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  • How to blend multiple normal maps?

    - by János Turánszki
    I want to achieve a distortion effect which distorts the full screen. For that I spawn a couple of images with normal maps. I render their normal map part on some camera facing quads onto a rendertarget which is cleared with the color (127,127,255,255). This color means that there is no distortion whatsoever. Then I want to render some images like this one onto it: If I draw one somewhere on the screen, then it looks correct because it blends in seamlessly with the background (which is the same color that appears on the edges of this image). If I draw another one on top of it then it will no longer be a seamless transition. For this I created a blendstate in directX 11 that keeps the maximum of two colors, so it is now a seamless transition, but this way, the colors lower than 127 (0.5f normalized) will not contribute. I am not making a simulation and the effect looks quite convincing and nice for a game, but in my spare time I am thinking how I could achieve a nicer or a more correct effect with a blend state, maybe averaging the colors somehow? I I did it with a shader, I would add the colors and then I would normalize them, but I need to combine arbitrary number of images onto a rendertarget. This is my blend state now which blends them seamlessly but not correctly: D3D11_BLEND_DESC bd; bd.RenderTarget[0].BlendEnable=true; bd.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA; bd.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA; bd.RenderTarget[0].BlendOp = D3D11_BLEND_OP_MAX; bd.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE; bd.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO; bd.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_MAX; bd.RenderTarget[0].RenderTargetWriteMask = 0x0f; Is there any way of improving upon this? (PS. I considered rendering each one with a separate shader incementally on top of each other but that would consume a lot of render targets which is unacceptable)

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  • How to change menu hover text colour?

    - by adarshr
    I have taken a look at Gtk Theme change menu bar hover color but it doesn't seem to work on 12.04, nor can I find those lines in 12.04. My menus look like the below when hovered over for some applications such as Eclipse, Pidgin, LibreOffice etc. Where as it looks much better on Nautilus and a few others. How to change the text colour on hover to white? Edit: I use Cinnamon with Ambiance theme

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  • Visual Studio / Blend... how you organize that?

    - by TomTom
    Virst time more complex stuff in WPF. I am a little lost on the split betwen VS and Blend. It seems I am VERY limited with editors in Visual Studio for editing controls - when customizing, for example, it seems I Can enter astyle in XML... but in blend I Can tell it to make a copy of the CURRENT style and use that as a starter, definitely more convenient. I understand the "difference in focus", but it seems to me that i Really need both tools to work, especially if the controls I Do are: More complex Not user controls "on purpose" (to allow more customization by programmes using the application). THis means when I do a control, my approach would be: Work on the backend as good as it gets without front end (i.e. implement all methods needed etc., but can be dummies) Switch over to Blend (closing visual studio - as the projcet must be closed) Put in the initial templating Switch over to VIsual Studio (closing blend) Put logic in and debug. This seems pretty counterintuitively. Am I missing something obvious here?

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  • Should I be using Expression Blend to design really dynamic UIs?

    - by Robert Rossney
    My company's product is, at its core, a framework for developing metadata-driven UIs. I don't know how to characterize it less succinctly than that, and hope I won't need to for purposes of this question, but we'll see. I've been trying to come up to speed on WPF, and have been building UI prototypes here and there, and recently I decided to see if I could use Expression Blend to help with the design of these UIs. And I'm pretty mystified at this point. It appears to me as though Expresssion Blend is designed with the expectation that you already know all of the objects that are going to be present in the UI at design time. But our program generates these object dynamically at runtime. For instance, a data row might be presented in a horizontal StackPanel containing alternating TextBlocks (for captions) and TextBoxes (for data fields). The number of these objects depends on metadata about the number of columns in the data row. I can, pretty readily, write code that runs through a metadata record and populates a StackPanel dynamically, setting up the binding of all of the controls to properties in either the data or metadata. (A TextBox's Width might be bound to metadata, while its Text is bound to data.) But I can't even begin to figure out how to do something like this in Expression Blend. I can manually create all these controls, so that I have a set of controls that I can apply styles to and work out the visual design of the app, but it's really a pain to do this. I can write code that goes through my data model and emits XAML for all these controls, I suppose, and then copy and paste it. But I'm going to feel really stupid if it turns out there a way to do this sort of thing in Expression Blend and I've dropped back and punted because I'm too dim to figure out the right way to think of it. Is this enough information for someone to try formulating an answer?

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  • How to Implement Overlay blend method using opengles 1.1

    - by Cylon
    Blow is the algorithm of overlay. and i want using it on iphone, but iphone 3g only support opengles 1.1, can not using glsl. can i using blend function or texture combine to implement it. thank you /////////Reference from OpenGL Shading® Language Third Edition /////////// 19.6.12 Overlay OVERLAY first computes the luminance of the base value. If the luminance value is less than 0.5, the blend and base values are multiplied together. If the luminance value is greater than 0.5, a screen operation is performed. The effect is that the base value is mixed with the blend value, rather than being replaced. This allows patterns and colors to overlay the base image, but shadows and highlights in the base image are preserved. A discontinuity occurs where luminance = 0.5. To provide a smooth transition, we actually do a linear blend of the two equations for luminance in the range [0.45,0.55]. float luminance = dot(base, lumCoeff); if (luminance < 0.45) result = 2.0 * blend * base; else if (luminance 0.55) result = white - 2.0 * (white - blend) * (white - base); else { vec4 result1 = 2.0 * blend * base; vec4 result2 = white - 2.0 * (white - blend) * (white - base); result = mix(result1, result2, (luminance - 0.45) * 10.0); }

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  • Silverlight 4 application failing to build in Blend 4 Beta..

    - by loyalpenguin
    Hi, I'm creating a simple silverlight application using Silverlight 4 and Expression Blend 4 Beta, but when I run the Application I get the following Error: C:\Users\WebDevelop1\Documents\Expression\Blend 4 Beta\Projects\SilverlightApplication1\SilverlightApplication1.sln.metaproj : error MSB4126: The specified solution configuration "Debug|HPD" is invalid. Please specify a valid solution configuration using the Configuration and Platform properties (e.g. MSBuild.exe Solution.sln /p:Configuration=Debug /p:Platform="Any CPU") or leave those properties blank to use the default solution configuration. Done building project "SilverlightApplication1.sln" -- FAILED. Build failed. I'm relatively new to silverlight and not really sure where to start. This has happened with every project I have created in Blend, but when I run it in VS2010 it runs perfect. Is this a known issue with the Beta release or am I possibly missing something? Thanks in advance.

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  • How to setup Expression Blend 3 add-in window at certain position ?

    - by j23tom..pl
    For example in Sketchflow add-in there is ApplicationFlowPane (derrived from PrototypingPane) which registers itself using IWindowService like this: service.RegisterPalette(this.PaletteRegistryName, this, this.Caption, this.KeyBinding); But i can't see where it is defined that it is docked on bottom pane. Before someone replies that it's at: %AppData%\Microsoft\Expression\Blend3\Workspaces No it's not there because those files do not exists at first run. The question is how can i put my window at certain position with Expression Blend 3 plug-in api ? update 1: It seems that to achive what i want i have to change design.xaml (where workspaces are defined) which is loaded from satellite assembly Microsoft.Expression.Blend.resources.dll (method load in class FrameworkPackage in Microsoft.Expression.Blend.dll). But since this dll is strongly named i can't change it. So now the question is. Is there any other way I can change Design Workspace at runtime ?

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  • How do I draw a filled circle onto a graphics object in a hexadecimal colour? (C#)

    - by George Powell
    I need to draw a circle onto a bitmap in a specific colour given in Hex. The "Brushes" class only gives specific colours with names. Bitmap bitmap = new Bitmap(20, 20); Graphics g = Graphics.FromImage(bitmap); g.FillEllipse(Brushes.AliceBlue, 0, 0, 19, 19); //The input parameter is not a Hex //g.FillEllipse(new Brush("#ff00ffff"), 0, 0, 19, 19); <<This is the kind of think I need. Is there a way of doing this? The exact problem: I am generating KML (for Google earth) and I am generating lots of lines with different Hex colours. The colours are generated mathematically and I need to keep it that way so I can make as many colours as I want. I need to generate a PNG icon for each of the lines that is the same colour exactly.

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  • Change the colour of ablines on ggplot

    - by Sarah
    Using this data I am fitting a plot: p <- ggplot(dat, aes(x=log(Explan), y=Response)) + geom_point(aes(group=Area, colour=Area))+ geom_abline(slope=-0.062712, intercept=0.165886)+ geom_abline(slope= -0.052300, intercept=-0.038691)+ scale_x_continuous("log(Mass) (g)")+ theme(axis.title.y=element_text(size=rel(1.2),vjust=0.2), axis.title.x=element_text(size=rel(1.2),vjust=0.2), axis.text.x=element_text(size=rel(1.3)), axis.text.y=element_text(size=rel(1.3)), text = element_text(size=13)) + scale_colour_brewer(palette="Set1") The two ablines represent the phylogenetically adjusted relationships for each Area trend. I am wondering, is it possible to get the ablines in the same colour palette as their appropriate area data? The first specified is for Area A, the second for Area B. I used: g <- ggplot_build(p) to find out that the first colour is #E41A1C and the second is #377EB8, however when I try to use aes within the +geom_abline command to specify these colours i.e. p <- ggplot(dat, aes(x=log(Explan), y=Response)) + geom_point(aes(group=Area, colour=Area))+ geom_abline(slope=-0.062712, intercept=0.165886,aes(colour='#E41A1C'))+ geom_abline(slope= -0.052300, intercept=-0.038691,aes(colour=#377EB8))+ scale_x_continuous("log(Mass) (g)")+ theme(axis.title.y=element_text(size=rel(1.2),vjust=0.2), axis.title.x=element_text(size=rel(1.2),vjust=0.2), axis.text.x=element_text(size=rel(1.3)), axis.text.y=element_text(size=rel(1.3)), text = element_text(size=13)) + scale_colour_brewer(palette="Set1") It changes the colour of the points and adds to the legend, which I don't want to do. Any advice would be much appreciated!

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  • glColor3f Setting colour

    - by Aaron
    This draws a white vertical line from 640 to 768 at x512: glDisable(GL_TEXTURE_2D); glBegin(GL_LINES); glColor3f((double)R/255,(double)G/255,(double)B/255); glVertex3f(SX, -SPosY, 0); // origin of the line glVertex3f(SX, -EPosY, 0); // ending point of the line glEnd(); glEnable(GL_TEXTURE_2D); This works, but after having a problem where it wouldn't draw it white (Or to any colour passed) I discovered that disabling GL_TEXTURE_2D Before drawing the line, and the re-enabling it afterwards for other things, fixed it. I want to know, is this a normal step a programmer might take? Or is it highly inefficient? I don't want to be causing any slow downs due to a mistake =) Thanks

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  • Problem with Expression Blend crashing

    - by Judi
    I've recently installed Microsoft Expression Blend 3. I've started the program but I now get this message Microsoft Expression Blend 3 has stopped working. A problem caused the program to stop working correctly. Windows will close the program and notify you if a solution is available Do I have to reinstall the whole program again? Is this a fault with the new Expression Blend 3 application?

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  • Learning Blend with .toolbox (Silverlight TV #29)

    In this episode, Arturo Toledo demonstrates all of the new content he and his colleagues have created to teach you to design and develop with Expression Blend and Silverlight. He shows off some really cool samples, all of which you can download and do yourself through hands on-labs. Arturo walks through the .toolbox site and shows the numerous learning materials, videos, demos, and hands-on labs. If you have been looking for a comprehensive set of self-paced learning materials focused on designing ...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Expression Studio 4 launch&ndash;Blend, Web, Encoder, Design

    Today (7-Jun-2010) at Information Week in New York, Microsoft announced the general availability of Expression Studio 4 which includes upgraded versions of Expression Blend (including Sketchflow), Encoder, Web (including SuperPreview) and Design. You can find out the details of each product and download a trial at http://www.microsoft.com/expression right now. With this release comes a free Upgrade for licensed version 3 (Studio or Web) users! All you need to do is install the trial version of v4...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Fog with Blend in OpenGL

    - by MhdAljobory
    I want to add fog in my scene which contain transparent textures made by Blend , when i enable the fog the transparent textures appear white From a distance but when i disable it the textures appear well. What is the solution to the problem of whiteness? Fog Code: GLfloat fogColor[4]= {0.5f, 0.5f, 0.5f, 1.0f}; glClearColor(0.5f,0.5f,0.5f,1.0f); glFogi(GL_FOG_MODE, GL_LINEAR); glFogfv(GL_FOG_COLOR, fogColor); glFogf(GL_FOG_DENSITY, 0.35f); glHint(GL_FOG_HINT, GL_DONT_CARE); glFogf(GL_FOG_START, 1.0f); glFogf(GL_FOG_END, 1000.0f); glEnable(GL_FOG); Screenshot

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  • Why Developers Should, Must, Do Care About The New Expression Blend

    Okay, tough love: if you are serious about Silverlight development, the days of using one Integrated Development Environment for all you work are. over.  The benefits of adding Expression Blend to your toolkit, and getting serious about learning how to use it well are so overwhelming that you can no longer afford to ignore them. [...]...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Bit of python help

    - by user42780
    I've tried to get this to work, but it just freezes. It should display a pyramid, but all it does is.. halts. from graphics import * valid_colours = ['red', 'blue', 'yellow', 'green'] colour = ['', '', ''] while True: colour[0] = raw_input("Enter your first colour: ") colour[1] = raw_input("Enter your second colour: ") colour[2] = raw_input("Enter your third colour: ") if ((colour[0] and colour[1] and colour[2]) in valid_colours): break while True: width = raw_input("Enter a width between 2-7: ") if width.isdigit(): if (int(width) <= 7 and int(width) >= 2): break width = int(width) win = GraphWin("My Mini Project ", 1000, 1000) # 1000 \ 20 = 50 win.setCoords(0 , 0 , 20, 20) p1 = [0, 2] while width > 0: p = [1, 3] loopWidth = 0 while loopWidth < width: loopWidth = loopWidth + 1 c = 0 while c <= 10: c = c + 1 if c % 2: colour = "white" else: colour = "red" rectangle = Rectangle(Point(p[0],p1[0]), Point(p[1], p1[1])) rectangle.setFill(colour) rectangle.setOutline("black") rectangle.draw(win) p[0] = p[0] + 0.2 p1[0] = p1[0] + 0.2 p[0] = p[0] - 2 p1[0] = p1[0] - 2 p[0] = p[0] + 2 p[1] = p[1] + 2 width = width - 1 p1[0] = p1[0] + 2 p1[1] = p1[1] + 2

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  • opengl 3d texture issue

    - by user1478217
    Hi i'm trying to use a 3d texture in opengl to implement volume rendering. Each voxel has an rgba colour value and is currently rendered as a screen facing quad.(for testing purposes). I just can't seem to get the sampler to give me a colour value in the shader. The quads always end up black. When I change the shader to generate a colour (based on xyz coords) then it works fine. I'm loading the texture with the following code: glGenTextures(1, &tex3D); glBindTexture(GL_TEXTURE_3D, tex3D); unsigned int colours[8]; colours[0] = Colour::AsBytes<unsigned int>(Colour::Blue); colours[1] = Colour::AsBytes<unsigned int>(Colour::Red); colours[2] = Colour::AsBytes<unsigned int>(Colour::Green); colours[3] = Colour::AsBytes<unsigned int>(Colour::Magenta); colours[4] = Colour::AsBytes<unsigned int>(Colour::Cyan); colours[5] = Colour::AsBytes<unsigned int>(Colour::Yellow); colours[6] = Colour::AsBytes<unsigned int>(Colour::White); colours[7] = Colour::AsBytes<unsigned int>(Colour::Black); glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, colours); The colours array contains the correct data, i.e. the first four bytes have values 0, 0, 255, 255 for blue. Before rendering I bind the texture to the 2nd texture unit like so: glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_3D, tex3D); And render with the following code: shaders["DVR"]->Use(); shaders["DVR"]->Uniforms["volTex"].SetValue(1); shaders["DVR"]->Uniforms["World"].SetValue(Mat4(vl_one)); shaders["DVR"]->Uniforms["viewProj"].SetValue(cam->GetViewTransform() * cam->GetProjectionMatrix()); QuadDrawer::DrawQuads(8); I have used these classes for setting shader params before and they work fine. The quaddrawer draws eight instanced quads. The vertex shader code looks like this: #version 330 layout(location = 0) in vec2 position; layout(location = 1) in vec2 texCoord; uniform sampler3D volTex; ivec3 size = ivec3(2, 2, 2); uniform mat4 World; uniform mat4 viewProj; smooth out vec4 colour; void main() { vec3 texCoord3D; int num = gl_InstanceID; texCoord3D.x = num % size.x; texCoord3D.y = (num / size.x) % size.y; texCoord3D.z = (num / (size.x * size.y)); texCoord3D /= size; texCoord3D *= 2.0; texCoord3D -= 1.0; colour = texture(volTex, texCoord3D); //colour = vec4(texCoord3D, 1.0); gl_Position = viewProj * World * vec4(texCoord3D, 1.0) + (vec4(position.x, position.y, 0.0, 0.0) * 0.05); } uncommenting the line where I set the colour value equal to the texcoord works fine, and makes the quads coloured. The fragment shader is simply: #version 330 smooth in vec4 colour; out vec4 outColour; void main() { outColour = colour; } So my question is, what am I doing wrong, why is the sampler not getting any colour values from the 3d texture? [EDIT] Figured it out but can't self answer (new user): As soon as I posted this I figured it out, I'll put the answer up to help anyone else (it's not specifically a 3d texture issue, and i've also fallen afoul of it before, D'oh!). I didn't generate mipmaps for the texture, and the default magnification/minification filters weren't set to either GL_LINEAR, or GL_NEAREST. Boom! no textures. Same thing happens with 2d textures.

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  • Is there a Visual Studio (or freeware) equivalent for Expression Blend's "Edit Template" feature?

    - by DanM
    In Expression Blend, you can view and edit the control template of objects in the "Objects and Timeline" panel. I'm wondering if there's an equivalent feature in Visual Studio or if there's something free (or very inexpensive) I can download that will allow me to do this. Here's a screen cap from Expression Blend that shows what I'm talking about: Doing this for DataGrid results in the following: <Style x:Key="DataGridStyle1" TargetType="{x:Type Custom:DataGrid}"> ... <Setter Property="Template"> <Setter.Value> <ControlTemplate TargetType="{x:Type Custom:DataGrid}"> ... </ControlTemplate> </Setter.Value> </Setter> <Style.Triggers> <Trigger Property="IsGrouping" Value="True"> <Setter Property="ScrollViewer.CanContentScroll" Value="False"/> </Trigger> </Style.Triggers> </Style> (The ... is of course replaced with setters and the contents of the control template.) This is a very useful starting point if you want to create a custom style and template for a control. It seems like you can do pretty much anything you can do in Blend in Studio, but this one is eluding me. Any ideas? Edit I'm also curious if this feature will be in Visual Studio 2010. Anyone know?

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  • How to blend the sprite into background?

    - by optimisez
    I try to blend the character into game but I still cannot remove the blue color in the sprite sheet and discover that the white area of sprite is semi-transparent. Before that, the color D3DCOLOR_XRGB(255, 255, 255) is set in D3DXCreateTextureFromFileEx. You will see the fireball through the sprite. After I change the color to D3DCOLOR_XRGB(0, 255, 255), the result will be Now, I am trying to remove the blue color of the sprite sheet and my expected result is something like that Until now, I still cannot figure out how to do that. Any ideas? void initPlayer() { // Create texture. hr = D3DXCreateTextureFromFileEx(d3dDevice, "player.png", 169, 44, D3DX_DEFAULT, NULL, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(0, 255, 255), NULL, NULL, &player); } void renderPlayer() { sprite->Draw(player, &playerRect, NULL, &D3DXVECTOR3(playerDest.X, playerDest.Y, 0),D3DCOLOR_XRGB(255, 255, 255)); } void initFireball() { hr = D3DXCreateTextureFromFileEx(d3dDevice, "fireball.png", 512, 512, D3DX_DEFAULT, NULL, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 255), NULL, NULL, &fireball); } void renderFireball() { sprite->Draw(fireball, &fireballRect, NULL, &D3DXVECTOR3(fireballDest.X, fireballDest.Y, 0), D3DCOLOR_XRGB(255,255, 255)); }

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  • Why isn't Expression Blend rendering my User Control? It's only showing XAML.

    - by unforgiven3
    I'm opening valid XAML within my VS2008 solution in Expression Blend 3 and it is only showing XAML when I try to open individual XAML files. My solution/projects all build and run correctly. When I go to View - Active Document View the Design View, Split View and XAML View options are all grayed out... which doesn't make much sense. I'm not much of a Blend user, but this has never happened before, and I'm coming up blank for how to fix it. Any ideas?

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  • How to go to the next level integrating animations in WPF applications with Blend / VS2008?

    - by Edward Tanguay
    I have been able to create little animations with the storyline in Blend. And I have been able to copy in the isolated storylines and triggers into existing projects in visual studio to spruce them up on the edges a little bit. But after adding too many animations, they start to conflict or cancel each other out, etc., or I can make a panel slide down and slide it back up, then it no longer can slide down since it is not in its original state anymore. Does anyone have any links, video tutorials, books, resources which not only show you how to make a little animation and then leave you to figure out how to integrate numerous animations into a typical business application layout, but instead take you through the whole process of building a business application while integrating animations and WPF goodness with Blend and Visual Studio?

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  • Colour output piped to less

    - by mmacaulay
    Operating system: Mac OS 10.6.2 I'd like to be able to see colour output when piping certain commands through less. Two examples: I've got ls aliased to ls --color=auto, so I'd like to be able to see colour when I do this: ls -l | less I've also got the color extension turned on in Mercurial, so I'd like to see colour output from: hg diff | less and hg st | less After some googling, it seems like some versions of less support either -r or -R to make this work, but no dice for me. I can't see anything in the man page that looks like what I need. (-r or -R SEEM to be the right options, but again, they don't seem to work)

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