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  • HTML5 - Does it have the power to handle a large 2D game with a huge world?

    - by user15858
    I have been using XNA game studio, but due to private reasons (as well as the ability to publish anywhere & my heavy interest in isogenic engine), I would like to switch to HTML5. However, I have very high 2D graphic demands for my game. The game itself will have a HDD size of anywhere between 6GB (min) to 12GB (max) which would be a full game deployed offline. The size of the images aren't significantly large, so streaming would be entirely possible if only those assets required were streamed as needed. The game has a massive file size because of the sheer amount of content. For some images or spritesheets, they would be quite massive. (ex. a very large Dragon, which if animated in a spritesheet would be split into two 4096x4096 sheets or one 8192x8192 sheet). Most assets would be very small, and about 7MB for a full character with 15 animations in every direction (all animations not required immediately) so in the size of a few hundred KB to download before the game loads. My question, however, is if the graphical power of HTML5 is enough to animate several characters on screen at once, when it flips through frames quite rapidly. All my sprites have about 25 frames per animation, 5 directions (a spritesheet for each direction & animation), and run at 30fps. Upon changing direction, animation, or a new character entering, spritesheets would change and be constantly loading/unloading. If I pack all directions in a single sheet, it would be about 2048x2048 per sheet. Most frameworks have no problem with this, but I am afraid from what I read that HTML5's graphical capabilities will limit me. Since it takes significant time simply to animate characters in any language, I'd like a quick answer.

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  • How much isometric sprites can one optimize by mirroring and alike?

    - by Tom
    I am working on a basic isometric game, and am struggling to find the correct mirrors. I have managed to get SE out of SW, by scaling the sprite on X axis by -1. Same applies for NE angle. Something is bugging me, that I should be able to also mirror N to S, but I cannot manage to pull this one off. Am I just too sleepy and trying to do the impossible, or a basic -1 scale on Y axis is not enough? What are the common used mirror table for optimizing 8 angle (N, NE, E, SE, S, SW, W, NW) isometric sprites?

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  • Drawing "Stenciled" Sprites and making them glow

    - by Code Assassin
    Currently, in my game - I'm not using XNA's SpriteBatch to render anything(I am using Farseer Physic's Debug View), and I was wondering how I would render something like this: only using XNA. My second question is once I have drawn these stenciled sprites , how would I give the "stenciled" lines a glow effect like so: I haven't done anything like this before so It is a very confusing experience for me. Any pointers?

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  • How can I acheive a smooth 2D lighting effect?

    - by Cyral
    I'm making a tile based game in XNA. So currently my lightning looks like this: How can I get it to look like this? Instead of each block having its own tint, it has a smooth overlay. I'm assuming some sort of shader, and to tell it the lighting and blur it some how. But im not an expert with shaders. My current lighting calculates the light, and then passes it to a spritebatch and draws with a color parameter. EDIT: No longer uses spritebatch tint, I was testing and now pass parameters to set the light values. But still looking for a way to smooth it.

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  • Write depth buffer to texture

    - by innochenti
    I need to read depth buffer from GPU and write it to texture. How this can be done? Here is how texture for depth buffer is created: depthBufferDesc.Width = screenWidth; depthBufferDesc.Height = screenHeight; depthBufferDesc.MipLevels = 1; depthBufferDesc.ArraySize = 1; depthBufferDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT; depthBufferDesc.SampleDesc.Count = 1; depthBufferDesc.SampleDesc.Quality = 0; depthBufferDesc.Usage = D3D10_USAGE_DEFAULT; depthBufferDesc.BindFlags = D3D10_BIND_DEPTH_STENCIL; depthBufferDesc.CPUAccessFlags = 0; depthBufferDesc.MiscFlags = 0; m_device->CreateTexture2D(&depthBufferDesc, NULL, m_depthStencilBuffer); Also, I've got another question: is it possible to bind depth buffer texture as sampler to the pixel shader?

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  • Pixel Shader Issues :

    - by Morphex
    I have issues with a pixel shader, my issue is mostly that I get nothing draw on the screen. float4x4 MVP; // TODO: add effect parameters here. struct VertexShaderInput { float4 Position : POSITION; float4 normal : NORMAL; float2 TEXCOORD : TEXCOORD; }; struct VertexShaderOutput { float4 Position : POSITION; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { input.Position.w = 0; VertexShaderOutput output; output.Position = mul(input.Position, MVP); // TODO: add your vertex shader code here. return output; } float4 PixelShaderFunction(VertexShaderOutput input) : SV_TARGET { return float4(1, 0, 0, 1); } technique { pass { Profile = 11.0; VertexShader = VertexShaderFunction; PixelShader = PixelShaderFunction; } } My matrix is calculated like this : Matrix MVP = Matrix.Multiply(Matrix.Multiply(Matrix.Identity, Matrix.LookAtLH(new Vector3(-10, 10, -10), new Vector3(0), new Vector3(0, 1, -0))), Camera.Projection); VoxelEffect.Parameters["MVP"].SetValue(MVP); Visual Studio Graphics Debug shows me that my vertex shader is actually working, but not the PixelShader. I striped the Shader to the bare minimums so that I was sure the shader was correct. But why is my screen still black?

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  • OpenGL: Drawing to a texture

    - by Danran
    Well im just a bit stuck wondering how to draw an item to a texture. Specifically, i'm using; glDrawArrays(GL_LINE_STRIP, indices[0], indices.size()); Because what i'm drawing via the above function updates every-frame, i'm just totally not sure how to go about drawing what i have to a texture. Any help is greatly appreciated! Edit: Well unfortunately my graphics card doesn't support FrameBuffer Objects :/. So i've been trying to get the copy contents from backbuffer method working. Here's what i currently have; http://pastebin.com/dJpPt6Pd And sadly all i get is a white square. Its probably something stupid that i'm doing wrong. Just unsure what it could be?

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  • Multiple passes in direct3d10

    - by innochenti
    I begin to learning direct3d10 and stuck with multiple passes. As input I have a triangle(that stored in vb/ib) and effect file: //some vertex shader and globals goes there. skip them to preserve simplicity float4 ColorPixelShader(PixelInputType input) : SV_Target { return float4(1,0,0,0); } float4 ColorPixelShader1(PixelInputType input) : SV_Target { return float4(0,1,0,0); } technique10 ColorTechnique { pass pass0 { SetVertexShader(CompileShader(vs_4_0, ColorVertexShader())); SetPixelShader(CompileShader(ps_4_0, ColorPixelShader())); SetGeometryShader(NULL); } pass pass1 { SetVertexShader(CompileShader(vs_4_0, ColorVertexShader())); SetPixelShader(CompileShader(ps_4_0, ColorPixelShader1())); SetGeometryShader(NULL); } } And some render code: pass1->Apply(0); device->DrawIndexed(indexCount, 0, 0); pass2->Apply(0); device->DrawIndexed(indexCount, 0, 0); What I'd expect to see is the green triangle, but it always shows me red triangle. What am I doing wrong? Also, I've got another question - should I set vertex shader in every pass? I've added ColorVertexShader1 that translates vertex position by some delta, and 've got following picture: http://imgur.com/Oe7Qj

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  • Basic Android game loop having issues

    - by WillDaBeast509
    I've set up a very basic game loop that should draw a circle, run 100 times, then draw another. I also have a text field that should display how many times the loop has ran. However, the screen seems to not update. It displays a different value for the tick count (different each time the app is ran) and simply stays there. After exiting the app, I get an error saying "Unfortunately, MyApp has stopped." Here is the relevant code: DrawView public class DrawView extends SurfaceView implements SurfaceHolder.Callback { Paint p = new Paint(); MainThread thread; private int y=0; public DrawView(Context c) { super(c); thread = new MainThread(this, getHolder()); thread.running = true; getHolder().addCallback(this); setFocusable(true); } public void draw(Canvas c) { if(c==null) return; //super.onDraw(c); c.drawColor(Color.WHITE); p.setColor(Color.RED); p.setTextSize(32); p.setTypeface(Typeface.SANS_SERIF); c.drawCircle(getWidth()/2-100,getHeight()/2, 50, p); c.drawText("y = " + y, 50, 50, p); if(y>=100) { Log.i("DRAW", "drawing circle"); c.drawCircle(getWidth()/2+100,getHeight()/2, 50, p); } else y++; Log.i("INFO", "y = " + y); } @Override public boolean onTouchEvent(MotionEvent event) { return true; } public void onDraw(Canvas c){} public void surfaceCreated(SurfaceHolder p1) { thread.start(); } public void surfaceChanged(SurfaceHolder p1, int p2, int p3, int p4) { // TODO: Implement this method } public void surfaceDestroyed(SurfaceHolder p1) { thread.running = false; boolean retry = true; while (retry) { try { thread.join(); retry = false; } catch (InterruptedException e) { Log.i("EX", "cathing exception"); } } } } MainThread public class MainThread extends Thread { private DrawView page; private SurfaceHolder holder; public boolean running; public MainThread(DrawView p, SurfaceHolder h) { super(); page = p; holder = h; } @Override public void run() { while(running) { Canvas c = holder.lockCanvas(); page.draw(c); holder.unlockCanvasAndPost(c); } } } Here is an example log outupt: http://pastebin.com/tM9dUPuk It counts the number of ticks correctly and should draw the second circle, but the screen looks like its not updating. After closing the app, the log continues to run and keep outputting "y = 100 drawing circle" until it crashes and shows the error report. What is going on and how can I fix these two problems?

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  • Java single Array best choice for accessing pixels for manipulation?

    - by Petrol
    I am just watching this tutorial https://www.youtube.com/watch?v=HwUnMy_pR6A and the guy (who seems to be pretty competent) is using a single array to store and access the pixels of his to-be-rendered image. I was wondering if this really is the best way to do this. The alternative of Multi-Array does have one pointer more, but Arrays do have an O(1) for accessing each index and calculating the index in a single array seems to take one addition and one multiplication operation per pixel. And if Multi-Arrays really are bad, can't you use something with Hashing to avoid those addition and multiplication operations? EDIT: here is his code... public class Screen { private int width, height; public int[] pixels; public Screen(int width, int height) { this.width = width; this.height = height; // creating array the size of one index/int for every pixel // single array has better performance than multi-array pixels = new int[width * height]; } public void render() { for (int y = 0; y < height; y++) { for (int x = 0; x < width; x++) { pixels[x + y * width] = 0xff00ff; } } } }

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  • TileEntitySpecialRenderer only renders from certain angle

    - by Hullu2000
    I'm developing a Minecraft mod with Forge. I've added a tileentity and a custom renderer for it. The problem is: The block is only visible from sertain angles. I've compaed my code to other peoples code and it looks pretty much like them. The block is opaque and not to be rendered and the renderer is registered normally so the fault must be in the renderer. Here's the renderer code: public class TERender extends TileEntitySpecialRenderer { public void renderTileEntityAt(TileEntity tileEntity, double d, double d1, double d2, float f) { GL11.glPushMatrix(); GL11.glTranslatef((float)d, (float)d1, (float)d2); HeatConductTileEntity TE = (HeatConductTileEntity)tileEntity; renderBlock(TE, tileEntity.getWorldObj(), tileEntity.xCoord, tileEntity.yCoord, tileEntity.zCoord, mod.EMHeatConductor); GL11.glPopMatrix(); } public void renderBlock(HeatConductTileEntity tl, World world, int i, int j, int k, Block block) { Tessellator tessellator = Tessellator.instance; GL11.glColor3f(1, 1, 1); tessellator.startDrawingQuads(); tessellator.addVertex(0, 0, 0); tessellator.addVertex(1, 0, 0); tessellator.addVertex(1, 1, 0); tessellator.addVertex(0, 1, 0); tessellator.draw(); } }

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  • Outlook sends uninvited images as attachments

    - by serhio
    Outlook is always sending along 2 pictures (image001.png and image002.gif) with my mails. Even if I don't attach any images. How do I fix this? Thanks. EDIT - SIGNATURE The HTML of my signature: <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> <HTML xmlns:o = "urn:schemas-microsoft-com:office:office"><HEAD><TITLE>Company default Signature</TITLE> <META content="text/html; charset=windows-1252" http-equiv=Content-Type> <META name=GENERATOR content="MSHTML 8.00.6001.18854"></HEAD> <BODY> <DIV align=left><FONT color=navy size=2 face=Arial><SPAN style="FONT-FAMILY: Arial; COLOR: navy; FONT-SIZE: 10pt"> <P class=MsoNormal align=left><BR>Cordialement,&nbsp;</SPAN></FONT><FONT color=navy size=2 face=Arial><SPAN style="FONT-FAMILY: Arial; COLOR: navy; FONT-SIZE: 10pt"><o:p>&nbsp;</o:p></SPAN></FONT></P> <P class=MsoNormal><FONT color=navy size=2 face=Arial><SPAN style="FONT-FAMILY: Arial; COLOR: navy; FONT-SIZE: 10pt">Firstname LASTNAME<BR></SPAN></FONT><FONT color=navy size=2 face=Arial><SPAN style="FONT-FAMILY: Arial; COLOR: navy; FONT-SIZE: 10pt">COMPANY Name<o:p></o:p></SPAN></FONT></P></DIV></BODY></HTML> EDIT 2 - STATIONERY I don't use stationery format: EDIT 3 - HTML If I delete the signature (Ctrl+A, Del) in the HTML mode the images always appear. If I use the signature in text only mode, the images disappears...

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  • Outlook sends uninvited images as attachments

    - by serhio
    Outlook is always sending along 2 pictures (image001.png and image002.gif) with my mails. Even if I don't attach any images. How do I fix this? Thanks. EDIT - SIGNATURE The HTML of my signature: <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> <HTML xmlns:o = "urn:schemas-microsoft-com:office:office"><HEAD><TITLE>Company default Signature</TITLE> <META content="text/html; charset=windows-1252" http-equiv=Content-Type> <META name=GENERATOR content="MSHTML 8.00.6001.18854"></HEAD> <BODY> <DIV align=left><FONT color=navy size=2 face=Arial><SPAN style="FONT-FAMILY: Arial; COLOR: navy; FONT-SIZE: 10pt"> <P class=MsoNormal align=left><BR>Cordialement,&nbsp;</SPAN></FONT><FONT color=navy size=2 face=Arial><SPAN style="FONT-FAMILY: Arial; COLOR: navy; FONT-SIZE: 10pt"><o:p>&nbsp;</o:p></SPAN></FONT></P> <P class=MsoNormal><FONT color=navy size=2 face=Arial><SPAN style="FONT-FAMILY: Arial; COLOR: navy; FONT-SIZE: 10pt">Firstname LASTNAME<BR></SPAN></FONT><FONT color=navy size=2 face=Arial><SPAN style="FONT-FAMILY: Arial; COLOR: navy; FONT-SIZE: 10pt">COMPANY Name<o:p></o:p></SPAN></FONT></P></DIV></BODY></HTML> EDIT 2 - STATIONERY I don't use stationery format: EDIT 3 - HTML If I delete the signature (Ctrl+A, Del) in the HTML mode the images always appear. If I use the signature in text only mode, the images disappears...

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  • CSS font-size causing the last line to be too high

    - by tster
    OK, I have a list (<ul>) then inside each <li> element I have an <a...> Here are all the applicable CSS items to the <a> tag .search_area li a { font-size:11px; } sResCntr li { list-style-type:none; } body { font-family:Arial; } Everything looked great, until I put that font-size:11px in there. The problem is that the hyperlinks wrap to multiple lines within the list (which is fine). But when I decrease the font-size, the last line of the hyperlink always has a larger gap between it and the line above it than the other lines. All the other lines look good, but the last line looks like it is 1.5 spaced or something. I have adjusted the line-height property, but always the last line is larger than the rest. If you need a demo to look at to see what I mean, I can arrange it when I get home.

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  • Give Gridview cell font colour according to condition

    - by vim
    How can I give colour to gridview's cell text according to condition. I have a below gridview and I am taking data in gridview by code behind. <asp:GridView ID="GridView3" runat="server" AllowPaging="true" PageSize="5" AutoGenerateColumns="false" Width="100%" OnPageIndexChanging="GridView3_PageIndexChanging" CssClass="Grid"> <RowStyle CssClass="GridRow"/> <Columns> <asp:BoundField HeaderText="No" DataField="id" Visible="false"/> <asp:BoundField HeaderText="Scenario" DataField="Scenario"/> <asp:BoundField HeaderText="Type" DataField="Type"/> <asp:BoundField HeaderText="Station Name" DataField="StationName"/> <asp:BoundField HeaderText="Parameter" DataField="PARAM"/> <asp:BoundField HeaderText="Value" DataField="Value" SortExpression="Value" DataFormatString="{0:F2}"/> </Columns> <PagerStyle BackColor="White" Height="40px" Font-Bold="true" Font- Size="Medium" ForeColor="Green" HorizontalAlign="Center"/> <PagerSettings FirstPageText="First" LastPageText="Last" Mode="NumericFirstLast" PageButtonCount="3" /> <HeaderStyle BackColor="#ABDB78" ForeColor="Black" Height="35px" Font- Size="13px" Font-Names="verdana"/> </asp:GridView> I am binding data with this grid by code behind. protected void ReservGridBind() { string name = Request.QueryString[1].ToString(); string query = "SELECT SD.id,SD.Scenario,SD.Value,PR.Type,PR.StationName,PR.PARAM from sgwebdb.param_reference as PR Inner join sgwebdb.scenario_data as SD ON PR.Param_Id=SD.Param_Id INNER JOIN sgwebdb.qualicision_detail as Q ON SD.SCENARIO=Q.Alternative where PR.Type='Reservoirs' and Q.Alternative='" + name +"'"; this.GridView1.DataSource = PSI.DataAccess.Database.DatabaseManager .GetConnection().GetData(query); GridView1.DataBind(); condition : if text < 0 then blue colour , text > 0 && text < 4 then green colour, text > 4 then red colour. Please help me for this gridview's cell text colour.

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  • What font is the jQuery logo?

    - by Yuval
    I'm asking here just because the subject matter is jQuery. Does anybody happen to know what font is used for the jQuery logo? Trying to find out through WhatTheFont failed miserably. Any ideas? Thanks!

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  • Latex font for special expression

    - by Claus
    Hi I wanna highlight some special terms throughout my thesis. I do not wanna use tt{} or emph{} or bold to do that but some special font. Can here somebody suggest me common pratice how to do that? Many thanks, Claus

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  • how to set the font with mailx?

    - by Bob
    Solaris Korn Shell I am writing sql reports to an oracle database, spooling them to a file and emailing them with mailx. I use the syntax below. The reports do not format properly, unless I use the Courier New font. How do I set this with mailx? mailx -s "MY REPORT, date +'%D %r " -r "REPORTING SYSTEM" [email protected]< /mydir/mysql.log /dev/null

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  • Setting font size of Closed Captions on iPhone using ffmpeg or mencoder

    - by forthrin
    Does anyone know how to either: Make ffmpeg set subtitle font size in the output video file Make mencoder produce an iPhone-compatible video file (with subtitles) I finally found out how to get Closed Captions video on iPhone, with mkv and srt files as source material. The secret was using the mov_text subtitle codec in ffmpeg (and turning on Closed Captions in the iPhone settings of course): ffmpeg -y -i in.mkv -i in.srt -map 0:0 -map 0:1 -map 1:0 -vcodec copy -acodec aac -ab 256k -scodec mov_text -strict -2 -metadata title="Title" -metadata:s:s:0 language=eng out.mp4 However, the font size appears very small on the iPhone, and I can't find out how to set it with ffmpeg (the iPhone has no option for this). I found out that mencoder has a -subfont-text-scale option, but I don't have a lot of experience with this program. The following, my best attempt so far, produces an output file which is not playable on the iPhone. sudo port install mplayer +mencoder_extras +osd mencoder in.mkv -sub in.srt -o out.mp4 -ovc copy -oac faac -faacopts br=256:mpeg=4:object=2 -channels 2 -srate 48000 -subfont-text-scale 10 -of lavf -lavfopts format=mp4 PS! As requested, here is the output from mencoder: 192 audio & 400 video codecs success: format: 0 data: 0x0 - 0xb64b9d2f libavformat version 54.6.101 (internal) libavformat file format detected. [matroska,webm @ 0x1015c9a50]Unknown entry 0x80 [lavf] stream 0: video (h264), -vid 0 [lavf] stream 1: audio (ac3), -aid 0, -alang eng VIDEO: [H264] 1280x544 0bpp 49.894 fps 0.0 kbps ( 0.0 kbyte/s) [V] filefmt:44 fourcc:0x34363248 size:1280x544 fps:49.894 ftime:=0.0200 ========================================================================== Opening audio decoder: [ffmpeg] FFmpeg/libavcodec audio decoders libavcodec version 54.23.100 (internal) AUDIO: 48000 Hz, 2 ch, s16le, 448.0 kbit/29.17% (ratio: 56000->192000) Selected audio codec: [ffac3] afm: ffmpeg (FFmpeg AC-3) ========================================================================== ** MUXER_LAVF ***************************************************************** REMEMBER: MEncoder's libavformat muxing is presently broken and can generate INCORRECT files in the presence of B-frames. Moreover, due to bugs MPlayer will play these INCORRECT files as if nothing were wrong! ******************************************************************************* OK, exit. videocodec: framecopy (1280x544 0bpp fourcc=34363248) VIDEO CODEC ID: 28 AUDIO CODEC ID: 15002, TAG: 0 Writing header... [mp4 @ 0x1015c9a50]Codec for stream 0 does not use global headers but container format requires global headers [mp4 @ 0x1015c9a50]Codec for stream 1 does not use global headers but container format requires global headers Then the following repeats itself for every frame: Pos: 0.0s 1f ( 2%) 0.00fps Trem: 0min 0mb A-V:0.000 [0:0] [mp4 @ 0x1015c9a50]malformated aac bitstream, use -absf aac_adtstoasc Error while writing frame. I recognize -absf aac_adtstoasc as an ffmpeg option (does mencoder spawn ffmpeg?), but I don't know how to pass this option on (my hunch is this is not even the origin of the problem).

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