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  • MIXing it Up a Bit

    - by andrewbrust
    Another March, another MIX.  For the fifth year running now, Microsoft has chosen to put on a conference aimed less at software development, per se, and more at the products, experiences and designs that software development can generate.  In all four prior MIX events, the focus of the show, its keynotes and breakout sessions has been on Web products.  On day 1 of MIX 2010 that focus shifted to Windows Phone 7 Series (WP7). What little we had seen of WP7 had been shown to us in a keynote presentation, given by Microsoft’s Joe Belfiore, at the Mobile World Congress in Barcelona, Spain last month.  And today, Mr. Belfiore reprised his showmanship for the MIX 2010 audience.  Joe showed us the ins and outs of WP7 and, in a breakout session, even gave us a sneak peek of Office (specifically, Excel) on WP7.  We didn’t get to see that one month ago in Barcelona, nor did get to see email messages opened for reading, which we saw today. But beyond a tour of the phone itself, impressive though that is, we got to see apps running on it.  Those apps included Associated Press news, Seesmic (a major Twitter client) and Foursquare (a social media darling).  All three ran, ran well, and looked markedly different and better from their corresponding versions on iPhone and Android.  And the games we saw looked even better. To me though, the best demos involved the creation of WP7 apps, using Silverlight in Visual Studio and Expression Blend.  These demos were so effective because they showed important apps being built in very few steps, and by Microsoft executives to boot.  Scott Guthrie showed us how to build a Twitter API app in Visual Strudio.   Jon Harris showed us how to build a photo management and viewer application in Expression Blend, using virtually no code.  Demos of apps built from scratch to F5 without the benefit of a teacher, could be challenging.  But they went off fine, without a hitch and without a ton of opaque, generated code.  Everything written, be it C# or XAML, was easily understood, and the results were impressive. That means lots of developers can do this, and I think it means a lot will.  What I’ve seen, thus far, of iPhone and Android development looks very tedious by comparison.  Development for those platforms involve a collection of tools that integrate only to a point.  Dev work for WP7 involves use of Visual Studio, Silverlight and the same debugging experience .NET developers already know.  This was very exciting for me. All the demos harkened back to days of building apps for with Visual Basic…design the front-end, put in code-behind and then hit F5.  And that makes sense, because the phone platform, and the PC of the early 90s are both, essentially, client OS machines.  The Web was minimal and the “device” was everything. Same is true of this phone.  It’s a client app contraption that fits in your pocket. And if the platforms are comparable, hopefully so too will be the draw of ease-of-development.   WP7 has the potential to make mobile developers want to switch over, and to convince enterprise developers to get into the phone scene.  Will this propel the new phone platform to new heights, and restore Microsoft’s competiveness in the mobile arena? I hope so.  I think so.  And if Microsoft uses developers to build themselves a victory, that would be beneficial and would show that Microsoft has learned from its failures, as well as its successes.  Today I saw a few beautiful apps.  Tomorrow I hope I see a slew of others; maybe not as polished, but plentiful, attractive and stable.  That would be a victory for Microsoft, and for developers.  And it would show everyone else that developers are the kingmakers.  They need cheap, efficient dev tools and lots of respect.  Microsoft has always been the company to provide that.  Hopefully, with WP7, they will return to that persona and see how very timeless it is.

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  • Introducing Oracle User Productivity Kit (UPK) 12.1 Thursday 26th June 2014 – Oracle, Reading, Berkshire

    - by Kathryn Lustenberger
    Join Oracle UPK Product Management and Product Development In conjunction with Larmer Brown Register Now v\:* {behavior:url(#default#VML);} o\:* {behavior:url(#default#VML);} w\:* {behavior:url(#default#VML);} .shape {behavior:url(#default#VML);} Normal 0 false false false false EN-US X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin-top:0in; mso-para-margin-right:0in; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0in; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} table.MsoTableGrid {mso-style-name:"Table Grid"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-priority:59; mso-style-unhide:no; border:solid windowtext 1.0pt; mso-border-alt:solid windowtext .5pt; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-border-insideh:.5pt solid windowtext; mso-border-insidev:.5pt solid windowtext; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} UPK Client Event – Introducing v12.1 Thursday 26th June 2014 Oracle Thames Valley Park, Reading, Berkshire Agenda Time Session 10.00am Registration and Coffee 10.30am Introductions and Objectives TWIN TRACK SESSION 10.45am Introduction to UPK (Standard) Version 12.1 Overview and Demonstration for delegates new to UPK Upgrading to UPK (Standard) Version 12.1 Demonstration of the latest release, for delegates with experience of UPK 12.25pm Q&A An opportunity for delegates to raise specific questions about the tool Q&A An opportunity for delegates to raise specific questions about the latest release 12.45pm Lunch 1.30pm Larmer Brown Development Tracker Larmer Brown’s Development Tracker addresses the challenge of ensuring that a Content Development Project will meet agreed deadlines, identifying risks with sufficient notice to take action 1.50pm Case Study How the Development Tracker addressed this client’s requirement to track, monitor and report progress on a large-scale implementation Project 2.10pm Larmer Brown Library Content for UPK This session will showcase some of Larmer Brown’s content library and consider how pre-built content can be used to your advantage 2.30pm Coffee Break 2.45pm Making the most of UPK Professional This presentation and demonstration seeks to unlock the potential of UPK Professional for those that may not be fully utilising the tool   3.20pm Case Study How this client has utilised the tracking and reporting features within UPK Professional 3.40pm Summary and Conclusions 4.00pm Close

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  • Windows Phone 7 Series - Tools and Resources

    - by TechTwaddle
    Unless you've been living in the caves of Lascaux for the past couple of days, you probably know what's happening in the world of Windows Phone. Microsoft unveiled the developer tools required to develop applications and games for Windows Phone 7 at MIX10 a couple of days back. Silverlight and XNA being the major frameworks, no big surprise there. And the best news of all is that all the development tools are free! So if you are planning to develop apps for Windows Phone 7, read on. The first place, or more appropriately hub, for you is the Windows Phone Developer Portal. It has most of the information you need to get you started. Now there is a ton of information available at other places too. In this post, I take time to put all the information that I found useful at one place, and I'll keep updating this as and when I find new stuff.   Setting up the development environment 1. Install Windows Phone Developer Tools CTP (Community Technology Preview) This will install Visual Studio 2010 Express, Silverlight, XNA framework and emulator for Windows Phone 7. It also installs a few support tools. 2. Expression Blend 4 for Windows Phone:     - Install Expression Blend 4 beta     - Install Expression Blend Add-in Preview for Windows Phone     - Install Expression Blend SDK Preview for Windows Phone Installing the above tools should set your machine up for development. I installed the tools on my Windows Vista SP1 machine and the process went smoothly without running into any major hitch. Note that the tools won't install on Windows XP, read the release notes of the CTP. Resources and Documentation 1. Microsoft Windows Phone 7 Series Developer Training Kit 2. Programming Windows Phone 7 Series by Charles Petzold. Contains few chapters only. Gives a good preview. 3. MSDN documentation for Windows Phone 7 Development 4. A sample chapter from Learning Windows Phone Programming [PDF] by Yochay Kiriaty and Jaime Rodriguez. Complete book will be available at a later time. 5. Windows Phone 7 Developer Forum - where you can ask questions and problems you run into and the experts are there to help you. 6. For Silverlight visit silverlight.net and for XNA game development, the XNA Creators Club is the place to go, also make sure you follow Michael Klutcher's and Shawn Hargreaves' blog. 7. And finally the MIX'10 website. Most of the sessions will be available for download later (some are already available). Click on the Windows Phone tag to get all the session details and downloads.   If you are completely new to Silverlight and XNA (like me), and C# makes some sense to you then I suggest you go through the Developer Training Kit. It gives a good start and ramps you up pretty quickly.

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  • Visual Studio 2012 and .NET 4.5 now Live!

    - by Tarun Arora
    Today was the formal launch event for Visual Studio 2012 and .NET 4.5, a state-of-the-art development solution for building modern applications that span connected devices and continuous services, from the client to the cloud. The event was streamed live from http://visualstudiolaunch.com, S.Somasegar corporate vice president of the Developer Division opened the key note, Jason Zander dived deeper into how to leverage Visual Studio 2012 and .NET 4.5 to build modern application. Brian Harry all the awesome features in Visual Studio 2012 to improve the application lifecycle management.   I. Summary of the announcements made today 1. Visual Studio Updates coming this fall –  VS Update will better support agile teams, enable continuous quality, elevate SharePoint development with application lifecycle management (ALM) tools, and expand Visual Studio 2012 Windows development capabilities. It will be available as a community technology preview (CTP) later this month and in final release later this calendar year. A comprehensive list of what will be on offer can be found here. 2. Visual Studio Express 2012 for Windows Desktop – Visual Studio Express 2012 for Windows Desktop brings the newest desktop development capabilities in Visual Studio 2012 to Express users, too. You would be excited to know that the express SKU will support Integration with TFS among some of the other cool features I would like to mention Unit Testing, Unit Testing, Code Analysis, dependency management with NuGet a full list and download links can be found here. 3. F# tools for Visual Studio Express 2012 for web –  This F# Tools release adds in F# 3.0 components, such as the F# 3.0 compiler, F# Interactive, IDE support, and new F# features such as type providers and query expressions to your Visual Studio 2012 express for web. More details and download links can be found here. 4. Visual Studio TFS 2012 Power Tools – The TFS 2012 Power tools brings the goodness of Best Practice Analyzer, Process Template Editor, Storyboard Shapes, Team Explorer enhancements, TFPT command line, TFS Server Backups, etc via to your TFS 2012 installation. It can be downloaded right away from here. II. Road shows There will be many more community road shows this month packaged with hours of demos and discussions. The Visual Studio UK Team has just announced that there will be four UK launch events, face to face session including a product group speaker and partner sessions: Edinburgh, 1st October Manchester, 3rd October London, 4th October Reading, 5th October III. Get Started Download Visual Studio 2012 and the additional supporting software's from here. The Visual Studio development team has put together over 60 videos to help you learn about the new Visual Studio 2012 capabilities in more detail, and all of these will be available for watching here. IV. What’s Next A lot more exciting stuff lined up… Windows 8 Anticipated release: Oct. 26 (UPDATED 9/12) Windows Server 2012 Released (UPDATED 9/4) System Center 2012 Released (UPDATED 9/11) SQL Server 2012 Released (UPDATED 4/2) Internet Explorer 10 Anticipated release: Between Q3 2012 and early 2013 (UPDATED 5/3   Office 2013 Anticipated release: Q4 2012 or Q1 2013(UPDATED 9/12) Exchange 2013 Anticipated release: Q4 2012 (UPDATED 7/26) Visual Studio 2012 Released (UPDATED 9/12) Kinect for Windows Released (UPDATED 9/4) Windows Phone "Tango" and 8 "Tango": Released; Anticipated "Windows Phone 8" release: Q4 2012 (UPDATED 9/5) Dynamics ERP Online Anticipated release: September or October 2012 (UPDATED 7/20) Office 365 Anticipated update schedule: "Almost weekly"(UPDATED 9/12) Windows Azure Rumored CTP release: Spring 2012 (UPDATED 9/7) SharePoint 2013 Anticipated release: Q4 2012 (UPDATED 8/21) Enjoy

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  • What is Devops and Why You Should Care?

    - by Tanu Sood
    Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin-top:0in; mso-para-margin-right:0in; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0in; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} According to Wikipedia, DevOps (a portmanteau of development and operations) is a software development method that stresses communication, collaboration and integration between software developers and information technology (IT) professionals. DevOps is a response to the interdependence of software development and IT operations. It aims to help an organization rapidly produce software products and services. That definition of DevOps is the – what. The “why” is even easier. Standardized development methodology, clear communication and documented processes supported by a standards-based, proven middleware platform improves application development and management cycles, brings agility and provides greater availability and security to your IT infrastructure. Clearly, DevOps is about connecting people, products and processes. Ultimately, DevOps is about connecting IT to business. If you haven’t already seen it, do check out Bob Rhubart’s feature on DevOps in the latest issue of Oracle Magazine. And for more information on how Oracle Fusion Middleware, the #1 application infrastructure foundation, visit us on oracle.com Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin-top:0in; mso-para-margin-right:0in; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0in; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;}

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  • Axis Aligned Billboard: how to make the object look at camera

    - by user19787
    I am trying to make an Axis Aligned Billboard with Pyglet. I have looked at several tutorials, but they only show me how to get the Up,Right,and Look vectors. So far this is what I have: target = cam.pos look = norm( target - billboard.pos ) right = norm( Vector3(0,1,0)*look ) up = look*right gluLookAt( look.x, look.y, look.z, self.pos.x, self.pos.y, self.pos.z, up.x, up.y, up.z ) This does nothing for me visibly. Any idea what I'm doing wrong?

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  • Handling keyboard and mouse input (Win API)

    - by Deluxe
    There is a number of ways to catch mouse or keyboard under Windows. So I tried some of them, but every of them has some advantages and drawbacks. I want to ask you: Which method do use? I've tried these: WM_KEYDOWN/WM_KEYUP - Main disadvantage is that, I can't distinguish between left and right-handed keys like ALT, CONTROL or SHIFT. GetKeyboardState - This solves problem of first method, but there is new one. When I get that the Right-ALT key is pressed, I also get that the Left-Control key is down. This behaviour happens only when using localized keyboard layout (Czech - CS). WM_INPUT (Raw Input) - This method also doesn't distinguish left and right-handed keys (if I can remember) and for mouse movement sometimes generates message with zero delta values of mouse position.

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  • Sphere entering in to the cube.unity

    - by Parthi
    I am trying Roll a Ball unity tutorial.Everything is fine,but when I roll the ball it is moving through the cube instead of picking it. my player class is using UnityEngine; using System.Collections; public class player : MonoBehaviour { public float speed; // Use this for initialization // Update is called once per frame void Update () { float h = Input.GetAxis("Horizontal"); float v = Input.GetAxis("Vertical"); Vector3 move = new Vector3(h,0,v); rigidbody.AddForce(move * speed * Time.deltaTime); } void OnTriggerEnter(Collider other) { if(other.gameObject.tag == "Pick up") { other.gameObject.SetActive(false); } } }

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  • Two pass blur shader using libgdx tile map renderer

    - by Alexandre GUIDET
    I am trying to apply the following technique: blur effect using two pass shader to my libgdx game using the OrthogonalTiledMapRenderer. The idea is to blur the background wich is also a tilemap but rendered with another camera with a different zoom applied. Here is a screen capture without effect: Using the OrthogonalTiledMapRenderer sprite batch like this: backgroundMapRenderer.getSpriteBatch().setShader(shaderBlurX); backgroundMapRenderer.render(layerBackground); I get the following render: Wich is ok for X blur pass. I then try using frame buffer object like in this example. But the effect seems to be too much zoomed: I may be messing up with the camera and the zoom factor. Here is the code: private ShaderProgram shaderBlurX; private ShaderProgram shaderBlurY; private int FBO_SIZE = 800; private FrameBuffer targetA; private FrameBuffer targetB; targetA = new FrameBuffer(Pixmap.Format.RGBA8888, FBO_SIZE, FBO_SIZE, false); targetB = new FrameBuffer(Pixmap.Format.RGBA8888, FBO_SIZE, FBO_SIZE, false); targetA.begin(); Gdx.gl.glClearColor(1, 1, 1, 0); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); backgroundMapRenderer.render(layerBackground); targetA.end(); targetB.begin(); Gdx.gl.glClearColor(1, 1, 1, 0); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); backgroundMapRenderer.getSpriteBatch().setShader(shaderBlurX); backgroundMapRenderer.render(layerBackground); targetB.end(); TextureRegion back = new TextureRegion(targetB.getColorBufferTexture()); back.flip(false, true); backgroundMapRenderer.getSpriteBatch() .setProjectionMatrix(backgroundCamera.combined); backgroundMapRenderer.getSpriteBatch().setShader(shaderBlurY); backgroundMapRenderer.getSpriteBatch().begin(); backgroundMapRenderer.getSpriteBatch().draw(back, 0, 0); backgroundMapRenderer.getSpriteBatch().end(); I know I am making something the wrong way, but I can't find any resources about applying two passes shader using tile map renderer. Does someone know how to achieve this?

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  • How to create sprites, programatically without using prefabs?

    - by DemonSOCKET
    I have different types of images for different sprites. and i am not certain that how much different sprites(images) i will have to show. So, i gotta create the sprites and apply textures programatically at runtime. Now, I defiantly can't use prefabs because it will restrict me with the number of different sprites i can use. and also, changing texture on one sprite prefab instance in game, will change all the sprites prefab, that's not acceptable in my case. Is there a way i can create sprites without having to create static prefab ? where ever i looked for the solution every time i got the same answer "create a prefab", which is what can not be done in my case.

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  • XNA: Camera's Rotation and Translation matrices seem to interfere with each other

    - by Danjen
    I've been following the guide here for how to create a custom 2D camera in XNA. It works great, I've implemented it before, but for some reason, the matrix math is throwing me off. public sealed class Camera2D { public Vector2 Origin { get; set; } public Vector2 Position { get; set; } public float Scale { get; set; } public float Rotation { get; set; } } It might be easier to just show you a picture of my problem: http://i.imgur.com/H1l6LEx.png What I want to do is allow the camera to pivot around any given point. Right now, I have the rotations mapped to my shoulder buttons on a gamepad, and if I press them, it should rotate around the point the camera is currently looking at. Then, I use the left stick to move the camera around. The problem is that after it's been rotated, pressing "up" results in it being used relative to the rotation, creating the image above. I understand that matrices have to be applied in a certain order, and that I have to offset the thing to be rotated around the world origin and move it back, but it just won't work! public Matrix GetTransformationMatrix() { Matrix mRotate = Matrix.Identity * Matrix.CreateTranslation(-Origin.X, -Origin.Y, 0.00f) * // Move origin to world center Matrix.CreateRotationZ(MathHelper.ToRadians(Rotation)) * // Apply rotation Matrix.CreateTranslation(+Origin.X, +Origin.Y, 0.00f); // Undo the move operation Matrix mTranslate = Matrix.Identity * Matrix.CreateTranslation(-Position.X, Position.Y, 0.00f); // Apply the actual translation return mRotate * mTranslate; } So to recap, it seems I can have it rotate around an arbitrary point and lose the ability to have "up" move the camera straight up, or I can rotate it around the world origin and have the camera move properly, but not both.

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  • Creating a top-down spaceship

    - by Ali
    I'm creating a top-down 2D space game in LIBGDX for android. When spaceship is going forward it will look like this: when it goes upward I want to change it's direction with a nice animation so it seems like a real spaceship. A between frame would be like this: I have rendered the spaceship in different Z axis degrees from ship0 to ship90. Calculating rotation on XY plane wouldn't be so hard, but I don't know how to calculate the rotation on Z axis so I can choose the right sprite to use.

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  • creating a contact listener with sprites from different classes

    - by wilM
    I've been trying to set a contact listener that creates a joint on contact between two sprites which have their own individual classes. Both sprites are inheriting from NSObject and their are initialized in their parentlayer (init method of HelloWorldLayer.mm). It is quite straightforward when everything is in the same class, but in a case like this where sprites have their own classes how will it be done. Please Help, I've been at it for days.

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  • Drawing a rectangular prism using opengl

    - by BadSniper
    I'm trying to learn opengl. I did some code for building a rectangular prism. I don't want to draw back faces so I used glCullFace(GL_BACK), glEnable(GL_CULL_FACE);. But I keep getting back faces also when viewing from front and also sometimes when rotating sides are vanishing. Can someone point me in right direction? glPolygonMode(GL_FRONT,GL_LINE); // draw wireframe polygons glColor3f(0,1,0); // set color green glCullFace(GL_BACK); // don't draw back faces glEnable(GL_CULL_FACE); // don't draw back faces glTranslatef(-10, 1, 0); // position glBegin(GL_QUADS); // face 1 glVertex3f(0,-1,0); glVertex3f(0,-1,2); glVertex3f(2,-1,2); glVertex3f(2,-1,0); // face 2 glVertex3f(2,-1,2); glVertex3f(2,-1,0); glVertex3f(2,5,0); glVertex3f(2,5,2); // face 3 glVertex3f(0,5,0); glVertex3f(0,5,2); glVertex3f(2,5,2); glVertex3f(2,5,0); // face 4 glVertex3f(0,-1,2); glVertex3f(2,-1,2); glVertex3f(2,5,2); glVertex3f(0,5,2); // face 5 glVertex3f(0,-1,2); glVertex3f(0,-1,0); glVertex3f(0,5,0); glVertex3f(0,5,2); // face 6 glVertex3f(0,-1,0); glVertex3f(2,-1,0); glVertex3f(2,5,0); glVertex3f(0,5,0); glEnd();

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  • SharpDX: Render to bitmap using Direct2D 1.1

    - by mwhouser
    I have a command line application that I am currently using SharpDX (Direct2D 1.0) to render to PNG files. This is a window-less application. It's currently creating a SharpDX.WIC.WicBitmap, a WicRenderTarget, then rendering to that. I then save the WicBitmap to the PNG file. For various reasons, I need to migrate to Direct2D 1.1 to take advantage of some of the effects available in 1.1. I'm trying to get a SharpDX.Direct2D1.Bitmap that I can save as PNG. I cannot use FromWicBitmap because that copies the bitmap, it does not share it. I see CreateSharedBitmap in the Direct2D1 API that takes a IWICBitmapLock. However, I do not see this implemented as a constructor of SharpDX.Direct2D.Bitmap. This is what I'm trying to do: // Bunch of setup var d2dDevice = new SharpDX.Direct2D1.Device(dxgiDevice); var d2dDeviceContext = new SharpDX.Direct2D1.DeviceContext(d2dDevice, SharpDX.Direct2D1.DeviceContextOptions.None); using (var wicFactory = new SharpDX.WIC.ImagingFactory()) { using (SharpDX.WIC.Bitmap wicBitmap = new SharpDX.WIC.Bitmap(wicFactory, 500, 500, SharpDX.WIC.PixelFormat.Format32bppPBGRA, SharpDX.WIC.BitmapCreateCacheOption.CacheOnDemand)) { var wicLock = wicBitmap.Lock(SharpDX.WIC.BitmapLockFlags.Write); var props = new SharpDX.Direct2D1.BitmapProperties1(); props.BitmapOptions = SharpDX.Direct2D1.BitmapOptions.Target; var bitmap = new SharpDX.Direct2D1.Bitmap1(d2dDeviceContext, wicLock, props); // This is not available d2dDeviceContext.Target = bitmap; // Do the drawing // Save the PNG } } Is there a way to do what I'm trying to accomplish?

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  • Unity3D draw call optimization : static batching VS manually draw mesh with MaterialPropertyBlock

    - by Heisenbug
    I've read Unity3D draw call batching documentation. I understood it, and I want to use it (or something similar) in order to optimize my application. My situation is the following: I'm drawing hundreds of 3d buildings. Each building can be represented using a Mesh (or a SubMesh for each building, but I don't thing this will affect performances) Each building can be textured with several combinations of texture patterns(walls, windows,..). Textures are stored into an Atlas for optimizaztion (see Texture2d.PackTextures) Texture mapping and facade pattern generation is done in fragment shader. The shader can be the same (except for few values) for all buildings, so I'd like to use a sharedMaterial in order to optimize parameters passed to the GPU. The main problem is that, even if I use an Atlas, share the material, and declare the objects as static to use static batching, there are few parameters(very fews, it could be just even a float I guess) that should be different for every draw call. I don't know exactly how to manage this situation using Unity3D. I'm trying 2 different solutions, none of them completely implemented. Solution 1 Build a GameObject for each building building (I don't like very much the overhead of a GameObject, anyway..) Prepare each GameObject to be static batched with StaticBatchingUtility.Combine. Pack all texture into an atlas Assign the parent game object of combined batched objects the Material (basically the shader and the atlas) Change some properties in the material before drawing an Object The problem is the point 5. Let's say I have to assign a different id to an object before drawing it, how can I do this? If I use a different material for each object I can't benefit of static batching. If I use a sharedMaterial and I modify a material property, all GameObjects will reference the same modified variable Solution 2 Build a Mesh for every building (sounds better, no GameObject overhead) Pack all textures into an Atlas Draw each mesh manually using Graphics.DrawMesh Customize each DrawMesh call using a MaterialPropertyBlock This would solve the issue related to slightly modify material properties for each draw call, but the documentation isn't clear on the following point: Does several consecutive calls to Graphic.DrawMesh with a different MaterialPropertyBlock would cause a new material to be instanced? Or Unity can understand that I'm modifying just few parameters while using the same material and is able to optimize that (in such a way that the big atlas is passed just once to the GPU)?

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  • DirectX11 CreateWICTextureFromMemory Using PNG

    - by seethru
    I've currently got textures loading using CreateWICTextureFromFile however I'd like a little more control over it, and I'd like to store images in their byte form in a resource loader. Below is just two sets of test code that return two separate results and I'm looking for any insight into a possible solution. ID3D11ShaderResourceView* srv; std::basic_ifstream<unsigned char> file("image.png", std::ios::binary); file.seekg(0,std::ios::end); int length = file.tellg(); file.seekg(0,std::ios::beg); unsigned char* buffer = new unsigned char[length]; file.read(&buffer[0],length); file.close(); HRESULT hr; hr = DirectX::CreateWICTextureFromMemory(_D3D->GetDevice(), _D3D->GetDeviceContext(), &buffer[0], sizeof(buffer), nullptr, &srv, NULL); As a return for the above code I get Component not found. std::ifstream file; ID3D11ShaderResourceView* srv; file.open("../Assets/Textures/osg.png", std::ios::binary); file.seekg(0,std::ios::end); int length = file.tellg(); file.seekg(0,std::ios::beg); std::vector<char> buffer(length); file.read(&buffer[0],length); file.close(); HRESULT hr; hr = DirectX::CreateWICTextureFromMemory(_D3D->GetDevice(), _D3D->GetDeviceContext(), (const uint8_t*)&buffer[0], sizeof(buffer), nullptr, &srv, NULL); The above code returns that the image format is unknown. I'm clearly doing something wrong here, any help is greatly appreciated. Tried finding anything even similar on stackoverflow, and google to no avail.

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  • Hue, saturation, brightness, contrast effect in hlsl

    - by Vibhore Tanwer
    I am new to pixel shader, and I am trying to write a simple brightness, contrast, hue, saturation effect. I have written a shader for it but I doubt that my shader is not providing me correct result, Brightness, contrast, saturation is working fine, problem is with hue. if I apply hue between -1 to 1, it seems to be working fine, but to make things more sharp, I need to apply hue value between -180 and 180, like we can apply hue in Paint.NET. Here is my code. // Amount to shift the Hue, range 0 to 6 float Hue; float Brightness; float Contrast; float Saturation; float Alpha; sampler Samp : register(S0); // Converts the rgb value to hsv, where H's range is -1 to 5 float3 rgb_to_hsv(float3 RGB) { float r = RGB.x; float g = RGB.y; float b = RGB.z; float minChannel = min(r, min(g, b)); float maxChannel = max(r, max(g, b)); float h = 0; float s = 0; float v = maxChannel; float delta = maxChannel - minChannel; if (delta != 0) { s = delta / v; if (r == v) h = (g - b) / delta; else if (g == v) h = 2 + (b - r) / delta; else if (b == v) h = 4 + (r - g) / delta; } return float3(h, s, v); } float3 hsv_to_rgb(float3 HSV) { float3 RGB = HSV.z; float h = HSV.x; float s = HSV.y; float v = HSV.z; float i = floor(h); float f = h - i; float p = (1.0 - s); float q = (1.0 - s * f); float t = (1.0 - s * (1 - f)); if (i == 0) { RGB = float3(1, t, p); } else if (i == 1) { RGB = float3(q, 1, p); } else if (i == 2) { RGB = float3(p, 1, t); } else if (i == 3) { RGB = float3(p, q, 1); } else if (i == 4) { RGB = float3(t, p, 1); } else /* i == -1 */ { RGB = float3(1, p, q); } RGB *= v; return RGB; } float4 mainPS(float2 uv : TEXCOORD) : COLOR { float4 col = tex2D(Samp, uv); float3 hsv = rgb_to_hsv(col.xyz); hsv.x += Hue; // Put the hue back to the -1 to 5 range //if (hsv.x > 5) { hsv.x -= 6.0; } hsv = hsv_to_rgb(hsv); float4 newColor = float4(hsv,col.w); float4 colorWithBrightnessAndContrast = newColor; colorWithBrightnessAndContrast.rgb /= colorWithBrightnessAndContrast.a; colorWithBrightnessAndContrast.rgb = colorWithBrightnessAndContrast.rgb + Brightness; colorWithBrightnessAndContrast.rgb = ((colorWithBrightnessAndContrast.rgb - 0.5f) * max(Contrast + 1.0, 0)) + 0.5f; colorWithBrightnessAndContrast.rgb *= colorWithBrightnessAndContrast.a; float greyscale = dot(colorWithBrightnessAndContrast.rgb, float3(0.3, 0.59, 0.11)); colorWithBrightnessAndContrast.rgb = lerp(greyscale, colorWithBrightnessAndContrast.rgb, col.a * (Saturation + 1.0)); return colorWithBrightnessAndContrast; } technique TransformTexture { pass p0 { PixelShader = compile ps_2_0 mainPS(); } } Please If anyone can help me learning what am I doing wrong or any suggestions? Any help will be of great value. EDIT: Images of the effect at hue 180: On the left hand side, the effect I got with @teodron answer. On the right hand side, The effect Paint.NET gives and I'm trying to reproduce.

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  • OpenTK C# Loading Model (3DS?) for display and animation

    - by Randomman159
    For the last few days i have been searching for a model importer that support skeletal movement using OpenTK (C#, OpenGL). I am avoiding writing it myself because firstly i am only just learning OpenGL, but also because i don't see why there's a necessity in recreating the wheel. What do you guys use to import your models? I find it interesting that 90% of OpenTK users will import models for various projects, yet i havn't found a single working importer. Could any of you share your code or point me in the direction of a good loader? 3DS files would be best, but anything that can be exported from an autodesk program would be fine, as long as it uses skeleton animation. Thanks for any help :)

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  • Updating resources in SharpDX - why can I not map a dynamic texture?

    - by sebf
    I am trying to map a Texture2D resource in DirectX11 via SharpDX. The resource is declared as a ShaderResource, with Default usage and the 'Write' CPU flag specified. My call however fails with a generic exception from SharpDX: _Parent.Context.MapSubresource(_Resource, 0, SharpDX.Direct3D11.MapMode.Write, SharpDX.Direct3D11.MapFlags.None, out stream); I see from this question that it is supported. The MSDN docs and this other question hint that instead of using Context.MapSubresource() I should be using Texture2D.Map(), however, the DirectX11 Texture2D class does not define Map() (though it does for the DX10 equivalent). If I call the above with MapMode.WriteDiscard, the call succeeds but in this case the previous content of the texture is lost, which is no good when I only want to update a section of it. Has the Map() method been removed in DirectX11 or am I looking in the wrong place? Is the MapSubresource() method unsuitable or am I using it wrong?

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  • Cutting objects and applying texture to cut. Unity3d/C#

    - by Timothy Williams
    Basically what I'm trying to do is figure out how to calculate realtime cutting of objects, and apply a texture to the cut. I found some good scripts, but most of them have been abandoned and aren't really fully working yet. Applying textures: http://forum.unity3d.com/threads/75949-Mesh-Real-Cutting?highlight=mesh+real+cutting Cutting: http://forum.unity3d.com/threads/78594-Object-Cutter Another (Free) Cutter (Also, I'm not entirely sure how this one will handle cutting complex meshes): http://forum.unity3d.com/threads/69992-fake-slicer?p=449114&viewfull=1#post449114 My plan as of right now is to combine links 1 & 2 or 1 & 3 programming wise. What I'm asking here for is any advice on how to advance (links to asset store packages, or other codes to show how to accomplish something complex like this.)

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  • collsion issues with quadtree [on hold]

    - by QuantumGamer
    So i implemented a Quad tree in Java for my 2D game and everything works fine except for when i run my collision detection algorithm, which checks if a object has hit another object and which side it hit.My problem is 80% of the time the collision algorithm works but sometimes the objects just go through each other. Here is my method: private void checkBulletCollision(ArrayList object) { quad.clear(); // quad is the quadtree object for(int i=0; i < object.size();i++){ if(object.get(i).getId() == ObjectId.Bullet) // inserts the object into quadtree quad.insert((Bullet)object.get(i)); } ArrayList<GameObject> returnObjects = new ArrayList<>(); // Uses Quadtree to determine to calculate how many // other bullets it can collide with for(int i=0; i < object.size(); i++){ returnObjects.clear(); if(object.get(i).getId() == ObjectId.Bullet){ quad.retrieve(returnObjects, object.get(i).getBoundsAll()); for(int k=0; k < returnObjects.size(); k++){ Bullet bullet = (Bullet) returnObjects.get(k); if(getBoundsTop().intersects(bullet.getBoundsBottom())){ vy = speed; bullet.vy = -speed; } if(getBoundsBottom().intersects(bullet.getBoundsTop())){ vy = -speed; bullet.vy = speed; } if(getBoundsLeft().intersects(bullet.getBoundsRight())){ vx =speed; bullet.vx = -speed; } if(getBoundsRight().intersects(bullet.getBoundsLeft())){ vx = -speed; bullet.vx = speed; } } } } } Any help would be appreciated. Thanks in advance.

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  • Working for Bluetooth MultiPlayer game in Unity for windows Phone 8

    - by Seven 007
    I created a small racing game and i try to implement bluetooth multiplayer in to the game, By using multiplayer plugins for Android I completed for Android Platform. I don't even find any plugins for windows phone 8. So, I tried to do it on myself. msdn Example: Bluetooth App to App Communication But, that's not much useful. If anyone did the bluetooth multiplayer game for windows phone. Just guide me to achive the target. or else give some brief explanation/ links to do the bluetooth multiplayer games for windows phone 8 that may be helpful. Thanks, Seven 007

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  • How do I make an on-screen HUD in libgdx?

    - by Devin Carless
    I'm new to libgdx, and I am finding I am getting stumped by the simplest of things. It seems to want me to do things a specific way, but the documentation won't tell me what that is. I want to make a very simple 2d game in which the player controls a spaceship. The mouse wheel will zoom in and out, and information and controls are displayed on the screen. But I can't seem to make the mouse wheel NOT zoom the UI. I've tried futzing with the projection matrices in between Here's my (current) code: public class PlayStage extends Stage { ... public void draw() { // tell the camera to update its matrices. camera.update(); // tell the SpriteBatch to render in the // coordinate system specified by the camera. spriteBatch.setProjectionMatrix(camera.combined); spriteBatch.begin(); aButton.draw(spriteBatch, 1F); playerShip.draw(spriteBatch, 1F); spriteBatch.end(); } } camera.zoom is set by scrolled(int amount). I've tried about a dozen variations on the theme of changing the camera's projection matrix after the button is drawn but before the ship is, but no matter what I do, the same things happen to both the button and the ship. So: What is the usual libgdx way of implementing an on-screen UI that isn't transformed by the camera's projection matrix/zoom?

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  • Why is mesh baking causing huge performance spikes?

    - by jellyfication
    A couple of seconds into the gameplay on my Android device, I see huge performance spikes caused by "Mesh.Bake Scaled Mesh PhysX CollisionData" In my game, a whole level is a parent object containing multiple ridigbodies with mesh colliders. Every FixedUpdate(), my parent object rotates around the player. Rotating the world causes mesh scaling. Here is the code that handles world rotation. private void Update() { input.update(); Vector3 currentInput = input.GetDirection(); worldParent.rotation = initialRotation; worldParent.DetachChildren(); worldParent.position = transform.position; world.parent = worldParent; worldParent.Rotate(Vector3.right, currentInput.x * 50f); worldParent.Rotate(Vector3.forward, currentInput.z * 50f); } How can I get rid of mesh scaling ? Mesh.Bake physx seems to take effect after some time, is it possible to disable this function ? The profiler looks like this: Bottom-left panel shows data before spikes, the right after

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