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Search found 16009 results on 641 pages for 'side effect'.

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  • Using Effect For Fog of War

    - by Qua
    I'm trying to apply fog of war to areas on the screen not currently visible to the player. I do this by rendering the game content in one RenderTarget and the the fog of war into another, and then I merge them with an effect file that takes the color from the game RenderTarget and the alpha from the fog of war render target. The FOW RenderTarget is black where the FOW appears, and white where it doesn't. This does work, but it colors the fog of war (the unrevealed locations) white instead of the intended color of black. Before applying the effect I clear the backbuffer of the device to white. When I try to clear it to black, non of the fog of war appears at all, which I assume is a product of alpha blending with black. It works for all other colors, however - giving the resulting screen a tint of that color. How do I archieve a black fog while still being able to do alpha blending between the two render targets? The rendering code for applying the FOW: private RenderTarget2D mainTarget; private RenderTarget2D lightTarget; private void CombineRenderTargetsAndDraw() { batch.GraphicsDevice.SetRenderTarget(null); batch.GraphicsDevice.Clear(Color.White); fogOfWar.Parameters["LightsTexture"].SetValue(lightTarget); batch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend); fogOfWar.CurrentTechnique.Passes[0].Apply(); batch.Draw( mainTarget, new Rectangle(0, 0, batch.GraphicsDevice.PresentationParameters.BackBufferWidth, batch.GraphicsDevice.PresentationParameters.BackBufferHeight), Color.White ); batch.End(); } The effect file I'm using to apply the FOW: texture LightsTexture; sampler ColorSampler : register(s0); sampler LightsSampler = sampler_state{ Texture = <LightsTexture>; }; struct VertexShaderOutput { float4 Position : POSITION0; float2 TexCoord : TEXCOORD0; }; float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { float2 tex = input.TexCoord; float4 color = tex2D(ColorSampler, tex); float4 alpha = tex2D(LightsSampler, tex); return float4(color.r, color.g, color.b, alpha.r); } technique Technique1 { pass Pass1 { PixelShader = compile ps_2_0 PixelShaderFunction(); } }

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  • JQuery: Push Effect?

    - by JGreig
    I'm currently using the JQuery slideDown/slideUp effect and am not accomplishing what I want. Essentially, I want to create an action where I "push" a div off the top of the browser window. Something similar to the following push effect example. How can I do this with JQuery? The problem with just using slideDown/slideUp is that the other DIV just overlaps the div I'm hiding. But instead, I want to PUSH the div I don't want visible off the top of the browser window.

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  • JComponent undock effect

    - by Christo Du Preez
    I'm trying to accomplish an undock effect for a custom Swing JComponent. By default the component is used inside a form along with other components. I want to be able to maximize this component to use the whole screen and then be able to dock it again. So far I've tested public void showDialog() { JFrame mainFrame = App.getApplication().getMainFrame(); JDialog dialog = new JDialog(mainFrame); dialog.setModal(true); dialog.setSize(800, 600); //Set to 80x660 for now dialog.add(this); //This is my JComponent dialog.setDefaultCloseOperation(JDialog.DISPOSE_ON_CLOSE); dialog.setVisible(true); } This gives me desired effect but when closing the dialog my component doesn't receive events no more. How can I prevent this? Or is there perhaps a better way to accomplish this?

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  • Jquery hover to only have effect for certain amount of time

    - by Andrew Cassidy
    Hi, I'm using a jquery hover effect but would only like the effect to last for around a second when rolled over....ie user rolls over image, it changes for a second, then reverts back to the original image. $(document).ready(function(){ $(function() { $('.rollover').hover(function() { var currentImg = $(this).attr('src'); $(this).attr('src', $(this).attr('hover')); $(this).attr('hover', currentImg); }, function() { var currentImg = $(this).attr('src'); $(this).attr('src', $(this).attr('hover')); $(this).attr('hover', currentImg); }); }); }); This is the code I'm using for the standard hover. Any help would be great, thanks.

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  • Direct3D 11 effect files deprecated?

    - by Toji
    I've been playing around with Direct3D 11 a little bit lately and have been frustrated by the lack of documentation on the basics of the API (such as simple geometry rendering). One of the points of confusion brought on by the sparse documentation is the (apparent) move away from the use of effects for shaders. In D3D11 all of the effect (.fx) support has been removed from the D3DX libraries and buried away in a hard to find (sparsely documented, of course) shared source library. None of the included examples use it, preferring instead to compile HLSL files directly. All of this says to me that Microsoft is trying to get people to stop using the effect file format. Is that true? Is there any documentation of any kind that states that? I'm fine doing it either way, but for years now they've been promoting the .fx format so it seems odd that they would suddenly decide to drop it.

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  • "Genie" animation effect in XAML

    - by ScottCate
    What would the XAML look like to create a Genie animation effect? Take an object of any size/shape, and "Genie" it to another Minimized location. Kind of like the OSX window minimize. Maybe even a little fancier through a smoke-like effect where the path is more switch back, instead of a simple funnel (if that makes any sense). I'm guessing that there is some sort of Path that could be drawn, and the shape could move and transform along that path. Just a wild guess. Thanks for your ideas.

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  • What effect does static const have on a namespace member

    - by user144182
    namespace MyNamespace { static const double GasConstant = 1.987; Class MyClass { // constructors, methods, etc. }; }; I previously had GasConstant declared within the MyClass declaration (and had a separate definition in the source file since C++ does not support const initialization of non-integral types). I however need to access it from other files and also logically it seems like it should reside at the namespace level. My questions is, what effect does static const have in this case? Clearly const means I can't assign a new value to GasConstant, but what does a static member at the namespace mean. Is this similar to filescope static effect, where the member is not accessible outside of the unit?

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  • CSS3 Box Shadow Fade Out Effect

    - by Eric Bergman
    Is it possible to achieve a Fadeout effect with CSS3 Box Shadow? Here's what I have so far? This only adds inset shadow to the vertical sides but I need to achieve a fade out effect at the top. -moz-box-shadow: inset 5px 0 7px -5px #a4a4a4, inset -5px 0 7px -5px #a4a4a4; -webkit-box-shadow: inset 5px 0 5px -5px #a4a4a4, inset -5px 0 5px -5px #a4a4a4; box-shadow: inset 5px 0 7px -5px #a4a4a4, inset -5px 0 7px -5px #a4a4a4; See the image below to see the Expected Results and what I currently have.

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  • Why does my text has the justify effect when I didnt made it to have this effect (css/php)

    - by linkcool
    Why my text has the justify effect? In my whole site, I make echos and i dont specify a "text-align:justify;" but my text is still justifying. Justify is when you make the browser window smaller, the text moves so it fits in the window. I tryed making something like this: <?php echo "<h1>some stuff.</h1>"; ?> <html> <head> <style> h1 { text-align:center; } etc.... but it just makes the text go in the center and it keeps the justify effect. please help me =[ thanks

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  • Android: Is decreasing size of .png files have some effect to resulted Bitmap in memory

    - by nahab
    I'm writing game with a large amount of .png pictures. All worked fine. Than I added new activity with WebView and got memory shortage. After that I made some experiment - replace game .png images with ones that just fully filled with some color. As result memory shortage had gone. But I suppose that Bitmap internally hold each pixel separately so such changes should have no effect. Maybe this because of initial images have alpha channel and my test images have not it? But actually question is: Will decreasing .png images files sizes make some effect on decreasing usage of VM application heap or not?

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  • CSS3 text-shadow effect with jQuery

    - by Marco
    Hello, I wanted to be able to create a effect identical to CSS3 text-shadow Property, making it available to browsers that doesn’t support this CSS3 Property (like IE 7 and 8). And so I found two plugins: Text Shadow and Drop Shadow Effect. I decided to use Text Shadow, because it was released in the end of 2008, and because it was more straightforward. This worked great for IE8. However in IE7 shadows have twice the distance to the text, and links are weird. IE8 image IE7 image I am searching for a fix, or an alternative to this problem.

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  • static effect on python

    - by fatai
    how we can construct static effect on python instead of using class and global ? not like that one : global a a = [] #simple ex ; fonk ( a , b , d) x = 1 a.append ( x) EDIT: I want to create temporary memory , if I exit the function namely fonk , I want to save change as list on temporary memory . We can do that demand only put static keyword in front of data type but in python , we dont have static, so I want that effect in python . Therefore , how can I do ? As above code say "a" represents temporary memory

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  • Silverlight Spring Effect on TextBlock control

    - by CJCraft.com
    Hi, I'd like to create view that if the user clicks on a control, let's say a TextBlock, that the control would spring back and forth in place from where the user clicked. By spring I mean push back and forth like if there were springs behind the TextBlock in each corner. I've seen demos of this type of effect, and for the life of me, I can't come up with the name of the effect to help with searches, or find an example of this. Maybe instead of a TextBlock it would help to image a picture that could be pressed down on, and as if springs were behind it and then would bounce back into place.

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  • Slide Effect happening too many times

    - by Abs
    Hello all, I call this functions on onmouseover and onmouseout for several divs. //Takes effect on divs with id, 62,63,64,65... function slide_it(id){ $('#options_'+id).slideToggle('slow'); } The problem is that if I move my mouse over and then mouse out, then again, mouse over and then mouse out. If I do this several times, the slide effect happens the same number of times I moved my mouse over and out of the div, as expected. But I can't figure out how I can do this once? I can set a variable, but I have several divs that this function is used by and I can't think of a simple way of doing this rather than storing things into an array, but this is messy! I really appreciate any help on this that is simple to implement! Thanks all for any help

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  • How to achieve jQuery scrolling/overlay effect (video in description)

    - by waffl
    I have two columns. The left column contains text of dynamic lengths. The right column is of fixed height and will contain a set of images selected at random per page load. I am trying to create an effect where while the user scrolls, the Image 2 scrolls above Image 1. When it reaches the top, the Image 1 begins to scroll up until it disappears, then Image 3 comes in and repeats the process. As this is rather confusing, I made a short video describing the desired effect. Video - MP4 I have begun trying to get it working in this jsbin but am at a loss for when the user scrolls back down and also when more images are required. I am thinking my current path is not the right direction. I'm thinking that employing something like jQuery waypoints is more the direction I should be pursuing?

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  • Jquery Living Elements

    - by Kurt
    Hi there! Does anybody know how to deal with the effect at http://2crossmedia.com/liv-multicolor/ If you click into the text field, its surrounded by a color-changing line. The code says it's jquery. But how :) ? A lot of thanks!

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  • 3D Model not translating correctly (visually)

    - by ChocoMan
    In my first image, my model displays correctly: But when I move the model's position along the Z-axis (forward) I get this, yet the Y-axis doesnt change. An if I keep going, the model disappears into the ground: Any suggestions as to how I can get the model to translate properly visually? Here is how Im calling the model and the terrain in draw(): cameraPosition = new Vector3(camX, camY, camZ); // Copy any parent transforms. Matrix[] transforms = new Matrix[mShockwave.Bones.Count]; mShockwave.CopyAbsoluteBoneTransformsTo(transforms); Matrix[] ttransforms = new Matrix[terrain.Bones.Count]; terrain.CopyAbsoluteBoneTransformsTo(ttransforms); // Draw the model. A model can have multiple meshes, so loop. foreach (ModelMesh mesh in mShockwave.Meshes) { // This is where the mesh orientation is set, as well // as our camera and projection. foreach (BasicEffect effect in mesh.Effects) { effect.EnableDefaultLighting(); effect.PreferPerPixelLighting = true; effect.World = transforms[mesh.ParentBone.Index] * Matrix.CreateRotationY(modelRotation) * Matrix.CreateTranslation(modelPosition); // Looking at the model (picture shouldnt change other than rotation) effect.View = Matrix.CreateLookAt(cameraPosition, modelPosition, Vector3.Up); effect.Projection = Matrix.CreatePerspectiveFieldOfView( MathHelper.ToRadians(45.0f), aspectRatio, 1.0f, 10000.0f); effect.TextureEnabled = true; } // Draw the mesh, using the effects set above. prepare3d(); mesh.Draw(); } //Terrain test foreach (ModelMesh meshT in terrain.Meshes) { foreach (BasicEffect effect in meshT.Effects) { effect.EnableDefaultLighting(); effect.PreferPerPixelLighting = true; effect.World = ttransforms[meshT.ParentBone.Index] * Matrix.CreateRotationY(0) * Matrix.CreateTranslation(terrainPosition); // Looking at the model (picture shouldnt change other than rotation) effect.View = Matrix.CreateLookAt(cameraPosition, terrainPosition, Vector3.Up); effect.Projection = Matrix.CreatePerspectiveFieldOfView( MathHelper.ToRadians(45.0f), aspectRatio, 1.0f, 10000.0f); effect.TextureEnabled = true; } // Draw the mesh, using the effects set above. prepare3d(); meshT.Draw(); DrawText(); } base.Draw(gameTime); } Im suspecting that there may be something wrong with how I'm handling my camera. The model rotates fine on its Y-axis.

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