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  • How to use custom drawing in QGraphicsViews in PyQt?

    - by DSblizzard
    I need to view QGraphicsScene in 2 QGraphicsViews with condition that they have different scale factors for items in scene. Closest function which I found is drawItems(), but as far I can understand, it must be called manually. How to repaint views automatically? I have these two code fragments in program: class TGraphicsView(QGraphicsView): def __init__(self, parent = None): print("__init__") QGraphicsView.__init__(self, parent) def drawItems(self, Painter, ItemCount, Items, StyleOptions): print("drawItems") Brush = QBrush(Qt.red, Qt.SolidPattern) Painter.setBrush(Brush) Painter.drawEllipse(0, 0, 100, 100) ... Mw.gvNavigation = TGraphicsView(Mw) # Mw - main window Mw.gvNavigation.setGeometry(0, 0, Size1, Size1) Mw.gvNavigation.setScene(Mw.Scene) Mw.gvNavigation.setSceneRect(0, 0, Size2, Size2) Mw.gvNavigation.show() _init_ works, Mw.gvNavigation is displayed and there are Mw.Scene items in it, but drawItems() isn't called.

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  • Qt - invalid conversion to child class

    - by David Davidson
    I'm drawing polygons using the Graphics View framework. I added a polygon to the scene with this: QGraphicsPolygonItem *poly = scene->addPolygon(QPolygonF(vector_of_QPointF)); poly->setPos(some_point); But I need to implement some custom behaviour like selection, mouse over indicator, and other similar stuff on the graphics item. So I declared a class that inherits QGraphicsPolygonItem: #include <QGraphicsPolygonItem> class GridHex : public QGraphicsPolygonItem { public: GridHex(QGraphicsItem* parent = 0); }; GridHex::GridHex(QGraphicsItem* parent) : QGraphicsPolygonItem(parent) { } Not doing much with that class so far, as you can see. But shouldn't replacing QGraphicsPolygonItem with my GridHex class? This is throwing a " invalid conversion from 'QGraphicsPolygonItem*' to 'GridHex*' " error: GridHex* poly = scene->addPolygon(QPolygonF(vector_of_QPointF)); What am I doing wrong?

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  • Invalid Memory Acess for JavaFX ScrollBar on Snow-Leopard

    - by Mike Caron
    I created the following JavaFX script, which when run, generates an Invalid memory access on Snow-Leopard. What is it about javafx.scene.control.ScrollBar that is causing a memory failure? Stage { title: "Scroll View" scene: Scene { content: [ ScrollBar { min: 0 max: 100 value: 0 blockIncrement: 10 vertical: false } ] } resizable: false } I'm using whatever JavaFX (at least 1.2) that comes with NetBeans 6.8: Product Version: NetBeans IDE 6.8 (Build 200912041610) Java: 1.6.0_17; Java HotSpot(TM) 64-Bit Server VM 14.3-b01-101 System: Mac OS X version 10.6.2 running on x86_64; MacRoman; en_US (nb)

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  • Invalid Memory Acess for JavaFX ScrollBar

    - by Mike Caron
    I created the following JavaFX script, which when run, generates an Invalid memory access. What is it about javafx.scene.control.ScrollBar that is causing a memory failure? Stage { title: "Scroll View" scene: Scene { content: [ ScrollBar { min: 0 max: 100 value: 0 blockIncrement: 10 vertical: false } ] } resizable: false } I'm using whatever JavaFX (at least 1.2) that comes with NetBeans 6.8: Product Version: NetBeans IDE 6.8 (Build 200912041610) Java: 1.6.0_17; Java HotSpot(TM) 64-Bit Server VM 14.3-b01-101 System: Mac OS X version 10.6.2 running on x86_64; MacRoman; en_US (nb)

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  • How we should load theMFMailComposeViewController in cocos2d ?

    - by srikanth rongali
    I am writing an app in using cocos2d. This method I have written for the selector goToFirstScreen: . The view is in landscape mode. I need to send an email. So, I need to launch the MFMailComposeViewController. I need it in portrait mode. But, the control is not entering in to viewDidLoad of the mailMe class. The problem is in goToScreen: method. But, I do not get where I am wrong ? -(void)goToFirstScreen:(id)sender { CCScene *Scene = [CCScene node]; CCLayer *Layer = [mailME node]; [Scene addChild:Layer]; [[CCDirector sharedDirector] setAnimationInterval:1.0/60]; [[CCDirector sharedDirector] pushScene: Scene]; } Thank you .

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  • How Matlab calculates the camera view angle?

    - by iman
    I am using matlab to visualise a scene. In order to zoom in the scene, I can do that by eather: - Fix the cameraposition and the cameratarget and change the cameraviewangle.or - Fix the cameratarget and the cameraview angle and moving the camera along the viewing line (defined by the cameraPosition and the cameraTarget). I know how to set the values of cameraposition CameraTarget and viewangle, but I do not how to define the optimal view angle. In auto mode of cameraviewangle, matlab calculate the smalest view angle that capture all the scene from the specefied camera position. I appreciate any help in understanding this. Iman

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  • DFS Backtracking with java

    - by Cláudio Ribeiro
    I'm having problems with DFS backtracking in an adjacency matrix. Here's my code: (i added the test to the main in case someone wants to test it) public class Graph { private int numVertex; private int numEdges; private boolean[][] adj; public Graph(int numVertex, int numEdges) { this.numVertex = numVertex; this.numEdges = numEdges; this.adj = new boolean[numVertex][numVertex]; } public void addEdge(int start, int end){ adj[start-1][end-1] = true; adj[end-1][start-1] = true; } List<Integer> visited = new ArrayList<Integer>(); public Integer DFS(Graph G, int startVertex){ int i=0; if(pilha.isEmpty()) pilha.push(startVertex); for(i=1; i<G.numVertex; i++){ pilha.push(i); if(G.adj[i-1][startVertex-1] != false){ G.adj[i-1][startVertex-1] = false; G.adj[startVertex-1][i-1] = false; DFS(G,i); break; }else{ visited.add(pilha.pop()); } System.out.println("Stack: " + pilha); } return -1; } Stack<Integer> pilha = new Stack(); public static void main(String[] args) { Graph g = new Graph(6, 9); g.addEdge(1, 2); g.addEdge(1, 5); g.addEdge(2, 4); g.addEdge(2, 5); g.addEdge(2, 6); g.addEdge(3, 4); g.addEdge(3, 5); g.addEdge(4, 5); g.addEdge(6, 4); g.DFS(g, 1); } } I'm trying to solve the euler path problem. the program solves basic graphs but when it needs to backtrack, it just does not do it. I think the problem might be in the stack manipulations or in the recursive dfs call. I've tried a lot of things, but still can't seem to figure out why it does not backtrack. Can somebody help me ?

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  • Types of semantic bugs, logic errors [closed]

    - by C-Otto
    I am a PhD student and currently focus on automatically finding instances of new types of bugs in (Java) programs that cannot be found by existing tools like FindBugs. The existing tool currently is used to prove/disprove termination of (Java) programs. I have some ideas (see below), but I could need more input from you (experienced programmers, potential users of my tool). What kind of bugs do you wish to find? What types of bugs exist and might be suitable for my analysis? One strength of the approach I use is detailled information about the heap. So in contrast to FindBugs, I can work with knowledge of the form "variable x and variable y are disjoint on the heap" or "variable z is not cyclic". It is also possible to see if a method might have side effects (and if so, which variables may/may not be affected by it). Example 1: Vacuous call: Graph graphOne = createGraph(); Graph graphTwo = createGraph(); Node source = graphTwo.getRootNode(); for (Node n : graphOne.getNodes()) { if (areConnected(source, n)) { graphTwo.addNode(n); } } Imagine createGraph() creates a fresh graph, so that graphOne and graphTwo are disjoint on the heap. Then, because source is taken from graphTwo instead of graphOne, the call to areConnected always returns false. In this situation I could find out that the call areConnected is useless (because it does not have any side effect and the return value always is false) which helps finding the real bug (taking source from the wrong graph). For this the information that x and y are disjoint (because graphOne and graphTwo are disjoint) is crucial. This bug is related to calling x.equals(y) where x and y are objects of different classes. In this scenario, most implementations of equals() always return false, which most likely is not the intended result. FindBugs already finds this bug (hardcoded to equals(), semantics of implementation is not checked). Example 2: Useless code: someCode(); while (something()) { yetMoreSomething(); } moreCode(); In the case that the loop (so the code in something() and yetMoreSomething()) does not modify anything visible outside the loop, it does not make sense to run this code - the program has the same behaviour as someCode(); moreCode() (i.e., without the loop). To find this out, one needs detailled information about the side effects of the (possibly useless) code. If I can prove that the code does not have any side effect that can be observed afterwards (in the example: in moreCode() or later), then the code indeed is useless. Of course, here Input/Output of any form must be seen as a side effect, so that a System.out.println(...) is not considered useless. Example 3: Ignored return value: Instead of x = foo(); and making use of x, the method is called without storing the result: foo();. If the method does not have any side effect, its invocation is useless and can be dropped. Most likely, the bug here is that the returned value should have been used. Here, too, detailled information about side effects are needed. Can you think of similar types of bugs that might be detected (only) with detailled information about the heap, side effects, semantics of called methods, ...? Did you encounter bugs related to the ones shown below in "real life"? By the way, the tool is AProVE and Java related publications can be found on my homepage. Thanks a lot, Carsten

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  • Rotation of viewplatform in Java3D

    - by user29163
    I have just started with Java3D programming. I thought I had built up some basic intuition about how the scene graph works, but something that should work, does not work. I made a simple program for rotating a pyramid around the y-axis. This was done just by adding a RotationInterpolator R to the TransformGroup above the pyramid. Then I thought hey, can I now remove the RotationInterpolator from this TransformGroup, then add it to the TransformGroup above my ViewPlatform leaf. This should work if I have understood how things work. Adding the RotationInterpolator to this TransformGroup, should make the children of this TransformGroup rotate, and the ViewingPlatform is a child of the TransformGroup. Any ideas on where my reasoning is flawed? Here is the code for setting up the universe, and the view branchgroup. import java.awt.*; import java.awt.event.*; import javax.media.j3d.*; import javax.vecmath.*; public class UniverseBuilder { // User-specified canvas Canvas3D canvas; // Scene graph elements to which the user may want access VirtualUniverse universe; Locale locale; TransformGroup vpTrans; View view; public UniverseBuilder(Canvas3D c) { this.canvas = c; // Establish a virtual universe that has a single // hi-res Locale universe = new VirtualUniverse(); locale = new Locale(universe); // Create a PhysicalBody and PhysicalEnvironment object PhysicalBody body = new PhysicalBody(); PhysicalEnvironment environment = new PhysicalEnvironment(); // Create a View and attach the Canvas3D and the physical // body and environment to the view. view = new View(); view.addCanvas3D(c); view.setPhysicalBody(body); view.setPhysicalEnvironment(environment); // Create a BranchGroup node for the view platform BranchGroup vpRoot = new BranchGroup(); // Create a ViewPlatform object, and its associated // TransformGroup object, and attach it to the root of the // subgraph. Attach the view to the view platform. Transform3D t = new Transform3D(); Transform3D s = new Transform3D(); t.set(new Vector3f(0.0f, 0.0f, 10.0f)); t.rotX(-Math.PI/4); s.set(new Vector3f(0.0f, 0.0f, 10.0f)); //forandre verdier her for å endre viewing position t.mul(s); ViewPlatform vp = new ViewPlatform(); vpTrans = new TransformGroup(t); vpTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE); // Rotator stuff Transform3D yAxis = new Transform3D(); //yAxis.rotY(Math.PI/2); Alpha rotationAlpha = new Alpha( -1, Alpha.INCREASING_ENABLE, 0, 0,4000, 0, 0, 0, 0, 0); RotationInterpolator rotator = new RotationInterpolator( rotationAlpha, vpTrans, yAxis, 0.0f, (float) Math.PI*2.0f); RotationInterpolator rotator2 = new RotationInterpolator( rotationAlpha, vpTrans); BoundingSphere bounds = new BoundingSphere(new Point3d(0.0,0.0,0.0), 1000.0); rotator.setSchedulingBounds(bounds); vpTrans.addChild(rotator); vpTrans.addChild(vp); vpRoot.addChild(vpTrans); view.attachViewPlatform(vp); // Attach the branch graph to the universe, via the // Locale. The scene graph is now live! locale.addBranchGraph(vpRoot); } public void addBranchGraph(BranchGroup bg) { locale.addBranchGraph(bg); } }

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  • ORE graphics using Remote Desktop Protocol

    - by Sherry LaMonica
    Oracle R Enterprise graphics are returned as raster, or bitmap graphics. Raster images consist of tiny squares of color information referred to as pixels that form points of color to create a complete image. Plots that contain raster images render quickly in R and create small, high-quality exported image files in a wide variety of formats. However, it is a known issue that the rendering of raster images can be problematic when creating graphics using a Remote Desktop connection. Raster images do not display in the windows device using Remote Desktop under the default settings. This happens because Remote Desktop restricts the number of colors when connecting to a Windows machine to 16 bits per pixel, and interpolating raster graphics requires many colors, at least 32 bits per pixel.. For example, this simple embedded R image plot will be returned in a raster-based format using a standalone Windows machine:  R> library(ORE) R> ore.connect(user="rquser", sid="orcl", host="localhost", password="rquser", all=TRUE)  R> ore.doEval(function() image(volcano, col=terrain.colors(30))) Here, we first load the ORE packages and connect to the database instance using database login credentials. The ore.doEval function executes the R code within the database embedded R engine and returns the image back to the client R session. Over a Remote Desktop connection under the default settings, this graph will appear blank due to the restricted number of colors. Users who encounter this issue have two options to display ORE graphics over Remote Desktop: either raise Remote Desktop's Color Depth or direct the plot output to an alternate device. Option #1: Raise Remote Desktop Color Depth setting In a Remote Desktop session, all environment variables, including display variables determining Color Depth, are determined by the RCP-Tcp connection settings. For example, users can reduce the Color Depth when connecting over a slow connection. The different settings are 15 bits, 16 bits, 24 bits, or 32 bits per pixel. To raise the Remote Desktop color depth: On the Windows server, launch Remote Desktop Session Host Configuration from the Accessories menu.Under Connections, right click on RDP-Tcp and select Properties.On the Client Settings tab either uncheck LimitMaximum Color Depth or set it to 32 bits per pixel. Click Apply, then OK, log out of the remote session and reconnect.After reconnecting, the Color Depth on the Display tab will be set to 32 bits per pixel.  Raster graphics will now display as expected. For ORE users, the increased color depth results in slightly reduced performance during plot creation, but the graph will be created instead of displaying an empty plot. Option #2: Direct plot output to alternate device Plotting to a non-windows device is a good option if it's not possible to increase Remote Desktop Color Depth, or if performance is degraded when creating the graph. Several device drivers are available for off-screen graphics in R, such as postscript, pdf, and png. On-screen devices include windows, X11 and Cairo. Here we output to the Cairo device to render an on-screen raster graphic.  The grid.raster function in the grid package is analogous to other grid graphical primitives - it draws a raster image within the current plot's grid.  R> options(device = "CairoWin") # use Cairo device for plotting during the session R> library(Cairo) # load Cairo, grid and png libraries  R> library(grid) R> library(png)  R> res <- ore.doEval(function()image(volcano,col=terrain.colors(30))) # create embedded R plot  R> img <- ore.pull(res, graphics = TRUE)$img[[1]] # extract image  R> grid.raster(as.raster(readPNG(img)), interpolate = FALSE) # generate raster graph R> dev.off() # turn off first device   By default, the interpolate argument to grid.raster is TRUE, which means that what is actually drawn by R is a linear interpolation of the pixels in the original image. Setting interpolate to FALSE uses a sample from the pixels in the original image.A list of graphics devices available in R can be found in the Devices help file from the grDevices package: R> help(Devices)

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  • Trouble rotating viewplatform in Java3D [closed]

    - by user29163
    I have just started with Java3D programming. I thought I had built up some basic intuition about how the scene graph works, but something that should work, does not work. I made a simple program for rotating a pyramid around the y-axis. This was done just by adding a RotationInterpolator R to the TransformGroup above the pyramid. Then I thought hey, can I now remove the RotationInterpolator from this TransformGroup, then add it to the TransformGroup above my ViewPlatform leaf. This should work if I have understood how things work. Adding the RotationInterpolator to this TransformGroup, should make the children of this TransformGroup rotate, and the ViewingPlatform is a child of the TransformGroup. Any ideas on where my reasoning is flawed? Here is the code for setting up the universe, and the view branchgroup. import java.awt.*; import java.awt.event.*; import javax.media.j3d.*; import javax.vecmath.*; public class UniverseBuilder { // User-specified canvas Canvas3D canvas; // Scene graph elements to which the user may want access VirtualUniverse universe; Locale locale; TransformGroup vpTrans; View view; public UniverseBuilder(Canvas3D c) { this.canvas = c; // Establish a virtual universe that has a single // hi-res Locale universe = new VirtualUniverse(); locale = new Locale(universe); // Create a PhysicalBody and PhysicalEnvironment object PhysicalBody body = new PhysicalBody(); PhysicalEnvironment environment = new PhysicalEnvironment(); // Create a View and attach the Canvas3D and the physical // body and environment to the view. view = new View(); view.addCanvas3D(c); view.setPhysicalBody(body); view.setPhysicalEnvironment(environment); // Create a BranchGroup node for the view platform BranchGroup vpRoot = new BranchGroup(); // Create a ViewPlatform object, and its associated // TransformGroup object, and attach it to the root of the // subgraph. Attach the view to the view platform. Transform3D t = new Transform3D(); Transform3D s = new Transform3D(); t.set(new Vector3f(0.0f, 0.0f, 10.0f)); t.rotX(-Math.PI/4); s.set(new Vector3f(0.0f, 0.0f, 10.0f)); //forandre verdier her for å endre viewing position t.mul(s); ViewPlatform vp = new ViewPlatform(); vpTrans = new TransformGroup(t); vpTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE); // Rotator stuff Transform3D yAxis = new Transform3D(); //yAxis.rotY(Math.PI/2); Alpha rotationAlpha = new Alpha( -1, Alpha.INCREASING_ENABLE, 0, 0,4000, 0, 0, 0, 0, 0); RotationInterpolator rotator = new RotationInterpolator( rotationAlpha, vpTrans, yAxis, 0.0f, (float) Math.PI*2.0f); RotationInterpolator rotator2 = new RotationInterpolator( rotationAlpha, vpTrans); BoundingSphere bounds = new BoundingSphere(new Point3d(0.0,0.0,0.0), 1000.0); rotator.setSchedulingBounds(bounds); vpTrans.addChild(rotator); vpTrans.addChild(vp); vpRoot.addChild(vpTrans); view.attachViewPlatform(vp); // Attach the branch graph to the universe, via the // Locale. The scene graph is now live! locale.addBranchGraph(vpRoot); } public void addBranchGraph(BranchGroup bg) { locale.addBranchGraph(bg); } }

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  • How to Search Just the Site You’re Viewing Using Google Search

    - by The Geek
    Have you ever wanted to search the site you’re viewing, but the built-in search box is either hard to find, or doesn’t work very well? Here’s how to add a special keyword bookmark that searches the site you’re viewing using Google’s site: search operator. This technique should work in either Google Chrome or Firefox—in Firefox you’ll want to create a regular bookmark and add the script into the keyword field, and for Google Chrome just follow the steps we’ve provided below Latest Features How-To Geek ETC How to Use the Avira Rescue CD to Clean Your Infected PC The Complete List of iPad Tips, Tricks, and Tutorials Is Your Desktop Printer More Expensive Than Printing Services? 20 OS X Keyboard Shortcuts You Might Not Know HTG Explains: Which Linux File System Should You Choose? HTG Explains: Why Does Photo Paper Improve Print Quality? Simon’s Cat Explores the Christmas Tree! [Video] The Outdoor Lights Scene from National Lampoon’s Christmas Vacation [Video] The Famous Home Alone Pizza Delivery Scene [Classic Video] Chronicles of Narnia: The Voyage of the Dawn Treader Theme for Windows 7 Cardinal and Rabbit Sharing a Tree on a Cold Winter Morning Wallpaper An Alternate Star Wars Christmas Special [Video]

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  • OpenGL ES 2.0: Using VBOs?

    - by Bunkai.Satori
    OpenGL VBOs (vertex buffer objects) have been developed to improve performance of OpenGL (OpenGL ES 2.0 in my case). The logic is that with the help of VBOs, the data does not need to be copied from client memory to graphics card on per frame basis. However, as I see it, the game scene changes continuously: position of objects change, their scaling and rotating change, they get animated, they explode, they get spawn or disappear. In such highly dynamic environment, such as computer game scene is, what is the point of using VBOs, if the VBOs would need to be constructed on per-frame basis anyway? Can you please help me to understand how to practically take beneif of VBOs in computer games? Can there be more vertex based VBOs (say one per one object) or there must be always exactly only one VBO present for each draw cycle?

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  • Monogame/SharpDX - Shader parameters missing

    - by Layoric
    I am currently working on a simple game that I am building in Windows 8 using MonoGame (develop3d). I am using some shader code from a tutorial (made by Charles Humphrey) and having an issue populating a 'texture' parameter as it appears to be missing. Edit I have also tried 'Texture2D' and using it with a register(t0), still no luck I'm not well versed writing shaders, so this might be caused by a more obvious problem. I have debugged through MonoGame's Content processor to see how this shader is being parsed, all the non 'texture' parameters are there and look to be loading correctly. Edit This seems to go back to D3D compiler. Shader code below: #include "PPVertexShader.fxh" float2 lightScreenPosition; float4x4 matVP; float2 halfPixel; float SunSize; texture flare; sampler2D Scene: register(s0){ AddressU = Clamp; AddressV = Clamp; }; sampler Flare = sampler_state { Texture = (flare); AddressU = CLAMP; AddressV = CLAMP; }; float4 LightSourceMaskPS(float2 texCoord : TEXCOORD0 ) : COLOR0 { texCoord -= halfPixel; // Get the scene float4 col = 0; // Find the suns position in the world and map it to the screen space. float2 coord; float size = SunSize / 1; float2 center = lightScreenPosition; coord = .5 - (texCoord - center) / size * .5; col += (pow(tex2D(Flare,coord),2) * 1) * 2; return col * tex2D(Scene,texCoord); } technique LightSourceMask { pass p0 { VertexShader = compile vs_4_0 VertexShaderFunction(); PixelShader = compile ps_4_0 LightSourceMaskPS(); } } I've removed default values as they are currently not support in MonoGame and also changed ps and vs to v4 instead of 2. Could this be causing the issue? As I debug through 'DXConstantBufferData' constructor (from within the MonoGameContentProcessing project) I find that the 'flare' parameter does not exist. All others seem to be getting created fine. Any help would be appreciated. Update 1 I have discovered that SharpDX D3D compiler is what seems to be ignoring this parameter (perhaps by design?). The ConstantBufferDescription.VariableCount seems to be not counting the texture variable. Update 2 SharpDX function 'GetConstantBuffer(int index)' returns the parameters (minus textures) which is making is impossible to set values to these variables within the shader. Any one know if this is normal for DX11 / Shader Model 4.0? Or am I missing something else?

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  • Away3D & Directional Light w/ Rotating Meshes

    - by seethru
    This is likely a stupid error but I can't seem to find what I've done wrong. I've got a simple scene with 10 cylinders rotating at a default speed. If I grab one of these cylinders I can rotate it in the opposite direction or at a greater speed. I have a single directional light in the scene. It would appear that the directional light is only calculated at initialization and not on further frames. The shadow created by the light rotates with the cylinder giving the impression that the light is rotating when it isn't. Camera & Light Initialization _view = new View3D(); addChild(_view); _view.antiAlias = 4; _view.backgroundColor = 0xFFFFFF; _view.camera.z = -850; _view.camera.y = 0; _view.camera.x = 0; _view.camera.lookAt(new Vector3D()); _view.camera.lens = new PerspectiveLens(15); _view.mousePicker = PickingType.RAYCAST_BEST_HIT; _light = new DirectionalLight(); _light.z = -850; _light.direction = new Vector3D(1, 1, 1); _light.color = 0xFFFFFF; _light.ambient = 0.1; _light.diffuse = 0.7; _view.scene.addChild(_light); Mesh and Material creation var material:TextureMaterial = new TextureMaterial(createPow2Texture(sprite, _colors[i]) , true, false, true); material.animateUVs = true; material.lightPicker = _lightPicker; cylinder = new Mesh(new CylinderGeometry(radius, radius, 13, 70, 1, true, true), material); cylinder.subMeshes[0].scaleU = spriteWidth / sprite.width; cylinder.y = y; cylinder.mouseEnabled = true; cylinder.pickingCollider = PickingColliderType.AS3_BEST_HIT; cylinder.addEventListener(MouseEvent3D.MOUSE_OVER, onMouseOverMesh); cylinder.addEventListener(MouseEvent3D.MOUSE_MOVE, onMouseOverMesh); cylinder.addEventListener(MouseEvent3D.MOUSE_OUT, onMouseOutMesh); _cylinders.push(cylinder); Frame private function onEnterFrame(event:Event):void { for each (var mesh:Mesh in _cylinders) { if (mesh == _mouseOverMesh) continue; mesh.rotationY += 0.25; } _view.render(); }

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  • Making body (box2d) a sprite (andengine) in Android

    - by Kadir
    I can't make body (box2d) a sprite (andengine) and at the same time apply MoveModifier to sprite which is body. If i can make just body, it works namely the sprites can collide. If I apply just MoveModifier to sprites, the sprites can move where i want. But I want to make body (they can collide) and apply MoveModifier (they can move where I want) at the same time. How can i do it? This my code just run MoveModifier not as body at the same time. circles[i] = new Sprite(startX, startY, textRegCircle[i]); body[i] = PhysicsFactory.createCircleBody(physicsWorld, circles[i], BodyType.DynamicBody, FIXTURE_DEF); physicsWorld.registerPhysicsConnector(new PhysicsConnector(circles[i], body[i], true, true)); circles[i].registerEntityModifier( (IEntityModifier) new SequenceEntityModifier ( new MoveModifier(10.0f, circles[i].getX(), circles[i].getX(), circles[i].getY(),CAMERA_HEIGHT+64.0f))); scene.getLastChild().attachChild(circles[i]); scene.registerUpdateHandler(physicsWorld);

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  • Smooth animation in Cocos2d for iOS

    - by MrDatabase
    I move a simple CCSprite around the screen of an iOS device using this code: [self schedule:@selector(update:) interval:0.0167]; - (void) update:(ccTime) delta { CGPoint currPos = self.position; currPos.x += xVelocity; currPos.y += yVelocity; self.position = currPos; } This works however the animation is not smooth. How can I improve the smoothness of my animation? My scene is exceedingly simple (just has one full-screen CCSprite with a background image and a relatively small CCSprite that moves slowly). I've logged the ccTime delta and it's not consistent (it's almost always greater than my specified interval of 0.0167... sometimes up to a factor of 4x). I've considered tailoring the motion in the update method to the delta time (larger delta = larger movement etc). However given the simplicity of my scene it's seems there's a better way (and something basic that I'm probably missing).

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  • How to make a Stop Motion or Time-lapse video with webcam?

    - by Seppo Erviälä
    I have a webcam that works as a v4l2 device. What is the most convenient way to capture either a stop-motion or time-lapse video? N.B. stop-motion and time-lapse are related but conceptually different. Time-lapse is where you take a photo of a scene at a set interval and then combine it into a video (that looks like it's going really fast). Stop-motion is where you control the scene and take an image for every change you make, to form an animation (eg Wallace and Grommit). An application for time-lapse needs to be able to take a photo at a set interval.

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  • Unity3d: Box collider attached to animated FBX models through scripts at run-time have wrong dimension

    - by Heisenbug
    I have several scripts attached to static and non static models of my scene. All models are instantiated at run-time (and must be instantiated at run-time because I'm procedural building the scene). I'd like to add a BoxCollider or SphereCollider to my FBX models at runtime. With non animated models it works simply requiring BoxCollider component from the script attached to my GameObject. BoxCollider is created of the right dimension. Something like: [RequireComponent(typeof(BoxCollider))] public class AScript: MonoBehavior { } If I do the same thing with animated models, BoxCollider are created of the wrong dimension. For example if attach the script above to penelopeFBX model of the standard asset, BoxCollider is created smaller than the mesh itself. How can I solve this?

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  • Cool examples of procedural pixel shader effects?

    - by Robert Fraser
    What are some good examples of procedural/screen-space pixel shader effects? No code necessary; just looking for inspiration. In particular, I'm looking for effects that are not dependent on geometry or the rest of the scene (would look okay rendered alone on a quad) and are not image processing (don't require a "base image", though they can incorporate textures). Multi-pass or single-pass is fine. Screenshots or videos would be ideal, but ideas work too. Here are a few examples of what I'm looking for (all from the RenderMonkey samples): PS - I'm aware of this question; I'm not asking for a source of actual shader implementations but instead for some inspirational ideas -- and the ones at the NVIDIA Shader Library mostly require a scene or are image processing effects. EDIT: this is an open-ended question and I wish there was a good way to split the bounty. I'll award the rep to the best answer on the last day.

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  • How can I import models from Blender into jMonkeyEngine?

    - by Nathan Sabruka
    I have some blender model files (Blender version 2.6) which I would like to use with the jMonkeyEngine SDK. However, when I use Blender's native .obj exporter, I can't import it in jMonkeyEngine (the model simply fails to import or looks messed up). I've tried importing .obj files or .blend files directly into the jMonkeyEngine SDK to no avail. I've also tried to use various OGRE exporters to export .scene and .material files, but only the .scene file is created. Is there a simple way to simply export files from Blender into the jMonkeyEngine SDK? EDIT: I seem to have found something in Blender. When I go under addons, there's a warning in the OGRE exporter; "'.mesh' output requires OgreCommandLineTools". However, I have already installed those tools under the C drive. Has anyone else encountered this issue?

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  • Loading files during run time

    - by NDraskovic
    I made a content pipeline extension (using this tutorial) in XNA 4.0 game. I altered some aspects, so it serves my need better, but the basic idea still applies. Now I want to go a step further and enable my game to be changed during run time. The file I am loading trough my content pipeline extension is very simple, it only contains decimal numbers, so I want to enable the user to change that file at will and reload it while the game is running (without recompiling as I had to do so far). This file is a very simplified version of level editor, meaning that it contains rows like: 1 1,5 1,78 -3,6 Here, the first number determines the object that will be drawn to the scene, and the other 3 numbers are coordinates where that object will be placed. So, how can I change the file that contains these numbers so that the game loads it and redraws the scene accordingly? Thanks

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  • How do I determine the draw order in an isometric view flash game?

    - by Gajet
    This is for a flash game, with isometric view. I need to know how to sort object so that there is no need for z-buffer checking when drawing. This might seem easy but there is another restriction, a scene can have 10,000+ objects so the algorithm needs to be run in less than O(n^2). All objects are rectangular boxes, and there are 3-4 objects moving in the scene. What's the best way to do this? UPDATE in each tile there is only object (I mean objects can stack on top of each other). and we access to both map of Objects and Objects have their own position.

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  • D3D11 how to simulate multiple depth channels

    - by Nock
    Here's what I'd like to achieve: Rendering a first pass of objects in my scene, using standard depth comparison Rendering another pass of objects in the same scene, but with the following rules: A Pixel of the 2nd pass always override the first pass (no depth compare between them) Use Depth comparison between pixels written from the second pass. In English I want depth comparison made inside each pass but I always want the second pass pixels to override the first pass ones. Some things I've thought: I tried to think about using stencil to solve this, but I couldn't find a way. I know I could render into a separate target the second pass then composite the result into the first, but I'd like to avoid that. I could use two separate Depth Buffer, one dedicated to each pass. (I never tried, but I figure it's possible to switch the depth buffer in a Render Target "on the fly") Any idea of the best solution? Thanks

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  • Mi-Fi LEGO Contest Showcases Ultra Minimal Sci-Fi Designs

    - by Jason Fitzpatrick
    Many LEGO creations showcased by geeks across the web involve thousands upon thousands of bricks to create perfectly scaled recreations of buildings, movie scenes, and more. In this case, the goal is to recreate an iconic Sci-Fi scene with as few bricks as possible. Courtesy of the LEGO enthusiast site The Living Brick, the Microscale Sci-Fi LEGO Contest or Mi-Fi for short, combines Sci-Fi with tiny, tiny, recreations of scenes from shows and movies in the genre. Hit up the group’s Flickr pool for the contest to check out all the great submissions–including a tiny Star Gate, a mini Star Destroyer, and a surprisingly detailed scene from Planet of the Apes. Mi-Fi Picture Pool [via Neatorama] How to Banish Duplicate Photos with VisiPic How to Make Your Laptop Choose a Wired Connection Instead of Wireless HTG Explains: What Is Two-Factor Authentication and Should I Be Using It?

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