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  • How to change image through click - javascript

    - by Elmir Kouliev
    I have a toolbar that has 5 table cells. The first cell looks clear, and the other 4 have a shade over them. I want to make it so that clicking on the table cell will also change the image so that the shade will also change in respect to the current table cell that is selected. <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <title>X?B?RL?R V? HADIS?L?R</title> <head> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8" /> <link rel="stylesheet" href="N&SAz.css" /> <link rel="shortcut icon" href="../../Images/favicon.ico" /> <script type="text/javascript"> var switchTo5x = true; </script> <script type="text/javascript" src="http://w.sharethis.com/button/buttons.js"></script> <script type="text/javascript"> stLight.options({ publisher: "581d0c30-ee9d-4c94-9b6f-a55e8ae3f4ae" }); </script> <script src="../../jquery-1.7.2.min.js" type="text/javascript"> </script> <script type="text/javascript"> $(document).ready(function () { $(".fade").css("display", "none"); $(".fade").fadeIn(20); $("a.transition").click(function (event) { event.preventDefault(); linkLocation = this.href; $("body").fadeOut(500, redirectPage); }); function redirectPage() { window.location = linkLocation; } }); $(document).ready(function () { $('.preview').hide(); $('#link_1').click(function () { $('#latest_story_preview1').hide(); $('#latest_story_preview2').hide(); $('#latest_story_preview3').hide(); $('#latest_story_preview4').hide(); $('#latest_story_main').fadeIn(800); }); $('#link_2').click(function () { $('#latest_story_main').hide(); $('#latest_story_preview2').hide(); $('#latest_story_preview3').hide(); $('#latest_story_preview4').hide(); $('#latest_story_preview1').fadeIn(800); }); $('#link_3').click(function () { $('#latest_story_main').hide(); $('#latest_story_preview1').hide(); $('#latest_story_preview3').hide(); $('#latest_story_preview4').hide(); $('#latest_story_preview2').fadeIn(800); }); $('#link_4').click(function () { $('#latest_story_main').hide(); $('#latest_story_preview1').hide(); $('#latest_story_preview2').hide(); $('#latest_story_preview4').hide(); $('#latest_story_preview3').fadeIn(800); }); $('#link_5').click(function () { $('#latest_story_main').hide(); $('#latest_story_preview1').hide(); $('#latest_story_preview2').hide(); $('#latest_story_preview3').hide(); $('#latest_story_preview4').fadeIn(800); }); $(".fade").css("display", "none"); $(".fade").fadeIn(1200); $("a.transition").click(function (event) { event.preventDefault(); linkLocation = this.href; $("body").fadeOut(500, redirectPage); }); }); </script> </head> <body id="body" style="background-color:#FFF;" onload="document"> <div style="margin:0px auto;width:1000px;" id="all_content"> <div id="top_content" style="background-color:transparent;"> <ul id="translation_list"> <li> <a href=""> AZ </a> </li> <li> <a href="#"> RUS </a> </li> <li> <a href="#"> ENG </a> </li> </ul> <div id="share_buttons"> <span class='st_facebook' displayText='' title="Facebook"></span> <span class='st_twitter' displayText='' title="Twitter"></span> <span class='st_linkedin' displayText='' title="Linkedin"></span> <span class='st_googleplus' displayText='' title="Google +"></span> <span class='st_email' displayText='' title="Email"></span> </div> <img src="../../Images/RasulGuliyev.png" width="330" height="80" id="top_logo"> <br /> <br /> <div class="fade" id="navigation"> <ul> <font face="Verdana, Geneva, sans-serif"> <li> <a href="../../index.html"> ANA S?HIF? </a> </li> <li> <a href="../biographyAZ.html"> BIOQRAFIYA </a> </li> <li style="background-color:#9C1A35;"> <a href="#"> X?B?RL?R V? HADIS?L?R </a> </li> <li> <a> PROQRAM </a> </li> <li> <a> SEÇICIL?R </a> </li> <li> <a> ?LAQ?L?R</a> </li> </font> </ul> </div> <font face="Tahoma, Geneva, sans-serif"> <br /> <div id="navigation2"> <ul> <a> <li><i> HADIS?L?R </i></li> </a> <a> <li><i>VIDEOLAR</i> </li> </a> </ul> </div> <div id="news_section" style="background-color:#FFF;"> <h3 style="font-weight:100; font-size:22px; font-style:normal; color:#7C7C7C;">Son X?b?rl?r</h3> <div class="fade" id="Latest-Stories"> <table id="stories-preview" width="330" height="598" border="0" cellpadding="0" cellspacing="0"> <tr> <td> <a id="link_1" href="#"><img src="../../Images/N&EImages/images/Article-Nav-Bar1_01.gif" width="330" height="114" alt=""></a> </td> </tr> <tr> <td> <a id="link_2" href="#"> <img src="../../Images/N&EImages/images/Article-Nav-Bar1_02.gif" width="330" height="109" alt=""> </a> </td> </tr> <tr> <td> <a id="link_3" href="#"> <img src="../../Images/N&EImages/images/Article-Nav-Bar1_03.gif" width="330" height="132" alt=""></a> </td> </tr> <tr> <td> <a id="link_4" href="#"><img src="../../Images/N&EImages/images/Article-Nav-Bar1_04.gif" width="330" height="124" alt=""></a> </td> </tr> <tr> <td> <a id="link_5" href="#"><img src="../../Images/N&EImages/images/Article-Nav-Bar1_05.gif" width="330" height="119" alt=""></a> </td> </tr> </table> <div class="fade" id="latest_story_main"> <!--START--> <img src="../../Images/N&EImages/GuliyevFace.jpeg" style="padding:4px; margin-top:6px; border-style:groove; border-width:thin; margin-left:90px;" /> <a href="#"> <h2 style="font-weight:100; font-style:normal;"> "Bizim V?zif?miz Az?rbaycan Xalqinin T?zyiq? M?ruz Qalmamasini T?min Etm?kdir" </h2> </a> <h5 style="font-weight:100; font-size:12px; color:#888; opacity:.9;"> <img src="../../Images/ClockImage.png" />IYUN 19, 2012 BY RASUL GULIYEV - R?SUL QULIYEV</h5> <p style="font-size:14px; font-style:normal;">ACP-nin v? Müqavim?t H?r?katinin lideri, eks-spiker R?sul Quliyev "Yeni Müsavat"a müsahib? verib. O, son vaxtlar ACP-d? bas ver?n kadr d?yisiklikl?ri, bar?sind? dolasan söz-söhb?tl?r v? dig?r m?s?l?l?r? aydinliq g?tirib. Müsahib?ni t?qdim edirik. – Az?rbaycanda siyasi günd?mi ?hat? ed?n m?s?l?l?rd?n biri d? Sülh?ddin ?kb?rin ACP-y? s?dr g?tirilm?sidir. Ideya v? t?s?bbüs kimin idi? – ?vv?ll?r d? qeyd <a href="#"> [...]</a> </p> <!--FIRST STORY END --> </div> <div class="preview" id="latest_story_preview1"> <!--START--> <img src="../../Images/N&EImages/GuliyevFace2.jpeg" style="padding:4px; margin-top:6px; border-style:groove; border-width:thin; margin-left:90px;" /> <a href="#"> <h2 style="font-weight:100; font-style:normal;"> "S?xsiyy?ti Alçaldilan Insanlarin Qisasi Amansiz Olur" </h2></a> <h5 style="font-weight:100; font-size:12px; color:#888; opacity:.9;"> <img src="../../Images/ClockImage.png" />IYUN 12, 2012 BY RASUL GULIYEV - R?SUL QULIYEV</h5> <p style="font-size:14px; font-style:normal;">R?sul Quliyev: "Az?rbaycanda müxalif?tin görün?n f?aliyy?ti ?halinin hökum?td?n naraziliq potensialini ifad? etmir" Eks-spiker Avropa görüsl?rinin yekunlarini s?rh etdi ACP lideri R?sul Quliyevin Avropa görüsl?ri basa çatib. S?f?rin yekunlari bar?d? R?sul Quliyev eksklüziv olaraq "Yeni Müsavat"a açiqlama verib. Norveçd? keçiril?n görüsl?rd? Açiq C?miyy?t v? Liberal Demokrat partiyalarinin s?drl?ri Sülh?ddin ?kb?r, Fuad ?liyev v? Müqavim?t H?r?kati Avropa <a href="#"> [...]</a> </p> <!--SECOND STORY END --> </div> <div class="preview" id="latest_story_preview2"> <!--START--> <img src="../../Images/N&EImages/GuliyevFace3.jpeg" style="padding:4px; margin-top:6px; border-style:groove; border-width:thin; margin-left:90px;" /> <a href="#"> <h2 style="font-weight:100; font-style:normal;"> R?sul Quliyevin Iyunun 4, 2012-ci ild? Bryusseld?ki Görüsl?rl? ?laq?dar Çixisi </h2></a> <h5 style="font-weight:100; font-size:12px; color:#888; opacity:.9;"> <img src="../../Images/ClockImage.png" />IYUN 4, 2012 BY RASUL GULIYEV - R?SUL QULIYEV</h5> <p style="font-size:14px; font-style:normal;">Brüssel görüsl?ri – Az?rbaycanda xalqin malini ogurlayan korrupsioner Höküm?t liderl?rinin xarici banklarda olan qara pullari v? ?mlaklarinin dondurulmasina çox qalmayib. Camaatin hüquqlarini pozan polis, prokuratura v? m?hk?m? isçil?rin? v? onlarin r?hb?rl?rin? viza m?hdudiyy?tl?ri qoymaqda reallasacaq. R?sul Quliyevin Iyunun 4, 2012-ci ild? Bryusseld?ki Görüsl?rl? ?laq?dar Çixisi Rasul Guliyev's Speech on June 4, 2012 about Brussels Meetings <a href="#">[...]</a> </p> <!--THIRD STORY END --> </div> <div class="preview" id="latest_story_preview3"> <!--START--> <img src="../../Images/N&EImages/GuliyevGroup1.jpeg" style="padding:4px; margin-top:6px; border-style:groove; border-width:thin; margin-left:90px;" /> <a href="#"> <h2 style="font-weight:100; font-style:normal;"> R?sul Quliyevin Avropa Parlamentind? v? Hakimiyy?t Qurumlarinda Görüsl?ri Baslamisdir </h2></a> <h5 style="font-weight:100; font-size:12px; color:#888; opacity:.9;"> <img src="../../Images/ClockImage.png" />MAY 31, 2012 BY RASUL GULIYEV - R?SUL QULIYEV</h5> <p style="font-size:14px; font-style:normal;">Aciq C?miyy?t Partiyasinin lideri, eks-spiker R?sul Quliyev Avropa Parlamentind? görüsl?rini davam etdirir. Bu haqda "Yeni Müsavat"a R.Quliyev özü m?lumat verib. O bildirib ki, görüsl?rd? Liberal Demokrat Partiyasinin s?dri Fuad ?liyev v? R.Quliyevin Skandinaviya ölk?l?ri üzr? müsaviri Rauf K?rimov da istirak edirl?r. Eks-spiker deyib ki, bu görüsl?r 2013-cü ild? keçiril?c?k prezident seçkil?rind? saxtalasdirmanin qarsisini almaq planinin [...]</p> <!--FOURTH STORY END --> </div> <div class="preview" id="latest_story_preview4"> <!--START--> <img src="../../Images/N&EImages/GuliyevGroup2.jpeg" style="padding:4px; margin-top:6px; border-style:groove; border-width:thin; margin-left:90px;" /> <a href="#"> <h2 style="font-weight:100; font-style:normal;"> Norveçin Oslo S?h?rind? Parlament Üzvl?ri il? v? Xarici Isl?r Nazirliyind? Görüsl?r </h2></a> <h5 style="font-weight:100; font-size:12px; color:#888; opacity:.9;"> <img src="../../Images/ClockImage.png" />MAY 30, 2012 BY RASUL GULIYEV - R?SUL QULIYEV</h5> <p style="font-size:14px; font-style:normal;">R?sul Quliyev Norveçin Oslo s?h?rind? Parlament üzvl?ri v? Xarici isl?r nazirliyind? görüsl?r keçirmisdir. Bu görüsl?rd? Az?rbaycandan Liberal Demokrat Partiyasinin s?dri Fuad ?liyev, Avro-Atlantik Surasinin s?dri Sülh?ddin ?kb?r v? Milli Müqavim?t H?r?katinin Skandinaviya ölk?l?ri üzr? nümay?nd?si Rauf K?rimov istirak etmisdir. Siyasil?r ilk ?vv?l mayin 22-d? Norveç Parlamentinin Avropa Surasinda t?msil ed?n nümay?nd? hey?tinin üzvül?ri Karin S. [...]</a> </p> <!--FIFTH STORY END --> </div> <hr /> </div> <!--LATEST STORIES --> <div class="fade" id="article-section"> <h3 style="font-weight:100; font-size:22px; font-style:normal; color:#7C7C7C;">Çecin X?b?rl?r</h3> <div class="older-article"> <img src="../../Images/N&EImages/GuliyevGroup2.jpeg" style="padding:4px; margin-top:6px; border-style:groove; border-width:thin; margin-left:90px;" /> <a href="#"> <h2 style="font-weight:100; font-style:normal;"> Norveçin Oslo S?h?rind? Parlament Üzvl?ri il? v? Xarici Isl?r Nazirliyind? Görüsl?r </h2></a> <h5 style="font-weight:100; font-size:12px; color:#888; opacity:.9;"> <img src="../../Images/ClockImage.png" />MAY 30, 2012 BY RASUL GULIYEV - R?SUL QULIYEV</h5> <p style="font-size:14px; font-style:normal;">R?sul Quliyev Norveçin Oslo s?h?rind? Parlament üzvl?ri v? Xarici isl?r nazirliyind? görüsl?r keçirmisdir. Bu görüsl?rd? Az?rbaycandan Liberal Demokrat Partiyasinin s?dri Fuad ?liyev, Avro-Atlantik Surasinin s?dri Sülh?ddin ?kb?r v? Milli Müqavim?t H?r?katinin Skandinaviya ölk?l?ri üzr? nümay?nd?si Rauf K?rimov istirak etmisdir. Siyasil?r ilk ?vv?l mayin 22-d? Norveç Parlamentinin Avropa Surasinda t?msil ed?n nümay?nd? hey?tinin üzvül?ri Karin S. [...]</a> </p> </div> <hr /> </div> <!--NEWS SECTION--> </font> <h3 class="fade" id="footer">Rasul Guliyev 2012</h3> </div> </body> </head> </html>

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  • I Know What I Did This Summer: Put Down Trex Decking

    - by thatjeffsmith
    If you’re wondering why I would bore everyone with my pictures and frequent status updates/tweets from the past week – it’s so I could document the process of refurbishing my deck, or what some would call a porch. When we go to take a vacation, buy a car, do anything – we also read personal blogs to get the real story. So, if you’re curious about what it takes to tackle this sort of project, read on. Skills/Equipment/Manpower We Possessed I took the old decking out by myself. I’m about 230 lbs, more than 6′ tall, and I’m pretty healthy. This took about 8 hours over two afternoons. Three of us put the deck back together. My wife has two engineering degrees. Her father also has two engineering degrees. Lots of brainpower available here. Also, her dad ran the public works department for a country for more than 20 years – so lots and lots of practical experience on hand. We had a compound mitre saw, a skilsaw, 2-3 crowbars, a framing hammer, 3 cordless drills, a corded drill, lots of sawhorses, a power sander, an angle grinder, a 10×10 Coleman canopy tent, a Ford F-150 pickup truck, outdoor speakers and lots of iTunes playlists, plenty of water and cold beer. Why We Did This Our deck was relatively young – it was built in 2005. However, the pressure treated boards must not have been adequately maintained before we bought the house. I had powerwashed the deck every other year and had it stained a few times. The boards just rotted. We’re going to be in the house for a long time, and we wanted something that would look nice and require little maintenance. More bad deck boards The deck boards were in bad shape Things We Learned The two most important things: The hidden fasteners have to be put in JUST right. Wedge them into the grooved board, then bend down the bit that is screwed down. We didn’t do this on the first board and couldn’t get the second board to fit nearly close enough. Watching the official TREX YouTube video helped immensely, and we should have watched that first. When pre-drilling holes for the boards that need screwed down – DO NOT pre-drill through the underlying framing wood. ONLY pre-drill through the TREX itself. The screw won’t seat in the board properly. Instead of sitting down flush with the board, it will stop at the top of the board and just spin. I had to call the the place that sold me the screws to find this out. So about a third of our screws look like crap. If it doesn’t look or feel right – stop everything and pick up your computer or your phone. It’s not right, and it will be much easier to stop and find out why. We didn’t do this, and now I’m going to see every screw that’s not flush with the boards and get upset. Oh well. The Process How much time did it take? Well I spent about 8 hours taking the deck apart. And then the 3 of use spent 8 hours the first day, 10 hours the second day, 8 hours the third, and another 6 hours on the fourth day. That’s like 104 man-hours. We supposedly saved four or five thousand dollars in labor, but don’t do the math here or you might get a bit upset. The main thing is that we got what we wanted, and there won’t be any surprises later. Now for some pictures… This 6”+ pry bar made the destruction of the old deck much easier Most of the joists, once exposed, were OK. This joist wasn’t sitting on ANYTHING before. We think a lazy gas person cut the board to sneak a gas line in. Awesome… These monster lag bolts had to be accounted for when putting in the additional framing The border pattern Sheri wanted to put in required a lot more framing. These were the first boards to go down – we screwed them in as there was no way to attach clips I sat, kicked in the boards, and then drilled these clips in – but my wife was able to go MUCH faster by using her hands to lock the boards in and drill on her knees. I liked locking the board in with my feet when they needed to be ‘encouraged’ to go straight. The first board took FOREVER to go in, but then when we got rolling, we were able to put in a 20′ board in less than 10 minutes. This was end of construction day #2 – we got much further than we thought we would. Ah, the dreaded last 10% – what to do here? Remember those ‘floating’ stringers? Yeah, we fixed that up a bit, too. My wife used a website (and her brain) to calculate exactly how to cut the stringers to give us the rise/run we needed with the proper clearance and all that jazz. The stairs with stringers and toe kicks – this was worth the effort It started raining on us as I screwed down the steps – this we managed to get our shade tent up on the deck to protect us from the rain too The stairs, finished Finished, mostly Good corner shot The top of the stairs Stairs, looking down Celebratory beer In Summary There are a few things we’re not happy with. I think we can fix them up – but later. I have a few things left to finish, rewire the lighting, get the gas grille put back in, and rehang some screen doors. I was expecting this to be a lot worse than it was. If I didn’t have the help, I would have never done it myself. But I’m glad that I did have that help and did do that project. It’s not often you get to spend that kind of qualify time with family and building cool stuff.

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  • Wrong background colors in Swing ListCellRenderer

    - by Johannes Rössel
    I'm currently trying to write a custom ListCellRenderer for a JList. Unfortunately, nearly all examples simply use DefaultListCellRenderer as a JLabel and be done with it; I needed a JPanel, however (since I need to display a little more info than just an icon and one line of text). Now I have a problem with the background colors, specifically with the Nimbus PLAF. Seemingly the background color I get from list.getBackground() is white, but paints as a shade of gray (or blueish gray). Outputting the color I get yields the following: Background color: DerivedColor(color=255,255,255 parent=nimbusLightBackground offsets=0.0,0.0,0.0,0 pColor=255,255,255 However, as can be seen, this isn't what gets painted. It obviously works fine for the selected item. Currently I even have every component I put into the JPanel the cell renderer returns set to opaque and with the correct foreground and background colors—to no avail. Any ideas what I'm doing wrong here? ETA: Example code which hopefully runs. public class ParameterListCellRenderer implements ListCellRenderer { @Override public Component getListCellRendererComponent(JList list, Object value, int index, boolean isSelected, boolean cellHasFocus) { // some values we need Border border = null; Color foreground, background; if (isSelected) { background = list.getSelectionBackground(); foreground = list.getSelectionForeground(); } else { background = list.getBackground(); foreground = list.getForeground(); } if (cellHasFocus) { if (isSelected) { border = UIManager.getBorder("List.focusSelectedCellHighlightBorder"); } if (border == null) { border = UIManager.getBorder("List.focusCellHighlightBorder"); } } else { border = UIManager.getBorder("List.cellNoFocusBorder"); } System.out.println("Background color: " + background.toString()); JPanel outerPanel = new JPanel(new BorderLayout()); setProperties(outerPanel, foreground, background); outerPanel.setBorder(border); JLabel nameLabel = new JLabel("Factory name here"); setProperties(nameLabel, foreground, background); outerPanel.add(nameLabel, BorderLayout.PAGE_START); Box innerPanel = new Box(BoxLayout.PAGE_AXIS); setProperties(innerPanel, foreground, background); innerPanel.setAlignmentX(Box.LEFT_ALIGNMENT); innerPanel.setBorder(BorderFactory.createEmptyBorder(0, 10, 0, 0)); JLabel label = new JLabel("param: value"); label.setFont(label.getFont().deriveFont( AffineTransform.getScaleInstance(0.95, 0.95))); setProperties(label, foreground, background); innerPanel.add(label); outerPanel.add(innerPanel, BorderLayout.CENTER); return outerPanel; } private void setProperties(JComponent component, Color foreground, Color background) { component.setOpaque(true); component.setForeground(foreground); component.setBackground(background); } } The weird thing is, if I do if (isSelected) { background = new Color(list.getSelectionBackground().getRGB()); foreground = new Color(list.getSelectionForeground().getRGB()); } else { background = new Color(list.getBackground().getRGB()); foreground = new Color(list.getForeground().getRGB()); } it magically works. So maybe the DerivedColor with nimbusLightBackground I'm getting there may have trouble?

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  • CodePlex Daily Summary for Wednesday, April 28, 2010

    CodePlex Daily Summary for Wednesday, April 28, 2010New ProjectsArgument Handler: This project aims to help the handling of arguments in command line programs.Bing for BlackBerry: Bing for BlackBerry is a SDK that allows intergration and searching Bing in there applications.C4F - GeoWallpaper: This is an extension for my MEF Utility Runner to change desktop wallpaper based on Flickr images geotagged with your current location. Uses Windo...CRM 4.0 Contract Utilities: List of Contract Utilities (i.e. custom workflow actions) 1. Change contract status from Active to Draft 2. Copy Contract (with custom start/end da...ELIS: Multimedia player based on WPFEnterprise Administration with Powershell: The EnterpriseShell aims to produce a powershell code library that will enable Enterprise Administrators to quickly reconfigure their IT infrastruc...ExposedObject: ExposedObject uses dynamic typing in C# to provide convenient access to private fields and methods from code outside of the class – for testing, ex...F# Project Extender: Installing F# Project Extender provides tools to better organize files in F# projects by allowing project subdirectories and separating file manage...Hack Framework: Code bundle with the internets brains connected into one piece of .Net frameworkKrypton XNA: Krypton allows users of the XNA framework to easily add 2D lighting to their games. Krypton is fast, as it utilizes the GPU and uses a vertex shade...Net Darts: Provides an easy way to calculate the score left to throw. Users can easily click on the score.PlayerSharp: PlayerSharp is a library written entirely in C# that allows you to communicate your C# programs with the Player Server by Brian Gerkey et al (http:...Ratpoid: RatpoidRedeemer Tower Defense: 2d tower defense game. It is developed with XNA technology, using .Net Visual Studio 2008 or .Net Visual Studio 2010SelfService: Simple self service projectSharePoint Exchange Calendar: a jQuery based calendar web part for displaying Exchange calendars within SharePoint.SharpORM, easy use Object & Relation Database mapping Library: AIM on: Object easy storeage, Create,Retrieve,Update,Delete User .NET Attribute marking or Xml Standalone Mapping eg. public class Somethin...Silverlight Calculator: Silverlight Calculator makes it easier for people to do simple math calculations. It's developed in C# Silverlight 2. Silverlight Calendar: Silverlight Calendar makes it easier for people to view a calendar in silverlight way. It's developed in C# Silverlight 2.SPSocialUtil for SharePoint 2010: SPSocialUtil makes it easier for delevoper to use Social Tag, Tag Cloud, BookMark, Colleague in SharePoint 2010. It's developed in C# with Visual S...Sublight: Sublight open source project is a simple metadata utility for view models in ASP.NET MVC 2Veda Auto Dealer Report: Create work item tasks for the Veda Auto Dealer ReportWPF Meta-Effects: WPF Meta-Effects makes it easier for shader effect developpers to develop and maintain shader code. You'll no longer have to write any HLSL, instea...New ReleasesBing for BlackBerry: Bing SDK for BlackBerry: There are four downloadable components: The library, in source code format, in its latest stable release. A "getting started" doc that will gui...DotNetNuke® Store: 02.01.34: What's New in this release? Bugs corrected: - Fixed a bug related to encryption cookie when DNN is used in Medium Trust environment. New Features:...Encrypted Notes: Encrypted Notes 1.6.4: This is the latest version of Encrypted Notes, with general improvements and bug fixes for 'Batch Encryption'. It has an installer that will create...EPiServer CMS Page Type Builder: Page Type Builder 1.2 Beta 2: For more information about this release check out this blog post.ExposedObject: ExposedObject 0.1: This is an initial release of the ExposedObject library that lets you conveniently call private methods and access private fields of a class.Extended SSIS Package Execute: Ver 0.01: Version 0.01 - 2008 Compatible OnlyF# Project Extender: V0.9.0.0 (VS2008): F# project extender for Visual Studio 2008. Initial ReleaseFileExplorer.NET: FileExplorer.NET 1.0: This is the first release of this project. ---------------------------------------------------------------- Please report any bugs that you may en...Fluent ViewModel Configuration for WPF (MVVM): FluentViewModel Alpha3: Overhaul of the configuration system Separation of the configuratior and service locator Added support for general services - using Castle Wind...Home Access Plus+: v4.1: v4.1 Change Log: booking system fixes/additions Uploader fixes Added excluded extensions in my computer Updated Config Tool Fixed an issue ...ILMerge-GUI, merge .NET assemblies: 1.9.0 BETA: Compatible with .NET 4.0 This is the first version of ILMerge-GUI working with .NET 4.0. The final version will be 2.0.0, to be released by mid May...iTuner - The iTunes Companion: iTuner 1.2.3769 Beta 3c: Given the high download rate and awesome feedback for Beta 3b, I decided to release this interim build with the following enhancements: Added new h...Jet Login Tool (JetLoginTool): In then Out - 1.5.3770.18310: Fixed: Will only attempt to logout if currently logged in Fixed: UI no longer blocks while waiting for log outKooboo CMS: Kooboo CMS 2.1.1.0: New features Add new API RssUrl to generate RSS link, this is an extension to UrlHelper. Add possibility to index and search attachment content ...Krypton XNA: Krypton v1.0: First release of Krypton. 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  • Problem implementing Blinn–Phong shading model

    - by Joe Hopfgartner
    I did this very simple, perfectly working, implementation of Phong Relflection Model (There is no ambience implemented yet, but that doesn't bother me for now). The functions should be self explaining. /** * Implements the classic Phong illumination Model using a reflected light * vector. */ public class PhongIllumination implements IlluminationModel { @RGBParam(r = 0, g = 0, b = 0) public Vec3 ambient; @RGBParam(r = 1, g = 1, b = 1) public Vec3 diffuse; @RGBParam(r = 1, g = 1, b = 1) public Vec3 specular; @FloatParam(value = 20, min = 1, max = 200.0f) public float shininess; /* * Calculate the intensity of light reflected to the viewer . * * @param P = The surface position expressed in world coordinates. * * @param V = Normalized viewing vector from surface to eye in world * coordinates. * * @param N = Normalized normal vector at surface point in world * coordinates. * * @param surfaceColor = surfaceColor Color of the surface at the current * position. * * @param lights = The active light sources in the scene. * * @return Reflected light intensity I. */ public Vec3 shade(Vec3 P, Vec3 V, Vec3 N, Vec3 surfaceColor, Light lights[]) { Vec3 surfaceColordiffused = Vec3.mul(surfaceColor, diffuse); Vec3 totalintensity = new Vec3(0, 0, 0); for (int i = 0; i < lights.length; i++) { Vec3 L = lights[i].calcDirection(P); N = N.normalize(); V = V.normalize(); Vec3 R = Vec3.reflect(L, N); // reflection vector float diffuseLight = Vec3.dot(N, L); float specularLight = Vec3.dot(V, R); if (diffuseLight > 0) { totalintensity = Vec3.add(Vec3.mul(Vec3.mul( surfaceColordiffused, lights[i].calcIntensity(P)), diffuseLight), totalintensity); if (specularLight > 0) { Vec3 Il = lights[i].calcIntensity(P); Vec3 Ilincident = Vec3.mul(Il, Math.max(0.0f, Vec3 .dot(N, L))); Vec3 intensity = Vec3.mul(Vec3.mul(specular, Ilincident), (float) Math.pow(specularLight, shininess)); totalintensity = Vec3.add(totalintensity, intensity); } } } return totalintensity; } } Now i need to adapt it to become a Blinn-Phong illumination model I used the formulas from hearn and baker, followed pseudocodes and tried to implement it multiple times according to wikipedia articles in several languages but it never worked. I just get no specular reflections or they are so weak and/or are at the wrong place and/or have the wrong color. From the numerous wrong implementations I post some little code that already seems to be wrong. So I calculate my Half Way vector and my new specular light like so: Vec3 H = Vec3.mul(Vec3.add(L.normalize(), V), Vec3.add(L.normalize(), V).length()); float specularLight = Vec3.dot(H, N); With theese little changes it should already work (maby not with correct intensity but basically it should be correct). But the result is wrong. Here are two images. Left how it should render correctly and right how it renders. If i lower the shininess factor you can see a little specular light at the top right: Altough I understand the concept of Phong illumination and also the simplified more performant adaptaion of blinn phong I am trying around for days and just cant get it to work. Any help is appriciated. Edit: I was made aware of an error by this answer, that i am mutiplying by |L+V| instead of dividing by it when calculating H. I changed to deviding doing so: Vec3 H = Vec3.mul(Vec3.add(L.normalize(), V), 1/Vec3.add(L.normalize(), V).length()); Unfortunately this doesnt change much. The results look like this: and if I rise the specular constant and lower the shininess You can see the effects more clearly in a smilar wrong way: However this division just the normalisation. I think I am missing one step. Because the formulas like this just dont make sense to me. If you look at this picture: http://en.wikipedia.org/wiki/File:Blinn-Phong_vectors.svg The projection of H to N is far less than V to R. And if you imagine changing the vector V in the picture the angle is the same when the viewing vector is "on the left side". and becomes more and more different when going to the right. I pesonally would multiply the whole projection by two to become something similiar (and the hole point is to avoid the calculation of R). Altough I didnt read anythinga bout that anywehre i am gonna try this out... Result: The intension of the specular light is far too much (white areas) and the position is still wrong. I think I am messing something else up because teh reflection are just at the wrong place. But what? Edit: Now I read on wikipedia in the notes that the angle of N/H is in fact approximalty half or V/R. To compensate that i should multiply my shineness exponent by 4 rather than my projection. If i do that I end up with this: Far to intense but still one thing. The projection is at the wrong place. Where could i mess up my vectors?

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  • Issues passing values to shader

    - by numerical25
    I am having issues passing values to my shader. My application compiles fine, but my cube object won't shade. Below is majority of my code. Most of my code for communicating with my shader is in createObject method myGame.cpp #include "MyGame.h" #include "OneColorCube.h" /* This code sets a projection and shows a turning cube. What has been added is the project, rotation and a rasterizer to change the rasterization of the cube. The issue that was going on was something with the effect file which was causing the vertices not to be rendered correctly.*/ typedef struct { ID3D10Effect* pEffect; ID3D10EffectTechnique* pTechnique; //vertex information ID3D10Buffer* pVertexBuffer; ID3D10Buffer* pIndicesBuffer; ID3D10InputLayout* pVertexLayout; UINT numVertices; UINT numIndices; }ModelObject; ModelObject modelObject; // World Matrix D3DXMATRIX WorldMatrix; // View Matrix D3DXMATRIX ViewMatrix; // Projection Matrix D3DXMATRIX ProjectionMatrix; ID3D10EffectMatrixVariable* pProjectionMatrixVariable = NULL; ID3D10EffectVectorVariable* pLightVarible = NULL; bool MyGame::InitDirect3D() { if(!DX3dApp::InitDirect3D()) { return false; } D3D10_RASTERIZER_DESC rastDesc; rastDesc.FillMode = D3D10_FILL_WIREFRAME; rastDesc.CullMode = D3D10_CULL_FRONT; rastDesc.FrontCounterClockwise = true; rastDesc.DepthBias = false; rastDesc.DepthBiasClamp = 0; rastDesc.SlopeScaledDepthBias = 0; rastDesc.DepthClipEnable = false; rastDesc.ScissorEnable = false; rastDesc.MultisampleEnable = false; rastDesc.AntialiasedLineEnable = false; ID3D10RasterizerState *g_pRasterizerState; mpD3DDevice->CreateRasterizerState(&rastDesc, &g_pRasterizerState); //mpD3DDevice->RSSetState(g_pRasterizerState); // Set up the World Matrix D3DXMatrixIdentity(&WorldMatrix); D3DXMatrixLookAtLH(&ViewMatrix, new D3DXVECTOR3(0.0f, 10.0f, -20.0f), new D3DXVECTOR3(0.0f, 0.0f, 0.0f), new D3DXVECTOR3(0.0f, 1.0f, 0.0f)); // Set up the projection matrix D3DXMatrixPerspectiveFovLH(&ProjectionMatrix, (float)D3DX_PI * 0.5f, (float)mWidth/(float)mHeight, 0.1f, 100.0f); if(!CreateObject()) { return false; } return true; } //These are actions that take place after the clearing of the buffer and before the present void MyGame::GameDraw() { static float rotationAngleY = 15.0f; static float rotationAngleX = 0.0f; static D3DXMATRIX rotationXMatrix; static D3DXMATRIX rotationYMatrix; // create the rotation matrix using the rotation angle D3DXMatrixRotationY(&rotationYMatrix, rotationAngleY); D3DXMatrixRotationX(&rotationXMatrix, rotationAngleX); //rotationAngleY += (float)D3DX_PI * 0.002f; //rotationAngleX += (float)D3DX_PI * 0.001f; WorldMatrix = rotationYMatrix * rotationXMatrix; // Set the input layout mpD3DDevice->IASetInputLayout(modelObject.pVertexLayout); // Set vertex buffer UINT stride = sizeof(VertexPos); UINT offset = 0; mpD3DDevice->IASetVertexBuffers(0, 1, &modelObject.pVertexBuffer, &stride, &offset); // Set primitive topology mpD3DDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); //ViewMatrix._43 += 0.005f; // Combine and send the final matrix to the shader D3DXMATRIX finalMatrix = (WorldMatrix * ViewMatrix * ProjectionMatrix); pProjectionMatrixVariable->SetMatrix((float*)&finalMatrix); // make sure modelObject is valid // Render a model object D3D10_TECHNIQUE_DESC techniqueDescription; modelObject.pTechnique->GetDesc(&techniqueDescription); // Loop through the technique passes for(UINT p=0; p < techniqueDescription.Passes; ++p) { modelObject.pTechnique->GetPassByIndex(p)->Apply(0); // draw the cube using all 36 vertices and 12 triangles mpD3DDevice->Draw(36,0); } } //Render actually incapsulates Gamedraw, so you can call data before you actually clear the buffer or after you //present data void MyGame::Render() { DX3dApp::Render(); } bool MyGame::CreateObject() { //Create Layout D3D10_INPUT_ELEMENT_DESC layout[] = { {"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT, 0 , 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 12, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"NORMAL",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 24, D3D10_INPUT_PER_VERTEX_DATA, 0} }; UINT numElements = (sizeof(layout)/sizeof(layout[0])); modelObject.numVertices = sizeof(vertices)/sizeof(VertexPos); for(int i = 0; i < modelObject.numVertices; i += 3) { D3DXVECTOR3 out; D3DXVECTOR3 v1 = vertices[0 + i].pos; D3DXVECTOR3 v2 = vertices[1 + i].pos; D3DXVECTOR3 v3 = vertices[2 + i].pos; D3DXVECTOR3 u = v2 - v1; D3DXVECTOR3 v = v3 - v1; D3DXVec3Cross(&out, &u, &v); D3DXVec3Normalize(&out, &out); vertices[0 + i].normal = out; vertices[1 + i].normal = out; vertices[2 + i].normal = out; } //Create buffer desc D3D10_BUFFER_DESC bufferDesc; bufferDesc.Usage = D3D10_USAGE_DEFAULT; bufferDesc.ByteWidth = sizeof(VertexPos) * modelObject.numVertices; bufferDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER; bufferDesc.CPUAccessFlags = 0; bufferDesc.MiscFlags = 0; D3D10_SUBRESOURCE_DATA initData; initData.pSysMem = vertices; //Create the buffer HRESULT hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pVertexBuffer); if(FAILED(hr)) return false; /* //Create indices DWORD indices[] = { 0,1,3, 1,2,3 }; ModelObject.numIndices = sizeof(indices)/sizeof(DWORD); bufferDesc.ByteWidth = sizeof(DWORD) * ModelObject.numIndices; bufferDesc.BindFlags = D3D10_BIND_INDEX_BUFFER; initData.pSysMem = indices; hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &ModelObject.pIndicesBuffer); if(FAILED(hr)) return false;*/ ///////////////////////////////////////////////////////////////////////////// //Set up fx files LPCWSTR effectFilename = L"effect.fx"; modelObject.pEffect = NULL; hr = D3DX10CreateEffectFromFile(effectFilename, NULL, NULL, "fx_4_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, mpD3DDevice, NULL, NULL, &modelObject.pEffect, NULL, NULL); if(FAILED(hr)) return false; pProjectionMatrixVariable = modelObject.pEffect->GetVariableByName("Projection")->AsMatrix(); pLightVarible = modelObject.pEffect->GetVariableByName("lightSource")->AsVector(); //Dont sweat the technique. Get it! LPCSTR effectTechniqueName = "Render"; D3DXVECTOR3 vLight(10.0f, 10.0f, 10.0f); pLightVarible->SetFloatVector(vLight); modelObject.pTechnique = modelObject.pEffect->GetTechniqueByName(effectTechniqueName); if(modelObject.pTechnique == NULL) return false; //Create Vertex layout D3D10_PASS_DESC passDesc; modelObject.pTechnique->GetPassByIndex(0)->GetDesc(&passDesc); hr = mpD3DDevice->CreateInputLayout(layout, numElements, passDesc.pIAInputSignature, passDesc.IAInputSignatureSize, &modelObject.pVertexLayout); if(FAILED(hr)) return false; return true; } And below is my shader effect.fx matrix Projection; float3 lightSource; float4 lightColor = {0.5, 0.5, 0.5, 0.5}; // PS_INPUT - input variables to the pixel shader // This struct is created and fill in by the // vertex shader struct PS_INPUT { float4 Pos : SV_POSITION; float4 Color : COLOR0; float4 Normal : NORMAL; }; //////////////////////////////////////////////// // Vertex Shader - Main Function /////////////////////////////////////////////// PS_INPUT VS(float4 Pos : POSITION, float4 Color : COLOR, float4 Normal : NORMAL) { PS_INPUT psInput; // Pass through both the position and the color psInput.Pos = mul( Pos, Projection ); psInput.Color = Color; psInput.Normal = Normal; return psInput; } /////////////////////////////////////////////// // Pixel Shader /////////////////////////////////////////////// float4 PS(PS_INPUT psInput) : SV_Target { float4 finalColor = 0; finalColor = saturate(dot(lightSource, psInput.Normal) * lightColor); return finalColor; } // Define the technique technique10 Render { pass P0 { SetVertexShader( CompileShader( vs_4_0, VS() ) ); SetGeometryShader( NULL ); SetPixelShader( CompileShader( ps_4_0, PS() ) ); } }

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