Search Results

Search found 17342 results on 694 pages for 'custom draw'.

Page 300/694 | < Previous Page | 296 297 298 299 300 301 302 303 304 305 306 307  | Next Page >

  • Does the Wacom Bamboo Pen & Touch work out of the box?

    - by Emilien
    Is there any tweaking involved in Ubuntu 10.10 to make the Wacom Bamboo Pen & Touch work? And is this hardware getting some love from the new multitouch framework? If there's no multitouch support for it, then I'd fall back on the simpler (and cheaper) Wacom Bamboo Pen (to draw, no multitouch)... ENAC's general list of Linux multitouch devices states the following regarding Wacom: "The 'wacom' kernel driver handles these, and is undergoing work to make it compliant with the kernel multitouch protocol." But is this also compatible with Ubuntu's multitouch protocol (which I understand is a different effort than the kernel's)

    Read the article

  • as3 3D camera lookat

    - by Johannes Jensen
    I'm making a 3D camera scene in Flash, draw using drawTriangles() and rotated and translated using a Matrix3D. I've got the camera to look after a specific point, but only on the Y-axis, using the x and z coordinates, here is my code so far: var dx:Number = camera.x - lookAt.x; var dy:Number = camera.y - lookAt.y; var dz:Number = camera.z - lookAt.z; camera.rotationY = Math.atan2(dz, dx) * (180 / Math.PI) + 270; so no matter the x or z position, the point is always on the mid of the screen, IF and only if y matches with the camera. So what I need is to calculate the rotationX (which are measured in degrees not radians), and I was wondering how I would do this?

    Read the article

  • Upcoming User Group Events in 2011

    - by john.orourke(at)oracle.com
    At a recent customer event, someone asked me if Oracle had any plans to re-create the Hyperion Solutions Conference.  Unfortunately the answer is no.  With so many different product lines it would be challenging and costly for Oracle to run separate user conferences for every product line, and it would create too many events for customers with multiple products to attend.  So Oracle Open World is the company's main event for showcasing what's new and what's coming across all product lines.  If customers find Oracle OpenWorld too overwhelming or if the timing is bad, there are a number of other conferences, which are run by Oracle user groups and include a number of sessions focused on Oracle Hyperion EPM and BI products.  Here's a sneak preview of what's coming up for conferences in 2011 where you can network with other Hyperion users and learn what's new and what's coming in our products. Alliance 2011:  This conference is run by the Oracle Higher Education User Group (HEUG).  It's being held March 27 - 30th in lovely Denver, Colorado.  (a great location and time for skiers!)  This event is targeted at customers in Higher Education and Public Sector organizations and is expecting to draw over 3,500 attendees.  There will be a number of sessions focusing on Oracle Hyperion EPM and BI products in the Budgeting track, as well as the Reporting & BI track.  This includes product-focused sessions delivered by Oracle and partners, as well as case studies delivered by customers.  Here's a link to the registration page where you can get more information: http://www.heug.org/p/cm/ld/fid=255 Collaborate 2011:  This conference is run by three different user groups;  OAUG, IOUG and Quest.  It's being held April 10 - 14th in sunny Orlando, Florida.  (yes, sunshine and warmth!)  This event is targeted to customers with Oracle E-Business Suite, PeopleSoft, JD Edwards, Hyperion, Primavera and other products and is expected to draw over 5,000 attendees.  You'll find a number of sessions focused on Oracle Hyperion EPM and BI products in the BI/Data Warehousing/EPM track.  This includes product-focused sessions delivered by Oracle, our partners, and customers as well as a number of customer case studies.  There will also be an exhibit area with a number of demo pods focused on EPM and BI products.  Here's a link to the conference web site where you can get more information: http://collaborate.oaug.org/ Also, please note that the OAUG has a Hyperion SIG that runs focused EPM/Hyperion events throughout the year.  Here's a link to their web site where you can get more information: http://hyperionsig.oaug.org/ Kscope 2011:  Formerly the Kaleidoscope conference, this one is run by the Oracle Developer Tools User Group (ODTUG).  This conference is being held June 26 - 30th in Long Beach, CA. (surf's up!)  Historically, this event has focused on Oracle Development tools, but over the past few years the EPM and BI content has grown with over 100 sessions planned this year.  So this event is becoming a great venue for existing Hyperion customers to learn about the latest developments with Oracle Essbase, Hyperion Planning, Hyperion Financial Management, Oracle BI and other products.   You'll also find hands-on workshops, product demonstrations as well as EPM and BI Symposiums run by Oracle Development staff.  Here's a link to the web site where you can get more details.  http://www.kscope11.com/biepm UKOUG Conference Series:  EPM and Hyperion 2011:  For Hyperion customers in the UK, the UKOUG has a Hyperion SIG that runs a focused conference for EPM and Hyperion products.  The 2011 event is planned for June in London.  Here's a link to the web site for this event where you can get more information: http://hyperion.ukoug.org/default.asp?p=8461 In addition to these conferences, you can also find Oracle EPM and BI content at regional user group meetings globally as well as Marketing events run by Oracle.  Check the events page at www.oracle.com for the details on upcoming Marketing and regional User Group events.  So while Oracle will not be trying to replicate the Hyperion Solutions conference, the good news is that there are a number of other events available where customers can find out what's new and what's coming with Oracle EPM and BI products.  And these events are running at different times of the year in different locations - so you can pick the event that makes the most sense for your company from a timing and location standpoint. I'll be delivering a number of sessions at the Alliance and Collaborate conferences and hope to see many of our loyal customers and partners at these events.  And there's always Oracle OpenWorld coming up in October, for which the planning has already started.  I look forward to seeing you in 2011.

    Read the article

  • Why keylistener is not working here?

    - by swift
    i have implemented keylistener interface and implemented all the needed methods but when i press the key nothing happens here, why? package swing; import java.awt.Color; import java.awt.Dimension; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.GridLayout; import java.awt.Point; import java.awt.RenderingHints; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.awt.event.KeyEvent; import java.awt.event.KeyListener; import java.awt.event.MouseEvent; import java.awt.event.MouseListener; import java.awt.event.MouseMotionListener; import java.awt.event.WindowAdapter; import java.awt.event.WindowEvent; import java.awt.image.BufferedImage; import javax.swing.BorderFactory; import javax.swing.BoxLayout; import javax.swing.ImageIcon; import javax.swing.JButton; import javax.swing.JFrame; import javax.swing.JLayeredPane; import javax.swing.JPanel; import javax.swing.JTextArea; class Paper extends JPanel implements MouseListener,MouseMotionListener,ActionListener,KeyListener { static BufferedImage image; String shape; Color color=Color.black; Point start; Point end; Point mp; Button elipse=new Button("elipse"); int x[]=new int[50]; int y[]=new int[50]; Button rectangle=new Button("rect"); Button line=new Button("line"); Button roundrect=new Button("roundrect"); Button polygon=new Button("poly"); Button text=new Button("text"); ImageIcon erasericon=new ImageIcon("images/eraser.gif"); JButton erase=new JButton(erasericon); JButton[] colourbutton=new JButton[9]; String selected; Point label; String key; int ex,ey;//eraser //DatagramSocket dataSocket; JButton button = new JButton("test"); JLayeredPane layerpane; Point p=new Point(); int w,h; public Paper() { JFrame frame=new JFrame("Whiteboard"); frame.setVisible(true); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); frame.setSize(640, 480); frame.setBackground(Color.black); layerpane=frame.getLayeredPane(); setWidth(539,444); setBounds(69,0,555,444); layerpane.add(this,new Integer(2)); layerpane.add(this.addButtons(),new Integer(0)); setLayout(null); setOpaque(false); addMouseListener(this); addMouseMotionListener(this); setFocusable(true); addKeyListener(this); System.out.println(isFocusable()); setBorder(BorderFactory.createLineBorder(Color.black)); } public void paintComponent(Graphics g) { try { super.paintComponent(g); g.drawImage(image, 0, 0, this); Graphics2D g2 = (Graphics2D)g; if(color!=null) g2.setPaint(color); if(start!=null && end!=null) { if(selected==("elipse")) g2.drawOval(start.x, start.y,(end.x-start.x),(end.y-start.y)); else if(selected==("rect")) g2.drawRect(start.x, start.y, (end.x-start.x),(end.y-start.y)); else if(selected==("rrect")) g2.drawRoundRect(start.x, start.y, (end.x-start.x),(end.y-start.y),11,11); else if(selected==("line")) g2.drawLine(start.x,start.y,end.x,end.y); else if(selected==("poly")) g2.drawPolygon(x,y,2); } } catch(Exception e) {} } //Function to draw the shape on image public void draw() { Graphics2D g2 = image.createGraphics(); g2.setPaint(color); if(start!=null && end!=null) { if(selected=="line") g2.drawLine(start.x, start.y, end.x, end.y); else if(selected=="elipse") g2.drawOval(start.x, start.y, (end.x-start.x),(end.y-start.y)); else if(selected=="rect") g2.drawRect(start.x, start.y, (end.x-start.x),(end.y-start.y)); else if(selected==("rrect")) g2.drawRoundRect(start.x, start.y, (end.x-start.x),(end.y-start.y),11,11); else if(selected==("poly")) g2.drawPolygon(x,y,2); } if(label!=null) { JTextArea textarea=new JTextArea(); if(selected==("text")) { textarea.setBounds(label.x, label.y, 50, 50); textarea.setMaximumSize(new Dimension(100,100)); textarea.setBackground(new Color(237,237,237)); add(textarea); g2.drawString("key",label.x,label.y); } } start=null; repaint(); g2.dispose(); } public void text() { System.out.println(label); } //Function which provides the erase functionality public void erase() { Graphics2D pic=(Graphics2D) image.getGraphics(); Color erasecolor=new Color(237,237,237); pic.setPaint(erasecolor); if(start!=null) pic.fillRect(start.x, start.y, 10, 10); } //To set the size of the image public void setWidth(int x,int y) { System.out.println("("+x+","+y+")"); w=x; h=y; image = new BufferedImage(w, h, BufferedImage.TYPE_INT_ARGB); } //Function to add buttons into the panel, calling this function returns a panel public JPanel addButtons() { JPanel buttonpanel=new JPanel(); buttonpanel.setMaximumSize(new Dimension(70,70)); JPanel shape=new JPanel(); JPanel colourbox=new JPanel(); shape.setLayout(new GridLayout(4,2)); shape.setMaximumSize(new Dimension(70,140)); colourbox.setLayout(new GridLayout(3,3)); colourbox.setMaximumSize(new Dimension(70,70)); buttonpanel.setLayout(new BoxLayout(buttonpanel,BoxLayout.Y_AXIS)); elipse.addActionListener(this); elipse.setToolTipText("Elipse"); rectangle.addActionListener(this); rectangle.setToolTipText("Rectangle"); line.addActionListener( this); line.setToolTipText("Line"); erase.addActionListener(this); erase.setToolTipText("Eraser"); roundrect.addActionListener(this); roundrect.setToolTipText("Round rect"); polygon.addActionListener(this); polygon.setToolTipText("Polygon"); text.addActionListener(this); text.setToolTipText("Text"); shape.add(elipse); shape.add(rectangle); shape.add(line); shape.add(erase); shape.add(roundrect); shape.add(polygon); shape.add(text); buttonpanel.add(shape); for(int i=0;i<9;i++) { colourbutton[i]=new JButton(); colourbox.add(colourbutton[i]); if(i==0) colourbutton[0].setBackground(Color.black); else if(i==1) colourbutton[1].setBackground(Color.white); else if(i==2) colourbutton[2].setBackground(Color.red); else if(i==3) colourbutton[3].setBackground(Color.orange); else if(i==4) colourbutton[4].setBackground(Color.blue); else if(i==5) colourbutton[5].setBackground(Color.green); else if(i==6) colourbutton[6].setBackground(Color.pink); else if(i==7) colourbutton[7].setBackground(Color.magenta); else if(i==8) colourbutton[8].setBackground(Color.cyan); colourbutton[i].addActionListener(this); } buttonpanel.add(colourbox); buttonpanel.setBounds(0, 0, 70, 210); return buttonpanel; } public void mouseClicked(MouseEvent e) { if(selected=="text") { label=new Point(); label=e.getPoint(); draw(); } } @Override public void mouseEntered(MouseEvent arg0) { } public void mouseExited(MouseEvent arg0) { } public void mousePressed(MouseEvent e) { if(selected=="line"||selected=="erase"||selected=="text") { start=e.getPoint(); } else if(selected=="elipse"||selected=="rect"||selected=="rrect") { mp = e.getPoint(); } else if(selected=="poly") { x[0]=e.getX(); y[0]=e.getY(); } } public void mouseReleased(MouseEvent e) { if(start!=null) { if(selected=="line") { end=e.getPoint(); } else if(selected=="elipse"||selected=="rect"||selected=="rrect") { end.x = Math.max(mp.x,e.getX()); end.y = Math.max(mp.y,e.getY()); } else if(selected=="poly") { x[1]=e.getX(); y[1]=e.getY(); } draw(); } } public void mouseDragged(MouseEvent e) { if(end==null) end = new Point(); if(start==null) start = new Point(); if(selected=="line") { end=e.getPoint(); } else if(selected=="erase") { start=e.getPoint(); erase(); } else if(selected=="elipse"||selected=="rect"||selected=="rrect") { start.x = Math.min(mp.x,e.getX()); start.y = Math.min(mp.y,e.getY()); end.x = Math.max(mp.x,e.getX()); end.y = Math.max(mp.y,e.getY()); } else if(selected=="poly") { x[1]=e.getX(); y[1]=e.getY(); } repaint(); } public void mouseMoved(MouseEvent arg0) {} public void actionPerformed(ActionEvent e) { if(e.getSource()==elipse) selected="elipse"; else if(e.getSource()==line) selected="line"; else if(e.getSource()==rectangle) selected="rect"; else if(e.getSource()==erase) { selected="erase"; System.out.println(selected); erase(); } else if(e.getSource()==roundrect) selected="rrect"; else if(e.getSource()==polygon) selected="poly"; else if(e.getSource()==text) selected="text"; if(e.getSource()==colourbutton[0]) color=Color.black; else if(e.getSource()==colourbutton[1]) color=Color.white; else if(e.getSource()==colourbutton[2]) color=Color.red; else if(e.getSource()==colourbutton[3]) color=Color.orange; else if(e.getSource()==colourbutton[4]) color=Color.blue; else if(e.getSource()==colourbutton[5]) color=Color.green; else if(e.getSource()==colourbutton[6]) color=Color.pink; else if(e.getSource()==colourbutton[7]) color=Color.magenta; else if(e.getSource()==colourbutton[8]) color=Color.cyan; } @Override public void keyPressed(KeyEvent e) { System.out.println("pressed"); } @Override public void keyReleased(KeyEvent e) { System.out.println("key released"); } @Override public void keyTyped(KeyEvent e) { System.out.println("Typed"); } public static void main(String[] a) { new Paper(); } } class Button extends JButton { String name; public Button(String name) { this.name=name; } public void paintComponent(Graphics g) { super.paintComponent(g); Graphics2D g2 = (Graphics2D)g; g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON); //g2.setStroke(new BasicStroke(1.2f)); if (name == "line") g.drawLine(5,5,30,30); if (name == "elipse") g.drawOval(5,7,25,20); if (name== "rect") g.drawRect(5,5,25,23); if (name== "roundrect") g.drawRoundRect(5,5,25,23,10,10); int a[]=new int[]{20,9,20,23,20}; int b[]=new int[]{9,23,25,20,9}; if (name== "poly") g.drawPolyline(a, b, 5); if (name== "text") g.drawString("Text",5, 22); } }

    Read the article

  • Create dynamic buffer SharpDX

    - by fedab
    I want to set a buffer that is updated every frame but can't figure it out, what i have to do. The only working thing i have is this: mdexcription = new BufferDescription(Matrix.SizeInBytes * Matrices.Length, ResourceUsage.Dynamic, BindFlags.VertexBuffer, CpuAccessFlags.Write, ResourceOptionFlags.None, 0); instanceBuffer = SharpDX.Direct3D11.Buffer.Create(Device, Matrices, mdexcription); vBB = new VertexBufferBinding(instanceBuffer, Matrix.SizeInBytes, 0); DeviceContext.InputAssembler.SetVertexBuffers(1, vBB); Draw: //Change Matrices (Matrix[]) every frame... instanceBuffer.Dispose(); instanceBuffer = SharpDX.Direct3D11.Buffer.Create(Device, Matrices, mdexcription); vBB = new VertexBufferBinding(instanceBuffer, Matrix.SizeInBytes, 0); DeviceContext.InputAssembler.SetVertexBuffers(1, vBB); I guess Dispose() and creating a new buffer is slow and can be done much faster. I've read about DataStream but i do not know, how to set this up properly. What steps do i have to do to set up a DataStream to achieve fast every-frame update?

    Read the article

  • Matrix rotation of a rectangle to "face" a given point in 2d

    - by justin.m.chase
    Suppose you have a rectangle centered at point (0, 0) and now I want to rotate it such that it is facing the point (100, 100), how would I do this purely with matrix math? To give some more specifics I am using javascript and canvas and I may have something like this: var position = {x : 0, y: 0 }; var destination = { x : 100, y: 100 }; var transform = Matrix.identity(); this.update = function(state) { // update transform to rotate to face destination }; this.draw = function(ctx) { ctx.save(); ctx.transform(transform); // a helper that just calls setTransform() ctx.beginPath(); ctx.rect(-5, -5, 10, 10); ctx.fillStyle = 'Blue'; ctx.fill(); ctx.lineWidth = 2; ctx.stroke(); ctx.restore(); } Feel free to assume any matrix function you need is available.

    Read the article

  • Bad FPS for smaller size (OpenGL ES with SDL)

    - by ber4444
    If you saw my other question, well, there is still a little problem: Click here to watch on youtube Basically, the frame rate is very bad on the actual device, where for some reason the animation is scaled (it looks like the left side on the video). It is quite fast on the simulator where it is not scaled (right side). For a test, I submitted this new changeset that hard-codes the smaller size (plus increases the point size for HII regions to make the dust clouds more visible), and as you see in the video, now it is slow even in the simulator (left side shows the small size, right side shows the original size -- otherwise the code is the same). I'm clueless why it's soooo slow with a smaller galaxy, in fact it should be FASTER. As for general speed optimization (which is not strictly part of my question but is closely related to it, esp. if we need a workaround to speed things up), some initial ideas: reducing the number of items drawn may affect the appearance negatively but screen resolution could be reduced there are too many glBegin(GL_POINTS)/glEnd() blocks, we could draw more than just a single star at once

    Read the article

  • Is it my responsibility to code for errors on a completely separate website and domain when redirecting or doing a single sign on?

    - by kappasims
    If my application is responsible for redirecting/doing a single sign on to a destination managed by a third party, in general, where should I draw the line for error handling during this process? If an error happens on the other application's end, is it reasonable for my stakeholder to expect the application I am working with to share responsibility for handling these scenarios? Notes: I am going to keep solutions limited to those that entail only one request--I am familiar with the "do an xmlhttprequest and see how that fares before doing anything else" approach. I am speaking in terms of an enterprise-level application with fairly decent customer traffic.

    Read the article

  • How to label a cuboid?

    - by usha
    Hi this is how my 3dcuboid looks, I have attached the complete code. I want to label this cuboid using different names across sides, how is this possible using opengl on android? public class MyGLRenderer implements Renderer { Context context; Cuboid rect; private float mCubeRotation; // private static float angleCube = 0; // Rotational angle in degree for cube (NEW) // private static float speedCube = -1.5f; // Rotational speed for cube (NEW) public MyGLRenderer(Context context) { rect = new Cuboid(); this.context = context; } public void onDrawFrame(GL10 gl) { // TODO Auto-generated method stub gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); gl.glLoadIdentity(); // Reset the model-view matrix gl.glTranslatef(0.2f, 0.0f, -8.0f); // Translate right and into the screen gl.glScalef(0.8f, 0.8f, 0.8f); // Scale down (NEW) gl.glRotatef(mCubeRotation, 1.0f, 1.0f, 1.0f); // gl.glRotatef(angleCube, 1.0f, 1.0f, 1.0f); // rotate about the axis (1,1,1) (NEW) rect.draw(gl); mCubeRotation -= 0.15f; //angleCube += speedCube; } public void onSurfaceChanged(GL10 gl, int width, int height) { // TODO Auto-generated method stub if (height == 0) height = 1; // To prevent divide by zero float aspect = (float)width / height; // Set the viewport (display area) to cover the entire window gl.glViewport(0, 0, width, height); // Setup perspective projection, with aspect ratio matches viewport gl.glMatrixMode(GL10.GL_PROJECTION); // Select projection matrix gl.glLoadIdentity(); // Reset projection matrix // Use perspective projection GLU.gluPerspective(gl, 45, aspect, 0.1f, 100.f); gl.glMatrixMode(GL10.GL_MODELVIEW); // Select model-view matrix gl.glLoadIdentity(); // Reset } public void onSurfaceCreated(GL10 gl, EGLConfig config) { // TODO Auto-generated method stub gl.glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set color's clear-value to black gl.glClearDepthf(1.0f); // Set depth's clear-value to farthest gl.glEnable(GL10.GL_DEPTH_TEST); // Enables depth-buffer for hidden surface removal gl.glDepthFunc(GL10.GL_LEQUAL); // The type of depth testing to do gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST); // nice perspective view gl.glShadeModel(GL10.GL_SMOOTH); // Enable smooth shading of color gl.glDisable(GL10.GL_DITHER); // Disable dithering for better performance }} public class Cuboid{ private FloatBuffer mVertexBuffer; private FloatBuffer mColorBuffer; private ByteBuffer mIndexBuffer; private float vertices[] = { //width,height,depth -2.5f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -2.5f, 1.0f, -1.0f, -2.5f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -2.5f, 1.0f, 1.0f }; private float colors[] = { // R,G,B,A COLOR 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.5f, 0.0f, 1.0f, 1.0f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f }; private byte indices[] = { // VERTEX 0,1,2,3,4,5,6,7 REPRESENTATION FOR FACES 0, 4, 5, 0, 5, 1, 1, 5, 6, 1, 6, 2, 2, 6, 7, 2, 7, 3, 3, 7, 4, 3, 4, 0, 4, 7, 6, 4, 6, 5, 3, 0, 1, 3, 1, 2 }; public Cuboid() { ByteBuffer byteBuf = ByteBuffer.allocateDirect(vertices.length * 4); byteBuf.order(ByteOrder.nativeOrder()); mVertexBuffer = byteBuf.asFloatBuffer(); mVertexBuffer.put(vertices); mVertexBuffer.position(0); byteBuf = ByteBuffer.allocateDirect(colors.length * 4); byteBuf.order(ByteOrder.nativeOrder()); mColorBuffer = byteBuf.asFloatBuffer(); mColorBuffer.put(colors); mColorBuffer.position(0); mIndexBuffer = ByteBuffer.allocateDirect(indices.length); mIndexBuffer.put(indices); mIndexBuffer.position(0); } public void draw(GL10 gl) { gl.glFrontFace(GL10.GL_CW); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, mVertexBuffer); gl.glColorPointer(4, GL10.GL_FLOAT, 0, mColorBuffer); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_COLOR_ARRAY); gl.glDrawElements(GL10.GL_TRIANGLES, 36, GL10.GL_UNSIGNED_BYTE, mIndexBuffer); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_COLOR_ARRAY); } } public class Draw3drect extends Activity { private GLSurfaceView glView; // Use GLSurfaceView // Call back when the activity is started, to initialize the view @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); glView = new GLSurfaceView(this); // Allocate a GLSurfaceView glView.setRenderer(new MyGLRenderer(this)); // Use a custom renderer this.setContentView(glView); // This activity sets to GLSurfaceView } // Call back when the activity is going into the background @Override protected void onPause() { super.onPause(); glView.onPause(); } // Call back after onPause() @Override protected void onResume() { super.onResume(); glView.onResume(); } }

    Read the article

  • CodePlex Daily Summary for Monday, March 26, 2012

    CodePlex Daily Summary for Monday, March 26, 2012Popular ReleasesQuick Performance Monitor: Version 1.8.1: Added option to set main window to be 'Always On Top'. Use context (right-click) menu on graph to toggle..Net Rest API for Kayako Fusion 4: kayako_rest_api_2012.03.26: Added ability to search for users via organisation/email. This is much quicker than getting all users then filtering.GeoMedia PostGIS data server: PostGIS GDO 1.0.1.1: This is a new version of GeoMeda PostGIS data server which supports user rights. It means that only those feature classes, which the current user has rights to select, are visible in GeoMedia. Issues fixed in this release Fixed a problem when gdo.gfeaturesbase table has been visible in GeoMedia. To hide this table, run the previous version of Database Utilities and uncheck this table in the feature classes list. Then load the new release. Fixed a problem when coordinate system list has not...Silverlight 4 & 5 Persian DatePicker: Silverlight 4 and 5 Persian DatePicker: Added Silverlight 5 support.Y.Music: Y.Music v.1.0: ?????? ?????? ?????????. ????????: ????? ???? ????, ??????? ?????? ? ??? - Beta.Asp.NET Url Router: v1.0: build for .net 2.0 and .net 4.0menu4web: menu4web 0.0.3: menu4web 0.0.3ArcGIS Editor for OpenStreetMap: ArcGIS Editor for OSM 2.0 Final: This release installs both the ArcGIS Editor for OSM Server Component and/or ArcGIS Editor for OSM Desktop components. The Desktop tools allow you to download data from the OpenStreetMap servers and store it locally in a geodatabase. You can then use the familiar editing environment of ArcGIS Desktop to create, modify, or delete data. Once you are done editing, you can post back the edit changes to OSM to make them available to all OSM users. The Server Component allows you to quickly create...Craig's Utility Library: Craig's Utility Library 3.1: This update adds about 60 new extension methods, a couple of new classes, and a number of fixes including: Additions Added DateSpan class Added GenericDelimited class Random additions Added static thread friendly version of Random.Next called ThreadSafeNext. AOP Manager additions Added Destroy function to AOPManager (clears out all data so system can be recreated. Really only useful for testing...) ORM additions Added PagedCommand and PageCount functions to ObjectBaseClass (same as M...XNA Electric Effect: Jason Electric Effect v1.1: The library now includes 3 effect types: Line, Bezier, CatmullRom, providing different look and feel.DotSpatial: DotSpatial 1.1: This is a Minor Release. See the changes in the issue tracker. Minimal -- includes DotSpatial core and essential extensions Extended -- includes debugging symbols and additional extensions Just want to run the software? End user (non-programmer) version available branded as MapWindow Want to add your own feature? Develop a plugin, using the template and contribute to the extension feed (you can also write extensions that you distribute in other ways). Components are available as NuGet pa...Change default Share-site group SharePoint Online (Office 365): Change default Share-site group SharePoint Online: As default when we share a site collection or site with external users, SharePoint Online show default SharePoint groups which are Visitors and Members. By using this feature, you will get a link which you can use to customize the default groups to your custom groups and other default groups.Microsoft All-In-One Code Framework - a centralized code sample library: C++, .NET Coding Guideline: Microsoft All-In-One Code Framework Coding Guideline This document describes the coding style guideline for native C++ and .NET (C# and VB.NET) programming used by the Microsoft All-In-One Code Framework project team.Working with Social Data: Tag Cloud Customization: http://swatipoint.blogspot.com/2011/10/sharepoint-2010-social-featurestagging.htmlWebDAV for WHS: Version 1.0.67: - Added: Check whether the Remote Web Access is turned on or not; - Added: Check for Add-In updates;Phalanger - The PHP Language Compiler for the .NET Framework: 3.0 (March 2012) for .NET 4.0: March release of Phalanger 3.0 significantly enhances performance, adds new features and fixes many issues. See following for the list of main improvements: New features: Phalanger Tools installable for Visual Studio 2011 Beta "filter" extension with several most used filters implemented DomDocument HTML parser, loadHTML() method mail() PHP compatible function PHP 5.4 T_CALLABLE token PHP 5.4 "callable" type hint PCRE: UTF32 characters in range support configuration supports <c...Nearforums - ASP.NET MVC forum engine: Nearforums v8.0: Version 8.0 of Nearforums, the ASP.NET MVC Forum Engine, containing new features: Internationalization Custom authentication provider Access control list for forums and threads Webdeploy package checksum: abc62990189cf0d488ef915d4a55e4b14169bc01 Visit Roadmap for more details.BIDS Helper: BIDS Helper 1.6: This beta release is the first to support SQL Server 2012 (in addition to SQL Server 2005, 2008, and 2008 R2). Since it is marked as a beta release, we are looking for bug reports in the next few months as you use BIDS Helper on real projects. In addition to getting all existing BIDS Helper functionality working appropriately in SQL Server 2012 (SSDT), the following features are new... Analysis Services Tabular Smart Diff Tabular Actions Editor Tabular HideMemberIf Tabular Pre-Build ...Json.NET: Json.NET 4.5 Release 1: New feature - Windows 8 Metro build New feature - JsonTextReader automatically reads ISO strings as dates New feature - Added DateFormatHandling to control whether dates are written in the MS format or ISO format, with ISO as the default New feature - Added DateTimeZoneHandling to control reading and writing DateTime time zone details New feature - Added async serialize/deserialize methods to JsonConvert New feature - Added Path to JsonReader/JsonWriter/ErrorContext and exceptions w...New ProjectsASIVeste: No description availableAuthor-it Sync Headings Plug-in: Author-it plug-in that allows the user to synchronize the Print, Help, and Web headings with the Description for each selected topic.BlogEngine.Web: BlogEngine.Web is a BlogEngine.Net converted to use Web Application Project model (WAP).Code Writer Helper: A quick solution to help code generator writers.CodeUITest: Practise CodeUI automation.DAX Studio: Excel Add-In for PowerPivot and Analysis Services Tabular projects that will include an Object Browser, query editing and execution, formula and measure editing ,syntax highlighting, integrated tracing and query execution breakdowns.Fated: Fated is an isometric-viewed, tile-based tactical RPG developed in C# using XNA to be deployed to XBox. This includes a character generation core, graphics engine, and storyline parser.iSufe???: “iSufe???”??????????????????????????????。???????????、????、?????????,??????????????。??,????iOS/Android/WAP???????,???????????????。????GPLv2??,?????????????。Kinect test project: Basic project for my kinect test applicationLoLTimers: LoLTimers by Christian Schubert 2012. Version 1.0.0.0 This is a small app that lets you keep track of the most important creep camp cooldowns. Developed in Visual Studio C#.London Priority Security Services Ltd: LPSS - London Priority Security Services LtdNMCNPM: code nhóm nmcnpmOffice 365 Anonymous Access Manager Sandbox Solution: The sandbox solution enables you to manage anonymous access of lists on Office 365. It allows setting read, modifying and adding rights. Additionally the configuration page adds the necessary events to be able to use moderations, when anonymous users are creating a list item. The second feature in the solution enables anonymous access on blogs sites, it allows to enable anonymous users to comment on a blog.Office 365 Google Analytics: This sandbox solution enables google analytics everywhere in your site collection. This allows you to use the google analytics reporting on all your Office 365 sites.Office 365 Mobile Access Enables for Public Sites & Blogs: This sandbox solution enables mobile access on Office 365 sites.OwnMFCSolution: MFC test solution.People Data Generator: Need to load a bunch of test data to represent people (e.g. name, address, phone, etc.)? Wish it looked realistic? People Data Generator is what you need. Features: *Realistic names *Realistic addresses, using real towns and postal codes *Realistic phone numbers and emails *Very ExtensibleProventi: Met dit programma kan je je voorraad van je onderneming beheren. Dit programma zal in eerste instantie gebruikt worden binnen de minionderneming Proventi. Het programma is geschreven in VB.Net en maakt gebruik van SQL Server CE voor de gegevensopslag.qCommerce: ??????????? ???????, ???????????? ??? ????? qSoftwareQuanLyOTo: Ð? án môn h?c C# qu?n lý garage ô tôRoyaSoft.ir Resources: i am use this project for my personal web site :)SGPF: The team does not have nothing to declare here!SharePoint 2010 Autocomplete Lookup Field: Autocomplete Lookup field allows type ahead functionality while entering lookup values in list items.Sharing Photos using SignalR: An MVC application using SignalR that can be used to share photos between friends and get realtime updates. An user connected to the website can upload a photo which will be automatically broadcasted to all clients connected at that point.Sistema Hoteleiro: Sistema Hoteleiro é o meu trabalho final da disciplina Arquitetura de Aplicativos Ambiente .NET da 4a turma do curso de pós-graduação de especialização em Arquitetura de Sistemas Distribuídos oferecido pelo Instituto de Educação Continuada da Pontifícia Universidade Católica de MSoftware Revolution: This project is core information site of Software Revolution named company which provides software solutions.tgryi: tgyrivbWSUS: Really decide which and when to install updates from a centralized server, globally or per host : - installation schedule - updates to install - email results - configure extra Windows Update parameters Works with WSUS server or Windows Update from Microsoft. See README.txt for more informations ! :) Current official website is http://sourceforge.net/projects/vbwsus/XamlCombine: Combines multiple XAML resource dictionaries in one. Replaces DynamicResources to StaticResources. And sort them in order of usage.XNA Shader-free Linear Burn effect: Sample demonstrating a Linear Burn effect in XNA without using custom shaderszhCms: zhCmszhtest: my test project

    Read the article

  • CodePlex Daily Summary for Saturday, March 31, 2012

    CodePlex Daily Summary for Saturday, March 31, 2012Popular ReleasesAuto-LiMPoT: Auto-LiMPoT - v.1.1 - binary: Changelog: +Now patches updater-script with correct packager name and version number +Added option to choose position of java.exe manually if not found automaticallyExtended WPF Toolkit: Extended WPF Toolkit - 1.6.0: Want an easier way to install the Extended WPF Toolkit?The Extended WPF Toolkit is available on Nuget. What's in the 1.6.0 Release?BusyIndicator ButtonSpinner Calculator CalculatorUpDown CheckListBox - Breaking Changes CheckComboBox - New Control ChildWindow CollectionEditor CollectionEditorDialog ColorCanvas ColorPicker DateTimePicker DateTimeUpDown DecimalUpDown DoubleUpDown DropDownButton IntegerUpDown Magnifier MaskedTextBox MessageBox MultiLineTex...ScriptIDE: Release 4.4: ...Media Companion: MC 3.434b Release: General This release should be the last beta for 3.4xx. If there are no major problems, by the end of the week it will upgraded to 3.500 Stable! The latest mc_com.exe should be included too! TV Bug fix - crash when using XBMC scraper for TV episodes. Bug fix - episode count update when adding new episodes. Bug fix - crash when actors name was missing. Enhanced TV scrape progress text. Enhancements made to missing episodes display. Movies Bug fix - hide "Play Trailer" when multisaev...Better Explorer: Better Explorer 2.0.0.831 Alpha: - A new release with: - many bugfixes - changed icon - added code for more failsafe registry usage on x64 systems - not needed regfix anymore - added ribbon shortcut keys - Other fixes Note: If you have problems opening system libraries, a suggestion was given to copy all of these libraries and then delete the originals. Thanks to Gaugamela for that! (see discussion here: 349015 ) Note2: I was upload again the setup due to missing file!XAML Dialect Comparer Tool: Beta 1: This is a first beta version of this tool (as shown at DevConncetions in Vegas, March 2012). Community participation and suggestions are appreciated.LINQ Extensions Library: 1.0.2.7: Append and Prepend extensions (1.0.2.7) IndexOf extensions (1.0.2.7) New Align/Match extensions (1.0.2.6) Ready to use stable code with comprehensive unit tests and samples New Pivot extensions New Filter ExtensionsMonoGame - Write Once, Play Everywhere: MonoGame 2.5: The MonoGame team are pleased to announce that MonoGame v2.5 has been released. This release contains important bug fixes, implements optimisations and adds key features. MonoGame now has the capability to use OpenGLES 2.0 on Android and iOS devices, meaning it now supports custom shaders across mobile and desktop platforms. Also included in this release are native orientation animations on iOS devices and better Orientation support for Android. There have also been a lot of bug fixes since t...callisto: callisto 2.0.23: Patched Script static class and peak user count bug fix.Circuit Diagram: Circuit Diagram 2.0 Alpha 3: New in this release: Added components: Microcontroller Demultiplexer Flip & rotate components Open XML files from older versions of Circuit Diagram Text formatting for components New CDDX syntax Other fixesUmbraco CMS: Umbraco 5.1 CMS (Beta): Beta build for testing - please report issues at issues.umbraco.org (Latest uploaded: 5.1.0.123) What's new in 5.1? The full list of changes is on our http://progress.umbraco.org task tracking page. It shows items complete for 5.1, and 5.1 includes items for 5.0.1 and 5.0.2 listed there too. Here's two headline acts: Members5.1 adds support for backoffice editing of Members. We support the pairing up of our content type system in Hive with regular ASP.NET Membership providers (we ship a def...51Degrees.mobi - Mobile Device Detection and Redirection: 2.1.2.11: One Click Install from NuGet Changes to Version 2.1.2.11Code Changes 1. The project is now licenced under the Mozilla Public Licence 2. 2. User interface control and associated data access layer classes have been added to aid developers integrating 51Degrees.mobi into wider projects such as content management systems or web hosting management solutions. Use the following in a web form or user control to access these new UI components. <%@ Register Assembly="FiftyOne.Foundation" Namespace="...JSON Toolkit: JSON Toolkit 3.1: slight performance improvement (5% - 10%) new JsonException classPicturethrill: Version 2.3.28.0: Straightforward image selection. New clean UI look. Super stable. Simplified user experience.SQL Monitor - managing sql server performance: SQL Monitor 4.2 alpha 16: 1. finally fixed problem with logic fault checking for temporary table name... I really mean finally ...ScintillaNET: ScintillaNET 2.5: A slew of bug-fixes with a few new features sprinkled in. This release also upgrades the SciLexer and SciLexer64 DLLs to version 3.0.4. The official stuff: Issue # Title 32402 32402 27137 27137 31548 31548 30179 30179 24932 24932 29701 29701 31238 31238 26875 26875 30052 30052 Mugen MVVM Toolkit: Mugen MVVM Toolkit ver 1.1: Added Design mode support.Harness: Harness 2.0.2: change to .NET Framework Client Profile bug fix the download dialog auto answer. bug fix setFocus command. add "SendKeys" command. remove "closeAll" command. minor bugs fixed.BugNET Issue Tracker: BugNET 0.9.161: Below is a list of fixes in this release. Bug BGN-2092 - Link in Email "visit your profile" not functional BGN-2083 - Manager of bugnet can not edit project when it is not public BGN-2080 - clicking on a link in the project summary causes error (0.9.152.0) BGN-2070 - Missing Functionality On Feed.aspx BGN-2069 - Calendar View does not work BGN-2068 - Time tracking totals not ok BGN-2067 - Issues List Page Size Bug: Index was out of range. Must be non-negative and less than the si...YAF.NET (aka Yet Another Forum.NET): v1.9.6.1 RTW: v1.9.6.1 FINAL is .NET v4.0 ONLY v1.9.6.1 has: Performance Improvements .NET v4.0 improvements Improved FaceBook Integration KNOWN ISSUES WITH THIS RELEASE: ON INSTALL PLEASE DON'T CHECK "Upgrade BBCode Extensions...". More complete change list and discussion here: http://forum.yetanotherforum.net/yaf_postst14201_v1-9-6-1-RTW-Dated--3-26-2012.aspxNew ProjectsAlloCiné API: API AlloCiné v3 This is a library to use the API of AlloCiné. It covers the version 3 of the AlloCiné service as described here GroWiki API AlloCiné v3. The data-interchange format used behind the scene is JSON. Auto-LiMPoT: An automated tool to convert an N1 MIUI Rom to an AcerLiquid-compatible Rom.Azure Management API (via F#): This lib is a wrapper for Azure Management REST API. Can be used by .Net languages but adapted for F# (used asyncs and other). Supported operations: AffinityGroups (all), HostedServices (all), StorageServices (all), Azure Sql (all = manage server + firewall rules), AsyncOperationCraigsPack: This is a Light weight and Expandable library that helps search through craigslist ads but not bound to only one website. It includes interfaces and base classes to help create custom web providers for other specific websites. Written in c#Cygnus v3: Cygnus internal.DataHelperCS: Porject about DataHelper for rapid development and Simplist Architectur Model.Datewise Picture Arranger: Arranges/Renames pictures based on the date taken. d? án web: Ð? án môn phát tri?n ?ng d?ng webDrawbot: IRC Bot for /r/sketchdaily on reddit.FONIS prezenter: FONIS prezenter je aplikacija koja omogucava korisniku da odredenom kombinacijom sa tastature pozove odgovarajucu PowerPoint prezentaciju. Program je razvijen u C#. Za instaliranje i pokretanje ovog programa, potrebno je instalirati .NET Framework 4. Grammars: Grammars makes it easy to design regular, context-free and context-dependent grammars and apply various tools for parsing and language analysis. It is developed in C# and provides a BNF-like syntax with operator overloading and semantic rules as delegates, allowing you to design and code your grammar right in the middle of your C# code. It fleets with a fully-functional LR parser generator.iConference: Conference Management System.IQCare: IQCare is a Open Source, data capture and reporting system with patient management tools designed to measure patient outcomes. Having the ability to analyze data and then use the resulting analysis to provide improved care is the end goal of IQCare. IQCare has all of the key features needed to collect clean data and to do patient and facility analysis and reporting.Memory Management: General purpose memory management in C++ with policy-based architecture.Metro Style App Study Project: Metro Style App demos from QQ Group 95331609OpenNETCF CAB Installer SDK: The OpenNETCF CAB Installer SDK provides programmatic access to the extraction of CAB files under Windows CE, Windows Mobile, Windows Embedded Compact and Windows Embedded HandheldOrchard Private Content: Allows content items to be displayed by only users with roles that have permission.Pete Brown NETMF and Gadgeteer Code: Module drivers and other code for my .NET Micro Framework projects.QuanLyBanHang-Nhom100: Qu?n lý bán hàng - nhóm 100 Bùi vi?t sang Nguy?n van longRegeXml: This is about a Framework that allow you to transform a bunch of dirty data into a one and well formated XML.SSIS Row Number Component: This Rownumber component allows you to add a rownumber in the case your destination doesn't support auto-increment.Sunburn XNA advanced help custom samples: This project will include samples I do using sunburns engine. If you use it correctly it is a very powerful engine i found out. I will post samples for things that people have been trying to do in xna 4 and above with sunburn for awhile. THE webpage: gffgfgdhhgghdj91Transbin for anyone: Transbin makes it easier to contorl your computer anywhere.Wazzup module for DotNetNuke: Wazzup is a simple module for the DotNetNuke CMS to display the newest content added to your site. It leverage's DNN's search indexer and displays a simple link with publishing date and text summary. Developed in VB. Fits well into narrow vertical content areasWLCompus: WLCompusXNA Game Studio 3.0 Unleashed Book Source Code: C# Source Code and Assets from the XNA Game Studio 3.0 Unleashed book. The code is released under the Ms-PL license.

    Read the article

  • SpriteBatch.end() generating null pointer exception

    - by odaymichael
    I am getting a null pointer exception using libGDX that the debugger points as the SpriteBatch.end() line. I was wondering what would cause this. Here is the offending code block, specifically the batch.end() line: batch.begin(); for (int j = 0; j < 3; j++) for (int i = 0; i < 3; i++) if (zoomgrid[i][j].getPiece().getImage() != null) zoomgrid[i][j].getPiece().getImage().draw(batch); batch.end(); The top of the stack is actually a line that calls lastTexture.bind(); In the flush() method of com.badlogic.gdx.graphics.g2d.SpriteBatch. I appreciate any input, let me know if I haven't included enough information.

    Read the article

  • libgdx rotation (animation, arrays) issues and help needed

    - by johnny-b
    well i am a noob at java and libgdx. i got the homing bullet working with the help of someone. now i am smashing my head as to how i can make it rotate so it faces the ball (which is the main character) when it goes around it or when it is coming towards it. the bullet is facing <--- and the code below is what i have done so far. also i used sprites for the bullet and also animation method. Also how do i make it an array/arraylist which is best so i can have multiple bullets at random or placed places. i tried many things nothing workd :( thank you for the help. // below is the bullet or enemy if you want to call it. public class Bullet extends Sprite { public static final float BULLET_HOMING = 6000; public static final float BULLET_SPEED = 300; private Vector2 velocity; private float lifetime; public Bullet(float x, float y) { velocity = new Vector2(0, 0); setPosition(x, y); } public void update(float delta) { float targetX = GameWorld.getBall().getX(); float targetY = GameWorld.getBall().getY(); float dx = targetX - getX(); float dy = targetY - getY(); float distToTarget = (float) Math.sqrt(dx * dx + dy * dy); dx /= distToTarget; dy /= distToTarget; dx *= BULLET_HOMING; dy *= BULLET_HOMING; velocity.x += dx * delta; velocity.y += dy * delta; float vMag = (float) Math.sqrt(velocity.x * velocity.x + velocity.y * velocity.y); velocity.x /= vMag; velocity.y /= vMag; velocity.x *= BULLET_SPEED; velocity.y *= BULLET_SPEED; Vector2 v = velocity.cpy().scl(delta); setPosition(getX() + v.x, getY() + v.y); setOriginCenter(); setRotation(velocity.angle()); lifetime += delta; setRegion(AssetLoader.bulletAnimation.getKeyFrame(lifetime)); } } // this is where i load the images. public class AssetLoader { public static Animation bulletAnimation; public static Sprite bullet1, bullet2; public static void load() { texture = new Texture(Gdx.files.internal("SpriteN1.png")); texture.setFilter(TextureFilter.Nearest, TextureFilter.Nearest); bullet1 = new Sprite(texture, 380, 350, 45, 20); bullet1.flip(false, true); bullet2 = new Sprite(texture, 425, 350, 45, 20); bullet2.flip(false, true); Sprite[] bullets = { bullet1, bullet2 }; bulletAnimation = new Animation(0.06f, aims); bulletAnimation.setPlayMode(Animation.PlayMode.LOOP); } public static void dispose() { // We must dispose of the texture when we are finished. texture.dispose(); } // this is for the rendering of the images etc public class GameRenderer { private Bullet bullet; private Ball ball; public GameRenderer(GameWorld world) { myWorld = world; cam = new OrthographicCamera(); cam.setToOrtho(true, 480, 320); batcher = new SpriteBatch(); // Attach batcher to camera batcher.setProjectionMatrix(cam.combined); shapeRenderer = new ShapeRenderer(); shapeRenderer.setProjectionMatrix(cam.combined); // Call helper methods to initialize instance variables initGameObjects(); initAssets(); } private void initGameObjects() { ball = GameWorld.getBall(); bullet = myWorld.getBullet(); scroller = myWorld.getScroller(); } private void initAssets() { ballAnimation = AssetLoader.ballAnimation; bulletAnimation = AssetLoader.bulletAnimation; } public void render(float runTime) { Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL30.GL_COLOR_BUFFER_BIT); batcher.begin(); // Disable transparency // This is good for performance when drawing images that do not require // transparency. batcher.disableBlending(); // The ball needs transparency, so we enable that again. batcher.enableBlending(); batcher.draw(AssetLoader.ballAnimation.getKeyFrame(runTime), ball.getX(), ball.getY(), ball.getWidth(), ball.getHeight()); batcher.draw(AssetLoader.bulletAnimation.getKeyFrame(runTime), bullet.getX(), bullet.getY()); // End SpriteBatch batcher.end(); } } // this is to load the image etc on the screen i guess public class GameWorld { public static Ball ball; private Bullet bullet; private ScrollHandler scroller; public GameWorld() { ball = new Ball(480, 273, 32, 32); bullet = new Bullet(10, 10); scroller = new ScrollHandler(0); } public void update(float delta) { ball.update(delta); bullet.update(delta); scroller.update(delta); } public static Ball getBall() { return ball; } public ScrollHandler getScroller() { return scroller; } public Bullet getBullet() { return bullet; } } so there is the whole thing. the images are loaded via the AssetLoader then to the GameRenderer and GameWorld via the Bullet class. i am guessing that is how it is. sorry newbie so still learning. thank you in advace for the help or any advice.

    Read the article

  • Drawing a textured triangle with CPU instead of GPU

    - by Jenko
    I understand the benefits of GPU rendering and such, but for a certain limited application I need to render textured triangles purely using CPU. I've built a 3D engine capable of object handling, transform, projection, culling and the likes ... now all I need is a little code snippet that draws a single textured triangle onto a bitmap... any language accepted! Inputs: Texture bitmap, Triangle U/V/W coords, Triangle X/Y screen coords Output: The textured triangle drawn at the given screen coords I've currently been using a platform function to draw triangles to screen, but I'm looking to handle it myself to speeden up the process.

    Read the article

  • GLSL Bokeh using Quads and Textures

    - by Notoriousaur
    I'm trying to create a depth of field effect with bokeh sprites in GLSL. Specifically, what i would like to do is, for each pixel: See if the pixel is out of the focal range If it is, draw a quad and apply a texture to provide a bokeh sprite. This kind of implementation is seen in the Unreal Engine and by Matt Pettineo, however, both implementations are in DX11 and I'm using OpenGL. I'm a bit stuck on the drawing a quad and applying a texture bit. Does anyone know how I can do this, or provide any relevant links as to how I can do this? Thanks

    Read the article

  • Synchronization between game logic thread and rendering thread

    - by user782220
    How does one separate game logic and rendering? I know there seem to already be questions on here asking exactly that but the answers are not satisfactory to me. From what I understand so far the point of separating them into different threads is so that game logic can start running for the next tick immediately instead of waiting for the next vsync where rendering finally returns from the swapbuffer call its been blocking on. But specifically what data structures are used to prevent race conditions between the game logic thread and the rendering thread. Presumably the rendering thread needs access to various variables to figure out what to draw, but game logic could be updating these same variables. Is there a de facto standard technique for handling this problem. Maybe like copy the data needed by the rendering thread after every execution of the game logic. Whatever the solution is will the overhead of synchronization or whatever be less than just running everything single threaded?

    Read the article

  • Obtaining a HBITMAP/HICON from D2D Bitmap

    - by Tom
    Is there any way to obtain a HBITMAP or HICON from a ID2D1Bitmap* using Direct2D? I am using the following function to load a bitmap: http://msdn.microsoft.com/en-us/library/windows/desktop/dd756686%28v=vs.85%29.aspx The reason I ask is because I am creating my level editor tool and would like to draw a PNG image on a standard button control. I know that you can do this using GDI+: HBITMAP hBitmap; Gdiplus::Bitmap b(L"a.png"); b.GetHBITMAP(NULL, &hBitmap); SendMessage(GetDlgItem(hDlg, IDC_BUTTON1), BM_SETIMAGE, IMAGE_BITMAP, (LPARAM)hBitmap); Is there any equivalent, simple solution using Direct2D? If possible, I would like to render multiple PNG files (some with transparency) on a single button.

    Read the article

  • Updated the Whiteboard Demo

    - by Bobby Diaz
    Just a quick update to let everyone know that I have updated the Whiteboard demo application.  I added a few options to make it more interesting to use!  I showed it to the kids and they loved it (even though they kept asking ME to draw pictures for them)!   Here is a list of available options: Color Picker for line color Slider for line thickness Save to XML file Open saved drawing Clear whiteboard Hold down ESC key to erase And here is a screenshot of my beautiful artwork! :) So what are you waiting for?  Go play with the Live Demo (and be sure to share with the kids) or download the source code. Enjoy!

    Read the article

  • XNA Sprite Rotation Matrix - Moving Origin

    - by Jon
    I am currently grouping sprites together, then applying a rotation transformation on draw: private void UpdateMatrix(ref Vector2 origin, float radians) { Vector3 matrixorigin = new Vector3(origin, 0); _rotationMatrix = Matrix.CreateTranslation(-matrixorigin) * Matrix.CreateRotationZ(radians) * Matrix.CreateTranslation(matrixorigin); } Where the origin is the Centermost point of my group of sprites. I apply this transformation to each sprite in the group. My problem is that when I adjust the point of origin, my entire sprite group will re-position itself on screen. How could I differentiate the point of rotation used in the transformation, from the position of the sprite group? Is there a better way of creating this transformation matrix?

    Read the article

  • Why use 3d matrix and camera in 2D world for 2d geometric figures?

    - by Navy Seal
    I'm working in XNA on a 2d isometric world/game and I'm using DrawUserPrimitives to draw some geometric figures... I saw some tutorials about creating dynamic shadows but I didn't understood why they use a "3d" matrix to control the transformations since the figure I'm drawing is in 2d perspective. I know I'm drawing a 2d figure in 3d but I still can't understand if I really need to work with the matrix. Is there any advantage in using a 3d Matrix to control camera and view? Any reason why I can't just update my vertex's positions by using a regular method since the view is always the same... And since I want to work only with single figures, won't this cause all the geometric figures have the same transformations simultaneously? To understand better what I mean here's a video http://www.youtube.com/watch?v=LjvsGHXaGEA&feature=player_embedded

    Read the article

  • How does an Engine like Source process entities?

    - by Júlio Souza
    [background information] On the Source engine (and it's antecessor, goldsrc, quake's) the game objects are divided on two types, world and entities. The world is the map geometry and the entities are players, particles, sounds, scores, etc (for the Source Engine). Every entity has a think function, which do all the logic for that entity. So, if everything that needs to be processed comes from a base class with the think function, the game engine could store everything on a list and, on every frame, loop through it and call that function. On a first look, this idea is reasonable, but it can take too much resources, if the game has a lot of entities.. [end of background information] So, how does a engine like Source take care (process, update, draw, etc) of the game objects?

    Read the article

  • Ray Tracing Shadows in deferred rendering

    - by Grieverheart
    Recently I have programmed a raytracer for fun and found it beutifully simple how shadows are created compared to a rasterizer. Now, I couldn't help but I think if it would be possible to implement somthing similar for ray tracing of shadows in a deferred renderer. The way I though this could work is after drawing to the gbuffer, in a separate pass and for each pixel to calculate rays to the lights and draw them as lines of unique color together with the geometry (with color 0). The lines will be cut-off if there is occlusion and this fact could be used in a fragment shader to calculate which rays are occluded. I guess there must be something I'm missing, for example I'm not sure how the fragment shader could save the occlusion results for each ray so that they are available for pixel at the ray's origin. Has this method been tried before, is it possible to implement it as I described and if yes what would be the drawbacks in performance of calculating shadows this way?

    Read the article

  • Unexpected behaviour with glFramebufferTexture1D

    - by Roshan
    I am using render to texture concept with glFramebufferTexture1D. I am drawing a cube on non-default FBO with all the vertices as -1,1 (maximum) in X Y Z direction. Now i am setting viewport to X while rendering on non default FBO. My background is blue with white color of cube. For default FBO, i have created 1-D texture and attached this texture to above FBO with color attachment. I am setting width of texture equal to width*height of above FBO view-port. Now, when i render this texture to on another cube, i can see continuous white color on start or end of each face of the cube. That means part of the face is white and rest is blue. I am not sure whether this behavior is correct or not. I expect all the texels should be white as i am using -1 and 1 coordinates for cube rendered on non-default FBO. code: #define WIDTH 3 #define HEIGHT 3 GLfloat vertices8[]={ 1.0f,1.0f,1.0f, -1.0f,1.0f,1.0f, -1.0f,-1.0f,1.0f, 1.0f,-1.0f,1.0f,//face 1 1.0f,-1.0f,-1.0f, -1.0f,-1.0f,-1.0f, -1.0f,1.0f,-1.0f, 1.0f,1.0f,-1.0f,//face 2 1.0f,1.0f,1.0f, 1.0f,-1.0f,1.0f, 1.0f,-1.0f,-1.0f, 1.0f,1.0f,-1.0f,//face 3 -1.0f,1.0f,1.0f, -1.0f,1.0f,-1.0f, -1.0f,-1.0f,-1.0f, -1.0f,-1.0f,1.0f,//face 4 1.0f,1.0f,1.0f, 1.0f,1.0f,-1.0f, -1.0f,1.0f,-1.0f, -1.0f,1.0f,1.0f,//face 5 -1.0f,-1.0f,1.0f, -1.0f,-1.0f,-1.0f, 1.0f,-1.0f,-1.0f, 1.0f,-1.0f,1.0f//face 6 }; GLfloat vertices[]= { 0.5f,0.5f,0.5f, -0.5f,0.5f,0.5f, -0.5f,-0.5f,0.5f, 0.5f,-0.5f,0.5f,//face 1 0.5f,-0.5f,-0.5f, -0.5f,-0.5f,-0.5f, -0.5f,0.5f,-0.5f, 0.5f,0.5f,-0.5f,//face 2 0.5f,0.5f,0.5f, 0.5f,-0.5f,0.5f, 0.5f,-0.5f,-0.5f, 0.5f,0.5f,-0.5f,//face 3 -0.5f,0.5f,0.5f, -0.5f,0.5f,-0.5f, -0.5f,-0.5f,-0.5f, -0.5f,-0.5f,0.5f,//face 4 0.5f,0.5f,0.5f, 0.5f,0.5f,-0.5f, -0.5f,0.5f,-0.5f, -0.5f,0.5f,0.5f,//face 5 -0.5f,-0.5f,0.5f, -0.5f,-0.5f,-0.5f, 0.5f,-0.5f,-0.5f, 0.5f,-0.5f,0.5f//face 6 }; GLuint indices[] = { 0, 2, 1, 0, 3, 2, 4, 5, 6, 4, 6, 7, 8, 9, 10, 8, 10, 11, 12, 15, 14, 12, 14, 13, 16, 17, 18, 16, 18, 19, 20, 23, 22, 20, 22, 21 }; GLfloat texcoord[] = { 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0 }; glGenTextures(1, &id1); glBindTexture(GL_TEXTURE_1D, id1); glGenFramebuffers(1, &Fboid); glTexParameterf(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, WIDTH*HEIGHT , 0, GL_RGBA, GL_UNSIGNED_BYTE,0); glBindFramebuffer(GL_FRAMEBUFFER, Fboid); glFramebufferTexture1D(GL_DRAW_FRAMEBUFFER,GL_COLOR_ATTACHMENT0,GL_TEXTURE_1D,id1,0); draw_cube(); glBindFramebuffer(GL_FRAMEBUFFER, 0); draw(); } draw_cube() { glViewport(0, 0, WIDTH, HEIGHT); glClearColor(0.0f, 0.0f, 0.5f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); glEnableVertexAttribArray(glGetAttribLocation(temp.psId,"position")); glVertexAttribPointer(glGetAttribLocation(temp.psId,"position"), 3, GL_FLOAT, GL_FALSE, 0,vertices8); glDrawArrays (GL_TRIANGLE_FAN, 0, 24); } draw() { glClearColor(1.0f, 0.0f, 0.0f, 1.0f); glClearDepth(1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnableVertexAttribArray(glGetAttribLocation(shader_data.psId,"tk_position")); glVertexAttribPointer(glGetAttribLocation(shader_data.psId,"tk_position"), 3, GL_FLOAT, GL_FALSE, 0,vertices); nResult = GL_ERROR_CHECK((GL_NO_ERROR, "glVertexAttribPointer(position, 3, GL_FLOAT, GL_FALSE, 0,vertices);")); glEnableVertexAttribArray(glGetAttribLocation(shader_data.psId,"inputtexcoord")); glVertexAttribPointer(glGetAttribLocation(shader_data.psId,"inputtexcoord"), 2, GL_FLOAT, GL_FALSE, 0,texcoord); glBindTexture(*target11, id1); glDrawElements ( GL_TRIANGLES, 36,GL_UNSIGNED_INT, indices ); when i change WIDTH=HEIGHT=2, and call a glreadpixels with height, width equal to 4 in draw_cube() i can see first 2 pixels with white color, next two with blue(glclearcolor), next two white and then blue and so on.. Now when i change width parameter in glTeximage1D to 16 then ideally i should see alternate patches of white and blue right? But its not the case here. why so?

    Read the article

  • How to position a sprite in a 2D animation skeleton?

    - by Paul Manta
    Given two joints that define a bone, I would like to know how to decide where, between those two joints, I should draw the sprite. This should be a fairly simple thing to solve, but there is one thing that I am not sure about. After I've determined the rotation of the sprite (which is the absolute angle the joints form with the x-axis), I also need to determine the origin point from where I need to start drawing the transformed image. So how should I position the sprite between the two joints? Should I make the center of the image be the midpoint between the two joints, or should I make one the of the joints be the origin? Do these things matter that much (could the wrong positioning make the sprite move oddly during the animation)?

    Read the article

  • CodePlex Daily Summary for Saturday, November 02, 2013

    CodePlex Daily Summary for Saturday, November 02, 2013Popular ReleasesWsus Package Publisher: Release v1.3.1311.02: Add three new Actions in Custom Updates : Work with Files (Copy, Delete, Rename), Work with Folders (Add, Delete, Rename) and Work with Registry Keys (Add, Delete, Rename). Fix a bug, where after resigning an update, the display is not refresh. Modify the way WPP sort rows in 'Updates Detail Viewer' and 'COmputer List Viewer' so that dates are correctly sorted. Add a Tab in the settings form to set Proxy settings when WPP needs to go on Internet. Fix a bug where 'Manage Catalogs Subsc...uComponents: uComponents v6.0.0: This release of uComponents will compile against and support the new API in Umbraco v6.1.0. What's new in uComponents v6.0.0? New DataTypesImage Point XML DropDownList XPath Templatable List New features / Resolved issuesThe following workitems have been implemented and/or resolved: 14781 14805 14808 14818 14854 14827 14868 14859 14790 14853 14790 DataType Grid 14788 14810 14873 14833 14864 14855 / 14860 14816 14823 Drag & Drop support for rows Su...SmartStore.NET - Free ASP.NET MVC Ecommerce Shopping Cart Solution: SmartStore.NET 1.2.1: New FeaturesAdded option Limit to current basket subtotal to HadSpentAmount discount rule Items in product lists can be labelled as NEW for a configurable period of time Product templates can optionally display a discount sign when discounts were applied Added the ability to set multiple favicons depending on stores and/or themes Plugin management: multiple plugins can now be (un)installed in one go Added a field for the HTML body id to store entity (Developer) New property 'Extra...CodeGen Code Generator: CodeGen 4.3.2: Changes in this release include: Removed old tag tokens from several example templates. Fixed a bug which was causing the default author and company names not to be picked up from the registry under .NET. Added several additional tag loop expressions: <IF FIRST_TAG>, <IF LAST_TAG>, <IF MULTIPLE_TAGS> and<IF SINGLE_TAG>. Upgraded to Synergy/DE 10.1.1b, Visual Studio 2013 and Installshield Limited Edition 2013.Community Forums NNTP bridge: Community Forums NNTP Bridge V54 (LiveConnect): This is the first release which can be used with the new LiveConnect authentication. Fixes the problem that the authentication will not work after 1 hour. Also a logfile will now be stored in "%AppData%\Community\CommunityForumsNNTPServer". If you have any problems please feel free to sent me the file "LogFile.txt".Aricie - Friendlier Url Provider: Aricie - Friendlier Url Provider Version 2.5.3: This is mainly a maintenance release to stabilize the new Url Group paradigm. As usual, don't forget to install the Aricie - Shared extension first Highlights Fixed: UI bugs Min Requirements: .Net 3.5+ DotNetNuke 4.8.1+ Aricie - Shared 1.7.7+Aricie Shared: Aricie.Shared Version 1.7.7: This is mainly a maintenance version. Fixes in Property Editor: list import/export Min Requirements: DotNetNuke 4.8.1+ .Net 3.5+WPF Extended DataGrid: WPF Extended DataGrid 2.0.0.9 binaries: Fixed issue with ICollectionView containg null values (AutoFilter issue)Community TFS Build Extensions: October 2013: The October 2013 release contains Scripts - a new addition to our delivery. These are a growing library of PowerShell scripts to use with VS2013. See our documentation for more on scripting. VS2010 Activities(target .NET 4.0) VS2012 Activities (target .NET 4.5) VS2013 Activities (target .NET 4.5.1) Community TFS Build Manager VS2012 Community TFS Build Manager VS2013 The Community TFS Build Managers for VS2010, 2012 and 2013 can also be found in the Visual Studio Gallery where upda...SuperSocket, an extensible socket server framework: SuperSocket 1.6 stable: Changes included in this release: Process level isolation SuperSocket ServerManager (include server and client) Connect to client from server side initiatively Client certificate validation New configuration attributes "textEncoding", "defaultCulture", and "storeLocation" (certificate node) Many bug fixes http://docs.supersocket.net/v1-6/en-US/New-Features-and-Breaking-ChangesBarbaTunnel: BarbaTunnel 8.1: Check Version History for more information about this release.Mugen MVVM Toolkit: Mugen MVVM Toolkit 2.1: v 2.1 Added the 'Should' class instead of the 'Validate' class. The 'Validate' class is now obsolete. Added 'Toolkit.Annotations' to support the Mugen MVVM Toolkit ReSharper plugin. Updated JetBrains annotations within the project. Added the 'GlobalSettings.DefaultActivationPolicy' property to represent the default activation policy. Removed the 'GetSettings' method from the 'ViewModelBase' class. Instead of it, the 'GlobalSettings.DefaultViewModelSettings' property is used. Updated...NAudio: NAudio 1.7: full release notes available at http://mark-dot-net.blogspot.co.uk/2013/10/naudio-17-release-notes.htmlDirectX Tool Kit: October 2013: October 28, 2013 Updated for Visual Studio 2013 and Windows 8.1 SDK RTM Added DGSLEffect, DGSLEffectFactory, VertexPositionNormalTangentColorTexture, and VertexPositionNormalTangentColorTextureSkinning Model loading and effect factories support loading skinned models MakeSpriteFont now has a smooth vs. sharp antialiasing option: /sharp Model loading from CMOs now handles UV transforms for texture coordinates A number of small fixes for EffectFactory Minor code and project cleanup ...ExtJS based ASP.NET Controls: FineUI v4.0beta1: +2013-10-28 v4.0 beta1 +?????Collapsed???????????????。 -????:window/group_panel.aspx??,???????,???????,?????????。 +??????SelectedNodeIDArray???????????????。 -????:tree/checkbox/tree_checkall.aspx??,?????,?????,????????????。 -??TimerPicker???????(????、????ing)。 -??????????????????????(???)。 -?????????????,??type=text/css(??~`)。 -MsgTarget???MessageTarget,???None。 -FormOffsetRight?????20px??5px。 -?Web.config?PageManager??FormLabelAlign???。 -ToolbarPosition??Left/Right。 -??Web.conf...CODE Framework: 4.0.31028.0: See change notes in the documentation section for details on what's new. Note: If you download the class reference help file with, you have to right-click the file, pick "Properties", and then unblock the file, as many browsers flag the file as blocked during download (for security reasons) and thus hides all content.VidCoder: 1.5.10 Beta: Broke out all the encoder-specific passthrough options into their own dropdown. This should make what they do a bit more clear and clean up the codec list a bit. Updated HandBrake core to SVN 5855.Indent Guides for Visual Studio: Indent Guides v14: ImportantThis release has a separate download for Visual Studio 2010. The first link is for VS 2012 and later. Version History Changed in v14 Improved performance when scrolling and editing Fixed potential crash when Resharper is installed Fixed highlight of guides split around pragmas in C++/C# Restored VS 2010 support as a separate download Changed in v13 Added page width guide lines Added guide highlighting options Fixed guides appearing over collapsed blocks Fixed guides not...ASP.net MVC Awesome - jQuery Ajax Helpers: 3.5.3 (mvc5): version 3.5.3 - support for mvc5 version 3.5.2 - fix for setting single value to multivalue controls - datepicker min max date offset fix - html encoding for keys fix - enable Column.ClientFormatFunc to be a function call that will return a function version 3.5.1 ========================== - fixed html attributes rendering - fixed loading animation rendering - css improvements version 3.5 ========================== - autosize for all popups ( can be turned off by calling in js...Media Companion: Media Companion MC3.585b: IMDB plot scraping Fixed. New* Movie - Rename Folder using Movie Set, option to move ignored articles to end of Movie Set, only for folder renaming. Fixed* Media Companion - Fixed if using profiles, config files would blown up in size due to some settings duplicating. * Ignore Article of An was cutting of last character of movie title. * If Rescraping title, sort title changed depending on 'Move article to end of Sort Title' setting. * Movie - If changing Poster source order, list would beco...New ProjectsCarTrade.dk: program that will help make it easier for cardealers to do trade cars amongst themselvesCMSPORTAL: Nothing CruxOMatic Contributions: Crux-O-Matic-Contrib is the contribution project where the Crux-O-Matic community can contribute Crux-O-Matic components and extenders.Dynamics CRM 2013 Easy Solution Importer: Dynamics CRM 2013 Easy Solution ImporterGlobal Excel Automation PowerShell Library: The goal of the library is to automate common infrastructure tasks.HappyBin AutoUpdater: HappyBin is an auto-updater for .NET apps. It is designed as an api, and can be used as a boot-strap or a passive updater. Every app deserves a HappyBin!HashTag WCF Membership and Role Provider: Membership provider for using WCF to connect to a hosted membership endpont. Also includes comprehensive tests for custom membership and role providers.Luwx-Mobile-Store: Xây d?ng trang web bán di?n tho?i trên MVC4Pokémon Bank Online: Pokémon Bank for PBO/POQuickMatch Game: CLI multiplayer game on a single console.seizyUtils: SQL Mapping For Windows Embedded Compact SharePoint 2013 Global Metadata Navigation: Deploy your SharePoint 2013 Managed Metadata navigation term set to an unlimited number of site collections using JQuery, SCOM, CSS, and a custom master page.Simple ASP.NET MVC 3: a simple blog - Guest: view posts and add comments. - Admin: view, edit, delete posts and delete comments. User must be log in.SPRepository: SPRepository aims to be a generic Repository Design Pattern implementation for accessing SharePoint objects (but is not inherently SP).WebSocket Security: WebSocket SecutrityWildfire Ttraining Server: Server for application that tracks Wildfire around the world??? ???? 2013: ??????? ? ?????? ????? ???????????? 2013

    Read the article

< Previous Page | 296 297 298 299 300 301 302 303 304 305 306 307  | Next Page >