thanks.

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  • Which are the most important media queries to use in creating mobile responsive design?

    - by Matt
    There are a lot different media queries for mobile screen sizes. It can be overwhelming to accomodate all of them when designing a responsive mobile site. Which are the most important ones to use when designing for mobile? I found this article that does a pretty good job of outlining the available media queries: http://css-tricks.com/snippets/css/media-queries-for-standard-devices/. /* Smartphones (portrait and landscape) ----------- */ @media only screen and (min-device-width : 320px) and (max-device-width : 480px) { /* Styles */ } /* Smartphones (landscape) ----------- */ @media only screen and (min-width : 321px) { /* Styles */ } /* Smartphones (portrait) ----------- */ @media only screen and (max-width : 320px) { /* Styles */ } /* iPads (portrait and landscape) ----------- */ @media only screen and (min-device-width : 768px) and (max-device-width : 1024px) { /* Styles */ } /* iPads (landscape) ----------- */ @media only screen and (min-device-width : 768px) and (max-device-width : 1024px) and (orientation : landscape) { /* Styles */ } /* iPads (portrait) ----------- */ @media only screen and (min-device-width : 768px) and (max-device-width : 1024px) and (orientation : portrait) { /* Styles */ } /* Desktops and laptops ----------- */ @media only screen and (min-width : 1224px) { /* Styles */ } /* Large screens ----------- */ @media only screen and (min-width : 1824px) { /* Styles */ } /* iPhone 4 ----------- */ @media only screen and (-webkit-min-device-pixel-ratio : 1.5), only screen and (min-device-pixel-ratio : 1.5) { /* Styles */ }

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  • How to detect an 'image area' percentage inside an image?

    - by DaNieL
    Mhh, kinda hard to explain with my poor english ;) So, lets say I have an image, doesnt matter what kind of (gif, jpg, png) with 200x200 pixel size (total area 40000 pixels) This image have a background, that can be trasparent, or every color (but i know the background-color in advance). Lets say that in the middle of this image, there is a picture (for keep the example simple lets suppose is a square drawn), of 100x100 pixels (total area 10000 pixels). I need to know the area percentage that the small square fill inside the image. So, in i know the full image size and the background-color, there is a way in php/python to scan the image and retrieve that (in short, counting the pixel that are different from the given background)? In the above example, the result should be 25%

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  • Cross browser (chrome/firefox) trying to get top-pos defined in percentage as pixels

    - by Cinaird
    I have a problem whit cross browser output, I'm trying to get the top and left css attribute of a div, but firefox gives me the exact pixel position and Chrome give me the percentage. Example: http://web.cinaird.se/pdf/test.htm CSS #mix{ position:absolute; top: 10px; left: 45%; background-color:#f0f; } jQuery css top: " + $("#mix").css("top") + " <br/>css left: " + $("#mix").css("left") Output Firefox (and IE8): css top: 10px css left: 267.3px Chrome: css top: 10px css left: 45% is there any way to get the same result for both (all) browsers? I would prefer to get a pixel value without any major calculation

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  • Qt4.6: QTextDocument <HR> tag prints only very thin, almost invisible hair lines

    - by hurikhan77
    When printing a QTextDocument with doc->print() I almost cannot see the horizontal rules inserted by <hr>. When printing to PDF these are clearly visible. But when printed to a printer these lines are very very thin lines, almost invisible on the paper. How do I fix this? I currently helped myself by inserting an <img> with a black pixel but this is very cumbersome as I have to exactly figure out the proper pixel width by trial and error.

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  • C# Hotkey, Help?

    - by Di4g0n4leye
    namespace WebBrowser { public partial class MainForm : Form { public MainForm() { InitializeComponent(); } int GetPixel(int x, int y) { Bitmap bmp = new Bitmap(1, 1, PixelFormat.Format32bppPArgb); Graphics grp = Graphics.FromImage(bmp); grp.CopyFromScreen(new Point(x,y), Point.Empty, new Size(1,1)); grp.Save(); return bmp.GetPixel(0, 0).ToArgb(); } void Button1Click(object sender, EventArgs e) { int x = Cursor.Position.X; int y = Cursor.Position.Y; int pixel = GetPixel(x,y); textBox1.Text = pixel.ToString(); } void MainFormLoad(object sender, EventArgs e) { webBrowser1.Navigate("http://google.com"); } } } } How i want to add a hotkey that call Button1 on Press? How can that be done?

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  • Maximum File Size and Pixels for Uploaded Business Documents

    - by webdevguy
    I am creating a php form that accepts an upload of business documents in a variety of formats .pdf, .doc, .tiff, .jpeg, etc. and I need to restrict the size of the files that are uploaded. It's trivial for me to restrict the file size, but I'm not sure if I should also restrict the max height/width, which are also available options. I will need to occasionally print these documents to 8.5 X 11inch paper and have them be legible, but don't really care if images come out. Should I restrict the pixels sizes or is that redundant with restricting the file size? If so, do you guys have a recommendations for max height/width for, say, a 5MB file size limit? I really have no idea what the relationship between pixel size and image size is or what the common pixel sizes are for scanned images. Also, what would be a reasonable size expectation for a legible print per page?

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  • question about working with System.Drawing.Graphics

    - by backdoor
    hi all. i have a System.Drawing.Point[] filled with some System.Drawing.Point's. so when i want to draw this points as a polygon in a System.Windows.Form instance , the final drawn polygon is not all in the screen or sometimes is very small (in screen shown as 2-3 pixel). i wonder if there is some Library that using that i can just send Point[] to that and thatself scales and ... points and draws polygon manner that all points shown in screen and they are scaled to fit the screen (i mean small objects that shown as 2-3 pixel scale up to fit entire screen); thaks all and sorry for my bad english...

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  • Blending pixels from Two Bitmaps

    - by MarkPowell
    I'm beating my head against a wall here, and I'm fairly certain I'm doing something stupid, so time to make my stupidity public. I'm trying to take two images, blend them together into a third image using standard blending algorithms (Hardlight, softlight, overlay, multiply, etc). Because Android does not have such blend properties build in, I've gone down the path of taking each pixel and combine them using an algorithm. However, the results are garbage. Any help would be appreciated. Below is the code, which I've tried to strip out all the "junk", but some may have made it through. I'll clean it up if something isn't clear. Bitmap src = BitmapFactory.decodeResource(getResources(), R.drawable.base, options); Bitmap mutableBitmap = src.copy(Bitmap.Config.RGB_565, true); int imageId = getResources().getIdentifier("drawable/" + filter, null, getPackageName()); Bitmap filterBitmap = BitmapFactory.decodeResource(getResources(), imageId, options); float scaleWidth = ((float) mutableBitmap.getWidth()) / filterBitmap.getWidth(); float scaleHeight = ((float) mutableBitmap.getHeight()) / filterBitmap.getHeight(); IntBuffer buffSrc = IntBuffer.allocate(src.getWidth() * src.getHeight()); mutableBitmap.copyPixelsToBuffer(buffSrc); buffSrc.rewind(); IntBuffer buffFilter = IntBuffer.allocate(resizedFilterBitmap.getWidth() * resizedFilterBitmap.getHeight()); resizedFilterBitmap.copyPixelsToBuffer(buffFilter); buffFilter.rewind(); IntBuffer buffOut = IntBuffer.allocate(src.getWidth() * src.getHeight()); buffOut.rewind(); while (buffOut.position() < buffOut.limit()) { int filterInt = buffFilter.get(); int srcInt = buffSrc.get(); int alphaValueFilter = Color.alpha(filterInt); int redValueFilter = Color.red(filterInt); int greenValueFilter = Color.green(filterInt); int blueValueFilter = Color.blue(filterInt); int alphaValueSrc = Color.alpha(srcInt); int redValueSrc = Color.red(srcInt); int greenValueSrc = Color.green(srcInt); int blueValueSrc = Color.blue(srcInt); int alphaValueFinal = convert(alphaValueFilter, alphaValueSrc); int redValueFinal = convert(redValueFilter, redValueSrc); int greenValueFinal = convert(greenValueFilter, greenValueSrc); int blueValueFinal = convert(blueValueFilter, blueValueSrc); int pixel = Color.argb(alphaValueFinal, redValueFinal, greenValueFinal, blueValueFinal); buffOut.put(pixel); } buffOut.rewind(); mutableBitmap.copyPixelsFromBuffer(buffOut); BitmapDrawable drawable = new BitmapDrawable(getResources(), mutableBitmap); imageView.setImageDrawable(drawable); } int convert (int in1, int in2) { //simple multiply for example return in1 * in2 / 255; }

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  • How do I construct a 3D model of a room from 2 stereo cameras? What is the determining factor to an

    - by yasumi
    Currently, I have extracted depth points to construct a 3D model from 2 stereo cameras. The methods I have used are openCV graphCut method and a software from http://sourceforge.net/projects/reconststereo/. However, the generated 3D models are not very accurate, which leads me to question: 1) What is the problem with pixel-based method? 2) Should I change my pixel-based method to feature-based or object-recognition-based method? Is there a best method? 3) Are there any other ways to do such reconstruction? Additionally, the depth extracted comes only from 2 images. What if I am turning the camera 360 degrees to obtain a video? Looking forward to suggestion on how to combine this depth information. Thank you very much :)

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