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Search found 167 results on 7 pages for 'rgba'.

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  • fast java2d translucency

    - by mdriesen
    I'm trying to draw a bunch of translucent circles on a Swing JComponent. This isn't exactly fast, and I was wondering if there is a way to speed it up. My custom JComponent has the following paintComponent method: public void paintComponent(Graphics g) { Rectangle view = g.getClipBounds(); VolatileImage image = createVolatileImage(view.width, view.height); Graphics2D buffer = image.createGraphics(); // translate to camera location buffer.translate(-cx, -cy); // renderables contains all currently visible objects for(Renderable r : renderables) { r.paint(buffer); } g.drawImage(image.getSnapshot(), view.x, view.y, this); } The paint method of my circles is as follows: public void paint(Graphics2D graphics) { graphics.setPaint(paint); graphics.fillOval(x, y, radius, radius); } The paint is just an rgba color with a < 255: Color(int r, int g, int b, int a) It works fast enough for opaque objects, but is there a simple way to speed this up for translucent ones?

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  • How do I put different textures on different walls? LWJGL

    - by lehermj
    So far I have it so you are running around in a box, but all of the walls are the same texture! I've loaded up other textures for the walls (I want the walls a different texture than the floor) but it seems as if its being ignored... Here's my code: int floorTexture = glGenTextures(); { InputStream in = null; try { in = new FileInputStream("floor.png"); PNGDecoder decoder = new PNGDecoder(in); ByteBuffer buffer = BufferUtils.createByteBuffer(4 * decoder.getWidth() * decoder.getHeight()); decoder.decode(buffer, decoder.getWidth() * 4, Format.RGBA); buffer.flip(); glBindTexture(GL_TEXTURE_2D, floorTexture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, decoder.getWidth(), decoder.getHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, buffer); glBindTexture(GL_TEXTURE_2D, floorTexture); } catch (FileNotFoundException ex) { System.err.println("Failed to find the texture files."); ex.printStackTrace(); Display.destroy(); System.exit(1); } catch (IOException ex) { System.err.println("Failed to load the texture files."); ex.printStackTrace(); Display.destroy(); System.exit(1); } finally { if (in != null) { try { in.close(); } catch (IOException e) { e.printStackTrace(); } } } } int wallTexture = glGenTextures(); { InputStream in = null; try { in = new FileInputStream("walls.png"); PNGDecoder decoder = new PNGDecoder(in); ByteBuffer buffer = BufferUtils.createByteBuffer(4 * decoder.getWidth() * decoder.getHeight()); decoder.decode(buffer, decoder.getWidth() * 4, Format.RGBA); buffer.flip(); glBindTexture(GL_TEXTURE_2D, wallTexture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, decoder.getWidth(), decoder.getHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, buffer); glBindTexture(GL_TEXTURE_2D, wallTexture); } catch (FileNotFoundException ex) { System.err.println("Failed to find the texture files."); ex.printStackTrace(); Display.destroy(); System.exit(1); } catch (IOException ex) { System.err.println("Failed to load the texture files."); ex.printStackTrace(); Display.destroy(); System.exit(1); } finally { if (in != null) { try { in.close(); } catch (IOException e) { e.printStackTrace(); } } } } int ceilingDisplayList = glGenLists(1); glNewList(ceilingDisplayList, GL_COMPILE); glBegin(GL_QUADS); glTexCoord2f(0, 0); glVertex3f(-gridSize, ceilingHeight, -gridSize); glTexCoord2f(gridSize * 10 * tileSize, 0); glVertex3f(gridSize, ceilingHeight, -gridSize); glTexCoord2f(gridSize * 10 * tileSize, gridSize * 10 * tileSize); glVertex3f(gridSize, ceilingHeight, gridSize); glTexCoord2f(0, gridSize * 10 * tileSize); glVertex3f(-gridSize, ceilingHeight, gridSize); glEnd(); glEndList(); int wallDisplayList = glGenLists(1); glNewList(wallDisplayList, GL_COMPILE); glBegin(GL_QUADS); // North wall glTexCoord2f(0, 0); glVertex3f(-gridSize, floorHeight, -gridSize); glTexCoord2f(0, gridSize * 10 * tileSize); glVertex3f(gridSize, floorHeight, -gridSize); glTexCoord2f(gridSize * 10 * tileSize, gridSize * 10 * tileSize); glVertex3f(gridSize, ceilingHeight, -gridSize); glTexCoord2f(gridSize * 10 * tileSize, 0); glVertex3f(-gridSize, ceilingHeight, -gridSize); // West wall glTexCoord2f(0, 0); glVertex3f(-gridSize, floorHeight, -gridSize); glTexCoord2f(gridSize * 10 * tileSize, 0); glVertex3f(-gridSize, ceilingHeight, -gridSize); glTexCoord2f(gridSize * 10 * tileSize, gridSize * 10 * tileSize); glVertex3f(-gridSize, ceilingHeight, +gridSize); glTexCoord2f(0, gridSize * 10 * tileSize); glVertex3f(-gridSize, floorHeight, +gridSize); // East wall glTexCoord2f(0, 0); glVertex3f(+gridSize, floorHeight, -gridSize); glTexCoord2f(gridSize * 10 * tileSize, 0); glVertex3f(+gridSize, floorHeight, +gridSize); glTexCoord2f(gridSize * 10 * tileSize, gridSize * 10 * tileSize); glVertex3f(+gridSize, ceilingHeight, +gridSize); glTexCoord2f(0, gridSize * 10 * tileSize); glVertex3f(+gridSize, ceilingHeight, -gridSize); // South wall glTexCoord2f(0, 0); glVertex3f(-gridSize, floorHeight, +gridSize); glTexCoord2f(gridSize * 10 * tileSize, 0); glVertex3f(-gridSize, ceilingHeight, +gridSize); glTexCoord2f(gridSize * 10 * tileSize, gridSize * 10 * tileSize); glVertex3f(+gridSize, ceilingHeight, +gridSize); glTexCoord2f(0, gridSize * 10 * tileSize); glVertex3f(+gridSize, floorHeight, +gridSize); glEnd(); glEndList(); int floorDisplayList = glGenLists(1); glNewList(floorDisplayList, GL_COMPILE); glBegin(GL_QUADS); glTexCoord2f(0, 0); glVertex3f(-gridSize, floorHeight, -gridSize); glTexCoord2f(0, gridSize * 10 * tileSize); glVertex3f(-gridSize, floorHeight, gridSize); glTexCoord2f(gridSize * 10 * tileSize, gridSize * 10 * tileSize); glVertex3f(gridSize, floorHeight, gridSize); glTexCoord2f(gridSize * 10 * tileSize, 0); glVertex3f(gridSize, floorHeight, -gridSize); glEnd(); glEndList();

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  • Spherical harmonics lighting interpolation

    - by TravisG
    I want to use hardware filtering to smooth out colors in texels of a texture when I'm accessing texels at coordinates that are not directly at the center of the texel, the catch being that the texels store 2 bands of spherical harmonics coefficients (=4 coefficients), not RGBA intensity values. Can I just use hardware filtering like that (GL_LINEAR with and without mip mapping) without any considerations? In other terms: If I were to first convert the coefficients back to intensity representations, than manually interpolate between two intensities, would the resulting intensity be the same as if I interpolated between the coefficient vectors directly and then converted the interpolated result to intensities?

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  • Box-shadow not working on Webkit?

    - by Martti Laine
    Hi I'm creating multiple borders to element using box-shadow, but they don't show at Webkit. What's wrong with this code? I'm using this four times to create shadow on each side, then border for extra border box-shadow: 1px 1px 0px rgba(0,0,0,0.1); Martti Laine

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  • How to convert RGB to BGR?

    - by Adam
    This is probably easy, but I'm trying to convert from a source which provides colors in RGB strings to an output in BGR strings in Java. I've been busting my brain and time on shifting and Long.decode and Long.toHexString. Feel free to also throw alpha values in there (RGBA - ABGR), though I think I can extend the principles.

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  • How can I obtain raw data from a CVImageBuffer object.

    - by jslap
    Hi, I'm trying to use cocoa to grab images from a webcam. I'm able to get the image in RGBA format using the QTKit and the didOutputVideoFrame delegate call, and converting the CVImageBuffer to a CIImage and then to a NSBitmapImageRep. I know my camera grabs natively in YUV, what I want is to get the YUV data directly from the CVImageBuffer, and proccess the YUV frame before displaying it. My question is: How can I get the YUV data from the CVImageBuffer? thanks.

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  • Use only alpha channel of texture in OpenGL?

    - by Chris
    Hey, I'm trying to draw a constant color to the framebuffer and blend it using the alpha channel from an RGBA texture. I've been looking at glBlendFunc and glBlendColor, but can't seem to figure out a way to ignore the RGB values from the texture. I'm thinking I'll have to pull out the alpha values myself and make a second texture with GL_ALPHA. Is there a better way to do this? Thanks!

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  • Inner text shadow with CSS

    - by eteubert
    Hey Folks, I am currently playing around with CSS3 and trying to achieve a text effect like this (the black blurry inner shadow): But I cannot find a way to create text shadows inside the text. I wonder whether it is still possible because the box-shadow element is able to render shadow inside like this: box-shadow: inset 0px -5px 10px 0px rgba(0, 0, 0, 0.5); Any ideas?

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  • Preview a .NET color

    - by serhio
    The VS debugger gives me: _Color = "{Name=ff000040, ARGB=(255, 0, 0, 64)}" how can I "see" what color is? I tried a html page: <html> <div style="background: rgba(255, 0, 0, 64);">________<div> <h1 style="background-color: ff000040">hello</h1> </html> doesn't work.

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  • CSS Rounded border for div works on chrome and ff, but not on IE

    - by Jean
    Hello, I have this CSS style that does a rounded corners for div border, but for some reason IE does not like this code. #selector{ background-color:#DBDBDB; margin-top:-23px; -moz-border-radius: 3px; -khtml-border-radius: 3px; -webkit-border-radius: 3px; background-color:rgba(255,255,255,0.5); } How can do rounded div border on IE. Thanks Jean

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  • jQuery fadeIn is not working in Internet Explorer

    - by Nazaf
    I have the following HTML DIV which does not work using FadeIn in IE: $(".tip").fadeIn("slow"); /* Is not working in IE. */ $(".tip").show(); /* Works well in IE, that's weird. */ <div class="tip" style="width: 220px; display: none;"> <div class="tip-header"> <span><b>Title</b></span> <div class="right close"><a href="javascript:void(0);">close</a> <img alt="" src="/Images/close-normal.png"/></div> </div> <div class="tip-content">EBody comes here.</div> </div> .tip { display: block; z-index: 99999; position: fixed; background-color: #ffffff; -moz-box-shadow: 2px 2px 10px 2px rgba(0, 0, 0, 0.6); -webkit-box-shadow: 2px 2px 10px 2px rgba(0, 0, 0, 0.6); border:solid 1px #82C2FA; -moz-border-radius: 8px; -webkit-border-radius: 8px; } .tip-header { padding: 8px; min-height: 10px; -moz-border-radius-topleft: 8px; -moz-border-radius-topright: 8px; -webkit-border-radius-topright: 8px; -webkit-border-radius-topleft: 8px; background-color: #CFE6FD; border-bottom: 1px solid #82C2FA; } .tip-header span { font-size: 14px; color: #666666; } .tip-content { padding: 8px; text-align: left; font-size: 12px; } .close, .whats-this { cursor: pointer; } .close a { color: #085FBC; text-decoration: none; } .close img { vertical-align: bottom; }

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  • How can I set opacity of the reflection when using -webkit-box-reflect?

    - by Mike Palmer
    I've been playing with the -webkit-box-reflect property in Chrome and can achieve a reflection that fades with the following code (it's example code from the Webkit blog): -webkit-box-reflect: below 5px -webkit-gradient( linear, left top, left bottom, from(transparent), color-stop(0.5, transparent), to(white) ); Problem is, I want to set the opacity for the mask to a more subtle setting, but it seems to be choking on rgba(). Has anybody been able to successfully get different levels of opacity? Any help is appreciated, thanks!

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  • color code in X/HTML , CSS..

    - by jitendra
    In how many ways we can give color info in X/HTML, css? I know some Hex color name rgba is there any other method? and which method is preferred to use and which not? Please give explanation. And what is the means of web-safe colors?

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  • efficiently convert string (or tuple) to ctypes array

    - by Mu Mind
    I've got code that takes a PIL image and converts it to a ctypes array to pass out to a C function: w_px, h_px = img.size pixels = struct.unpack('%dI'%(w_px*h_px), img.convert('RGBA').tostring()) pixels_array = (ctypes.c_int * len(pixels))(*pixels) But I'm dealing with big images, and unpacking that many items into function arguments seems to be noticeably slow. What's the simplest thing I can do to get a reasonable speedup? I'm only converting to a tuple as an intermediate step, so if it's unnecessary, all the better.

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  • Jquery Flexslider - can't see navigational images (manualControl)

    - by Kim Thomas
    I've spent a lot of time looking at the post on 3/13/12 re: manual controls, but isn't getting me all the way there...probably because I don't know jquery. Sorry, newbie on board. I'm trying to get the right/left arrows to show, as well as the 1, 2, 3...at the bottom. They are there, I see the lists on Firebug, just don't know how to add them to the "hook" (?) so they appear. Here is the code I have in header: <script src="http://ajax.googleapis.com/ajax/libs/jquery/1.7.1/jquery.min.js" type="text/javascript"></script> <script src="jquery.flexslider.js"></script> <script type="text/javascript" charset="utf-8"> $(window).load(function() { $('.flexslider').flexslider({ animation: "slide", slideshow: false, controlNav: true, manualControls: ".flex-control-nav li a", controlsContainer: ".flex-container" }); }); </script> Here is my html: <div class="flex-container"> <div class="flexslider"> <ul class="slides"> <li><img src="images/tah_home.jpg" alt="taylor art house home page" width="600" height="320"/> <p class="flex-caption">Taylor Art House Home Page</p></li> <li><img src="images/tah_blog.jpg" alt="taylor art house blog page" width="600" height="320" /> <p class="flex-caption">We created a blog that fits seemlessly into Taylor Art House's look</p></li> <li><img src="images/tah_artwork_page.jpg" alt="taylor art house art page" width="600" height="320" /> <p class="flex-caption">One of Taylor Art House's gallery pages, using a Wordpress plugin</p></li> <li><img src="images/tah_arch_portfolio.jpg" alt="jon taylor architecture portfolio page" width="600" height="320" /> <p class="flex-caption">We created links to toggle from TAH to Jon Taylor Architecture</p></li> </ul> </div><!--end flexsider--> </div><!--end flex-container--> Here is the Flexslider CSS: /* * jQuery FlexSlider v1.8 * http://www.woothemes.com/flexslider/ * * Copyright 2012 WooThemes * Free to use under the MIT license. * http://www.opensource.org/licenses/mit-license.php */ /* Browser Resets */ .flex-container a:active, .flexslider a:active, .flex-container a:focus, .flexslider a:focus {outline: none;} .slides, .flex-control-nav, .flex-direction-nav {margin: 0; padding: 0; list-style: none;} /* FlexSlider Necessary Styles *********************************/ .flexslider { width: 100%; margin: 0; padding: 0; } .flexslider .slides > li { display: none; -webkit-backface-visibility: hidden; } /* Hide the slides before the JS is loaded. Avoids image jumping */ .flexslider .slides img { max-width: 100%; display: block; } .flex-pauseplay span { text-transform: capitalize; } /* Clearfix for the .slides element */ .slides:after { content: "."; display: block; clear: both; visibility: hidden; line-height: 0; height: 0; } html[xmlns] .slides { display: block; } * html .slides { height: 1%; } /* No JavaScript Fallback */ /* If you are not using another script, such as Modernizr, make sure you * include js that eliminates this class on page load */ .no-js .slides > li:first-child { display: block; } /* FlexSlider Default Theme *********************************/ .flexslider { width: 600px; background: #fff; border: 4px solid #999; position: relative; margin: 30px 0; -webkit-border-radius: 5px; -moz-border-radius: 5px; -o-border-radius: 5px; border-radius: 5px; zoom: 1; } .flexslider .slides { zoom: 1; } .flexslider .slides > li { position: relative; } /* Suggested container for "Slide" animation setups. Can replace this with your own, if you wish */ .flex-container { zoom: 1; position: relative; margin-left:100px; } /* Caption style */ /* IE rgba() hack */ .flex-caption { background:none; -ms-filter:progid:DXImageTransform.Microsoft.gradient(startColorstr=#4C000000,endColorstr=#4C000000); filter:progid:DXImageTransform.Microsoft.gradient(startColorstr=#4C000000,endColorstr=#4C000000); zoom: 1; } .flex-caption { width: 96%; padding: 2%; margin: 0; position: absolute; left: 0; bottom: 0; background: rgba(0,0,0,.3); color: #fff; text-shadow: 0 -1px 0 rgba(0,0,0,.3); font-size: 14px; line-height: 18px; } /* Direction Nav */ .flex-direction-nav { height: 0; } .flex-direction-nav li a { width: 52px; height: 52px; margin: -13px 0 0; display: block; background: url(theme/bg_direction_nav.png) no-repeat; position: absolute; top: 50%; cursor: pointer; text-indent: -999em; } .flex-direction-nav li .next { background-position: -52px 0; right: -21px; } .flex-direction-nav li .prev { left: -20px; } .flex-direction-nav li .disabled { opacity: .3; filter:alpha(opacity=30); cursor: default; } /* Control Nav */ .flex-control-nav { width: 100%; position: absolute; bottom: -30px; text-align: center; } .flex-control-nav li { margin: 0 0 0 5px; display: inline-block; zoom: 1; *display: inline; } .flex-control-nav li:first-child { margin: 0; } .flex-control-nav li a { width: 13px; height: 13px; display: block; background: url(theme/bg_control_nav.png) no-repeat; cursor: pointer; text-indent: -999em; } .flex-control-nav li a:hover { background-position: 0 -13px; } .flex-control-nav li a.active { background-position: 0 -26px; cursor: default; } Here is how it appears in Firebug: <div class="flex-container"> <div class="flexslider" style="overflow: hidden;"> <ul class="slides" style="width: 1200%; margin-left: -1800px;"> <li class="clone" style="width: 600px; float: left; display: block;"> <li style="width: 600px; float: left; display: block;"> <li style="width: 600px; float: left; display: block;"> <li style="width: 600px; float: left; display: block;"> <li style="width: 600px; float: left; display: block;"> <li class="clone" style="width: 600px; float: left; display: block;"> </ul> </div> <ol class="flex-control-nav"> <li> <a class="">1</a> </li> <li> <li> <li> </ol> <ul class="flex-direction-nav"> <li> <a class="prev" href="#">Previous</a> </li> <li> <a class="next" href="#">Next</a> </li> </ul> </div> Finally, here is a link to the jsFiddle file (I saw someone wanted that in other flexslider post): http://jsfiddle.net/kthms/Wxmsp/ Link to page: http://www.kajortdesigns.com/tah.php I've tried every combo of class from the CSS in the manualControl: "", but I'm just guessing. If anyone can help this newbie out, I would be very appreciative. Explicit instructions are always appreciated.

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  • Website displays in chrome perfectly, but not in mozilla or IE

    - by Atharul Khan
    here are the code snippets for the html and css. It works finds in Google chrome, but when I try to display it in mozilla or IE, it shows something completely different. I cannot attach images as I do not have the required reputation. I really appreciate the help. Thank you! HTML <!DOCTYPE html> <html> <head> <meta charset="utf-8" /> <meta http-equiv="Content-type" content="text/html; charset=utf-8" /> <meta name="viewport" content="width=device-width, initial-scale=1" /> <link rel="stylesheet" type="text/css" href="style.css"> <link rel="shortcut icon" href="ak.png"> <title>Home</title> </head> <body> <div class="Nav"> <nav> <ul class="navigation fade-in2"> <li><a href="#home">Home</a></li> <li><a href="#about">About</a></li> <li><a href="#portfolio">Portfolio</a></li> <li><a href="#shop">Shop</a></li> <li><a href="#blog">Blog</a></li> <li><a href="#contact">Contact</a></li> </ul> </nav> </div> <div class="logo"><a href="#home"><img class="ak fade-in2" src="ak.png"></a></div> <div class="background"><img class="beauty" src="beauty.jpg"></div> <div class="header"> <h1 class="headerName fade-in">DESIGN | DEVELOP | BRAND</h1> <h4 class="service fade-in3"><a href="#portfolio">VIEW PORTFOLIO</a></h4> <h4 class="service fade-in3"><a href="#services">VIEW SERVICES</a></h4> </div> <!--<div class="mainbody"><p>safsdaf</p></div>--> </body> </html> CSS @-webkit-keyframes fadeIn { from { opacity:0; } to { opacity:1; } } @-moz-keyframes fadeIn { from { opacity:0; } to { opacity:1; } } @keyframes fadeIn { from { opacity:0; } to { opacity:1; } } * { padding: 0; margin: 0; } li { display: inline; font-size: 15px; font-family: verdana; } nav { width: 100%; text-align: right; background-color: #222222; padding: 0; margin: 0px; line-height: 47px; position: fixed; z-index: 100; } .ak{ width: 90px; height: 55px; z-index: 101; position: fixed; background: transparent; color: transparent; background-color: transparent; } .Nav a{ text-decoration: none; padding: 15px; } .Nav a:link{ color: #A7A7A7; } .Nav a:visited{ color: #A7A7A7; } .Nav a:hover{ color: #DBDBDB; transition: all 0.3s ease-out 0s; transition-property: all; transition-duration: 0.3s; transition-timing-function: ease-out; transition-delay: 0s; } .header { background-color: rgba(0,0,0, 0.25); width: 100%; height: 626px; text-align: center; position: fixed; z-index: 10; } .background { position: fixed; z-index: 8; } .beauty { width: 100%; height: 626px; } .headerName { font-size: 2.5em; text-align: center; color: #D3D3D3; padding: 180px; padding-bottom: 50px; margin: 0px; letter-spacing: 4px; font-weight: 100; font-family: 'Lato', sans-serif; } .fade-in { opacity:0; /* make things invisible upon start */ -webkit-animation:fadeIn ease-in 1; /* call our keyframe named fadeIn, use animation ease-in and repeat it only 1 time */ -moz-animation:fadeIn ease-in 1; animation:fadeIn ease-in 1; -webkit-animation-fill-mode:forwards; /* this makes sure that after animation is done we remain at the last keyframe value (opacity: 1)*/ -moz-animation-fill-mode:forwards; animation-fill-mode:forwards; -webkit-animation-duration:1s; -moz-animation-duration:1s; animation-duration:1s; -webkit-animation-delay: 0.3s; -moz-animation-delay:0.3s; animation-delay: 0.3s; } .fade-in2 { opacity:0; /* make things invisible upon start */ -webkit-animation:fadeIn ease-in 1; /* call our keyframe named fadeIn, use animation ease-in and repeat it only 1 time */ -moz-animation:fadeIn ease-in 1; animation:fadeIn ease-in 1; -webkit-animation-fill-mode:forwards; /* this makes sure that after animation is done we remain at the last keyframe value (opacity: 1)*/ -moz-animation-fill-mode:forwards; animation-fill-mode:forwards; -webkit-animation-duration:1s; -moz-animation-duration:1s; animation-duration:1s; -webkit-animation-delay: 0.6s; -moz-animation-delay:0.6s; animation-delay: 0.6s; } .fade-in3 { opacity:0; /* make things invisible upon start */ -webkit-animation:fadeIn ease-in 1; /* call our keyframe named fadeIn, use animation ease-in and repeat it only 1 time */ -moz-animation:fadeIn ease-in 1; animation:fadeIn ease-in 1; -webkit-animation-fill-mode:forwards; /* this makes sure that after animation is done we remain at the last keyframe value (opacity: 1)*/ -moz-animation-fill-mode:forwards; animation-fill-mode:forwards; -webkit-animation-duration:1s; -moz-animation-duration:1s; animation-duration:1s; -webkit-animation-delay: 0.9s; -moz-animation-delay:0.9s; animation-delay: 0.9s; } .service{ font-size: 14px; width: 190px; text-align: center; font-family: 'Lato', sans-serif; color: #D3D3D3; border: 2px #A7A7A7 solid; border-color: rgba(255, 255, 255, 0.5); display: inline-block; border-radius: 5px; background-color: transparent; letter-spacing: 2px; } .service a{ text-decoration: none; display: block; padding: 15px 20px; } .service a:link{ color: #D3D3D3; } .service a:visited{ color: #D3D3D3; } .service a:hover{ background-color: rgba(255, 255, 255, 0.15); transition: background-color .15s ease-in; -webkit-transition: background-color .15s ease-in; -moz-transition: background-color .15s ease-in; -o-transition: background-color .15s ease-in; } UPDATE 1: I updated both browsers and it seems the css3 animations work perfectly fine on both browsers. What seems to be the problem is the positioning of the pages UPDATE 2: Here are the links to the different browser screen shots Chrome: https://www.dropbox.com/s/jlpa4vu51kdnews/Chrome.JPG InternetExplorer: https://www.dropbox.com/s/zbchs3su9ahxr0n/IE.JPG Mozilla Firefox: dropbox(.)com/s/fyalnhsha9ktadz/Mozilla.JPG (I can't post the third link because I don't have enough reputation)

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  • Why Freezing when sending email?

    - by Outlaw Lemur
    So i have a kinect program which when it detects a human, it saves images of them and sends your email a notification email, the thing is that when it sends the email, it freezes and stops running, Why does it do this? Email Notification Code: void SendNotificationEmail() { string email = textBox1.Text; string message = "Someone has been detected in your house!\n Go to www.kinected.webs.com to view your photos now!!!!"; System.Net.Mail.MailMessage emailsend = new System.Net.Mail.MailMessage(); emailsend.To.Add(email); emailsend.Subject = "There is an Intruder In Your Home!"; emailsend.From = new System.Net.Mail.MailAddress("[email protected]"); emailsend.Body = message; System.Net.Mail.SmtpClient smtp = new System.Net.Mail.SmtpClient("smtp.mail.yahoo.com."); smtp.Send(emailsend); } When its supposed to fire: void nui_ColorFrameReady2(object sender, ImageFrameReadyEventArgs e) { // 32-bit per pixel, RGBA image xxx PlanarImage Image = e.ImageFrame.Image; //int deltaFrames = totalFrames - lastFrameWithMotion; //if (totalFrames2 <= stopFrameNumber & deltaFrames > 300) { ++totalFrames2; string bb1 = Convert.ToString(totalFrames2); // string file_name_3 = "C:\\Research\\Kinect\\Proposal\\Depth_Img" + bb1 + ".jpg"; xxx string file_name_4 = "C:\\temp\\Kinect1_Img" + bb1 + ".jpg"; video.Source = BitmapSource.Create( Image.Width, Image.Height, 96, 96, PixelFormats.Bgr32, null, Image.Bits, Image.Width * Image.BytesPerPixel); BitmapSource image4 = BitmapSource.Create( Image.Width, Image.Height, 96, 96, PixelFormats.Bgr32, null, Image.Bits, Image.Width * Image.BytesPerPixel); if (PersonDetected == 1) { if (totalFrames2 % 10 == 0) { image4.Save(file_name_4, Coding4Fun.Kinect.Wpf.ImageFormat.Jpeg); SendNotificationEmail(); PersonDetected = 0; // lastFrameWithMotion = totalFrames; // topFrameNumber += 100; } } } } Thanks for any help!

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  • CCSpriteHole in cocos2d 2.0?

    - by rakkarage
    i was using this cocos2d class CCSpriteHole in cocos2d 1.0 fine... http://jpsarda.tumblr.com/post/15779708304/new-cocos2d-iphone-extensions-a-progress-bar-and-a i am trying to convert it to cocos2d 2.0... i got it to compile by changing glVertexPointer to glVertexAttribPointer like in the 2.0 version of CCSpriteScale9 here http://jpsarda.tumblr.com/post/9162433577/scale9grid-for-cocos2d and changing contentSizeInPixels_ to contentSize_... -(id) init { if( (self=[super init]) ) { opacityModifyRGB_ = YES; opacity_ = 255; color_ = colorUnmodified_ = ccWHITE; capSize=capSizeInPixels=CGSizeZero; //Not used blendFunc_.src = CC_BLEND_SRC; blendFunc_.dst = CC_BLEND_DST; // update texture (calls updateBlendFunc) [self setTexture:nil]; // default transform anchor anchorPoint_ = ccp(0.5f, 0.5f); vertexDataCount=24; vertexData = (ccV2F_C4F_T2F*) malloc(vertexDataCount * sizeof(ccV2F_C4F_T2F)); [self setTextureRectInPixels:CGRectZero untrimmedSize:CGSizeZero]; } return self; } -(id) initWithTexture:(CCTexture2D*)texture rect:(CGRect)rect { NSAssert(texture!=nil, @"Invalid texture for sprite"); // IMPORTANT: [self init] and not [super init]; if( (self = [self init]) ) { [self setTexture:texture]; [self setTextureRect:rect]; } return self; } -(id) initWithTexture:(CCTexture2D*)texture { NSAssert(texture!=nil, @"Invalid texture for sprite"); CGRect rect = CGRectZero; rect.size = texture.contentSize; return [self initWithTexture:texture rect:rect]; } -(id) initWithFile:(NSString*)filename { NSAssert(filename!=nil, @"Invalid filename for sprite"); CCTexture2D *texture = [[CCTextureCache sharedTextureCache] addImage: filename]; if( texture ) return [self initWithTexture:texture]; return nil; } +(id)spriteWithFile:(NSString*)f { return [[self alloc] initWithFile:f]; } - (void) dealloc { if (vertexData) free(vertexData); } -(void) updateColor { ccColor4F color4; color4.r=(float)color_.r/255.0f; color4.g=(float)color_.g/255.0f; color4.b=(float)color_.b/255.0f; color4.a=(float)opacity_/255.0f; for (int i=0; i<vertexDataCount; i++) { vertexData[i].colors=color4; } } -(void)updateTextureCoords:(CGRect)rect { CCTexture2D *tex = texture_; if(!tex) return; float atlasWidth = (float)tex.pixelsWide; float atlasHeight = (float)tex.pixelsHigh; float left,right,top,bottom; left = rect.origin.x/atlasWidth; right = left + rect.size.width/atlasWidth; top = rect.origin.y/atlasHeight; bottom = top + rect.size.height/atlasHeight; // // |/|/|/| // CGSize capTexCoordsSize=CGSizeMake(capSizeInPixels.width/atlasWidth, capSizeInPixels.height/atlasHeight); // From left to right //Top band // Left vertexData[0].texCoords=(ccTex2F){left,top}; vertexData[1].texCoords=(ccTex2F){left,top+capTexCoordsSize.height}; vertexData[2].texCoords=(ccTex2F){left+capTexCoordsSize.width,top}; vertexData[3].texCoords=(ccTex2F){left+capTexCoordsSize.width,top+capTexCoordsSize.height}; // Center vertexData[4].texCoords=(ccTex2F){right-capTexCoordsSize.width,top}; vertexData[5].texCoords=(ccTex2F){right-capTexCoordsSize.width,top+capTexCoordsSize.height}; // Right vertexData[6].texCoords=(ccTex2F){right,top}; vertexData[7].texCoords=(ccTex2F){right,top+capTexCoordsSize.height}; //Center band // Left vertexData[8].texCoords=(ccTex2F){left,bottom-capTexCoordsSize.height}; vertexData[9].texCoords=(ccTex2F){left,top+capTexCoordsSize.height}; vertexData[10].texCoords=(ccTex2F){left+capTexCoordsSize.width,bottom-capTexCoordsSize.height}; vertexData[11].texCoords=(ccTex2F){left+capTexCoordsSize.width,top+capTexCoordsSize.height}; // Center vertexData[12].texCoords=(ccTex2F){right-capTexCoordsSize.width,bottom-capTexCoordsSize.height}; vertexData[13].texCoords=(ccTex2F){right-capTexCoordsSize.width,top+capTexCoordsSize.height}; // Right vertexData[14].texCoords=(ccTex2F){right,bottom-capTexCoordsSize.height}; vertexData[15].texCoords=(ccTex2F){right,top+capTexCoordsSize.height}; //Bottom band //Left vertexData[16].texCoords=(ccTex2F){left,bottom}; vertexData[17].texCoords=(ccTex2F){left,bottom-capTexCoordsSize.height}; vertexData[18].texCoords=(ccTex2F){left+capTexCoordsSize.width,bottom}; vertexData[19].texCoords=(ccTex2F){left+capTexCoordsSize.width,bottom-capTexCoordsSize.height}; // Center vertexData[20].texCoords=(ccTex2F){right-capTexCoordsSize.width,bottom}; vertexData[21].texCoords=(ccTex2F){right-capTexCoordsSize.width,bottom-capTexCoordsSize.height}; // Right vertexData[22].texCoords=(ccTex2F){right,bottom}; vertexData[23].texCoords=(ccTex2F){right,bottom-capTexCoordsSize.height}; } -(void) updateVertices { float left=0; //-spriteSizeInPixels.width*0.5f; float right=left+contentSize_.width; float bottom=0; //-spriteSizeInPixels.height*0.5f; float top=bottom+contentSize_.height; float holeLeft=holeRect.origin.x*CC_CONTENT_SCALE_FACTOR(); float holeRight=holeLeft+holeRect.size.width*CC_CONTENT_SCALE_FACTOR(); float holeBottom=holeRect.origin.y*CC_CONTENT_SCALE_FACTOR(); float holeTop=holeBottom+holeRect.size.height*CC_CONTENT_SCALE_FACTOR(); // // |/|/|/| // // From left to right //Top band // Left vertexData[0].vertices=(ccVertex2F){left,top}; vertexData[1].vertices=(ccVertex2F){left,holeTop}; vertexData[2].vertices=(ccVertex2F){holeLeft,top}; vertexData[3].vertices=(ccVertex2F){holeLeft,holeTop}; // Center vertexData[4].vertices=(ccVertex2F){holeRight,top}; vertexData[5].vertices=(ccVertex2F){holeRight,holeTop}; // Right vertexData[6].vertices=(ccVertex2F){right,top}; vertexData[7].vertices=(ccVertex2F){right,holeTop}; //Center band // Left vertexData[8].vertices=(ccVertex2F){left,holeBottom}; vertexData[9].vertices=(ccVertex2F){left,holeTop}; vertexData[10].vertices=(ccVertex2F){holeLeft,holeBottom}; vertexData[11].vertices=(ccVertex2F){holeLeft,holeTop}; // Center vertexData[12].vertices=(ccVertex2F){holeRight,holeBottom}; vertexData[13].vertices=(ccVertex2F){holeRight,holeTop}; // Right vertexData[14].vertices=(ccVertex2F){right,holeBottom}; vertexData[15].vertices=(ccVertex2F){right,holeTop}; //Bottom band //Left vertexData[16].vertices=(ccVertex2F){left,bottom}; vertexData[17].vertices=(ccVertex2F){left,holeBottom}; vertexData[18].vertices=(ccVertex2F){holeLeft,bottom}; vertexData[19].vertices=(ccVertex2F){holeLeft,holeBottom}; // Center vertexData[20].vertices=(ccVertex2F){holeRight,bottom}; vertexData[21].vertices=(ccVertex2F){holeRight,holeBottom}; // Right vertexData[22].vertices=(ccVertex2F){right,bottom}; vertexData[23].vertices=(ccVertex2F){right,holeBottom}; } -(void) setHole:(CGRect)r inRect:(CGRect)totalSurface { holeRect=r; self.contentSize=totalSurface.size; holeRect.origin=ccpSub(holeRect.origin,totalSurface.origin); CGPoint holeCenter=ccp(holeRect.origin.x+holeRect.size.width*0.5f,holeRect.origin.y+holeRect.size.height*0.5f); self.anchorPoint=ccp(holeCenter.x/contentSize_.width,holeCenter.y/contentSize_.height); //[self updateTextureCoords:rectInPixels_]; [self updateVertices]; [self updateColor]; } -(void) draw { BOOL newBlend = NO; if( blendFunc_.src != CC_BLEND_SRC || blendFunc_.dst != CC_BLEND_DST ) { newBlend = YES; glBlendFunc( blendFunc_.src, blendFunc_.dst ); } glBindTexture(GL_TEXTURE_2D, [texture_ name]); glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[0].vertices); glVertexAttribPointer(kCCVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[0].texCoords); glVertexAttribPointer(kCCVertexAttrib_Color, 4, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[0].colors); glDrawArrays(GL_TRIANGLE_STRIP, 0, 8); glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[8].vertices); glVertexAttribPointer(kCCVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[8].texCoords); glVertexAttribPointer(kCCVertexAttrib_Color, 4, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[8].colors); glDrawArrays(GL_TRIANGLE_STRIP, 0, 8); glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[16].vertices); glVertexAttribPointer(kCCVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[16].texCoords); glVertexAttribPointer(kCCVertexAttrib_Color, 4, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[16].colors); glDrawArrays(GL_TRIANGLE_STRIP, 0, 8); if( newBlend ) glBlendFunc(CC_BLEND_SRC, CC_BLEND_DST); } -(void)setTextureRectInPixels:(CGRect)rect untrimmedSize:(CGSize)untrimmedSize { rectInPixels_ = rect; rect_ = CC_RECT_PIXELS_TO_POINTS( rect ); //[self setContentSizeInPixels:untrimmedSize]; [self updateTextureCoords:rectInPixels_]; } -(void)setTextureRect:(CGRect)rect { CGRect rectInPixels = CC_RECT_POINTS_TO_PIXELS( rect ); [self setTextureRectInPixels:rectInPixels untrimmedSize:rectInPixels.size]; } // // RGBA protocol // #pragma mark CCSpriteHole - RGBA protocol -(GLubyte) opacity { return opacity_; } -(void) setOpacity:(GLubyte) anOpacity { opacity_ = anOpacity; // special opacity for premultiplied textures if( opacityModifyRGB_ ) [self setColor: (opacityModifyRGB_ ? colorUnmodified_ : color_ )]; [self updateColor]; } - (ccColor3B) color { if(opacityModifyRGB_){ return colorUnmodified_; } return color_; } -(void) setColor:(ccColor3B)color3 { color_ = colorUnmodified_ = color3; if( opacityModifyRGB_ ){ color_.r = color3.r * opacity_/255; color_.g = color3.g * opacity_/255; color_.b = color3.b * opacity_/255; } [self updateColor]; } -(void) setOpacityModifyRGB:(BOOL)modify { ccColor3B oldColor = self.color; opacityModifyRGB_ = modify; self.color = oldColor; } -(BOOL) doesOpacityModifyRGB { return opacityModifyRGB_; } #pragma mark CCSpriteHole - CocosNodeTexture protocol -(void) updateBlendFunc { if( !texture_ || ! [texture_ hasPremultipliedAlpha] ) { blendFunc_.src = GL_SRC_ALPHA; blendFunc_.dst = GL_ONE_MINUS_SRC_ALPHA; [self setOpacityModifyRGB:NO]; } else { blendFunc_.src = CC_BLEND_SRC; blendFunc_.dst = CC_BLEND_DST; [self setOpacityModifyRGB:YES]; } } -(void) setTexture:(CCTexture2D*)texture { // accept texture==nil as argument NSAssert( !texture || [texture isKindOfClass:[CCTexture2D class]], @"setTexture expects a CCTexture2D. Invalid argument"); texture_ = texture; [self updateBlendFunc]; } -(CCTexture2D*) texture { return texture_; } @end but now positioning and scaling seem to not work? and it starts in the wrong position... but changing the opacity still works. so i was wondering if anyone can see why my 2.0 version is not working? or if maybe there is a better way to do a sprite hole with cocos2d/opengl 2.0? shaders? thanks

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  • Complex shading using one single (small) texture

    - by teodron
    Recently I stumbled upon a demo reel in UDK about how one can attain beautiful results using just one (rather tiny) texture that's being sent to the shader pipeline. The famous link is this one. Basically, the author states that they've used just one texture and give a snapshot of the technique here. I see that every RGBA channel contains different grayscale information.. and that info could be used to inside a shader to obtain a colour blended output. The problem is that the reel displays a fairly complex scene. To top that, the author even makes use of a normal map. How did they manage to fit a normal map in an already cluttered texture? It makes sense to have a half-space normal map by using only RG from an RGB texture, but what about the rest of the information? Since it was proven to be possible, could someone please explain how it was done (the big picture, not the dirty details!)!? Here's the texture being used. Click to see in full size.

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  • CoreGraphics on iPhone. What is the proper way to load a PNG file with pre-multiplied alpha?

    - by dugla
    For my iPhone 3D apps I am currently using CoreGraphics to load png files that have pre-multiplied alpha. Here are the essentials: // load a 4-channel rgba png file with pre-multiplied alpha. CGContextRef context = CGBitmapContextCreate(data, width, height, 8, num_channels * width, colorSpace, kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big); // Draw the image into the context CGRect rect = CGRectMake(0, 0, width, height); CGContextDrawImage(context, rect, image); CGContextRelease(context); I then go on and use the data as a texture in OpenGL. My question: By specifying pre-multiplied alpha - kCGImageAlphaPremultipliedLast - am I - inadvertently - telling CoreGraphics to multiply the r g b channels by alpha or - what I have assumed - am I merely indicating that the format of the incoming image has pre-multiplied alpha? Thanks, Doug

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  • OpenGL es 2.0 Read depth buffer

    - by Brian
    Hi! As far as i know, we can't read the Z(depth) value in OpenGL ES 2.0. So I am wondering how we can get the 3D world coordinates from a point on the 2D screen? Actually I have some random thoughts might work. Since we can read the RGBA value by using glReadPixels, how about we duplicate the depth buffer and store it in a color buffer(say ColorforDepth). Of course there need to be some nice convention so that we don't lose any information of the depth buffer. And then when we need a point's world coordinates , we attach this ColorforDepth color buffer to the framebuffer and then render it. So when we use glReadPixels to read the depth information at this frame. However, this will lead to 1 frame flash since the colorbuffer is a weird buffer translated from the depth buffer. I am still wondering if there is some standard way to get the depth in OpenGL es 2.0? Thx in advance!:)

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