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  • Why is a fully transparent pixel still rendered?

    - by Mr Bell
    I am trying to make a pixel shader that achieves an effect similar to this video http://www.youtube.com/watch?v=f1uZvurrhig&feature=related My basic idea is render the scene to a temp render target then Render the previously rendered image with a slight fade on to another temp render target Draw the current scene on top of that Draw the results on to a render target that persists between draws Draw the results on to the screen But I am having problems with the fading portion. If I have my pixel shader return a color with its A component set to 0, shouldn't that basically amount to drawing nothing? (Assuming that sprite batch blend mode is set to AlphaBlend) To test this I have my pixel shader return a transparent red color. Instead of nothing being drawn, it draws a partially transparent red box. I hope that my question makes sense, but if it doesnt please ask me to clarify Here is the drawing code public override void Draw(GameTime gameTime) { GraphicsDevice.SamplerStates[1] = SamplerState.PointWrap; drawImageOnClearedRenderTarget(presentationTarget, tempRenderTarget, fadeEffect); drawImageOnRenderTarget(sceneRenderTarget, tempRenderTarget); drawImageOnClearedRenderTarget(tempRenderTarget, presentationTarget); GraphicsDevice.SetRenderTarget(null); drawImage(backgroundTexture); drawImage(presentationTarget); base.Draw(gameTime); } private void drawImage(Texture2D image, Effect effect = null) { spriteBatch.Begin(0, BlendState.AlphaBlend, SamplerState.PointWrap, null, null, effect); spriteBatch.Draw(image, new Rectangle(0, 0, width, height), Color.White); spriteBatch.End(); } private void drawImageOnRenderTarget(Texture2D image, RenderTarget2D target, Effect effect = null) { GraphicsDevice.SetRenderTarget(target); drawImage(image, effect); } private void drawImageOnClearedRenderTarget(Texture2D image, RenderTarget2D target, Effect effect = null) { GraphicsDevice.SetRenderTarget(target); GraphicsDevice.Clear(Color.Transparent); drawImage(image, effect); } Here is the fade pixel shader sampler TextureSampler : register(s0); float4 PixelShaderFunction(float2 texCoord : TEXCOORD0) : COLOR0 { float4 c = 0; c = tex2D(TextureSampler, texCoord); //c.a = clamp(c.a - 0.05, 0, 1); c.r = 1; c.g = 0; c.b = 0; c.a = 0; return c; } technique Fade { pass Pass1 { PixelShader = compile ps_2_0 PixelShaderFunction(); } }

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  • Transparent Data Encryption

    Transparent Data Encryption is designed to protect data by encrypting the physical files of the database, rather than the data itself. Its main purpose is to prevent unauthorized access to the data by restoring the files to another server. With Transparent Data Encryption in place, this requires the original encryption certificate and master key. It was introduced in the Enterprise edition of SQL Server 2008. John Magnabosco explains fully, and guides you through the process of setting it up....Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • error trying to display semi transparent rectangle

    - by scott lafoy
    I am trying to draw a semi transparent rectangle and I keep getting an error when setting the textures data. The size of the data passed in is too large or too small for this resource. dummyRectangle = new Rectangle(0, 0, 8, 8); Byte transparency_amount = 100; //0 transparent; 255 opaque dummyTexture = new Texture2D(ScreenManager.GraphicsDevice, 8, 8); Color[] c = new Color[1]; c[0] = Color.FromNonPremultiplied(255, 255, 255, transparency_amount); dummyTexture.SetData<Color>(0, dummyRectangle, c, 0, 1); the error is on the SetData line: "The size of the data passed in is too large or too small for this resource." Any help would be appreciated. Thank you.

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  • Transparent parts of texture are opaque black instead

    - by Aaron
    I render a sprite twice, one on top of the other. The sprites have transparent parts, so I should be able to see the bottom sprite under the top sprite. The transparent parts are black (the clear colour) and opaque instead though and the topmost sprite blocks the bottom sprite. My fragment shader is trivial: uniform sampler2D texture; varying vec2 f_texcoord; void main() { gl_FragColor = texture2D(texture, f_texcoord); } I have glEnable(GL_BLEND) and glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) in my initialization code. My texture comes from a PNG file that I load with libpng. I'm sure to use GL_RGBA when initializing the texture with glTexImage2D (otherwise the sprites look like noise).

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  • Setting up a transparent proxy with only one box.

    - by Scott Chamberlain
    I am playing around with transparent proxies, unfortunately I do not have two machines to test it out with. The current way I am doing things is the program makes a request to a computer on port 80, I use iptables -t nat -A OUTPUT -p tcp --destination-port 80 -j REDIRECT --to-port 1234 to redirect to my proxy that I am playing with. the proxy will send out a request to port 81 (as all outbound port 80 are being fed back in to the proxy so I want to do something like iptables -t nat -A OUTPUT -p tcp --destination-port 81 -j DNAT --to-destination xxxx:80 The problem lies with the xxxx part. How do I change the destination port without changing changing the destination ip? Or am I doing this setup completely wrong, I am learning after all and constructive criticism is definitely appreciated. The machine I am using is pretty low end so I would like not not have to create a VM with a second box unless absolutely necessary.

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  • Unable to make Window transparent in Ubuntu 12.10

    - by Falguni Roy
    I have recently upgraded from ubuntu 12.04 LTS to 12.10 (x64). I used to have transparent window tittle bar using gconf-editor -> apps -> gwd. But in 12.10 editing the value isn't doing nothing. Also in ccsm many plugins such as: opacity, brightness, saturation, desktop cube and rotate cube are all gone. I love that transparent look very much and I want to get it back in 12.10. I'm using Nvidia 7200GS ; AMD Athlon 7750 ; 3GB Ram. Is there any way to get it working?

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  • How to get transparent user interface background in Windows 7

    - by blasteralfred
    I use Windows 7 Home Premium. Recently, when I came through Photoshop in OSX, I was interested by its user interface. It has got a "100% transparent" user interface background, whereas it's usually gray in Windows. I googled for some glass solutions, but all of them provide a "transparent window" or a semi-transparent one, which makes the complete window transparent. These solutions do not work for me, as I just need the UI (gray) background transparent but require all the other elements (such as nav-bars, control buttons, etc.) to have no transparency. Below is a screenshot of what I'm saying: Is this a feature of Photoshop only? How can I achieve the same in Windows 7? Thanks in advance...:)

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  • How to Make the Gnome Panels in Ubuntu Totally Transparent

    - by The Geek
    We all love transparency, since it makes your desktop so beautiful and lovely—so today we’re going to show you how to apply transparency to the panels in your Ubuntu Gnome setup. It’s an easy process, and here’s how to do it. This article is the first part of a multi-part series on how to customize the Ubuntu desktop, written by How-To Geek reader and ubergeek, Omar Hafiz. Making the Gnome Panels Transparent Of course we all love transparency, It makes your desktop so beautiful and lovely. So you go for enabling transparency in your panels , you right click on your panel, choose properties, go to the Background tab and make your panel transparent. Easy right? But instead of getting a lovely transparent panel, you often get a cluttered, ugly panel like this: Fortunately it can be easily fixed, all we need to do is to edit the theme files. If your theme is one of those themes that came with Ubuntu like Ambiance then you’ll have to copy it from /usr/share/themes to your own .themes directory in your Home Folder. You can do so by typing the following command in the terminal cp /usr/share/themes/theme_name ~/.themes Note: don’t forget to substitute theme_name with the theme name you want to fix. But if your theme is one you downloaded then it is already in your .themes folder. Now open your file manager and navigate to your home folder then do to .themes folder. If you can’t see it then you probably have disabled the “View hidden files” option. Press Ctrl+H to enable it. Now in .themes you’ll find your previously copied theme folder there, enter it then go to gtk-2.0 folder. There you may find a file named “panel.rc”, which is a configuration file that tells your panel how it should look like. If you find it there then rename it to “panel.rc.bak”. If you don’t find don’t panic! There’s nothing wrong with your system, it’s just that your theme decided to put the panel configurations in the “gtkrc” file. Open this file with your favorite text editor and at the end of the file there is line that looks like this “include “apps/gnome-panel.rc””. Comment out this line by putting a hash mark # in front of it. Now it should look like this “# include “apps/gnome-panel.rc”” Save and exit the text editor. Now change your theme to any other one then switch back to the one you edited. Now your panel should look like this: Stay tuned for the second part in the series, where we’ll cover how to change the color and fonts on your panels. Latest Features How-To Geek ETC How To Remove People and Objects From Photographs In Photoshop Ask How-To Geek: How Can I Monitor My Bandwidth Usage? Internet Explorer 9 RC Now Available: Here’s the Most Interesting New Stuff Here’s a Super Simple Trick to Defeating Fake Anti-Virus Malware How to Change the Default Application for Android Tasks Stop Believing TV’s Lies: The Real Truth About "Enhancing" Images The Legend of Zelda – 1980s High School Style [Video] Suspended Sentence is a Free Cross-Platform Point and Click Game Build a Batman-Style Hidden Bust Switch Make Your Clock Creates a Custom Clock for your Android Homescreen Download the Anime Angels Theme for Windows 7 CyanogenMod Updates; Rolls out Android 2.3 to the Less Fortunate

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  • Guidelines for creating referentially transparent callables

    - by max
    In some cases, I want to use referentially transparent callables while coding in Python. My goals are to help with handling concurrency, memoization, unit testing, and verification of code correctness. I want to write down clear rules for myself and other developers to follow that would ensure referential transparency. I don't mind that Python won't enforce any rules - we trust ourselves to follow them. Note that we never modify functions or methods in place (i.e., by hacking into the bytecode). Would the following make sense? A callable object c of class C will be referentially transparent if: Whenever the returned value of c(...) depends on any instance attributes, global variables, or disk files, such attributes, variables, and files must not change for the duration of the program execution; the only exception is that instance attributes may be changed during instance initialization. When c(...) is executed, no modifications to the program state occur that may affect the behavior of any object accessed through its "public interface" (as defined by us). If we don't put any restrictions on what "public interface" includes, then rule #2 becomes: When c(...) is executed, no objects are modified that are visible outside the scope of c.__call__. Note: I unsuccessfully tried to ask this question on SO, but I'm hoping it's more appropriate to this site.

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  • Transparent Technology from Amazon

    - by David Dorf
    Amazon has been making some interesting moves again, this time in the augmented humanity area.  Augmented humanity is about helping humans overcome their shortcomings using technology.  Putting a powerful smartphone in your pocket helps you in many ways like navigating streets, communicating with far off friends, and accessing information.  But the interface for smartphones is somewhat limiting and unnatural, so companies have been looking for ways to make the technology more transparent and therefore easier to use. When Apple helped us drop the stylus, we took a giant leap forward in simplicity.  Using touchscreens with intuitive gestures was part of the iPhone's original appeal.  People don't want to know that technology is there -- they just want the benefits.  So what's the next leap beyond the touchscreen to make smartphones even easier to use? Two natural ways we interact with the world around us is by using sight and voice.  Google and Apple have been using both in their mobile platforms for limited uses cases.  Nobody actually wants to type a text message, so why not just speak it?  Any if you want more information about a book, why not just snap a picture of the cover?  That's much more accurate than trying to key the title and/or author. So what's Amazon been doing?  First, Amazon released a new iPhone app called Flow that allows iPhone users to see information about products in context.  Yes, its an augmented reality app that uses the phone's camera to view products, and overlays data about the products on the screen.  For the most part it requires the barcode to be visible to correctly identify the product, but I believe it can also recognize certain logos as well.  Download the app and try it out but don't expect perfection.  Its good enough to demonstrate the concept, but its far from accurate enough.  (MobileBeat did a pretty good review.)  Extrapolate to the future and we might just have a heads-up display in our eyeglasses. The second interesting area is voice response, for which Siri is getting lots of attention.  Amazon may have purchased a voice recognition company called Yap, although the deal is not confirmed.  But it would make perfect sense, especially with the Kindle Fire in Amazon's lineup. I believe over the next 3-5 years the way in which we interact with smartphones will mature, and they will become more transparent yet more important to our daily lives.  This will, of course, impact the way we shop, making information more readily accessible than it already is.  Amazon seems to be positioning itself to be at the forefront of this trend, so we should be watching them carefully.

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  • Making a surface transparent from blackness of texture

    - by Dan the Man
    I am making a "halo" shader in unity using GLSL. And I've come to a roadblock. What I need to do is take a texture, like the following, and make it transparent according to the darkness of it. And I don't want a cutout, because that cuts it off at a hard edge. This line of code doesn't seem to work. gl_FragColor = texture2D( vec4( _MainTex.r, _MainTex.g, _MainTex.b, _MainTex.a), vec2(textureCoordinates));

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  • Options for transparent data encryption on SQL 2005 and 2008 DBs.

    - by Dan
    Recently, in Massachusetts a law was passed (rather silently) that data containing personally identifiable information, must be encrypted. PII is defined by the state, as containing the residents first and last name, in combination with either, A. SSN B. drivers license or ID card # C. Debit or CC # Due to the nature of the software we make, all of our clients use SQL as the backend. Typically servers will be running SQl2005 Standard or above, sometimes SQL 2008. Almost all client machines use SQL2005 Express. We use replication between client and server. Unfortunately, to get TDE you need to have SQL Enterprise on each machine, which is absolutely not an option. I'm looking for recommendations of products that will encrypt a DB. Right now, I'm not interested in whole disk encryption at all.

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  • Server 2012 - transparent SMB failover without shared discs, possible?

    - by TomTom
    here is the scenario - there is a small set (200gb around) of data that I HAVE to keep available. Those are basically shared VHD images that serve as master images for a lot of our VM's - they then run in differential discs off those. The whole set is "mostly read only". In more detail: A file that IS there and IS used will NEVER change. I may delete files (when absolutely not in use) and add new files, but a file that is there once gets read protection set and that it is until it is retired. Obviously, I need as much uptime as possible. SO FAR we run that by having this directory local on every Hyper-V server. Now I think moving this into our storage fabric. Due to the "it HAS to be there" I pretty much want a share nothing architecture. DFS would be perfect for this - a file never changes, so replication would work nicely. Folders could be replicated to a number of servers, all would reference them from there. Now, that hyper-V supports SMB that could be a good idea to isolate these on a number of servers - we try to move into a scenario where the storage is more centralized. Server 2012 supports always on shares, but it seems that this only works with a clustered disc behind. Is there any way around this for read only file stores? All documentation points to stuff like a shared JBOD - but that would leave me open for file system corruption. I really plan to go quite separately here, vertically - 2 servers, both with SSD only for this, both with their own 2000W separate USV, both with enough bandwidth to handle everything thrown at them (note to everyone tinking this is 10G - this would be SLOW and EXPENSIVE compared to a nice Infiniband backbone). The real crux is that this is an edge case obviously - as the files are read only once in use.

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  • Drawing transparent glyphs on the HTML canvas

    - by Bertrand Le Roy
    The HTML canvas has a set of methods, createImageData and putImageData, that look like they will enable you to draw transparent shapes pixel by pixel. The data structures that you manipulate with these methods are pseudo-arrays of pixels, with four bytes per pixel. One byte for red, one for green, one for blue and one for alpha. This alpha byte makes one believe that you are going to be able to manage transparency, but that’s a lie. Here is a little script that attempts to overlay a simple generated pattern on top of a uniform background: var wrong = document.getElementById("wrong").getContext("2d"); wrong.fillStyle = "#ffd42a"; wrong.fillRect(0, 0, 64, 64); var overlay = wrong.createImageData(32, 32), data = overlay.data; fill(data); wrong.putImageData(overlay, 16, 16); .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } where the fill method is setting the pixels in the lower-left half of the overlay to opaque red, and the rest to transparent black. And here’s how it renders: As you can see, the transparency byte was completely ignored. Or was it? in fact, what happens is more subtle. What happens is that the pixels from the image data, including their alpha byte, replaced the existing pixels of the canvas. So the alpha byte is not lost, it’s just that it wasn’t used by putImageData to combine the new pixels with the existing ones. This is in fact a clue to how to write a putImageData that works: we can first dump that image data into an intermediary canvas, and then compose that temporary canvas onto our main canvas. The method that we can use for this composition is drawImage, which works not only with image objects, but also with canvas objects. var right = document.getElementById("right").getContext("2d"); right.fillStyle = "#ffd42a"; right.fillRect(0, 0, 64, 64); var overlay = wrong.createImageData(32, 32), data = overlay.data; fill(data); var overlayCanvas = document.createElement("canvas"); overlayCanvas.width = overlayCanvas.height = 32; overlayCanvas.getContext("2d").putImageData(overlay, 0, 0); right.drawImage(overlayCanvas, 16, 16); And there is is, a version of putImageData that works like it should always have:

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  • Exporting SWF With Transparent Background For Scaleform/UDK

    - by Alex Shepard
    After looking all over in the UDN and forums I have yet to find a solution for this: I am currently using Flash CS3 and Actionscript 2.0 to build my scaleform menus and I can use them in the UDK. For various reasons I can't use the handy plugin Autodesk supplies to enable this export so I publish my flash documents to swf the old fassioned way and manually use the gfxexport.exe tool to get my .gfx file. I can then import into the UDK the normal way. My problem is that the flash movies that I import will not alpha blend even if the material is set to blend in the alpha channel of the target render texture. My project images are set up to export properly. My classpath for Actionscript 2.0 is set to the correct location. My HTML publish settings have window mode set to Transparent Windowless. Is it possible to export without the scaleform flash extension and still get the desired effects and if so how might I do so? Am I merely missing something from my project setup?

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  • Transparent Data Encryption Helps Customers Address Regulatory Compliance

    - by Troy Kitch
    Regulations such as the Payment Card Industry Data Security Standards (PCI DSS), U.S. state security breach notification laws, HIPAA HITECH and more, call for the use of data encryption or redaction to protect sensitive personally identifiable information (PII). From the outset, Oracle has delivered the industry's most advanced technology to safeguard data where it lives—in the database. Oracle provides a comprehensive portfolio of security solutions to ensure data privacy, protect against insider threats, and enable regulatory compliance for both Oracle and non-Oracle Databases. Organizations worldwide rely on Oracle Database Security solutions to help address industry and government regulatory compliance. Specifically, Oracle Advanced Security helps organizations like Educational Testing Service, TransUnion Interactive, Orbitz, and the National Marrow Donor Program comply with privacy and regulatory mandates by transparently encrypting sensitive information such as credit cards, social security numbers, and personally identifiable information (PII). By encrypting data at rest and whenever it leaves the database over the network or via backups, Oracle Advanced Security provides organizations the most cost-effective solution for comprehensive data protection. Watch the video and learn why organizations choose Oracle Advanced Security with transparent data encryption.

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  • Using 2 Transparent HAProxy for load balancing

    - by Nyxynyx
    We can configure HAProxy to be a transparent proxy by using the guide here, where one of the steps says ...to put the backend servers in a different subnet to the front end clients and make sure that the default gateway points back at the HAProxy load balancer. However when we need to have 2 transparent HAProxy in front of our balanced servers (for redundancy), it seems like this wont work as we can only set one gateway for our balanced servers. What will be the correct way to setup the system such that we can have 2 transparent HAProxy infront of the balanced servers? The main reason for having transparent proxies is the need to find the client's IP addresses over TCP.

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  • Semi-transparent parts of theme show as full white

    - by Kilian
    I am running ubuntu 10.04 64bit on a macbook pro, using the nvidia-drivers version 260.19.29. As of a recent kernel update, all the semi-transparent parts of my theme show as full white. This means: no gradients on scrollbars and buttons, 'inverted' dividers in context menu's, full white gnome-do panel etc. Does anyone know what causes this and how I can fix it? Screenshot examples below. Scrollbars: Gnome-do: 'inverted' dividers in the context menu: (Last two links are not links due to not having sufficient points)

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  • How to render a texture partly transparent?

    - by megamoustache
    Good Morning StackOverflow, I'm having a bit of a problem right now as I can't seem to find a way to render part of a texture transparently with openGL. Here is my setting : I have a quad, representing a wall, covered with this texture (converted to PNG for uploading purposes). Obviously, I want the wall to be opaque, except for the panes of glass. There is another plane behind the wall which is supposed to show a landscape. I want to see the landscape from behind the window. Each texture is a TGA with alpha channel. The "landscape" is rendered first, then the wall. I thought it would be sufficient to achieve this effect but apparently it's not the case. The part of the window supposed to be transparent is black and the landscape only appears when I move past the wall. I tried to fiddle with GLBlendFunc() after having enabled it but it doesn't seem to do the trick. Am i forgetting an important step ? Thank you :)

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  • Transparent Data Encryption (TDE) in SQL Server

    There are several ways to implement encryption in SQL Server; Arshad Ali focuses on Transparent Data Encryption (TDE), which was introduced in SQL Server 2008 and is available in later releases. 24% of devs don’t use database source control – make sure you aren’t one of themVersion control is standard for application code, but databases haven’t caught up. So what steps can you take to put your SQL databases under version control? Why should you start doing it? Read more to find out…

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  • Creating Transparent Game Menu Items using AndEngine

    - by Chaitanya Chandurkar
    I'm trying to create a Game Menu which contains some Menu Items like New Game Multiplayer Options Exit I want to make this Menu Items Transparent. Only Text in White color should be visible. So i guess i do not need any background image for Menu Items. I have seen examples of SpriteButton like given below. ButtonSprite playButton = new ButtonSprite(0, 0, btnNormalTextureRegion, btnPushedTextureRegion, this.getVertexBufferObjectManager(), new OnClickListener() { @Override public boolean onAreaTouched(TouchEvent pSceneTouchEvent, float pTouchAreaLocalX, float pTouchAreaLocalY) { // Do Stuff here } } The thing which i don't understand is how can i initialize btnNormalTextureRegion? I use the code give below to initialize ITexture and ITextureRegion for objects. mBackgruondTexture = new BitmapTexture(activity.getTextureManager(), new IInputStreamOpener() { public InputStream open() throws IOException { return activity.getAssets().open("gfx/backgrounds/greenbg.jpg"); } }); mBackgruondTextureRegion = TextureRegionFactory.extractFromTexture(mBackgruondTexture); This code openes up an Image from assest. As i do not want to use any image for Menu Item How can i initialize btnNormalTextureRegion for SpriteButton. OR Is there any alternative to create Game Menu?

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