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  • Keeping a Computer Tower Cool the Easy Way [Image Set]

    - by Asian Angel
    A lack of proper airflow will definitely not be a problem with this computer tower… Image courtesy of Envador.com You can view a multitude of images for the PVC Computer Tower in its final and early incarnations along with a parts list at the Envador link below. PVC Pipe Computer Tower – Envador.com [via There I Fixed It - Cheezburger Network] Secure Yourself by Using Two-Step Verification on These 16 Web Services How to Fix a Stuck Pixel on an LCD Monitor How to Factory Reset Your Android Phone or Tablet When It Won’t Boot

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  • 2-d lighting day/night cycle

    - by Richard
    Off the back of this post in which I asked two questions and received one answer, which I accepted as a valid answer. I have decided to re-ask the outstanding question. I have implemented light points with shadow casting as shown here but I would like an overall map light with no point/light source. The map setup is a top-down 2-d 50X50 pixel grid. How would I go about implementing a day/night cycle lighting across a map?

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  • Driver for the Intel GMA X4500HD

    - by broiyan
    I have a Dell Vostro 220s with the built-in Intel GMA X4500HD graphics adapter. I am using Maverick (10.10). My Philips 190CW 1440 x 900 pixel monitor is connected via the analog path. After a fresh installation of Maverick, this works on various resolutions but 1440 x 900 is not one of the available options. I may need a hardware specific driver. Does a GMA X4500HD driver exist that will work on Maverick?

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  • Understanding how OpenGL blending works

    - by yuumei
    I am attempting to understand how OpenGL (ES) blending works. I am finding it difficult to understand the documentation and how the results of glBlendFunc and glBlendEquation effect the final pixel that is written. Do the source and destination out of glBlendFunc get added together with GL_FUNC_ADD by default? This seems wrong because "basic" blending of GL_ONE, GL_ONE would output 2,2,2,2 then (Source giving 1,1,1,1 and dest giving 1,1,1,1). I have written the following pseudo-code, what have I got wrong? struct colour { float r, g, b, a; }; colour blend_factor( GLenum factor, colour source, colour destination, colour blend_colour ) { colour colour_factor; float i = min( source.a, 1 - destination.a ); // From http://www.khronos.org/opengles/sdk/docs/man/xhtml/glBlendFunc.xml switch( factor ) { case GL_ZERO: colour_factor = { 0, 0, 0, 0 }; break; case GL_ONE: colour_factor = { 1, 1, 1, 1 }; break; case GL_SRC_COLOR: colour_factor = source; break; case GL_ONE_MINUS_SRC_COLOR: colour_factor = { 1 - source.r, 1 - source.g, 1 - source.b, 1 - source.a }; break; // ... } return colour_factor; } colour blend( colour & source, colour destination, GLenum source_factor, // from glBlendFunc GLenum destination_factor, // from glBlendFunc colour blend_colour, // from glBlendColor GLenum blend_equation // from glBlendEquation ) { colour source_colour = blend_factor( source_factor, source, destination, blend_colour ); colour destination_colour = blend_factor( destination_factor, source, destination, blend_colour ); colour output; // From http://www.khronos.org/opengles/sdk/docs/man/xhtml/glBlendEquation.xml switch( blend_equation ) { case GL_FUNC_ADD: output = add( source_colour, destination_colour ); case GL_FUNC_SUBTRACT: output = sub( source_colour, destination_colour ); case GL_FUNC_REVERSE_SUBTRACT: output = sub( destination_colour, source_colour ); } return output; } void do_pixel() { colour final_colour; // Blending if( enable_blending ) { final_colour = blend( current_colour_output, framebuffer[ pixel ], ... ); } else { final_colour = current_colour_output; } } Thanks!

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  • How can I show a texture in a separate window in an XNA game?

    - by John
    I'm playing around with random map generation and what I want to do is: Input a command to generate a random map. A texture will be created resembling the generation, each pixel resembling each tile. A new window will pop-up, without removing the original one, that will contain the texture. I know how to do this except for the last part. Would someone please tell me how to create a new window and draw a texture to this window?

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  • XNA 4.0 Point Vertex Rendering

    - by luis
    I have a buffer of about 134 million particles and a very powerful computer to render them smoothly but I am getting an error when trying to render them as primitive lines it says I cannot render more than around 1 million. I wonder how can I do this, also if is there a better way to render this other than with lines, I'm comfortable with having 1 pixel points or anything as long as the vertices are shown all the time. I'm basically just plotting the points. thanks.

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  • How do I crop a video clip?

    - by Lekensteyn
    I've recorded a video using recordmydesktop, but have unfortunately chosen for capturing the whole screen (1600*896) instead of a small part with geometric 900*690. How do I crop this video? Preferably in the editor I'm using, Kdenlive, to minimize quality loss. I've tried the Crop, Pan & Zoom and Scale0tilt effects, modifying the pixel ratio, movie size inside project settings options without success. A step-by-step guide would be preferred or at least some hints.

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  • C++ and SDL resource management for 2D game

    - by KuruptedMagi
    My first question is about stateManagers. I do not use the singleton pattern (read many random posts with various reasons not to use it), I have gameStateManager which runs the pointer cCurrentGameState-render(), etc. I want to make a transitioning game, this engine should ideally cover both a platformer and a bird's eye RPG (with some recoding, I just mean the base engine), both of which will load different levels and events, such as world map, dungeon, shops, etc. So I then thought, rather then having to store all this data within all the states, I would break the engine into gameStates, and playStates... when gameState reaches gameStatePlay(), gameStatePlay simply runs the usual handleInput, logic, and render for the playStates, just as the low level gameStateManager does. This lets me store all the player data within the base playstate class without storing useless data in the gameStates. Now I have added a seperate mapEditor, which uses editorStates from gameStateEditor. Is this too much usage of the gameState concept? It seems to work pretty well for me, so I was wondering if I am too far off a common implementation of this. My second question is on image resources. I have my sprite class with nothing but static members, mainly loadImage, applySurface, and my screen pointer. I also have a map pairing imageName enums with actual SDL_Surface pointers, and one pairing clipNumber enums with a wrapper class for a vector of clips, so that each reference in the map can have different amounts of clips with different sizes. I thought it would be better to store all these images, and screen within one static body, since 20 different goblins all use the same sprite sheet, and all need to print to the same screen, and of course, this way I do not need to pass my screen reference to every little entity. The imageMap seems to work very well, I can even add the ability to search through the map at creation of entity type to see if a particular image at creation, creating if it doesnt exist, and destroying the image if the last entity that needs it was just destroyed. The vectored clip map however, seems to take too long to initialize, so if i run past the state that initializes them to fast, the game crashes <. Plus, the clip map call is half of this line =P SPRITE::applySurface( cEditorMap.cTiles[x][y].iX, cEditorMap.cTiles[x][y].iY, SPRITE::mImages[ IMAGE_TILEMAP ], SPRITE::screen, SPRITE::mImageClips[IMAGE_TILEMAP]->clips.at( cEditorMap.cTiles[x][y].iTileType ) ); Again, do I have the right idea? I like the imageMap, but am I better off with each entity storing its own clips? My last question is about collision detection. I only grasp the basics, will look at per-pixel and circular soon, but how can I determine which side the collision comes from with just the basic square collision detection, I tried breaking each entity into 4 collision zones, but that just gave me problems with walking through walls and the like <. Also, is per-pixel color collision a good way to decide what collision just occured, or is checking multiple colors for multiple entities too taxing each cycle?

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  • How can I plot a radius of all reachable points with pathfinding for a Mob?

    - by PugWrath
    I am designing a tactical turn based game. The maps are 2d, but do have varying level-layers and blocking objects/terrain. I'm looking for an algorithm for pathfinding which will allow me to show an opaque shape representing all of the possible max-distance pixels that a mob can move to, knowing the mob's max pixel distance. Any thoughts on this, or do I just need to write a good pathfinding algorithm and use it to find the cutoff points for any direction in which an obstacle exists?

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  • Handy Flowchart Picks a Christmas Film for You

    - by Jason Fitzpatrick
    If you’re having trouble picking a holiday film, this handy flowchart can help. Need a film with just the right touch of animation and creepiness? Belief in Santa Claus and swimming pools? The chart has you covered. So You Want To Watch A Movie [via Neatorama] Secure Yourself by Using Two-Step Verification on These 16 Web Services How to Fix a Stuck Pixel on an LCD Monitor How to Factory Reset Your Android Phone or Tablet When It Won’t Boot

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  • Week in Geek: Google Announces New Round of Services to be Shut Down

    - by Asian Angel
    Our latest edition of WIG is filled with news link coverage on topics such as an IE flaw allows attackers and advertisers to track cursor movement, Microsoft will retire its Live Mesh PC-sync service in February, Yahoo has revamped its e-mail service & continues overhaul on Flickr, and more. Secure Yourself by Using Two-Step Verification on These 16 Web Services How to Fix a Stuck Pixel on an LCD Monitor How to Factory Reset Your Android Phone or Tablet When It Won’t Boot

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  • Google prévoit d'intégrer QuickOffice à Chrome OS, l'outil déjà disponible sur Chromebook en version développeur

    L'édition des documents Quickoffice dans Chrome bientôt possible Google porte ses outils de bureautique dans le navigateur grâce à Native ClientAprès l'intégration de Quickoffice aux Google Apps, le géant de la recherche travaille sur le port de sa suite d'outils bureautiques mobiles sur Chrome OS et Chrome.La société aurait dévoilé ces jours le nouvel ordinateur Chromebook Pixel, avec une version de Chrome OS qui dispose d'une partie des applications Quickoffice.Le port de Quickoffice sur Chrome a été possible grâce à l'utilisation de Native Client. Native Client est une technologie de type sandbox (bac à sable), qui permet d'exécuter des applications écrites en C/C++ à l'intérieur d'un navig...

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  • Enhance That! [Comic]

    - by Asian Angel
    Works perfectly every time, right? Note: You can view the full-size version at the link below if you have trouble reading any of the text… I hate it in espionage TV series when… [Manu Cornet - Bonkers World Blog] Secure Yourself by Using Two-Step Verification on These 16 Web Services How to Fix a Stuck Pixel on an LCD Monitor How to Factory Reset Your Android Phone or Tablet When It Won’t Boot

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  • Google’s Zeitgeist 2012: A Year In Review

    - by Jason Fitzpatrick
    Once a year Google releases their Zeitgeist–an overview of what the world was searching for during the previous year. Check out the year in review video and then browse the entire project. Google Zeitgeist 2012 Secure Yourself by Using Two-Step Verification on These 16 Web Services How to Fix a Stuck Pixel on an LCD Monitor How to Factory Reset Your Android Phone or Tablet When It Won’t Boot

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  • AS3 - At exactly 23 empty alpha channels, images below stop drawing

    - by user46851
    I noticed, while trying to draw large numbers of circles, that occasionally, there would be some kind of visual bug where some circles wouldn't draw properly. Well, I narrowed it down, and have noticed that if there is 23 or more objects with 00 for an alpha value on the same spot, then the objects below don't draw. It appears to be on a pixel-by-pixel basis, since parts of the image still draw. Originally, this problem was noticed with a class that inherited Sprite. It was confirmed to also be a problem with Sprites, and now Bitmaps, too. If anyone can find a lower-level class than Bitmap which doesn't have this problem, please speak up so we can try to find the origin of the problem. I prepared a small test class that demonstrates what I mean. You can change the integer value at line 20 in order to see the three tests I came up with to clearly show the problem. Is there any kind of workaround, or is this just a limit that I have to work with? Has anyone experienced this before? Is it possible I'm doing something wrong, despite the bare-bones implementation? package { import flash.display.Sprite; import flash.events.Event; import flash.display.Bitmap; import flash.display.BitmapData; public class Main extends Sprite { public function Main():void { if (stage) init(); else addEventListener(Event.ADDED_TO_STAGE, init); } private function init(e:Event = null):void { removeEventListener(Event.ADDED_TO_STAGE, init); // entry point Test(3); } private function Test(testInt:int):void { if(testInt==1){ addChild(new Bitmap(new BitmapData(200, 200, true, 0xFFFF0000))); for (var i:int = 0; i < 22; i++) { addChild(new Bitmap(new BitmapData(100, 100, true, 0x00000000))); } } if(testInt==2){ addChild(new Bitmap(new BitmapData(200, 200, true, 0xFFFF0000))); for (var j:int = 0; j < 23; j++) { addChild(new Bitmap(new BitmapData(100, 100, true, 0x00000000))); } } if(testInt==3){ addChild(new Bitmap(new BitmapData(200, 200, true, 0xFFFF0000))); for (var k:int = 0; k < 22; k++) { addChild(new Bitmap(new BitmapData(100, 100, true, 0x00000000))); } var M:Bitmap = new Bitmap(new BitmapData(100, 100, true, 0x00000000)); M.x += 50; M.y += 50; addChild(M); } } } }

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  • 2d game view camera zoom, rotation & offset using 'Filter' / 'Shader' processing?

    - by Arthur Wulf White
    I wish to add the ability to zoom-in, zoom-out, rotate and move the view in a top-down view over a collection of points and lines in a large 2d map. I split the map into a grid so I only need to render the points that are 'near' the camera. My question is, how do I render a point A(Xp,Yp) assuming the following details: Offset of the camera pov from the origin of the map is: Xc, Yc Meaning the camera center is positioned on top of that point. If there's a point in Xc, Yc it is positioned in the center of the screen. The rotation angle is: alpha The scale is: S Read my answer first. I am thinking there is more optimized solution, thanks. My question is how to include the following improvement: I read in the AS3 Bible book that: In regards to ShaderInput, You can use these methods to coerce Pixel Bender to crunch huge sets of data masquerading as images, without doing too much work on the ActionScript side to make them look like images. Meaning if I am performing the same linear function on a lot of items, I can do it all at once if I use Shaders correctly and save processing time. Does anyone know how that is accomplished? Here is a sample of what I mean: http://wonderfl.net/c/eFp0/

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  • Detect click on Triangle and Circle buttons

    - by chr1s89
    How can i detect clicks on a texture (will be a button in my game) that has a form of a triangle or circle. I know only the rectangle solution where u can use the positions + the width/height but this dont work for that because clicks will be detected at the transparent pixels. I heard of pixel-perfect collision is it the right way for this? It would be great if someone can give me a example for such a solution or other.

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  • How can I plot a radius of all reachable points with pathfinding for a Mob (XNA)?

    - by PugWrath
    I am designing a tactical turn based game. The maps are 2d, but do have varying level-layers and blocking objects/terrain. I'm looking for an algorithm for pathfinding which will allow me to show an opaque shape representing all of the possible max-distance pixels that a mob can move to, knowing the mob's max pixel distance. Any thoughts on this, or do I just need to write a good pathfinding algorithm and use it to find the cutoff points for any direction in which an obstacle exists?

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  • CSS hack for Google Chrome and Safari

    - by Renso
    When wanting to hack css in an external stylesheet just for Google Chrome and Safari. Here is an example of where I override the margin-top for Chrome and Safari.Normal:#AccountMaintenanceWrapper #callDetailsPreviewWrapper{    border: none;    padding: 0px;    width: 209px;    position: fixed;    margin-top: 84px;    z-index: 1;}Google Chrome and Safari:@media screen and (-webkit-min-device-pixel-ratio:0){    #AccountMaintenanceWrapper #callDetailsPreviewWrapper    {        margin-top: 12px;    }}

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  • XNA - Detect click on triangle/circle form of a texture

    - by chr1s89
    How can i detect clicks on a texture (will be a button in my game) that has a form of a triangle or circle. I know only the rectangle solution where u can use the positions + the width/height but this dont work for that because clicks will be detected at the transparent pixels. I heard of pixel-perfect collision is it the right way for this? It would be great if someone can give me a example for such a solution or other.

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  • VNC error: "Could not connect to session bus: Failed to connect to socket"

    - by GJ
    I started a vncserver on display :1 on an ubuntu machine. When I connect to it, I get a grey X window with an error message Could not connect to session bus: Failed to connect to socket. The vnc log is: Xvnc Free Edition 4.1.1 - built Apr 9 2010 15:59:33 Copyright (C) 2002-2005 RealVNC Ltd. See http://www.realvnc.com for information on VNC. Underlying X server release 40300000, The XFree86 Project, Inc Sun Mar 20 15:33:59 2011 vncext: VNC extension running! vncext: Listening for VNC connections on port 5901 vncext: created VNC server for screen 0 error opening security policy file /etc/X11/xserver/SecurityPolicy Could not init font path element /usr/X11R6/lib/X11/fonts/Type1/, removing from list! Could not init font path element /usr/X11R6/lib/X11/fonts/Speedo/, removing from list! Could not init font path element /usr/X11R6/lib/X11/fonts/misc/, removing from list! Could not init font path element /usr/X11R6/lib/X11/fonts/75dpi/, removing from list! Could not init font path element /usr/X11R6/lib/X11/fonts/100dpi/, removing from list! cat: /var/run/gdm/auth-for-link2-eGnVvf/database: No such file or directory gnome-session[24880]: WARNING: Could not make bus activated clients aware of DISPLAY=:1.0 environment variable: Failed to connect to socket /tmp/dbus-FhdHHIq8jt: Connection refused gnome-session[24880]: WARNING: Could not make bus activated clients aware of GNOME_DESKTOP_SESSION_ID=this-is-deprecated environment variable: Failed to connect to socket /tmp/dbus-FhdHHIq8jt: Connection refused gnome-session[24880]: WARNING: Could not make bus activated clients aware of SESSION_MANAGER=local/dell:@/tmp/.ICE-unix/24880,unix/dell:/tmp/.ICE-unix/24880 environment variable: Failed to connect to socket /tmp/dbus-FhdHHIq8jt: Connection refused Sun Mar 20 15:34:10 2011 Connections: accepted: 0.0.0.0::51620 SConnection: Client needs protocol version 3.8 SConnection: Client requests security type VncAuth(2) VNCSConnST: Server default pixel format depth 16 (16bpp) little-endian rgb565 VNCSConnST: Client pixel format depth 16 (16bpp) little-endian rgb565 gnome-session[24880]: Gtk-CRITICAL: gtk_main_quit: assertion `main_loops != NULL' failed gnome-session[24880]: CRITICAL: dbus_g_proxy_new_for_name: assertion `connection != NULL' failed Any ideas how to fix it?

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  • converting a png with an ICC profile?

    - by jedierikb
    I can convert a jpg from one ICC to another ICC. convert rgb_image.jpg -profile USCoat.icm cmyk_image.jpg Or I can convert a jpg with no ICC to another ICC. convert rgb_image.jpg +profile icm \ -profile sRGB.icc -profile USCoat.icm cmyk_image.jpg But how do I convert a png's pixels into the gamut described by an ICC profile? I understand I cannot embed the profile into the image file, but would at least like to convert the colors. When I reuse the above commands, the colors come out wrong... (different from the colors in the JPG when converted). This is the source image: http://alumni.media.mit.edu/~erikb/tmp/RED_JPG.jpg And here is what I am trying: convert RED_JPG.jpg +profile icm -profile sRGB_v4_ICC_preference.icc -profile USWebUncoated.icc CMYK_PNG.png and this is what I am getting: http://alumni.media.mit.edu/~erikb/tmp/CMYK_PNG.png I was hoping to get an image with the same colors as a JPEG run through the same command: convert RED_JPG.jpg +profile icm -profile sRGB_v4_ICC_preference.icc -profile USWebUncoated.icc CMYK_JPG.jpg resulting in: http://alumni.media.mit.edu/~erikb/tmp/CMYK_JPG.jpg *this image, CMYK_JPG.jpg, is what I am trying to reproduce pixel by pixel in a PNG file.* Any suggestions? Original (unanswered) post here.

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  • Green flickering pixels that move with black images

    - by user568458
    Strange question... Occasionally, on my LCD screen, pixels that should be black flicker rapidly and constantly between black and green, about 4 flickers a second. The crazy part is, unlike dead/stuck pixels, they are relative to content on the screen and move with it. For example, I might be looking at a web page with a picture that has lots of black. There might be a couple of green flashing pixels in that black that shouldn't be there. I scroll the page, and the green flickering pixels move with the image. It seems that everyphysical pixel is fine, but somehow something interprets part of the image in a way that causes flickering green... It's not just in a web browser. My first thought was to blame a trolling blogger cunningly uploading an animated gif that simulates a failing pixel... but it happens in a wide range of applications. It seems to occur randomly, other than that it seems to only occur in areas of pure black, and it's always pure 100% green. It happens rarely enough that it's not a big deal, but it's such a strange problem it bugs me. I can't find any info on anything like this. I'm not even sure if it's hardware or software. Any ideas? (windows 7 laptop connected to LCD by DVI to HDMI cable)

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  • Prevent Outlook 2010 Insert Picture resizing image

    - by Rup
    When I "Insert Picture" a JPEG in Outlook 2010 it automatically resizes the image and, I think, recompresses it too. I realise this would be useful for photographs or for people who try to email 1MB BMPs but I would like to email around an image at the original pixel size without recompression. Is there a way to turn this off, or better still choose settings for each image insert? I found this page in the Office help. It's for Word, PowerPoint and Excel not Outlook but points you at File, Options, Advanced, Image Settings. There's no equivalent section in Outlook. I know Outlook uses Word as its editor so I've looked at Word's settings but there isn't an 'original size' here: there's only 'turn off image recompression' and pick target DPI from 96, 150, 220. I guess Office is finding a DPI value in the JPEG file and scaling it up or down to match this setting. I can't find an equivalent option in Outlook's options menu but there's so many settings and pop-up dialogs I may have missed something. Picture Format, Reset image size resets the image to the rescaled version, not the original. I can't see a way to edit a pixel value into size values in the image properties after insert. Thanks! I realise I can probably achieve this by editing the image metadata in PhotoShop elements or similar but there ought to be a way without editing the file? This is new behaviour in Outlook 2010; 2007 didn't do this.

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  • Why do moving lines become fuzzy on my monitor?

    - by CodeInChaos
    I recently got a new notebook. With moving images there are some graphical issues, and I'd like to know what causes them. None of my earlier monitors exhibited similar issues. Moving high contrast lines become jagged, similar to interleaved videos. When moving a horizontal line vertically those artifacts are colored, when moving a vertical line horizontally they aren't colored. The effect isn't observable in static images. And when moving faster the zone in which it occurs becomes wider. The effect is very visible if I move a window around on the borders of the window and wherever high contrast lines appear. But it appears when watching videos too. The vertical line in that image moves to the right, the horizontal line upwards. The effect is most likely related to the fact that each real pixel consists of different sub-pixels for the different color channels. But how are these causing the observed effect? Is the change at which the different colors change to the destination brightness different? The optical impression is that every second pixel in a chess board like arrangement is adapting slower than it's neighbors. But that doesn't make much sense.

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