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  • About Alpha blending sprites in Direct3D9

    - by ambrozija
    I have a Direct3D9 application that is rendering ID3DXSprites. The problem I am experiencing is best described in this situation: I have a texture that is totally opaque. On top of it I draw a rectangle filled with solid color and alpha of 128. On top of the rectangle I have a text that is totally opaque. I draw all of this and get the resulting image through GetRenderTarget call. The problem is that on the resulting image, on the area where the transparent rectangle is, I have semi transparent pixels. It is not a problem that the rectangle is transparent, the problem is that the resulting image is. The question is how to setup the blending so in this situation I don't get the transparent pixels in the resulting image? I use the sprite with D3DXSPRITE_ALPHABLEND which sets the device state to D3DBLEND_SRCALPHA and D3DBLEND_INVSRCALPHA. I tried couple of combinations of SetRenderState, like D3DBLEND_SRCALPHA, D3DBLEND_DESTALPHA etc., but couldn't make it work. Thanks.

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  • How to do proper Alpha in XNA?

    - by Soshimo
    Okay, I've read several articles, tutorials, and questions regarding this. Most point to the same technique which doesn't solve my problem. I need the ability to create semi-transparent sprites (texture2D's really) and have them overlay another sprite. I can achieve that somewhat with the code samples I've found but I'm not satisfied with the results and I know there is a way to do this. In mobile programming (BREW) we did it old school and actually checked each pixel for transparency before rendering. In this case it seems to render the sprite below it blended with the alpha above it. This may be an artifact of how I'm rendering the texture but, as I said before, all examples point to this one technique. Before I go any further I'll go ahead and paste my example code. public void Draw(SpriteBatch batch, Camera camera, float alpha) { int tileMapWidth = Width; int tileMapHeight = Height; batch.Begin(SpriteSortMode.Texture, BlendState.AlphaBlend, SamplerState.PointWrap, DepthStencilState.Default, RasterizerState.CullNone, null, camera.TransformMatrix); for (int x = 0; x < tileMapWidth; x++) { for (int y = 0; y < tileMapHeight; y++) { int tileIndex = _map[y, x]; if (tileIndex != -1) { Texture2D texture = _tileTextures[tileIndex]; batch.Draw( texture, new Rectangle( (x * Engine.TileWidth), (y * Engine.TileHeight), Engine.TileWidth, Engine.TileHeight), new Color(new Vector4(1f, 1f, 1f, alpha ))); } } } batch.End(); } As you can see, in this code I'm using the overloaded SpriteBatch.Begin method which takes, among other things, a blend state. I'm almost positive that's my problem. I don't want to BLEND the sprites, I want them to be transparent when alpha is 0. In this example I can set alpha to 0 but it still renders both tiles, with the lower z ordered sprite showing through, discolored because of the blending. This is not a desired effect, I want the higher z-ordered sprite to fade out and not effect the color beneath it in such a manner. I might be way off here as I'm fairly new to XNA development so feel free to steer me in the correct direction in the event I'm going down the wrong rabbit hole. TIA

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  • reverse colortransform alpha AS3

    - by Chris Porter
    I'm fading out a Bitmap in AS3 by repeatedly applying a ColorTransform every frame to its BitmapData; _bitmap.colorTransform(_bitmap.rect, new ColorTransform(1, 1, 1, .9, 0, 0, 0, 1)); When applying the apparent reverse to fade it back in I get a discoloured image. _bitmap.colorTransform(_bitmap.rect, new ColorTransform(1, 1, 1, 1.1, 0, 0, 0, 1)); The problem appears to occur only to fully faded-out images. If I only go part way it is recoverable. fading out: faded back

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  • Mobile 3D engine renders alpha as full-object transparency

    - by Nils Munch
    I am running a iOS project using the isgl3d framework for showing pod files. I have a stylish car with 0.5 alpha windows, that I wish to render on a camera background, seeking some augmented reality goodness. The alpha on the windows looks okay, but when I add the object, I notice that it renders the entire object transparently, where the windows are. Including interior of the car. Like so (in example, keyboard can be seen through the dashboard, seats and so on. should be solid) The car interior is a seperate object with alpha 1.0. I would rather not show a "ghost car" in my project, but I haven't found a way around this. Have anyone encountered the same issue, and eventually reached a solution ?

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  • EntitySpaces 2008 Alpha Released

    - by Editor
    From the EntitySpaces Team: EntitySpaces 2008 Persistence Layer and Business Objects for Microsoft .NET We are very excited to offer this Alpha release for those who want to get a head start with EntitySpaces 2008 (ES2008). This Alpha release supports only C# class generation from within CodeSmith, and only supports Microsoft SqlServer. A subsequent [...]

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  • OpenGL + cgFX Alpha Blending failure

    - by dopplex
    I have a shader that needs to additively blend to its output render target. While it had been fully implemented and working, I recently refactored and have done something that is causing the alpha blending to not work anymore. I'm pretty sure that the problem is somewhere in my calls to either OpenGL or cgfx - but I'm currently at a loss for where exactly the problem is, as everything looks like it is set up properly for alpha blending to occur. No OpenGL or cg framework errors are showing up, either. For some context, what I'm doing here is taking a buffer which contains screen position and luminance values for each pixel, copying it to a PBO, and using it as the vertex buffer for drawing GL_POINTS. Everything except for the alpha blending appears to be working as expected. I've confirmed both that the input vertex buffer has the correct values, and that my vertex and fragment shaders are outputting the points to the correct locations and with the correct luminance values. The way that I've arrived at the conclusion that the Alpha blending was broken is by making my vertex shader output every point to the same screen location and then setting the pixel shader to always output a value of float4(0.5) for that pixel. Invariably, the end color (dumped afterwards) ends up being float4(0.5). The confusing part is that as far as I can tell, everything is properly set for alpha blending to occur. The cgfx pass has the two following state assignments (among others - I'll put a full listing at the end): BlendEnable = true; BlendFunc = int2(One, One); This ought to be enough, since I am calling cgSetPassState() - and indeed, when I use glGets to check the values of GL_BLEND_SRC, GL_BLEND_DEST, GL_BLEND, and GL_BLEND_EQUATION they all look appropriate (GL_ONE, GL_ONE, GL_TRUE, and GL_FUNC_ADD). This check was done immediately after the draw call. I've been looking around to see if there's anything other than blending being enabled and the blending function being correctly set that would cause alpha blending not to occur, but without any luck. I considered that I could be doing something wrong with GL, but GL is telling me that blending is enabled. I doubt it's cgFX related (as otherwise the GL state wouldn't even be thinking it was enabled) but it still fails if I explicitly use GL calls to set the blend mode and enable it. Here's the trimmed down code for starting the cgfx pass and the draw call: CGtechnique renderTechnique = Filter->curTechnique; TEXUNITCHECK; CGpass pass = cgGetFirstPass(renderTechnique); TEXUNITCHECK; while (pass) { cgSetPassState(pass); cgUpdatePassParameters(pass); //drawFSPointQuadBuff((void*)PointQuad); drawFSPointQuadBuff((void*)LumPointBuffer); TEXUNITCHECK; cgResetPassState(pass); pass = cgGetNextPass(pass); }; and the function with the draw call: void drawFSPointQuadBuff(void* args) { PointBuffer* pointBuffer = (PointBuffer*)args; FBOERRCHECK; glClear(GL_COLOR_BUFFER_BIT); GLERRCHECK; glPointSize(1.0); GLERRCHECK; glEnableClientState(GL_VERTEX_ARRAY); GLERRCHECK; glEnable(GL_POINT_SMOOTH); if (pointBuffer-BufferObject) { glBindBufferARB(GL_ARRAY_BUFFER_ARB, (unsigned int)pointBuffer-BufData); glVertexPointer(pointBuffer-numComp, GL_FLOAT, 0, 0); } else { glVertexPointer(pointBuffer-numComp, GL_FLOAT, 0, pointBuffer-BufData); }; GLERRCHECK; glDrawArrays(GL_POINTS, 0, pointBuffer-numElem); GLboolean testBool; glGetBooleanv(GL_BLEND, &testBool); int iblendColor, iblendDest, iblendEquation, iblendSrc; glGetIntegerv(GL_BLEND_SRC, &iblendSrc); glGetIntegerv(GL_BLEND_DST, &iblendDest); glGetIntegerv(GL_BLEND_EQUATION, &iblendEquation); if (iblendEquation == GL_FUNC_ADD) { cerr << "Correct func" << endl; }; GLERRCHECK; if (pointBuffer-BufferObject) { glBindBufferARB(GL_ARRAY_BUFFER_ARB,0); } GLERRCHECK; glDisableClientState(GL_VERTEX_ARRAY); GLERRCHECK; }; Finally, here is the full state setting of the shader: AlphaTestEnable = false; DepthTestEnable = false; DepthMask = false; ColorMask = true; CullFaceEnable = false; BlendEnable = true; BlendFunc = int2(One, One); FragmentProgram = compile glslf std_PS(); VertexProgram = compile glslv bilatGridVS2();

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  • Alpha blending colors in .NET Compact Framwork 2.0

    - by Adam Haile
    In the Full .NET framework you can use the Color.FromArgb() method to create a new color with alpha blending, like this: Color blended = Color.FromArgb(alpha, color); or Color blended = Color.FromArgb(alpha, red, green , blue); However in the Compact Framework (2.0 specifically), neither of those prototypes are valid, you only get: Color.FromArgb(int red, int green, int blue); and Color.FromArgb(int val); The first one, obviously, doesn't even let you enter an alpha value, but the documentation for the latter shows that "val" is a 32bit ARGB value (as 0xAARRGGBB as opposed to the standard 24bit 0xRRGGBB), so it would make sense that you could just build the ARGB value and pass it to the function. I tried this with the following: private Color FromARGB(byte alpha, byte red, byte green, byte blue) { int val = (alpha << 24) | (red << 16) | (green << 8) | blue; return Color.FromArgb(val); } But no matter what I do, the alpha blending never works, the resulting color always as full opacity, even when setting the alpha value to 0. Has anyone gotten this to work on Compact Framework?

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  • Blending the Sketchflow Action

    - by GeekAgilistMercenary
    Started a new Sketchflow Prototype in Expression Blend recently and documented each of the steps.  This blog entry covers some of those steps, which are the basic elements of any prototype.  I will have more information regarding design, prototype creation, and the process of the initial phases for development in the future.  For now, I hope you enjoy this short walk through.  Also, be sure to check out my last quick entry on Sketchflow. I started off with a Sketchflow Project, just like I did in my previous entry (more specifics in that entry about how to manipulate and build out the Sketchflow Map). Once I created the project I setup the following Sketchflow Map. The CoreNavigation is a ComponentScreen setup solely for the page navigation at the top of the screen.  The XAML markup in case you want to create a Component Screen with the same design is included below. <UserControl xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:d="http://schemas.microsoft.com/expression/blend/2008" xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006" mc:Ignorable="d" xmlns:i="clr-namespace:System.Windows.Interactivity;assembly=System.Windows.Interactivity" xmlns:pb="clr-namespace:Microsoft.Expression.Prototyping.Behavior;assembly=Microsoft.Expression.Prototyping.Interactivity" x:Class="RapidPrototypeSketchScreens.CoreNavigation" d:DesignWidth="624" d:DesignHeight="49" Height="49" Width="624">   <Grid x:Name="LayoutRoot"> <TextBlock HorizontalAlignment="Stretch" Margin="307,3,0,0" Style="{StaticResource TitleCenter-Sketch}" Text="Aütøchart Scorecards" TextWrapping="Wrap"> <i:Interaction.Triggers> <i:EventTrigger EventName="MouseLeftButtonDown"> <pb:NavigateToScreenAction TargetScreen="RapidPrototypeSketchScreens.Screen_1"/> </i:EventTrigger> </i:Interaction.Triggers> </TextBlock> <Button HorizontalAlignment="Left" Margin="164,8,0,11" Style="{StaticResource Button-Sketch}" Width="144" Content="Scorecard"> <i:Interaction.Triggers> <i:EventTrigger EventName="Click"> <pb:NavigateToScreenAction TargetScreen="RapidPrototypeSketchScreens.Screen_1_2"/> </i:EventTrigger> </i:Interaction.Triggers> </Button> <Button HorizontalAlignment="Left" Margin="8,8,0,11" Style="{StaticResource Button-Sketch}" Width="152" Content="Standard Reports"> <i:Interaction.Triggers> <i:EventTrigger EventName="Click"> <pb:NavigateToScreenAction TargetScreen="RapidPrototypeSketchScreens.Screen_1_1"/> </i:EventTrigger> </i:Interaction.Triggers> </Button> </Grid> </UserControl> Now that the CoreNavigation Component Screen is done I built out each of the others.  In each of those screens I included the CoreNavigation Screen (all those little green lines in the image) as the top navigation.  In order to do that, as I created each of the pages I would hover over the CoreNavigation Object in the Sketchflow Map.  When the utilities drawer (the small menu that pops down under a node when you hover over it) shows click on the third little icon and drag it onto the page node you want a navigation screen on. Once I created all the screens I setup the navigation by opening up each screen and right clicking on the objects that needed to point to somewhere else in the prototype. Once I was done with the main page, my Home Navigation Page, it looked something like this in the Expression Blend Designer. I fleshed out each of the additional screens.  Once I was done I wanted to try out the deployment package.  The way to deploy a Sketchflow Prototype is to merely click on File –> Package SketchFlow Project and a prompt will appear.  In the prompt enter what you want the package to be called. I like to see the files generated afterwards too, so I checked the box to see that.  When Expression Blend is done generating everything you’ll have a directory like the one shown below, with all the needed files for deployment. Now these files can be copied or moved to any location for viewing.  One can even copy them (such as via FTP) to a server location to share with others.  Once they are deployed and you run the "TestPage.html" the other features of the Sketchflow Package are available. In the image below I have tagged a few sections to show the Sketchflow Player Features.  To the top left is the navigation, which provides a clearly defined area of movement in a list.  To the center right is the actual prototype application.  I have placed lists of things and made edits.  On the left hand side is the highlight feature, which is available in the Feedback section of the lower left.  On the right hand list I underlined the Autochart with an orange marker, and marked out two list items with a red marker. In the lower left hand side in the Feedback section is also an area to type in your feedback.  This can be useful for time based feedback, when you post this somewhere and want people to provide subsequent follow up feedback. Overall lots of great features, that enable some fairly rapid prototyping with customers.  Once one is familiar with the steps and parts of this Sketchflow Prototype Capabilities it is easy to step through an application without even stopping.  It really is that easy.  So get hold of Expression Blend 3 and get ramped up on Sketchflow, it will pay off in the design phases to do so! Original Entry

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  • Use alpha or opacity on a table row using CSS [migrated]

    - by mserin
    I have a CSS stylesheet for a webpage. The webpage has a table with a background color of white (set in the rows, not the table). I would like to set the opacity or alpha to 50%. I have tried so many variations, but come up with no luck. A typical row in the HTML file is: <tr> <td>&nbsp;</td> <td>Twitter</td> </tr> The CSS settings for table rows (which works perfectly) is: tr { font-family: Arial, Helvetica, sans-serif; background:rgb(255,255,255); } To get the alpha, I tried tr { font-family: Arial, Helvetica, sans-serif; background-color:rgba(255,255,255,0.5); } I have also tried background-color-opacity: 0.5; Any other suggestions?

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  • Blending animations for more character movements

    - by Noob Saibot
    I am making a hack n slash 3rd person game. And I want the character movements to be more dynamic not like fighting games where you have a moves list. I want to animate tons of different animations and have them "Tween" between each other? Because I want the controls to not be keyboard mouse. I want it to be all keyboard. that way you have up to 10 inputs (All your fingers) to blend and morph animations to create more fluid movements. In the end this will almost be similar to characters typing a phrase or string of keys rather than move forward mouse look click to melee. My question is. Has anyone done this before and would someone go about trying to tween lets say one for key on the keyboard excluding Tab, Caps, R+Shift, L+Shift, Enter, R+Ctrl, L+Ctrl, L+Alt, R+Alt, Windows Key, and Menu. So thats all the numbers, letters and punctuation keys. Thats 46 keys gives me a combination of 46P1 = 5502622159812088949850305428800254892961651752960000000000L (used Python) and with a minimum entry value of 2 keypresses shortening to half. This is not humanly possible to create so many inique animations in one lifetime. But I'm guessing there is a reason this hasn't been done already. Or if I just used 10 basic keys. Maybe ASDF SPACE (RIGHT HAND) 456+0 (LEFT HAND KEYPAD) it would give me 3,628,800 posible unique animations.

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  • Skip the first RenderTarget when writing to MRT with Opaque blending

    - by cubrman
    I am writing to three rendertargets and whant to know how to tell a GPU not to write to the first RT. When you write a shader you can simply output less data than you have RTs (like output a single float4 when writing to three RTs) and only the first RTs will be affected, but you cannot specify to output this data anywhere else but to COLOR0, then 1, etc. Is there a way to write to several RTs but skip the first target? If I output zeroes, the data in the target will become zeroes, but I need it to remain untuched in the first target and only change in the specified ones. The reason I need this is to prevent data loss when calling SetRendertarget() with DiscardContents RTs. I write to all the RTs at one point and I need to write to only the specified ones afterwards. It must be the first texture as I have a depth buffer linked to it (XNA 4.0). Thanks.

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  • Blending transition in cocos2d

    - by fiddler
    In my cocos2d-iphone game, I have 2 backgrounds (CCnodes), each containing a quite complex hierarchy of sprites. I would like to make a smooth transition between them: initially, only the first background is visible at the end, only the second one is visible Is there a good way to set the opacity of a full hierarchy of sprites ? I tried to recursively set the opacity of all the contained sprites. It kinda works except that: i guess it's not very efficient i would like the opacity of overlapping sprites to be 'merged' (as if the background was one single big sprite)

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  • OVH démarre l'alpha-test en Amérique du Nord, 1 000 serveurs livrés en 24h

    OVH démarre l'alpha-test en Amérique du Nord 1 000 serveurs livrés en 24h « OVH veut mettre tout en oeuvre pour s'attaquer, vite et bien, au marché américain », nous avait confirmé en fin d'année dernière le directeur Marketing d'OVH. L'implantation sur le marché américain semble se concrétiser pour la société. Après la mise en route de son premier datacentre nord-américain fin mars, l'hébergeur lance la phase d'Alpha test de ses services. 1 000 serveurs dédiés ont donc été mis à la disposition des testeurs jusqu'au 31 juillet 2012, le temps pour OVH.com d'affiner les réglages du réseau et d'optimiser le routage. Il faut noter que les 1000 serveurs ont été c...

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  • Flex: Create custom stroke on LineSeries?

    - by John Isaacks
    You can easily set a stroke on a line series like this: <mx:LineSeries yField="apple"> <mx:lineStroke> <mx:Stroke color="0x6699FF" weight="4" alpha=".8" /> </mx:lineStroke> </mx:LineSeries> This will set alpha for the entire stroke to .8 But I want to be able to set a different alpha on the stoke for each plot based on something in the dataProvider. For example the yField in the lineSeries is "Apple" which is how it knows where to plot for the lineSeries. I want to be able to add something like alphaField which tells it what to set the stroke alpha for each plot. so if my dataProvider was: <result month="Jan-04"> <apple>81768</apple> <alpha>1</alpha> </result> <result month="Feb-04"> <apple>51156</apple> <alpha>1</alpha> </result> <result month="Mar-04"> <apple>51156</apple> <alpha>.5</alpha> </result> And I set alphaField="alpha" then I would have a solid stroke from plot 0 to plot 1 and then a 50% alpha stroke from plot 1 to plot 2. How can I do this??? I am looking in the commitProperties() and updateDisplayList() methods of LineSeries and have no idea what would need to be added/changed to make this? I am pretty sure, this class has to use Graphics.lineTo() to draw each plot, so basically it would need to "get" the current alphaField value somehow, and apply a Graphics.lineStyle() with the correct alpha before drawing each line. Thanks!! UPDATE I have gotten much closer to my answer. When I extend LineRenderer I override updateDisplayList() which calls GraphicsUtilities.drawPolyLine() I extend GraphicsUtilities and override the method drawPolyLine() as this is where the line is actually drawn. I can call lineStyle() in here and change the alpha of the line... I still have 1 thing I cannot figure out, from within the drawPolyLine() method how can I access that data that dictates what the alpha should be? Thanks!!!!

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  • Simplest way to render image over top of another with another image used as mask in OpenGL?

    - by Adam Naylor
    The effect I'm looking for is to have a single large background image that is always visible (at full alpha) and then show a second image (what I call a light map or specular map) that is partially shown over the top based on a third image (which is effectively a mask). The effect is similar to this effect except instead of simply darkening or lightening the background image using the third image it needs to mask the second without effecting the first at all. The third image is the only one that moves therefore hard baking the third images alpha into the second image isn't an option. If my explanation isn't clear I'll provide visual examples when I have more time. I'd prefer not to go down a shader route as I haven't taught myself this area yet so unless I have too I'd rather try to achieve this with simple alpha blending. Happy to use a shader approach. Cheers. Additional These third images are obviously light sources being cast onto the first image showing the specular information from the second image to simulate the light 'shining' off the objects in the first image. The solution I implement will need to allow two light sources to potentially overlap so my current thoughts are that the alpha values of the two images will need to be combined (Added?) to produce a final image which masks the second image? Don't worry about things like coloured lights. For this technique the lights are all considered white.

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  • Suitability of ground fog using layered alpha quads?

    - by Nick Wiggill
    A layered approach would use a series of massive alpha-textured quads arranged parallel to the ground, intersecting all intervening terrain geometry, to provide the illusion of ground fog quite effectively from high up, looking down, and somewhat less effectively when inside the fog and looking toward the horizon (see image below). Alternatively, a shader-heavy approach would instead calculate density as function of view distance into the ground fog substrate, and output the fragment value based on that. Without having to performance-test each approach myself, I would like first to hear others' experiences (not speculation!) on what sort of performance impact the layered alpha texture approach is likely to have. I ask specifically due to the oft-cited impacts of overdraw (not sure how fill-rate bound your average desktop system is). A list of games using this approach, particularly older games, would be immensely useful: if this was viable on pre DX9/OpenGL2 hardware, it is likely to work fine for me. One big question is in regards to this sort of effect: (Image credit goes to Lume of lume.com) Notice how the vertical fog gradation is continuous / smooth. OTOH, using textured quad layers, I can only assume that layers would be mighty obvious when walking through them -- the more sparse they were, the more obvious this would be. This is in contrast to where fog planes are aligned to face the player every frame, where this coarseness would be much less obvious.

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  • Fedora 13 Alpha released

    <b>Test-Announce:</b> " The Fedora 13 "Goddard" Alpha release is available! What's next for the free operating system that shows off the best new technology of tomorrow? You can see the future now..."

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  • Change UIView alpha value

    - by Ask
    I'm trying to create an UIView and change its alpha property to simulate backlight change. Here is my code if (TransparentView == nil) { TransparentView = [[UIView alloc] initWithFrame:self.view.bounds]; TransparentView.backgroundColor = [UIColor whiteColor]; self.view = TransparentView; } start=start+appDelegate.OnOffTime; TransparentView.alpha = 0.2; float step = 1.0 / ( appDelegate.OnOffTime * 100); for (float f = 0; f < 1; f=f+step) { TransparentView.alpha = (CGFloat)(1 - f); [NSThread sleepForTimeInterval:0.01]; } Both TransparentView.alpha = 0.2 and TransparentView.alpha = (CGFloat)(1 - f) do change TransparentView.alpha, but only TransparentView.alpha = 0.2 changes real device "brightness'. What am I doing wrong?

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  • Thoughts on using Alpha Five v10 with Codeless AJAX for building an AJAX database app in a short amo

    - by william Hunter
    I need to build an AJAX application against our MS SQL Server database for my company. the app has to have user permissions and reporting and is pretty complex. I am really under the gun in terms of time. The company that I work for needs the app for an important project launch. A colleague/friend of mine in a different company recommended that I look at a product from Alpha Software called Alpha Five v10 with Codeless AJAX. He has told me that he has used it extensively and that it saves him a "serious boat load of time" and he says that he has not run into limitations because you can also write your own JavaScript or you wire in jQuery. Before I commit to Alpha Five v10, I would like to get any other opinions? Thanks. Norman Stern. Chicago

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  • OpenGL-ES: clearing the alpha of the FrameBufferObject

    - by MrDatabase
    This question is a follow-up to Texture artifacts on iPad How does one "clear the alpha of the render texture frameBufferObject"? I've searched around here, StackOverflow and various search engines but no luck. I've tried a few things... for example calling GlClear(GL_COLOR_BUFFER_BIT) at the beginning of my render loop... but it doesn't seem to make a difference. Any help is appreciated since I'm still new to OpenGL. Cheers! p.s. I read on SO and in Apple's documentation that GlClear should always be called at the beginning of the renderLoop. Agree? Disagree? Here's where I read this: http://stackoverflow.com/questions/2538662/how-does-glclear-improve-performance

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  • MySQL Connector/Net 6.8.0 alpha has been released

    - by Roberto Garcia
    Dear MySQL users, MySQL Connector/Net 6.8.0, a new version of the all-managed .NET driver for MySQL has been released. This is an alpha release for 6.8.x and it's not recommended for production environments.It is appropriate for use with MySQL server versions 5.0-5.6 It is now available in source and binary form from http://dev.mysql.com/downloads/connector/net/#downloads and mirror sites (note that not all mirror sites may be up to date at this point-if you can't find this version on some mirror, please try again later or choose another download site.) The 6.8.0 version of MySQL Connector/Net has support for Entity Framework 6.0 including: - Async Query and Save- Code-Based Configuration- Dependency Resolution- DbSet.AddRange/RemoveRange- Code First Mapping to Insert/Update/Delete Stored Procedures - Configurable Migrations History Table- DbContext can now be created with a DbConnection that is already opened- Custom Code First Conventions The release is available to download at http://dev.mysql.com/downloads/connector/net/#downloads Documentation-------------------------------------You can view current Connector/Net documentation at http://dev.mysql.com/doc/refman/5.6/en/connector-net.html You can find our team blog at http://blogs.oracle.com/MySQLOnWindows You can also post questions on our forums at http://forums.mysql.com/ Enjoy and thanks for the support! Connector/NET Team

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