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  • How to set sprite source coordinates?

    - by ChaosDev
    I am creating own sprite drawer with DX11 on C++. Works fine but I dont know how to apply source rectangle to texture coordinates of rendering surface(for animation sprite sheets) //source = (0,0,32,64); //RECT D3DXVECTOR2 t0 = D3DXVECTOR2( 1.0f, 0.0f); D3DXVECTOR2 t1 = D3DXVECTOR2( 1.0f, 1.0f); D3DXVECTOR2 t2 = D3DXVECTOR2( 0.0f, 1.0f); D3DXVECTOR2 t3 = D3DXVECTOR2( 0.0f, 1.0f); D3DXVECTOR2 t4 = D3DXVECTOR2( 0.0f, 0.0f); D3DXVECTOR2 t5 = D3DXVECTOR2( 1.0f, 0.0f); VertexPositionColorTexture vertices[] = { { D3DXVECTOR3( dest.left+dest.right, dest.top, z),D3DXVECTOR4(1,1,1,1), t0}, { D3DXVECTOR3( dest.left+dest.right, dest.top+dest.bottom, z),D3DXVECTOR4(1,1,1,1), t1}, { D3DXVECTOR3( dest.left, dest.top+dest.bottom, z),D3DXVECTOR4(1,1,1,1), t2}, { D3DXVECTOR3( dest.left, dest.top+dest.bottom, z),D3DXVECTOR4(1,1,1,1), t3}, { D3DXVECTOR3( dest.left , dest.top, z),D3DXVECTOR4(1,1,1,1), t4}, { D3DXVECTOR3( dest.left+dest.right, dest.top, z),D3DXVECTOR4(1,1,1,1), t5}, };

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  • Lost volume control OSD for Ubuntu

    - by Vultan
    I've been happily chugging along with Ubuntu 14.04 (love it), and something I must have done removed the on screen notification when I change the volume via keyboard buttons. When I change the volume via the keyboard, it works, I can hear the alert telling me I've done it, and the small volume indicator in the panel does show the change, but I used to see a pop up rounded rectangle in the top right of the screen that showed me clearer feedback when I changed volume via the keyboard. It's now gone. Can anyone offer any help in bringing it back?

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  • Collision: Vector class (java)

    - by user8363
    When handling collision detection / response and you need a Vector class, do you need to create that class yourself or is there a java class you can use? A vector class should have methods like: subtract(Vector v), normalize(), dotProduct(Vector v), ... At the moment it seems logical to use classes like java.awt.Rectangle and java.awt.Polygon to calculate collisions. Would I be right to use these classes for this purpose? My question is not about how to implement collision detection, I know how that works. However I'm wondering what would be a correct and clean way to implement it in java since I'm fairly new to the language and to application development in general.

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  • Would it be more efficient to handle 2D collision detection with polygons, rather than both squares/polygons?

    - by KleptoKat
    I'm working on a 2D game engine and I'm trying to get collision detection as efficient as possible. One thing I've noted is that I have a Rectangle Collision collider, a Shape (polygon) collider and a circle collider. Would it be more efficient (either dev-time wise or runtime wise) to have just one shape collider, rather than have that and everything else? I feel it would optimize my code in the back end, but how much would it affect my game at runtime? Should I be concerned with this at all, as 3D games generally have tens of thousands of polygons?

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  • What Java class should I use to represent a Vector?

    - by user8363
    Does Java have a built-in Vector class suitable for handling collision detection / response? It should have methods like subtract(Vector v), normalize(), dotProduct(Vector v), ... It seems logical to use java.awt.Rectangle and java.awt.Polygon to calculate collisions. Would I be right to use these classes for this purpose? I understand collision detection; I'm only wondering what approach to it is idiomatic in Java. I'm new to the language and to application development in general.

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  • Arranging the colors on the board in the most pleasing form

    - by Shashwat
    Given a rectangular board of height H and width W. N colors are given. ith color occupy Pi percentage of area on the board. Sum of Pis is 1. What can be algorithm to layout the colors on the board in the form of rectangles in the most pleasing form. By pleasing mean the aspect ratios (Width/Height) of rectangle of each color should be as close to 1 as possible. In an ideal case the board would be filled only with squares.

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  • pygame.Rect around circle

    - by geekkid
    I'm trying to make a pong game in pygame , but i can't figure out how to but a ball circle , which i can create with pygame.draw.circle into a pygame.Rect object so i can use the colliderect function and manipulate the ball's position. For example, with rectangles, i can do something like this : rect = pygame.Rect(255, 255, 100, 100) pygame.draw.rect(screen, yellow, rect) and then when i change the pygame.Rect object position , the drawing primitives position also changes. How can the same effect be achieved when i want to draw a circle, instead of a rectangle? Thank you.

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  • Without using a pre-built physics engine, how can I implement 3-D collision detection from scratch?

    - by Andy Harglesis
    I want to tackle some basic 3-D collision detection and was wondering how engines handle this and give you a pretty interface and make it so easy ... I want to do it all myself, however. 2-D collision detection is extremely simple and can be done multiple ways that even beginner programmers could think up: 1.When the pixels touch; 2.when a rectangle range is exceeded; 3.when a pixel object is detected near another one in a pixel-based rendering engine. But 3-D is different with one dimension, but complex in many more so ... what are the general, basic understanding/examples on how 3-D collision detection can be implemented? Think two shaded, OpenGL cubes that are moved next to each other with a simple OpenGL rendering context and keyboard events.

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  • melonJS: Entity and solid block on collision layer

    - by Arthur Halma
    Actually I have my player entity with 64x64 sprite animation and 18x60 hitbox also the map is maded by 16x16 tiles. When my player goes some way he can pass through blocks (but not all of them). For example there are 4 situations: Good (player can't pass the tile with isSolid property on collision layer) Good (player can't pass the tile with isSolid property on collision layer) Bad (player pass the tile with isSolid property on collision layer) Bad (player pass the tile with isSolid property on collision layer) Looks like melonJS checks only corners of hitbox instead of whole rectangle. Can anyone help me in this situation.

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  • Collisions and Lists

    - by user50635
    I've run into an issue that breaks my collisions. Here's my method: Gather Input Project Rectangle Check for intersection and ispassable Update The update method is built on object_position * seconds_passed * velocity * speed. Input changes velocity and is normalized if 1. This method works well with just one object comparison, however I pass a list or a for loop to the collision detector and velocity gets changed back to a non zero when the list hits an object that passes the test and the object can pass through. Any solutions would be much appreciated. Side note is there a more proper way to simulate movement?

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  • Missing Firefox app icon

    - by frozenkoi
    I'm using Ubuntu 11.04 (upgraded from LTS 10.04) and Firefox (version 11) doesn't show it's icon in the Window List panel, in the Firefox window top left corner (system menu) nor when using ALT+TAB to switch applications. I'm using unity 2D since I'm running ubuntu as a guest in a VMWare virtual machine (Host is windows 7) Instead of the Firefox icon I get what appears to be a generic icon that looks like an app window in the window list and a black rectangle with a curl in the bottom right corner in the ALT+TAB window. How do I fix this so that the proper Firefox icon gets displayed? EDIT: Depending on the icon set chosen in the Appearence settings window sometimes I get the icon, sometimes I don't. When using Ubuntu classic none of the icon sets provide the icon for Firefox.

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  • Matrix camera, movement concept

    - by NoFace
    I was talking to some guy. He said that my movement concept in game is bad. When left or right arrow is pressed I'm scrolling background what makes you feel that player is moving (player's X remains same). So... he told me something about matrix view. I should create all walls and platforms static and scroll only the camera and move player's rectangle. I did a little research in Google, but nothing found. Can you tell me anything about it? How to start? Maybe links, books and resources? My programming language is Java (2d). Thank you!

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  • Color based collision detection

    - by user1486826
    I am making a game where you fly a ship around some randomly generated planets. Since I am using a for loop to draw over 5000 planets, using the rectangle class or an oval-type class for this is not an option, since creating many objects will severely affect performance. Bitmasking each planet will likely result in performance issues too, so the only candidate is color based collision detection, because I don't need to apply some sort of object to everything I want to check for collisions. Is any way to check the perimeter around the ship for a certain color?

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  • Using Optical Flow in EmguCV

    - by Meko
    HI. I am trying to create simple touch game using EmguCV.Should I use optical flow to determine for interaction between images on screen and with my hand ,if changes of points somewhere on screen more than 100 where the image, it means my hand is over image? But how can I track this new points? I can draw on screen here the previous points and new points but It shows on my head more points then my hand and I can not track my hands movements. void Optical_Flow_Worker(object sender, EventArgs e) { { Input_Capture.SetCaptureProperty(Emgu.CV.CvEnum.CAP_PROP.CV_CAP_PROP_POS_FRAMES, ActualFrameNumber); ActualFrame = Input_Capture.QueryFrame(); ActualGrayFrame = ActualFrame.Convert<Gray, Byte>(); NextFrame = Input_Capture.QueryFrame(); NextGrayFrame = NextFrame.Convert<Gray, Byte>(); ActualFeature = ActualGrayFrame.GoodFeaturesToTrack(500, 0.01d, 0.01, 5); ActualGrayFrame.FindCornerSubPix(ActualFeature, new System.Drawing.Size(10, 10), new System.Drawing.Size(-1, -1), new MCvTermCriteria(20, 0.3d)); OpticalFlow.PyrLK(ActualGrayFrame, NextGrayFrame, ActualFeature[0], new System.Drawing.Size(10, 10), 3, new MCvTermCriteria(20, 0.03d), out NextFeature, out Status, out TrackError); OpticalFlowFrame = new Image<Bgr, Byte>(ActualFrame.Width, ActualFrame.Height); OpticalFlowFrame = NextFrame.Copy(); for (int i = 0; i < ActualFeature[0].Length; i++) DrawFlowVectors(i); ActualFrameNumber++; pictureBox1.Image = ActualFrame.Resize(320, 400).ToBitmap() ; pictureBox3.Image = OpticalFlowFrame.Resize(320, 400).ToBitmap(); } } private void DrawFlowVectors(int i) { System.Drawing.Point p = new Point(); System.Drawing.Point q = new Point(); p.X = (int)ActualFeature[0][i].X; p.Y = (int)ActualFeature[0][i].Y; q.X = (int)NextFeature[i].X; q.Y = (int)NextFeature[i].Y; p.X = (int)(q.X + 6 * Math.Cos(angle + Math.PI / 4)); p.Y = (int)(q.Y + 6 * Math.Sin(angle + Math.PI / 4)); p.X = (int)(q.X + 6 * Math.Cos(angle - Math.PI / 4)); p.Y = (int)(q.Y + 6 * Math.Sin(angle - Math.PI / 4)); OpticalFlowFrame.Draw(new Rectangle(q.X,q.Y,1,1), new Bgr(Color.Red), 1); OpticalFlowFrame.Draw(new Rectangle(p.X, p.Y, 1, 1), new Bgr(Color.Blue), 1); }

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  • [WPF] Control focus styling

    - by Prashant
    Hey guys, in above image you would notice that, doted rectangle indicating ComboBox is focused But the problem is it exceeding the text area of ComboBox... how do I align it with text area WPF Style? Thanks

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  • ArgumentError: Error #2015: Invalid BitmapData.

    - by numerical25
    I am having problems loading a bitmapData. I am getting the following error Engine Init //trace loadimage//trace ArgumentError: Error #2015: Invalid BitmapData. at flash.display::BitmapData() Below is my code. it appears it happens after the trace loadimage package com.objects { import flash.display.Sprite; import flash.display.BitmapData; import flash.display.Bitmap; import flash.geom.Point; import flash.geom.Rectangle; import flash.display.Loader; import flash.net.URLRequest; import flash.net.*; import flash.events.*; import flash.display.LoaderInfo; public class gameObject extends Sprite { protected var w:Number; protected var h:Number; protected var image:BitmapData; protected var canvas:Bitmap; protected var px:Number; protected var py:Number; public function gameObject():void { init(); } private function init():void { } public function loadImage(imageDir:String, w:Number, h:Number, px:Number, py:Number):void { this.w = w; this.y = y; this.px = px; this.py = py; trace("loadimage"); var loader:Loader = new Loader(); loader.contentLoaderInfo.addEventListener(Event.COMPLETE,imageComplete); loader.load(new URLRequest(imageDir)); } private function imageComplete(e:Event):void { var loader:LoaderInfo = LoaderInfo(e.target); image = Bitmap(loader.content).bitmapData; drawImage(); } private function drawImage():void { var tilePoint:Point = new Point(0,0); var tileRect = new Rectangle(py,px,w,h); trace(loader.content); var canvasData:BitmapData = new BitmapData(w,h); trace("got canvas data"); canvasData.copyPixels(image,tileRect,tilePoint); trace("copied pixels"); canvas = new Bitmap(canvasData); } } } And my call the the method is like so balls = new Array(); balls[0] = new gameObject(); balls[0].loadImage("com/images/ball.gif", 15,15,0,0); When I trace the Loader.content, below is what shows Engine Init loadimage [object Bitmap] ArgumentError: Error #2015: Invalid BitmapData. at flash.display::BitmapData()

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  • Drawing a TextBox in an extended Glass Frame (C# w/o WPF)

    - by Lazlo
    I am trying to draw a TextBox on the extended glass frame of my form. I won't describe this technique, it's well-known. Here's an example for those who haven't heard of it: http://www.danielmoth.com/Blog/Vista-Glass-In-C.aspx The thing is, it is complex to draw over this glass frame. Since black is considered to be the 0-alpha color, anything black disappears. There are apparently ways of countering this problem: drawing complex GDI+ shapes are not affected by this alpha-ness. For example, this code can be used to draw a Label on glass (note: GraphicsPath is used instead of DrawString in order to get around the horrible ClearType problem): public class GlassLabel : Control { public GlassLabel() { this.BackColor = Color.Black; } protected override void OnPaint(PaintEventArgs e) { GraphicsPath font = new GraphicsPath(); font.AddString( this.Text, this.Font.FontFamily, (int)this.Font.Style, this.Font.Size, Point.Empty, StringFormat.GenericDefault); e.Graphics.SmoothingMode = SmoothingMode.HighQuality; e.Graphics.FillPath(new SolidBrush(this.ForeColor), font); } } Similarly, such an approach can be used to create a container on the glass area. Note the use of the polygons instead of the rectangle - when using the rectangle, its black parts are considered as alpha. public class GlassPanel : Panel { public GlassPanel() { this.BackColor = Color.Black; } protected override void OnPaint(PaintEventArgs e) { Point[] area = new Point[] { new Point(0, 1), new Point(1, 0), new Point(this.Width - 2, 0), new Point(this.Width - 1, 1), new Point(this.Width -1, this.Height - 2), new Point(this.Width -2, this.Height-1), new Point(1, this.Height -1), new Point(0, this.Height - 2) }; Point[] inArea = new Point[] { new Point(1, 1), new Point(this.Width - 1, 1), new Point(this.Width - 1, this.Height - 1), new Point(this.Width - 1, this.Height - 1), new Point(1, this.Height - 1) }; e.Graphics.FillPolygon(new SolidBrush(Color.FromArgb(240, 240, 240)), inArea); e.Graphics.DrawPolygon(new Pen(Color.FromArgb(55, 0, 0, 0)), area); base.OnPaint(e); } } Now my problem is: How can I draw a TextBox? After lots of Googling, I came up with the following solutions: Subclassing the TextBox's OnPaint method. This is possible, although I could not get it to work properly. It should involve painting some magic things I don't know how to do yet. Making my own custom TextBox, perhaps on a TextBoxBase. If anyone has good, valid and working examples, and thinks this could be a good overall solution, please tell me. Using BufferedPaintSetAlpha. (http://msdn.microsoft.com/en-us/library/ms649805.aspx). The downsides of this method may be that the corners of the textbox might look odd, but I can live with that. If anyone knows how to implement that method properly from a Graphics object, please tell me. I personally don't, but this seems the best solution so far. Thanks!

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  • Dataform fields won't appear

    - by dsetton
    Hello! I am trying to learn how to use the Silverlight 3 DataForm control, because I need to define the DataForm fields myself in the XAML code, that is, I don't want to use the AutoGenerateFields property. My problem is: the dataform works perfectly when the AutoGenerateFields is set to true, but when I create a DataForm and set the fields manually and run the application, all I get is an empty blank rectangle where my form and its fields should be. I created a blank Silverligh Navigation Application to test this, and below is the code of the Home.xaml page: <Grid x:Name="LayoutRoot"> <StackPanel> <!-- This doesn't work. It renders a blank rectangle --> <dataFormToolkit:DataForm x:Name="DataForm"> <dataFormToolkit:DataForm.EditTemplate> <DataTemplate> <StackPanel dataFormToolkit:DataField.IsFieldGroup="True"> <dataFormToolkit:DataField> <TextBox Text="Test1" /> </dataFormToolkit:DataField> <dataFormToolkit:DataField> <TextBox Text="Test2" /> </dataFormToolkit:DataField> <dataFormToolkit:DataField> <TextBox Text="Test3" /> </dataFormToolkit:DataField> </StackPanel> </DataTemplate> </dataFormToolkit:DataForm.EditTemplate> </dataFormToolkit:DataForm> <!-- This works. --> <dataFormToolkit:DataForm x:Name="DataForm2"/> </StackPanel> </Grid> To make the second DataForm work, I simply created a Person class, and put the following in Home.xaml.cs: protected override void OnNavigatedTo(NavigationEventArgs e) { Person client = new Person { Age = 10, DateOfBirth = new DateTime(1980, 10, 20), FirstName = "John", LastName = "Doe" }; DataForm2.CurrentItem = client; } You can see what happens when I run the application in the following link: http://dl.dropbox.com/u/1946004/image.PNG (I don't have enough points to post images, so...) Does anyone know what's wrong? Thank you in advance.

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  • How to make non-blurry image in WPF 3d

    - by terenf
    I used Viewport3D and ModelVisual3D to create a simple rectangle with an image (I tried it with JPG, PNG), but it shows the image blurry, but the original image is very sharp and clear. I don't know how to make it with the original quality in 3D... I also tried some 2D solutions like RenderOptions.BitmapScalingMode and SnapsToDevicePixels but they do not seem to not work in the 3D case. Has anyone encountered this problem or know the solution?

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  • Simulate Pivot Rotate Using Transform In SVG

    - by Dested
    I have a rectangle in SVG that I need to rotate on a pivot from a specific point. The best way I can see to do this is transform to the xy of the pivot, rotate the degree, and then transform again. The problem is the xy of the second transform. I assume its going to take cos and sin to some extent, just not sure where or why. * | | | would rotate -90degrees to *--- Maybe im looking at this the wrong way, can anyone clearify?

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  • Crop image in flex using a non-rectangular shape

    - by Irwin
    Hi I've been following this tutorial to crop images in flex: http://code.mediablur.com/ImageCropper/ImageCropperDemo.html. At the heart of its cropping is using a method called "copyPixels". However, this method takes as one of its arguments a rectangular shape for its crop region. Are there other strategies I can use to crop it not using a rectangle. I am going after letting the user specify the region that should be cropped using a series of points.

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  • Reset custom region in winforms using C#

    - by Suriyan Suresh
    i have removed left portion of a form using graphics path and region command. when i am trying to show group box on removed portion, group box not appeared. how do i show the groupbox on removed region area ?. or how do i reset the region GraphicsPath shape = new GraphicsPath(); shape.AddRectangle(new Rectangle(200, 0, FormWidth, FormHeight)); this.Region = new Region(shape);

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  • Tiling rectangles seamlessly in WPF

    - by Joe White
    I want to seamlessly tile a bunch of different-colored Rectangles in WPF. That is, I want to put a bunch of rectangles edge-to-edge, and not have gaps between them. If everything is aligned to pixels, this works fine. But I also want to support arbitrary zoom, and ideally, I don't want to use SnapsToDevicePixels (because it would compromise quality when the image is zoomed way out). But that means my Rectangles sometimes render with gaps. For example: <Page xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" Background="Black"> <Canvas SnapsToDevicePixels="False"> <Canvas.RenderTransform> <ScaleTransform ScaleX="0.5" ScaleY="0.5"/> </Canvas.RenderTransform> <Rectangle Canvas.Left="25" Width="100" Height="100" Fill="#CFC"/> <Rectangle Canvas.Left="125" Width="100" Height="100" Fill="#CCF"/> </Canvas> </Page> If the ScaleTransform's ScaleX is 1, then the Rectangles fit together seamlessly. When it's 0.5, there's a dark gray streak between them. I understand why -- the combined semi-transparent edge pixels don't combine to be 100% opaque. But I would like a way to fix it. I could always just make the Rectangles overlap, but I won't always know in advance what patterns they'll be in (this is for a game that will eventually support a map editor). Besides, this would cause artifacts around the overlap area when things were zoomed way in (unless I did bevel-cut angles on the underlapping portion, which is an awful lot of work, and still causes problems at corners). Is there some way I can combine these Rectangles into a single combined "shape" that does render without internal gaps? I've played around with GeometryDrawing, which does exactly that, but then I don't see a way to paint each RectangleGeometry with a different-colored brush. Are there any other ways to get shapes to tile seamlessly under an arbitrary transform, without resorting to SnapsToDevicePixels?

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  • Android: SlidingDrawer disappears under SurfaceView

    - by ykrasik
    Hi, I'm trying to create a SlidingDrawer with LinearLayout content over a FrameLayout. At first it all seems fine, I get my SlidingDrawer's handle at the bottom of the screen. But then, if I start dragging the handle up and the content starts showing, it gets clipped by the border rectangle of the handle. If I drag the handle all the way up the entire content eventually gets shown, however if I now drag the handle down, it will be clipped by the border rectangle of the content. Also, if the handle is all the way up, as soon as I start dragging it the whole content disappears. I can still click on where the handle should be on the screen, drag it and the content would show, but I need to guess where the handle is. What seems to be causing this is the fact that I have a SurfaceView in the xml file just before SlidingDrawer. Removing the view from the xml solves this problem, however I need this view. Here's the xml: <FrameLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="fill_parent" android:layout_height="fill_parent"> <!-- Removing this DrawView from here solves the problem --> <com.package.DrawView android:id="@+id/main" android:layout_width="fill_parent" android:layout_height="fill_parent" /> <SlidingDrawer android:id="@+id/SlidingDrawer" android:layout_width="wrap_content" android:layout_height="wrap_content" android:allowSingleTap="true" android:animateOnClick="true" android:handle="@+id/slideHandleButton" android:content="@+id/contentLayout" android:padding="10dip"> <Button android:id="@+id/slideHandleButton" android:layout_width="fill_parent" android:layout_height="wrap_content" android:background="@drawable/sliding_button"> </Button> <LinearLayout android:id="@+id/contentLayout" android:layout_width="wrap_content" android:layout_height="wrap_content" android:orientation="vertical"> <Button android:id="@+id/clearButton" android:layout_width="wrap_content" android:layout_height="wrap_content" android:text="Test"> </Button> </LinearLayout> </SlidingDrawer> </FrameLayout> Java: package com.package; import android.app.Activity; import android.os.Bundle; public class SlideTest extends Activity { /** Called when the activity is first created. */ @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); } } package com.package; import android.content.Context; import android.util.AttributeSet; import android.view.SurfaceView; public class DrawView extends SurfaceView { public DrawView(Context context, AttributeSet attrs) { super(context, attrs); } } Edit: I just noticed that if DrawView extends View and not SurfaceView this problem goes away. However, I'm using a dedicated drawing thread and according to the documentation (and LunarLander example) when using a dedicated drawing thread, it should draw to a SurfaceView. Any help would be greatly appreciated!

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  • Turn Texture Blending off in XNA

    - by George Johnston
    I am currently drawing single colored pixels to my texture in XNA. However, there seems to be blending occuring, as the color I draw on the screen gets blended with my background color. How can I turn this off so that the color I draw is only the color I draw? this.spriteBatch.Draw(texture, new Rectangle(x, y, 1, 1), [My Color]);

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