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  • Omni-directional light shadow mapping with cubemaps in WebGL

    - by Winged
    First of all I must say, that I have read a lot of posts describing an usage of cubemaps, but I'm still confused about how to use them. My goal is to achieve a simple omni-directional (point) light type shading in my WebGL application. I know that there is a lot more techniques (like using Two-Hemispheres or Camera Space Shadow Mapping) which are way more efficient, but for an educational purpose cubemaps are my primary goal. Till now, I have adapted a simple shadow mapping which works with spotlights (with one exception: I don't know how to cut off the glitchy part beyond the reach of a single shadow map texture): glitchy shadow mapping<<< So for now, this is how I understand the usage of cubemaps in shadow mapping: Setup a framebuffer (in case of cubemaps - 6 framebuffers; 6 instead of 1 because every usage of framebufferTexture2D slows down an execution which is nicely described here <<<) and a texture cubemap. Also in WebGL depth components are not well supported, so I need to render it to RGBA first. this.texture = gl.createTexture(); gl.bindTexture(gl.TEXTURE_CUBE_MAP, this.texture); gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR); gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR); for (var face = 0; face < 6; face++) gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, gl.RGBA, this.size, this.size, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); gl.bindTexture(gl.TEXTURE_CUBE_MAP, null); this.framebuffer = []; for (face = 0; face < 6; face++) { this.framebuffer[face] = gl.createFramebuffer(); gl.bindFramebuffer(gl.FRAMEBUFFER, this.framebuffer[face]); gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + face, this.texture, 0); gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, this.depthbuffer); var e = gl.checkFramebufferStatus(gl.FRAMEBUFFER); // Check for errors if (e !== gl.FRAMEBUFFER_COMPLETE) throw "Cubemap framebuffer object is incomplete: " + e.toString(); } Setup the light and the camera (I'm not sure if should I store all of 6 view matrices and send them to shaders later, or is there a way to do it with just one view matrix). Render the scene 6 times from the light's position, each time in another direction (X, -X, Y, -Y, Z, -Z) for (var face = 0; face < 6; face++) { gl.bindFramebuffer(gl.FRAMEBUFFER, shadow.buffer.framebuffer[face]); gl.viewport(0, 0, shadow.buffer.size, shadow.buffer.size); gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); camera.lookAt( light.position.add( cubeMapDirections[face] ) ); scene.draw(shadow.program); } In a second pass, calculate the projection a a current vertex using light's projection and view matrix. Now I don't know If should I calculate 6 of them, because of 6 faces of a cubemap. ScaleMatrix pushes the projected vertex into the 0.0 - 1.0 region. vDepthPosition = ScaleMatrix * uPMatrixFromLight * uVMatrixFromLight * vWorldVertex; In a fragment shader calculate the distance between the current vertex and the light position and check if it's deeper then the depth information read from earlier rendered shadow map. I know how to do it with a 2D Texture, but I have no idea how should I use cubemap texture here. I have read that texture lookups into cubemaps are performed by a normal vector instead of a UV coordinate. What vector should I use? Just a normalized vector pointing to the current vertex? For now, my code for this part looks like this (not working yet): float shadow = 1.0; vec3 depth = vDepthPosition.xyz / vDepthPosition.w; depth.z = length(vWorldVertex.xyz - uLightPosition) * linearDepthConstant; float shadowDepth = unpack(textureCube(uDepthMapSampler, vWorldVertex.xyz)); if (depth.z > shadowDepth) shadow = 0.5; Could you give me some hints or examples (preferably in WebGL code) how I should build it?

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  • Using SDL to replace colors using SDL Color Keys

    - by Shawn B
    Hey, I am working an a simple Roguelike game, and using SDL as the display. The Graphics for the game is an image of Codepage 437, with the background being black, and the font white. Instead of using many seperate image files that are already colored, I want to use one image file, and replace the colors when it is being loaded into memory. The code to split the codepage into a sprite sheet works properly, but when attempting to print in color, everything comes out in white. I had it working the past, but somehow I broke the code when changing it from change the color at print, to change the color on load. Here is the code to load the image: SDL_Surface *Screen,*Font[2]; SDL_Rect Character[256]; Uint8 ScreenY,ScreenX; Uint16 PrintX,PrintY,ScreenSizeY,ScreenSizeX; Uint32 Color[2]; void InitDisplay() { if(SDL_Init(SDL_INIT_VIDEO) == -1) { printf("SDL Init failed\n"); return; } ScreenSizeY = 600; ScreenSizeX = 800; Screen = SDL_SetVideoMode(ScreenSizeX,ScreenSizeY,32,SDL_HWSURFACE | SDL_RESIZABLE); SDL_WM_SetCaption("Alpha",NULL); SDL_Surface *Load; Load = IMG_Load("resource/font.png"); Font[0] = SDL_DisplayFormat(Load); SDL_FreeSurface(Load); Color[0] = SDL_MapRGB(Font[0]->format,255,255,255); Color[1] = SDL_MapRGB(Font[0]->format,255,0,0); Uint8 i,j,k = 0; PrintX = 0; PrintY = 0; for(i = 0; i < 16; i++) { for(j = 0; j < 16; j++) { Character[k].x = PrintX; Character[k].y = PrintY; Character[k].w = 8; Character[k].h = 12; k++; PrintX += 8; } PrintX = 0; PrintY += 12; } PrintX = 0; PrintY = 0; for(i = 1; i < 2; i++) { Font[i] = SDL_DisplayFormat(Font[0]); SDL_SetColorKey(Font[i],SDL_SRCCOLORKEY,Color[i]); SDL_FillRect(Font[i],&Font[i]->clip_rect,Color[i]); SDL_BlitSurface(Font[0],NULL,Font[i],NULL); SDL_SetColorKey(Font[0],0,Color[0]); } } The problem is with the last for loop above. I can't figure out why it isn't working. Any help is greatly appreciated!

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  • Determining your websites color scheme

    - by Steve Hayes
    One of the biggest issues I have, from a UI standpoint, when building a new website is figuring out what colors I will use and of those colors, do they actually work well together. I found this site that has really helped me out and I figured I would share it with all of you and also get some responses back about either sites similar or other ways that you get/figure out your color schemes. Here is the site that I currently use: http://kuler.adobe.com/ With Adobe Kuler, you can chose a base color and it will suggest 5 colors, including your color, that go well with one another. You can, of course, modify the colors it chooses. Also,one of the main features I use, is the image color matching. You can upload an image and it will determine a color scheme based on the colors of the image. So if you have a logo and want to use the colors of the logo, then this works perfectly for you. Thank you and I look forward to your feedback!

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  • Color scheme: Smooth Dark

    - by xsl
    As requested by James McNellis I exported my Visual Studio color scheme and posted it here. It is basically the default Visual Studio color scheme with a dark background and slightly modified colors. Visual Studio 2010 Download: http://www.file-upload.net/download-2588083/Smooth-Dark.vssettings.html Installation: Select Tools > Import and Export Settings. Choose Import Selected Environment Settings. Select the file you downloaded. Import only the color settings. Click Finish. Console2 Installation In the file console.xml replace the color element with: <colors> <color id="0" r="23" g="27" b="32"/> <color id="1" r="120" g="150" b="180"/> <color id="2" r="139" g="163" b="137"/> <color id="3" r="119" g="181" b="181"/> <color id="4" r="181" g="122" b="119"/> <color id="5" r="186" g="141" b="183"/> <color id="6" r="168" g="171" b="129"/> <color id="7" r="182" g="182" b="182"/> <color id="8" r="114" g="114" b="114"/> <color id="9" r="120" g="150" b="180"/> <color id="10" r="139" g="163" b="137"/> <color id="11" r="119" g="181" b="181"/> <color id="12" r="181" g="122" b="119"/> <color id="13" r="186" g="141" b="183"/> <color id="14" r="168" g="171" b="129"/> <color id="15" r="255" g="255" b="255"/> </colors>

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  • Progressive Enhancement with box-shadow

    - by toby
    I would like to use WebKit's box-shadow css property for a little drop-down. The code would look like: .drop_down{ -webkit-box-shadow: 1px 1px 4px #888; box-shadow: 1px 1px 4px #888; } However, for browsers that do not have this capability, I would like to use borders to approximate this drop shadow, like so: .drop_down{ border-top: 1px solid #bbb; border-left: 1px solid #bbb; border-right: 2px solid #bbb; border-bottom: 2px solid #bbb; } The problem is, I don't want the border-based shadow to show up for the browsers that DO support box-shadow. I would like to avoid browser sniffing because I assume it's hard to cover all the cases. What is the simplest way to do this? I prefer a javascript-less solution, but I will consider simple javascript-based ones too.

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  • Generate Color Gradient in C#

    - by Ngu Soon Hui
    My question here is similar to the question here, except that I am working with C#. I have two colors, and I have a predefine steps. How to retrieve a list of Colors that are the gradients between the two? This is an approach that I tried, which didn't work: int argbMax = Color.Chocolate.ToArgb(); int argbMin = Color.Blue.ToArgb(); var colorList = new List<Color>(); for(int i=0; i<size; i++) { var colorAverage= argbMin + (int)((argbMax - argbMin) *i/size); colorList.Add(Color.FromArgb(colorAverage)); } If you try the above code, you will find that a gradual increase in argb doesn't correspond to a visual gradual increase in the color. Any idea on this?

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  • Given a RGB color x, how to find the most contrasting color y?

    - by Arthur Wulf White
    I have to mark a certain item in a way that will make it stick-out in the background. I need it to be surrounded with the color that contrasts the background as much as possible so it will pop out and easily noticeable by the player. Lets say I know the background is color 'x', how do I find 'y' such that it will be very contrasting to 'x' and easy to notice in a background where 'x' is a dominant color? I first thought about inverting color 'x' and then I noticed that when 'x' is a medium shade of gray, if I invert 'x' to get 'y', then 'y' is also a medium shade of gray which does not work.

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  • Emacs color-theme suitable for maximum readability when projected [closed]

    - by Julien Chastang
    I will be giving a lisp talk in a few days at a meetup I regularly attend. Attendees have complained in the past about my emacs color theme not being readable when projected. What is a emacs color-theme suitable for maximum readability when projected? Post "Q & A" update I did some experimentation and found these color themes to be acceptable for projection Blue Mood blackOnGray Dark Blue 2

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  • 2-components color model

    - by Cyan
    RGB is the natural color model for OpenGL. But a lot of other color models exist. For example, CMY(K) for printers, YUV for JPEG, the little cousins YCbCr and YCoCg, HSL & HSV from the 70's, and so on. All these models tend to share a common property : they are based on 3 components. Therefore my question is : Does it exist a 2-components color model ? I'm surprised to not find any. I was expecting something along the line of Hue+light could exist. I guess it cannot be as "complete" as a true 3-components color model, but a fine-enough approximation will be good for my usecase. The end objective is to store the 2 components into a single BC5 texture (GL_COMPRESSED_RED_GREEN_RGTC2 in OpenGL). The 3rd component requires a second fetch into a second texture, which hurts performance.

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  • Should I embed the sRGB color profile in JPEG files?

    - by basic6
    I have a large (growing) collection of scanned images. They are TIFF files, mostly 48 bit with the Adobe RGB color space. This color profile is integrated in the files. When such a file is opened in IrfanView (with plugins), it says (Image - Information) Adobe RGB 1998. "Normal images", like the JPG files from a digital camera, do not (necessarily) have a color profile integrated in the file. I understand that it's necessary to include the Adobe RGB profile in an image file which uses the Adobe RGB space, so the color values can be interpreted correctly. Here's a test image with a completely different color profile, programs that ignore the included profile (like MSIE8 or Gwenview) will render it as sRGB (?): I'm planning to convert my TIF files to JPG, so I'm wondering if there's anything wrong with using IrfanView that would save them as sRGB without embedding the sRGB profile. I've heard that images should always be saved with the color profile included. Since every image seems to be interpreted as sRGB by default (by software without color management), I don't understand why the sRGB profile should be included?

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  • CSS Validation Warning: Same colors for color and background-color in two contexts

    - by TankDriver
    I am getting a ton of warnings like the ones listed below when I do a CSS validation check via http://jigsaw.w3.org/css-validator/validator?uri=http%3A%2F%2Fwww.gamefriction.com%2FCoded&profile=css21&usermedium=all&warning=1&lang=en > 513 Same colors for color and > background-color in two contexts > #blue_module and #red_module_top 513 Same colors for color and > background-color in two contexts > .content ul li and #red_module_top 513 > Same colors for color and > background-color in two contexts > #footer_container and #red_module_top 513 Same colors for color and > background-color in two contexts > ul.tabs li a.active and > #red_module_top 513 Same colors for color and background-color in two > contexts #content_960 and > #red_module_top 513 Same colors for color and background-color in two > contexts #content_main and > #red_module_top 513 Same colors for color and background-color in two > contexts .content and #red_module_top > 513 Same colors for color and > background-color in two contexts > #league_module select option and #red_module_top 513 Same colors for color and background-color in two > contexts #red_module and > #red_module_top Any ideas how to fix this? CSS file: gamefriction.com/Coded/css/style.css

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  • Volume Shadow Copy not starting

    - by Gram
    Hi We are running a Windows 2008 Small Business Server with Symantec Backup Exec. Last night the back up failed due to the Volume Shadow Copy service being unable to start. When I try to manually start it I get the following error "windows could not start the volume shadow copy on local computer" Has anybody any suggestions other than rebooting the server? many thanks Graham

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  • BGR Color Space

    - by updateraj
    I understand RGB --- value (0-255)Red,(0-255)Green,(0-255)Blue to form a color. What is exactly BGR color space ? How is it different from RGB color space ?

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  • GUI design for color blindness

    - by Phillip Ngan
    It is common to represent status of an item in a GUI using the colors: red, yellow, green, to mean error, warning, and OK (or something equivalent). However, 7-10% of men have difficulty distinguishing between red and green because of color blindness. So far I've looked at Color Scheme Designer which simulates how people with different color blindnesses would perceive a set of colors, but I'm interested in hearing how you have approached this problem and how successful it was.

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  • How to make selection color be "on top" when background color for any text element is set in Visual

    - by Confused Developer
    Faced problem while setting background color for any element in Visual Studio 2010 editor. Selection color doesn't override this background color. So then it's very inconvenient to work with selections in editor. Case when only string literal is selected it's almost impossible to distinguish colors and see what part of string is selected. Is there any possibility to fix the problem by changing some options? Or it's a Visual Studio bug?

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  • UIView shadow drawing wrong

    - by dc
    Trying to draw a shadow using code from this question: http://stackoverflow.com/questions/805872/how-do-i-draw-a-shadow-under-a-uiview I implement it in a UIView subclass as discussed, but when I try and use it using UIView *shadow = [[ShadowView alloc]initWithFrame:CGRectMake(100,100,100,100)]; I get only a black square, rather than something resembling shadow. Am I missing something here?

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  • Inner text shadow with CSS

    - by eteubert
    Hey Folks, I am currently playing around with CSS3 and trying to achieve a text effect like this (the black blurry inner shadow): But I cannot find a way to create text shadows inside the text. I wonder whether it is still possible because the box-shadow element is able to render shadow inside like this: box-shadow: inset 0px -5px 10px 0px rgba(0, 0, 0, 0.5); Any ideas?

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  • Safari box shadow inset support

    - by codedude
    I have a box in one of my websites that has a these property: -moz-box-shadow:inset 0 0 50px #ecf4de; -webkit-box-shadow:inset 0 0 50px #ecf4de; box-shadow:inset 0 0 50px #ecf4de; This gives the box a nice gradient towards the center. However, Safari does not support the "inset" property and IE doesn't support box-shadow at all. I can't use an image for this because the height of this box changes for each situation. I don't want to use 3 images, (one for the top, a repeating one for the middle and one for the bottom), as this can get very messy code. So what I'm asking is if there is any way to produce the box shadow in all browsers.

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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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  • Colorize with a given color a texture

    - by Pacha
    I have a texture and I want to "colorize" it with a given color, lets say cyan (#00ffff) or purple (#800080). What I want to do, is get all the pixel values from the texture, and remove the color and keep the "brightness" and "saturation" and apply to the desired color. There is a tool in GIMP to do this called Colorize (Colors -> Colorize.. while editing), I made an example below. This is will all be done in a shader (GLSL), although this is probably a general algorithm.

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  • how to modify shadow mapping in "3D Graphics with XNA Game Studio 4.0"?

    - by naprox
    So I've been following the tutorials from the book Sean James's "3D Graphics with XNA Game Studio 4.0", and have been doing fine until i reached the shadow mapping part. in this book it creates point lights with a Sphere model. my first Q is how to draw a directional Light with this frame work? secondly it can do shadow mapping just for one light, how can i do shadow mapping for all or parts of the lights in the game? i just want to know how to modify this codes to do the above tasks. I've followed tutorials on MSDN and some other sites and didn't got the answer. please help me, its so urgent. and if any one wants, the complete code is here: http://www.mediafire.com/?6ct11mc1g8f891h

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  • How to copy files from shadow copy with long source path

    - by Jake
    The files and folders in my shared network drive (set up with DFS) were mass deleted. Currently I am trying to recover the files from the shadow copy "Previous Version". Problem is, thousands of files are deeply nested with long paths making the file path too long. When copying, it shows the dialog "Source Path Too Long". My guess is that the file path just barely hits the limit when saved into the network drive, but shadaw copy service appends the date and time to the folders so the path character limit is exceeded. How else can I copy the files from shadow copy?

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