Search Results

Search found 2796 results on 112 pages for 'pixel fonts'.

Page 43/112 | < Previous Page | 39 40 41 42 43 44 45 46 47 48 49 50  | Next Page >

  • What is the best way to update a field for each row in a table?

    - by pixel
    I have a table called artists. Within it, there is a field for the artist name (artist_name). Then there is a field for SEO friendly artist name, we'll call it search_name. I have over 40,000 artists in this table. So, I'd like to convert all artists names to search friendly. What is the best way to accomplish this? Not looking for code here, just ideas. This is what I have thus far. I'm just not sure if I should call all 40,000 artists, loop through them and update? // Does this artist name have any symbols, apostrophes, etc. If so, strip them out // Does this artist have a space (the beatles)? If so, replace with + (the+beatles). // insert into search field

    Read the article

  • php cURL POST how to follow location

    - by One Stuck Pixel
    I am in a bit of a rut with a cURL issue. The post works greate, the data is POSTED just fine and received ok, but the url of the posted page never appears in the browser after the cURL session is executed, for example look at the following code: $ch = curl_init("http://localhost/eterniti/cart-step-1.php"); curl_setopt($ch, CURLOPT_HEADER, false); curl_setopt($ch, CURLOPT_POST, true); curl_setopt($ch, CURLOPT_POSTFIELDS, "error=1&em=$em&fname=$fname&lname=$lname&email1=$email1&email2=$email2&code=$code&area=$area&number=$num&mobile=$mobile&address1=$address1&address2=$address2&address3=$address3&suburb=$suburb&postcode=$postcode&country=$country"); curl_exec($ch); curl_close($ch); The post works fine and I am taken to the cart-step-1.php where I can process the posted data, HOWEVER the location in the URL address bar of the browser remains that of the script page, in this case proc_xxxxxx.php Any ideas how to get the URL address to reflect the page I am actually POSTED to? Thanks a mill

    Read the article

  • PHP displaying error for already used Username and empty field

    - by Pixel Reaper
    I want PHP to make sure the username is not already used and also check to see if the field is empty. Sorry I am a huge noob when it comes to php. Here is my code: // Check for an Username: $dup = mysql_query("SELECT user_username FROM users WHERE user_username='".$_POST['user_username']."'"); if(mysql_num_rows($dup) >0){ $errors[] = 'Username already used.'; } else{ $un = mysqli_real_escape_string($dbc, trim($_POST['user_username'])); echo '<b>Congrats, You are now Registered.</b>'; } else { $errors[] = 'You forgot to enter your Username.'; }

    Read the article

  • where id = multiple artists

    - by pixel
    Any time there is an update within my music community (song comment, artist update, new song added, yadda yadda yadda), a new row is inserted in my "updates" table. The row houses the artist id involved along with other information (what type of change, time and date, etc). My users have a "favorite artists" section where they can do just that -- mark artists as their favorites. As such, I'd like to create a new feature that shows the user the changes made to their various favorite artists. How should I be doing this efficiently? SELECT * FROM table_updates WHERE artist_id = 1 and artist_id = 500 and artist_id = 60032 Keep in mind, a user could have 43,000 of our artists marked as a favorite. Thoughts?

    Read the article

  • Jquery Scrolling

    - by Rich - Pixel Vector
    I have implemented the following code from this page: http://tympanus.net/codrops/2010/06/02/smooth-vertical-or-horizontal-page-scrolling-with-jquery/ $(document).ready(function() { $('ul.navone li a, ul.navtwo li a,a.toplink, a.bodylink').bind('click',function(event){ var $anchor = $(this); $('html, body, header').stop().animate({ scrollTop: $($anchor.attr('href')).offset().top }, 1500,'easeInOutExpo'); event.preventDefault(); }); }); This all works correctly. However, in my layout I have a fixed header div (i.e. it stays in place when the user scrolls). Therefore I need to set an offset for the scrolling script of 117 pixels. How do I do this please?

    Read the article

  • Inspire Geek Love with These Hilarious Geek Valentines

    - by Eric Z Goodnight
    Want to send some Geek Love to that special someone? Why not do it with these elementary school throwback valentines, and win their heart this upcoming Valentine’s day—the geek way! Read on to see the simple method to make your own custom Valentines, as well as download a set of eleven ready-made ones any geek guy or gal should be delighted get. It’s amore! How to Make Custom Valentines A size we’ve used for all of our Valentines is a 3” x 4” at 150 dpi. This is fairly low resolution for print, but makes a great graphic to email. With your new image open, Navigate to Edit > Fill and fill your background layer with a rich, red color (or whatever appeals to you.) By setting “Use” to “Foreground color as shown above, you’ll paint whatever foreground color you have in your color picker. Press to select the text tool. Set a few text objects, using whatever fonts appeal to you. Pixel fonts, like this one, are freely downloadable, and we’ve already shared a great list of Valentines fonts. Copy an image from the internet if you’re confident your sweetie won’t mind a bit of fair use of copyrighted imagery. If they do mind, find yourself some great Creative Commons images. to do a free transform on your image, sizing it to whatever dimensions work best for your design. Right click your newly added image layer in your panel and Choose “Blending Effects” to pick a Layer Style. “Stroke” with this setting adds a black line around your image. Also turning on “Outer Glow” with this setting puts a dark black shadow around the top and bottom (and sides, although they are hidden). Add some more text. Double entendre is recommended. Click and hold down on the “Rectangle Tool” to get the “Custom Shape Tool.” The custom shape tool has useful vector shapes built into it. Find the “Shape” dropdown in the menu to find the heart image. Click and drag to create a vector heart shape in your image. Your layers panel is where you can change the color, if it happens to use the wrong one at first. Click the color swatch in your panel, highlighted in blue above. will transform your vector heart. You can also use it to rotate, if you like. Add some details, like this Power or Standby symbol, which can be found in symbol fonts, taken from images online, or drawn by hand. Your Valentine is now ready to be saved as a JPG or PNG and sent to the object of your affection! Keep reading to see a list of 11 downloadable How-To Geek Valentines, including this one and the three from the header image. Download The HTG Set of Valentines Download the HTG Geek Valentines (ZIP) Download the HTG Geek Valentines (ZIP) When he’s not wooing ladies with Valentines cards, you can email the author at [email protected] with your Photoshop and Graphics questions. Your questions may be featured in a future How-To Geek article! Latest Features How-To Geek ETC Inspire Geek Love with These Hilarious Geek Valentines How to Integrate Dropbox with Pages, Keynote, and Numbers on iPad RGB? CMYK? Alpha? What Are Image Channels and What Do They Mean? How to Recover that Photo, Picture or File You Deleted Accidentally How To Colorize Black and White Vintage Photographs in Photoshop How To Get SSH Command-Line Access to Windows 7 Using Cygwin How to Kid Proof Your Computer’s Power and Reset Buttons Microsoft’s Windows Media Player Extension Adds H.264 Support Back to Google Chrome Android Notifier Pushes Android Notices to Your Desktop Dead Space 2 Theme for Chrome and Iron Carl Sagan and Halo Reach Mashup – We Humans are Capable of Greatness [Video] Battle the Necromorphs Once Again on Your Desktop with the Dead Space 2 Theme for Windows 7

    Read the article

  • A Few of My Favorite HTML5 and CSS3 Online Tools

    - by dwahlin
    I really enjoy coding up HTML5, CSS3, and JavaScript applications but there are some things that I’m better off writing with the help of a development tool. For example, CSS3 gradients aren’t exactly the most fun thing to write by hand and the same could be said for animations, transforms, or styles that require various vendor extensions. There are a lot of online tools that can simplify building HTML5/CSS3 sites and increase productivity in the process so I thought I’d put together a post on a few of my favorites tools. HTML5 Boilerplate HTML5 Boilerplate provides a great way to get started building HTML5 sites. It includes many best practices out of the box and even includes a few tricks that many people don’t even know about. The custom download option allows you to pick the features that you want to include in the files that’s generated. You can read more about it here.   Initializr Although HTML5 Boilerplate provides a great foundation for starting HTML5 sites, it focuses on providing a starting shell structure (namely an html page, JavaScript files, and a CSS stylesheet) and doesn’t include much in the way of page content to get started with. Initializer builds on HTML5 Boilerplate and provides an initial test page that can be tweaked to meet your needs. It also provides several different customization options to include/exclude features. CSS3 Maker CSS3 provides a lot of great features ranging from gradient support to rounded corners. Although many of the features are fairly straightforward there are some that are pretty involved such as gradients, animations, and really any styles that require custom vendor extensions to use across browsers. Sure, you can type everything by hand, but sites such as CSS3 Maker provide a visual way to generate CSS3 styles. CSS3, Please! CSS3, Please! is a code generation tool that can be used to generate cross-browser CSS3 styles quickly and easily. All of the main things you can do with CSS3 are available including a clever way to visually generate CSS3 transform styles.       Ultimate CSS Gradient Generator CSS3 Maker (above) has a gradient generator built-in but my favorite tool for creating CSS3 gradients is the Ultimate CSS Gradient Generator. If you’ve created gradients in tools like Photoshop then you’ll love what this tool has to offer especially since it makes it extremely straightforward to work with different gradient stops. @font-face Fonts Although @font-face has been available for awhile, I think fonts are cool and wanted to mention a site that provides a lot of font choices. When used correctly fonts can really enhance a page and when used incorrectly (think Comic Sans) they can absolutely ruin a page. Several sites exist that provide fonts that can be used with @font-face definitions in CSS style sheets. One of my favorites is Font Squirrel.   HTML5 & CSS3 Support and Tests Interested in knowing what HTML5 and CSS3 features a given browser supports? Want to know how various browsers stack up with each other as far as HTML5/CSS3 support. Look no further than the HTML5 & CSS3 Support page or the HTML5 Test page.   CSS3 Easing Animation Tool CSS3 animations aren’t widely supported across browsers right now (I’m not really using them at this point) but they do offer a lot of promise. Creating easings for animations can definitely be a challenge but they’re something that are critical for adding that “professional touch” to your animations. Fortunately you can use the Ceaser CSS Easing Animation Tool to simplify the process and handle animation easing with…...ease.   There are several other online tools that I like but these are some of the ones I find myself using the most. If you have any favorite online tools that simplify working with HTML5 or CSS3 let me know.     For more information about onsite or online training, mentoring and consulting solutions for HTML5, jQuery, .NET, SharePoint or Silverlight please visit http://www.thewahlingroup.com.

    Read the article

  • Skewed: a rotating camera in a simple CPU-based voxel raycaster/raytracer

    - by voxelizr
    TL;DR -- in my first simple software voxel raycaster, I cannot get camera rotations to work, seemingly correct matrices notwithstanding. The result is skewed: like a flat rendering, correctly rotated, however distorted and without depth. (While axis-aligned ie. unrotated, depth and parallax are as expected.) I'm trying to write a simple voxel raycaster as a learning exercise. This is purely CPU based for now until I figure out how things work exactly -- fow now, OpenGL is just (ab)used to blit the generated bitmap to the screen as often as possible. Now I have gotten to the point where a perspective-projection camera can move through the world and I can render (mostly, minus some artifacts that need investigation) perspective-correct 3-dimensional views of the "world", which is basically empty but contains a voxel cube of the Stanford Bunny. So I have a camera that I can move up and down, strafe left and right and "walk forward/backward" -- all axis-aligned so far, no camera rotations. Herein lies my problem. Screenshot #1: correct depth when the camera is still strictly axis-aligned, ie. un-rotated. Now I have for a few days been trying to get rotation to work. The basic logic and theory behind matrices and 3D rotations, in theory, is very clear to me. Yet I have only ever achieved a "2.5 rendering" when the camera rotates... fish-eyey, bit like in Google Streetview: even though I have a volumetric world representation, it seems --no matter what I try-- like I would first create a rendering from the "front view", then rotate that flat rendering according to camera rotation. Needless to say, I'm by now aware that rotating rays is not particularly necessary and error-prone. Still, in my most recent setup, with the most simplified raycast ray-position-and-direction algorithm possible, my rotation still produces the same fish-eyey flat-render-rotated style looks: Screenshot #2: camera "rotated to the right by 39 degrees" -- note how the blue-shaded left-hand side of the cube from screen #2 is not visible in this rotation, yet by now "it really should"! Now of course I'm aware of this: in a simple axis-aligned-no-rotation-setup like I had in the beginning, the ray simply traverses in small steps the positive z-direction, diverging to the left or right and top or bottom only depending on pixel position and projection matrix. As I "rotate the camera to the right or left" -- ie I rotate it around the Y-axis -- those very steps should be simply transformed by the proper rotation matrix, right? So for forward-traversal the Z-step gets a bit smaller the more the cam rotates, offset by an "increase" in the X-step. Yet for the pixel-position-based horizontal+vertical-divergence, increasing fractions of the x-step need to be "added" to the z-step. Somehow, none of my many matrices that I experimented with, nor my experiments with matrix-less hardcoded verbose sin/cos calculations really get this part right. Here's my basic per-ray pre-traversal algorithm -- syntax in Go, but take it as pseudocode: fx and fy: pixel positions x and y rayPos: vec3 for the ray starting position in world-space (calculated as below) rayDir: vec3 for the xyz-steps to be added to rayPos in each step during ray traversal rayStep: a temporary vec3 camPos: vec3 for the camera position in world space camRad: vec3 for camera rotation in radians pmat: typical perspective projection matrix The algorithm / pseudocode: // 1: rayPos is for now "this pixel, as a vector on the view plane in 3d, at The Origin" rayPos.X, rayPos.Y, rayPos.Z = ((fx / width) - 0.5), ((fy / height) - 0.5), 0 // 2: rotate around Y axis depending on cam rotation. No prob since view plane still at Origin 0,0,0 rayPos.MultMat(num.NewDmat4RotationY(camRad.Y)) // 3: a temp vec3. planeDist is -0.15 or some such -- fov-based dist of view plane from eye and also the non-normalized, "in axis-aligned world" traversal step size "forward into the screen" rayStep.X, rayStep.Y, rayStep.Z = 0, 0, planeDist // 4: rotate this too -- 0,zstep should become some meaningful xzstep,xzstep rayStep.MultMat(num.NewDmat4RotationY(CamRad.Y)) // set up direction vector from still-origin-based-ray-position-off-rotated-view-plane plus rotated-zstep-vector rayDir.X, rayDir.Y, rayDir.Z = -rayPos.X - me.rayStep.X, -rayPos.Y, rayPos.Z + rayStep.Z // perspective projection rayDir.Normalize() rayDir.MultMat(pmat) // before traversal, the ray starting position has to be transformed from origin-relative to campos-relative rayPos.Add(camPos) I'm skipping the traversal and sampling parts -- as per screens #1 through #3, those are "basically mostly correct" (though not pretty) -- when axis-aligned / unrotated.

    Read the article

  • Error X3650 when compiling shader in XNA

    - by Saikai
    I'm attempting to convert the XBDEV.NET Mosaic Shader for use in my XNA project and having trouble. The compiler errors out because of the half globals. At first I tried replacing the globals and just writing the variables explicitly in the code, but that garbles the Output. Next I tried replacing all the half with float vars, but that still garbles the resulting Image. I call the effect file from SpriteBatch.Begin(). Is there a way to convert this shader to the new pixel shader conventions? Are there any good tutorials for this topic? Here is the shader file for reference: /*****************************************************************************/ /* File: tiles.fx Details: Modified version of the NVIDIA Composer FX Demo Program 2004 Produces a tiled mosaic effect on the output. Requires: Vertex Shader 1.1 Pixel Shader 2.0 Modified by: [email protected] (www.xbdev.net) */ /*****************************************************************************/ float4 ClearColor : DIFFUSE = { 0.0f, 0.0f, 0.0f, 1.0f}; float ClearDepth = 1.0f; /******************************** TWEAKABLES *********************************/ half NumTiles = 40.0; half Threshhold = 0.15; half3 EdgeColor = {0.7f, 0.7f, 0.7f}; /*****************************************************************************/ texture SceneMap : RENDERCOLORTARGET < float2 ViewportRatio = { 1.0f, 1.0f }; int MIPLEVELS = 1; string format = "X8R8G8B8"; string UIWidget = "None"; >; sampler SceneSampler = sampler_state { texture = <SceneMap>; AddressU = CLAMP; AddressV = CLAMP; MIPFILTER = NONE; MINFILTER = LINEAR; MAGFILTER = LINEAR; }; /***************************** DATA STRUCTS **********************************/ struct vertexInput { half3 Position : POSITION; half3 TexCoord : TEXCOORD0; }; /* data passed from vertex shader to pixel shader */ struct vertexOutput { half4 HPosition : POSITION; half2 UV : TEXCOORD0; }; /******************************* Vertex shader *******************************/ vertexOutput VS_Quad( vertexInput IN) { vertexOutput OUT = (vertexOutput)0; OUT.HPosition = half4(IN.Position, 1); OUT.UV = IN.TexCoord.xy; return OUT; } /********************************** pixel shader *****************************/ half4 tilesPS(vertexOutput IN) : COLOR { half size = 1.0/NumTiles; half2 Pbase = IN.UV - fmod(IN.UV,size.xx); half2 PCenter = Pbase + (size/2.0).xx; half2 st = (IN.UV - Pbase)/size; half4 c1 = (half4)0; half4 c2 = (half4)0; half4 invOff = half4((1-EdgeColor),1); if (st.x > st.y) { c1 = invOff; } half threshholdB = 1.0 - Threshhold; if (st.x > threshholdB) { c2 = c1; } if (st.y > threshholdB) { c2 = c1; } half4 cBottom = c2; c1 = (half4)0; c2 = (half4)0; if (st.x > st.y) { c1 = invOff; } if (st.x < Threshhold) { c2 = c1; } if (st.y < Threshhold) { c2 = c1; } half4 cTop = c2; half4 tileColor = tex2D(SceneSampler,PCenter); half4 result = tileColor + cTop - cBottom; return result; } /*****************************************************************************/ technique tiles { pass p0 { VertexShader = compile vs_1_1 VS_Quad(); ZEnable = false; ZWriteEnable = false; CullMode = None; PixelShader = compile ps_2_0 tilesPS(); } }

    Read the article

  • @font-face problems

    - by codedude
    Right now I'm trying desperately to get @font-face to work in my website. This is the code I am using right now. @font-face { font-family: romeral; src: url(fonts/romeral.otf ) format("opentype"); } And then.... h1 { font-size:2.5em; font-family:romeral; } I am using the font Romeral. Here's a link to it: http://www.smashingmagazine.com/2007/02/06/freefont-of-the-week-romeral/ For some reason it just won't work. It won't render the font on the page. I've tried using other fonts like Ripe, and they work. I've made sure I don't have any spelling errors. What I'm wondering is if there is a restriction that some fonts use to stop people from using their fonts with @font-face. Or maybe I've made an obvious mistake in my code. Thanks in advance.

    Read the article

  • trouble with font-face in meteor based on Discover Meteor microscope app

    - by charliemagee
    I've gone through the Discover Meteor book and successfully created Microscope. Now I'm trying to build my own app based on what I've learned. I want to use @font-face for fonts and icon fonts. I can't get them to show up. Here's my directory structure: client/stylesheets I've got my fonts in the stylesheets folder. I'm using scss, by the way, and that's working fine with the scss package. Here's how I'm calling the fonts in the stylesheet: @font-face { font-family: 'AmaranthItalic'; src: url('Amaranth-Italic-webfont.eot'); src: url('Amaranth-Italic-webfont.eot?#iefix') format('embedded-opentype'), url('Amaranth-Italic-webfont.woff') format('woff'), url('Amaranth-Italic-webfont.ttf') format('truetype'), url('Amaranth-Italic-webfont.svg#AmaranthItalic') format('svg'); font-weight: normal; font-style: normal; } I've tried '/stylesheets/Amaranth etc. and all other combinations that I can think of and nothing is working. I've tried putting them in public. Nothing. I know files like this are supposed to go in public folder but that seems to kill the stylesheets entirely. I'm not sure why the Microscope directory design would cause that to happen. These question/answers didn't help: using font-face in meteor? Icon font from fontello not working with Meteor js Thanks for any help.

    Read the article

  • how to initialize and implement the matrix inside the function in objective-C?

    - by Rajendra Bhole
    Hi, I want to develop an application in which i want to be initialize the matrix for manipulation. The code as follows, struct pixel { Byte r, g, b,a; int count; }; (NSInteger) processImage1: (UIImage*) image { struct pixel* pixels = (struct pixel*) calloc(1, image.size.width * image.size.height * sizeof(struct pixel)); if (pixels != nil) { // Create a new bitmap CGContextRef context = CGBitmapContextCreate( (void*) pixels, image.size.width, image.size.height, 8, image.size.width * 4, CGImageGetColorSpace(image.CGImage), kCGImageAlphaPremultipliedLast ); if (context != NULL) { // Draw the image in the bitmap CGContextDrawImage(context, CGRectMake(0.0f, 0.0f, image.size.width, image.size.height), image.CGImage); NSUInteger numberOfPixels = image.size.width * image.size.height; while (numberOfPixels &gt; 0) { if (pixels->r == 254 || pixels->g == 77 || pixels->b==254) { numberOfRedPixels++; } pixels++; numberOfPixels--; } CGContextRelease(context); } free(pixels); } return 1; } I want to implement the matrix inside the function of - (NSInteger) processImage1: (UIImage*) image {} The matrix should have be row = image.size.width and column = image.size.height.

    Read the article

  • Matplotlib PDF export uses wrong font

    - by Konrad Rudolph
    I want to generate high-quality diagrams for a presentation. I’m using Python’s matplotlib to generate the graphics. Unfortunately, the PDF export seems to ignore my font settings. I tried setting the font both by passing a FontProperties object to the text drawing functions and by setting the option globally. For the record, here is a MWE to reproduce the problem: import scipy import matplotlib matplotlib.use('cairo') import matplotlib.pylab as pylab import matplotlib.font_manager as fm data = scipy.arange(5) for font in ['Helvetica', 'Gill Sans']: fig = pylab.figure() ax = fig.add_subplot(111) ax.bar(data, data) ax.set_xticks(data) ax.set_xticklabels(data, fontproperties = fm.FontProperties(family = font)) pylab.savefig('foo-%s.pdf' % font) In both cases, the produced output is identical and uses Helvetica (and yes, I do have both fonts installed). Just to be sure, the following doesn’t help either: matplotlib.rc('font', family = 'Gill Sans') Finally, if I replace the backend, instead using the native viewer: matplotlib.use('MacOSX') I do get the correct font displayed – but only in the viewer GUI. The PDF output is once again wrong. To be sure – I can set other fonts – but only other classes of font families: I can set serif fonts or fantasy or monospace. But all sans-serif fonts seem to default to Helvetica.

    Read the article

  • How to Use Calculated Color Values with ColorMatrix?

    - by Otaku
    I am changing color values of each pixel in an image based on a calculation. The problem is that this takes over 5 seconds on my machine with a 1000x1333 image and I'm looking for a way to optimize it to be much faster. I think ColorMatrix may be an option, but I'm having a difficult time figure out how I would get a set of pixel RGB values, use that to calculate and then set the new pixel value. I can see how this can be done if I was just modifying (multiplying, subtracting, etc.) the original value with ColorMatrix, but now how I can use the pixels returned value to use it to calculate and new value. For example: Sub DarkenPicture() Dim clrTestFolderPath = "C:\Users\Me\Desktop\ColorTest\" Dim originalPicture = "original.jpg" Dim Luminance As Single Dim bitmapOriginal As Bitmap = Image.FromFile(clrTestFolderPath + originalPicture) Dim Clr As Color Dim newR As Byte Dim newG As Byte Dim newB As Byte For x = 0 To bitmapOriginal.Width - 1 For y = 0 To bitmapOriginal.Height - 1 Clr = bitmapOriginal.GetPixel(x, y) Luminance = ((0.21 * (Clr.R) + (0.72 * (Clr.G)) + (0.07 * (Clr.B))/ 255 newR = Clr.R * Luminance newG = Clr.G * Luminance newB = Clr.B * Luminance bitmapOriginal.SetPixel(x, y, Color.FromArgb(newR, newG, newB)) Next Next bitmapOriginal.Save(clrTestFolderPath + "colorized.jpg", ImageFormat.Jpeg) End Sub The Luminance value is the calculated one. I know I can set ColorMatrix's M00, M11, M22 to 0, 0, 0 respectively and then put a new value in M40, M41, M42, but that new value is calculated based of a value multiplication and addition of that pixel's components (((0.21 * (Clr.R) + (0.72 * (Clr.G)) + (0.07 * (Clr.B)) and the result of that - Luminance - is multiplied by the color component). Is this even possible with ColorMatrix?

    Read the article

  • OpenGL pixels drawn with each horizontal pair swapped

    - by Tim Kane
    I'm somewhat new to OpenGL though I'm fairly sure my problem lies in the pixel format being used, or how my texture is being generated... I'm drawing a texture onto a flat 2D quad using a 16bit RGB5_A1 pixel format, though I don't make use of any alpha at this stage. The problem I'm having is that each pair of horizontal pixel values have been swapped. That is... if the pixels positions should be in this order (assume 8x2 image) 0 1 2 3 4 5 6 7 they are instead drawn as 1 0 3 2 5 4 7 6 Or, more clearly from this image (below). Left is what I get... Right is what I should get. . The question is... How have I ended up with this? Is there something wrong with the pixel format? Unlikely since the colours all appear correct, and I would expect all kinds of nasty if it were down to endian-ness. Suggestions greatly appreciated. Update: Turns out the problem was in my source renderer. Interestingly, I've avoided the problem entirely by using 32-bit textures (haven't tried 24-bit at this point).

    Read the article

  • Altering an embedded truetype font so it will be useable by Windows GDI

    - by Ritsaert Hornstra
    I am trying to render PDF content to a GDI device context (a 24bit bitmap to be exact). Parsing the PDF stream into PDF objects and rendering the PDF commands from the content dictionary works well, inclduing font rendering. Embedded fonts are decompressed from their FontFile streams and "loaded" using AddFontMemResourceEx. Now some embedded fonts remove some TrueType tables that are needed by GDI, like the NAME table. Because of this, I tried to modify the font by parsing the TrueType subset font into it's tables and modify those tables that have data missing / missing tables are regenerated with as correct information as possible. I use the Microsoft Font Validator tool to see how "correct" the generated font is. I still get a few errors, like for the maxp table the max values are usually too large (it is a subset) or The xAvgCharWidth field does not equal the calculated value of the OS/2 table is not correct but this does not stop other embedded fonts to be useable.The fonts embedded using PDFCreator are the ones that are problematic. Question: - How can I determine what I need to change to the font file in order for GDI to be able to use it? - Are there any other font validation tools that might give me insight into what is still wrong with the fontfile? If needed: I can make an original fontfile and an altered fontfile available for download somewhere.

    Read the article

  • Search and highlight in html with multiple keywords as a single string

    - by Qiusheng
    In JavaScript, by given a html string with tags like: This string has different fonts. <b>This</b> <i>string</i> <span style="background-color: rgb(212, 239, 181);">has</span> <b>different</b> <i>fonts</i>. When user searches for a search term with multiple words like "different fonts". How can I add highlighting to make the html string look like: <b>This</b> <i>string</i> <span style="background-color: rgb(212, 239, 181);">has</span> <span class="highlight"> <b>different</b> <i>fonts</i> </span>. Please note that the search term is treated as a single string as if the words are in a quote, so I cannot search and highlight each word individually.

    Read the article

  • "Find all tiles connected to this one" project

    - by Omega
    Remember MS Paint? The bucket tool? If you used it and clicked on a pixel, all pixels connected to this pixel that are the same are affected. The theory is, I suppose, to check if there is any pixel adjacent to the selected one. If such pixel is the same type as the selected one, check for more adjacent pixels in this one, and so on. I want to implement something similar in VB.NET. Basically I have a 2D array map which represents the map. Let's assume there are only two types of tile: 0 and 1. Now, I got pretty much everything ready: I got my 2d map and I can tell which tile is clicked and tell what array indexes are the ones that represent such tile. Now for the "painting" process. Whenever I think about it, I can't figure a convenient way to execute such iteration. Can someone help me choosing a correct design/way/tip to achieve this?

    Read the article

  • cocos2d - how to draw a bottle sprite with dynamically changing water level

    - by Oliver
    I am trying to draw a (2d) sprite in cocos2d showing a bottle. The bottle shall be able to have a dynamic water level (i.e. the amount of water in the bottle can change over the lifetime of the sprite). I am wondering how to do this. I currently have a PNG file of the empty bottle. I adjusted the alpha channel of that PNG so when rendering the sprite I can draw a blue rectangle and render the bottle texture over it. That will give the impression of the water being inside the bottle. However, the bottle's shape is not a rectangle itself of course, so the water can be seen out of the bounds of the bottle. I can change the bottle image in a way that only the bottle itself is transparent and set the "outside world" to an opaque color & alpha channel value, but that again prevents the "world background" to be visible in that area. I simply don't have a clue how to realize this in a sane manner. Do I really have to read every pixel of the bottle image, identify which pixel is "inside" of the bottle and then draw the water pixel by pixel? There must be an easier way, right? ;) Any best practices for these kinds of tasks? edit: see picture below, to make somewhat clearer, what I am talking about ;) http://i47.tinypic.com/10rqww0.png

    Read the article

  • ffmpeg: Could not find codec parameters for stream 0 (Video: h264) unspecified size

    - by dempap
    I try to convert a video from .raw to .mp4. For this reason I did download, build and install both x264 and ffmpeg. However, command: ffmpeg -f h264 -i output.raw -vcodec copy output.mp4 fails with error (shown in picture below). Is there any way to fix this? Commands I also run: 1 root@beagleboard:/# v4l2-ctl --list-formats ioctl: VIDIOC_ENUM_FMT Index : 0 Type : Video Capture Pixel Format: 'YUYV' Name : YUV 4:2:2 (YUYV) Index : 1 Type : Video Capture Pixel Format: 'MJPG' (compressed) Name : MJPEG 2 root@beagleboard:/dev# v4l2-ctl --set-fmt-video=pixelformat=0

    Read the article

  • Solaris: Is it OK to disable font services?

    - by cjavapro
    Is it OK to disable these services? # svcs -l '*font*' fmri svc:/application/font/stfsloader:default name Standard Type Services Framework (STSF) Font Server loader enabled true state online next_state none state_time Sun May 30 17:58:14 2010 restarter svc:/network/inetd:default fmri svc:/application/font/fc-cache:default name FontConfig Cache Builder enabled true state online next_state none state_time Sun May 30 17:58:15 2010 logfile /var/svc/log/application-font-fc-cache:default.log restarter svc:/system/svc/restarter:default dependency require_all/none svc:/system/filesystem/local (online) dependency require_all/refresh file://localhost/etc/fonts/fonts.conf (online) dependency require_all/none file://localhost/usr/bin/fc-cache (online) #

    Read the article

  • VS 2010 command prompt default settings?

    - by IronHalik
    Hi I've got a problem with VS command prompt - it keeps using the wrong settings for fonts in the window. When I launch the command prompt via start - run it works fine, when I launch my app directly, it works fine. But when I push the F5 button and compile my little app, the console that automatically starts uses 4x4 raster fonts. No matter what the default settings are. Anyone got any idea?

    Read the article

  • Which software is used to publish a book of size A5.

    - by Mirage
    I have some text and i want to make book of A5 size. The fonts is also not english its in my own language. Which software should i use to make a soft copy. And how can i give them to print shop so that they can print with some images and required fonts which will not be in their computer

    Read the article

  • How to change the X-Windows default border width for all window frames in Ubuntu using Gnome 2.28

    - by Heston T. Holtmann
    Way back from Windows 3.x days to the latest 64bit Windows 7 (classic/standard theme).. there is a way to make the window edge border wider then 1 pixel... I often use 3 to 5 pixel to make it easy to grab on hi-resolutions displays and hi DPI monitors. There doesn't seem to be an easy or obvious way to do this with the Gnome X-Windowing system? Does any one know how?

    Read the article

  • How to crop the UIImage?

    - by Rajendra Bhole
    Hi, I develop an application in which i process the image using its pixels but in that image processing it takes a lot of time. Therefore i want to crop UIImage (Only middle part of image i.e. removing/croping bordered part of image).I have the develop code are, - (NSInteger) processImage1: (UIImage*) image { CGFloat width = image.size.width; CGFloat height = image.size.height; struct pixel* pixels = (struct pixel*) calloc(1, image.size.width * image.size.height * sizeof(struct pixel)); if (pixels != nil) { // Create a new bitmap CGContextRef context = CGBitmapContextCreate( (void*) pixels, image.size.width, image.size.height, 8, image.size.width * 4, CGImageGetColorSpace(image.CGImage), kCGImageAlphaPremultipliedLast ); if (context != NULL) { // Draw the image in the bitmap CGContextDrawImage(context, CGRectMake(0.0f, 0.0f, image.size.width, image.size.height), image.CGImage); NSUInteger numberOfPixels = image.size.width * image.size.height; NSMutableArray *numberOfPixelsArray = [[[NSMutableArray alloc] initWithCapacity:numberOfPixelsArray] autorelease]; } How i take(croping outside bordered) the middle part of UIImage?????????

    Read the article

< Previous Page | 39 40 41 42 43 44 45 46 47 48 49 50  | Next Page >