Search Results

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

Page 5/112 | < Previous Page | 1 2 3 4 5 6 7 8 9 10 11 12  | Next Page >

  • Installed Bunch of New Fonts on Windows 7 - Now None Show Up and System Lags

    - by Josh Stodola
    So I went to install about 5,000 fonts on my Windows 7 64-bit machine. It was slow to install them, and I had to leave. I came back and my PC was shut down, and I had to go through the Windows recovery BS when I powered it on. Now my computer runs EXTREMELY slow and any program that has a font menu locks up my whole machine (nothing in Microsoft Office works). When I go to "Fonts" in the control panel, it says 0 items. I went through all of the font settings trying to get them to appear. Nothing helps. I tried to bring up the Character Map and that froze up my machine too. How can I fix this? If I do not get this issue resolved soon, I am wiping this drive and going back to XP (and probably never purchasing another version of Windows again). I never had any issues with XP and have had nothing but performance problems when switching to Windows 7. My quad-core intel extreme with 8GB of RAM should never flinch with the kind of work that I do, and something simple like playing a song off an external HD takes up to five seconds on Windows 7. Unbelievable that I had to pay for this crap!

    Read the article

  • How to run the pixel shader effcet??

    - by Yashwinder
    Below stated is the code for my pixel shader which I am rendering after the vertex shader. I have set the wordViewProjection matrix in my program but I don't know to set the progress variable i.e in my pixel shader file which will make the image displayed by the help of a quad to give out transition effect. Here is the code for my pixel shader program::: As my pixel shader is giving a static effect and now I want to use it to give some effect. So for this I have to add a progress variable in my pixel shader and initialize to the Constant table function i.e constantTable.SetValue(D3DDevice,"progress",progress ); I am having the problem in using this function for progress in my program. Anybody know how to set this variable in my program. And my new pixel Shader code is float progress : register(C0); sampler2D implicitInput : register(s0); sampler2D oldInput : register(s1); struct VS_OUTPUT { float4 Position : POSITION; float4 Color : COLOR0; float2 UV : TEXCOORD 0; }; float4 Blinds(float2 uv) { if(frac(uv.y * 5) < progress) { return tex2D(implicitInput, uv); } else { return tex2D(oldInput, uv); } } // Pixel Shader { return Blinds(input.UV); }

    Read the article

  • Chrome 33 shows ugly, blocky, pixelated fonts in Linux

    - by Andrew Mao
    After updating to the latest version of Chrome (33) on my Gentoo Linux box, certain sites such as GitHub have started rendering with ugly, pixelated, non-antialiased fonts. Small text is now basically impossible to read. Before this, GitHub had looked the same to me on Windows, Linux, and Mac computers. So what has happened here and how can it be fixed? EDIT: Appears to be fixed on the stable release of Chrome 34.

    Read the article

  • How to use Pixel Bender (pbj) in ActionScript3 on large Vectors to make fast calculations?

    - by Arthur Wulf White
    Remember my old question: 2d game view camera zoom, rotation & offset using 'Filter' / 'Shader' processing? I figured I could use a Pixel Bender Shader to do the computation for any large group of elements in a game to save on processing time. At least it's a theory worth checking. I also read this question: Pass large array to pixel shader Which I'm guessing is about accomplishing the same thing in a different language. I read this tutorial: http://unitzeroone.com/blog/2009/03/18/flash-10-massive-amounts-of-3d-particles-with-alchemy-source-included/ I am attempting to do some tests. Here is some of the code: private const SIZE : int = Math.pow(10, 5); private var testVectorNum : Vector.<Number>; private function testShader():void { shader.data.ab.value = [1.0, 8.0]; shader.data.src.input = testVectorNum; shader.data.src.width = SIZE/400; shader.data.src.height = 100; shaderJob = new ShaderJob(shader, testVectorNum, SIZE / 4, 1); var time : int = getTimer(), i : int = 0; shaderJob.start(true); trace("TEST1 : ", getTimer() - time); } The problem is that I keep getting a error saying: [Fault] exception, information=Error: Error #1000: The system is out of memory. Update: I managed to partially workaround the problem by converting the vector into bitmapData: (Using this technique I still get a speed boost of 3x using Pixel Bender) private function testShader():void { shader.data.ab.value = [1.0, 8.0]; var time : int = getTimer(), i : int = 0; testBitmapData.setVector(testBitmapData.rect, testVectorInt); shader.data.src.input = testBitmapData; shaderJob = new ShaderJob(shader, testBitmapData); shaderJob.start(true); testVectorInt = testBitmapData.getVector(testBitmapData.rect); trace("TEST1 : ", getTimer() - time); }

    Read the article

  • Detecting ClearType-optimized fonts

    - by Josh Kelley
    Question: Is there a way to check if a given font is one of Microsoft's ClearType-optimized fonts? I guess I could simply hard-code the list of font names, since it's a relatively short list, but that seems a bit ugly. Would the font names be the same regardless of Windows' locale and language settings? Background: PuTTY looks really ugly with bold, ClearType-enabled, Consolas text. I decided to play around with the source and see if I could figure out the problem, and I think I tracked it down to the following (abbreviated) code: font_height = cfg.font.height; if (font_height > 0) { font_height = -MulDiv(font_height, GetDeviceCaps(hdc, LOGPIXELSY), 72); } } font_width = 0; #define f(i,c,w,u) \ fonts[i] = CreateFont (font_height, font_width, 0, 0, w, FALSE, u, FALSE, \ c, OUT_DEFAULT_PRECIS, \ CLIP_DEFAULT_PRECIS, FONT_QUALITY(cfg.font_quality), \ FIXED_PITCH | FF_DONTCARE, cfg.font.name) f(FONT_NORMAL, cfg.font.charset, fw_dontcare, FALSE); SelectObject(hdc, fonts[FONT_NORMAL]); GetTextMetrics(hdc, &tm); font_height = tm.tmHeight; font_width = tm.tmAveCharWidth; f(FONT_BOLD, cfg.font.charset, fw_bold, FALSE); The intent is to pick a bold font that fits the same dimensions as the normal font. I'm assuming that PuTTY's Consolas text looks ugly because, since Consolas is so heavily optimized to be layed out on specific pixel boundaries, trying to shoehorn it into arbitrary dimensions produces bad results. So it seems like an appropriate fix would be to detect ClearType-optimized fonts and try and create the bold versions of those fonts using the same width and height as the initial CreateFont call.

    Read the article

  • pixel difference

    - by J J
    i m a beginner in java programming. i have to submit project of server- client and stuck in pixel comparision .acc to code it accepts buffered image and compares pixel how to store pixel difference in 2nd image itself and return it?? do help with code?

    Read the article

  • How do I use TrueType fonts with LaTeX

    - by harper
    I need to use a font family in my LaTeX documents, that is available as 18 .TTF (TrueTypeFont) files. Where do I have to copy the files in my MiKTeX 2.8 installation? How Do I make the fonts to available for LaTeX? I usually use pdfLaTeX. I read in Truetype-Fonts in LaTeX that TTF fonts are available without creating all the .TFM files. What is necessary for this case? Can I install the fonts in the local-texfm directory? I would like to isolate the system installation and my manually added stuff. Probably it would be easier to copy this font family on another installation.

    Read the article

  • Upgrading from 13.04 to 13.10 stops

    - by BuZZ-dEE
    The upgrade to 13.10 stops after a lot of error messages about texlive packages, that I could close. The upgrade goes then further, but now it is stopped. What can I do to initiate the process again? The following are the last messages from the command window.: g multiple <family> in <alias> isn't supported and may not work as expected Fontconfig warning: "/etc/fonts/conf.d/30-cjk-aliases.conf", line 47: Having multiple <family> in <alias> isn't supported and may not work as expected Fontconfig warning: "/etc/fonts/conf.d/30-cjk-aliases.conf", line 47: Having multiple <family> in <alias> isn't supported and may not work as expected Fontconfig warning: "/etc/fonts/conf.d/30-cjk-aliases.conf", line 47: Having multiple <family> in <alias> isn't supported and may not work as expected Fontconfig warning: "/etc/fonts/conf.d/30-cjk-aliases.conf", line 47: Having multiple <family> in <alias> isn't supported and may not work as expected Fontconfig warning: "/etc/fonts/conf.d/30-cjk-aliases.conf", line 59: Having multiple <family> in <alias> isn't supported and may not work as expected Fontconfig warning: "/etc/fonts/conf.d/30-cjk-aliases.conf", line 59: Having multiple <family> in <alias> isn't supported and may not work as expected Fontconfig warning: "/etc/fonts/conf.d/30-cjk-aliases.conf", line 59: Having multiple <family> in <alias> isn't supported and may not work as expected Fontconfig warning: "/etc/fonts/conf.d/30-cjk-aliases.conf", line 59: Having multiple <family> in <alias> isn't supported and may not work as expected Fontconfig warning: "/etc/fonts/conf.d/30-cjk-aliases.conf", line 59: Having multiple <family> in <alias> isn't supported and may not work as expected Fontconfig warning: "/etc/fonts/conf.d/30-cjk-aliases.conf", line 72: Having multiple <family> in <alias> isn't supported and may not work as expected Fontconfig warning: "/etc/fonts/conf.d/30-cjk-aliases.conf", line 86: Having multiple <family> in <alias> isn't supported and may not work as expected Fontconfig warning: "/etc/fonts/conf.d/30-cjk-aliases.conf", line 86: Having multiple <family> in <alias> isn't supported and may not work as expected Fontconfig warning: "/etc/fonts/conf.d/30-cjk-aliases.conf", line 86: Having multiple <family> in <alias> isn't supported and may not work as expected Fontconfig warning: "/etc/fonts/conf.d/30-cjk-aliases.conf", line 98: Having multiple <family> in <alias> isn't supported and may not work as expected Fontconfig warning: "/etc/fonts/conf.d/30-cjk-aliases.conf", line 98: Having multiple <family> in <alias> isn't supported and may not work as expected Fontconfig warning: "/etc/fonts/conf.d/30-cjk-aliases.conf", line 109: Having multiple <family> in <alias> isn't supported and may not work as expected Fontconfig warning: "/etc/fonts/conf.d/30-cjk-aliases.conf", line 116: Having multiple <family> in <alias> isn't supported and may not work as expected Fontconfig warning: "/etc/fonts/conf.d/30-cjk-aliases.conf", line 130: Having multiple <family> in <alias> isn't supported and may not work as expected Fontconfig warning: "/etc/fonts/conf.d/30-cjk-aliases.conf", line 130: Having multiple <family> in <alias> isn't supported and may not work as expected Fontconfig warning: "/etc/fonts/conf.d/30-cjk-aliases.conf", line 130: Having multiple <family> in <alias> isn't supported and may not work as expected Fontconfig warning: "/etc/fonts/conf.d/30-cjk-aliases.conf", line 130: Having multiple <family> in <alias> isn't supported and may not work as expected Fontconfig warning: "/etc/fonts/conf.d/30-cjk-aliases.conf", line 130: Having multiple <family> in <alias> isn't supported and may not work as expected Fontconfig warning: "/etc/fonts/conf.d/30-cjk-aliases.conf", line 130: Having multiple <family> in <alias> isn't supported and may not work as expected Fontconfig warning: "/etc/fonts/conf.d/30-cjk-aliases.conf", line 138: Having multiple <family> in <alias> isn't supported and may not work as expected Fontconfig warning: "/etc/fonts/conf.d/30-cjk-aliases.conf", line 146: Having multiple <family> in <alias> isn't supported and may not work as expected Fontconfig warning: "/etc/fonts/conf.d/30-cjk-aliases.conf", line 157: Having multiple <family> in <alias> isn't supported and may not work as expected Fontconfig warning: "/etc/fonts/conf.d/30-cjk-aliases.conf", line 157: Having multiple <family> in <alias> isn't supported and may not work as expected Fontconfig warning: "/etc/fonts/conf.d/30-cjk-aliases.conf", line 157: Having multiple <family> in <alias> isn't supported and may not work as expected Fontconfig warning: "/etc/fonts/conf.d/30-cjk-aliases.conf", line 157: Having multiple <family> in <alias> isn't supported and may not work as expected Fontconfig warning: "/etc/fonts/conf.d/30-cjk-aliases.conf", line 165: Having multiple <family> in <alias> isn't supported and may not work as expected Fontconfig warning: "/etc/fonts/conf.d/30-cjk-aliases.conf", line 173: Having multiple <family> in <alias> isn't supported and may not work as expected Fontconfig warning: "/etc/fonts/conf.d/30-cjk-aliases.conf", line 182: Having multiple <family> in <alias> isn't supported and may not work as expected Fontconfig warning: "/etc/fonts/conf.d/30-cjk-aliases.conf", line 182: Having multiple <family> in <alias> isn't supported and may not work as expected Fontconfig warning: "/etc/fonts/conf.d/99-language-selector-zh.conf", line 11: Having multiple values in <test> isn't supported and may not work as expected ERROR: error('unpack requires a bytes object of length 4',) (apport-gtk:16828): Gtk-CRITICAL **: gtk_main_quit: assertion 'main_loops != NULL' failed

    Read the article

  • Google Web Fonts v2 propose de nouvelles polices de caractères facilement intégrables dans les sites Web

    Google Web Fonts v2 propose de nouvelles polices de caractères Facilement intégrables dans les sites Web Après la présentation de son nouveau réseau social Google +, et la mise à jour de l'interface utilisateur de son moteur de recherche, Google a procédé à une mise a jour de son API Google Fonts et du répertoire de polices Web Google Web Fonts. Disponible désormais en version finale, Google Web Fonts v2 intègre de nouvelles polices de caractères Web ainsi qu'une nouvelle interface permettant de visualiser rapidement les rendus sur des phrases. Par...

    Read the article

  • Size Mismatch Between Swing Fonts and Printable Fonts in Java

    - by Caleb Rackliffe
    Hi All, I've got a panel displaying a JTextPane backed by a StyledDocument. When I print a string of text in, say Arial 16, the text it prints is of a different size than the Arial 16 Word prints. Is there some sort of flaw in the translation of Swing fonts to Windows system fonts or something of the sort that makes it difficult (or impossible) to print accurately? I can achieve an approximation by scaling down the size of my font before printing, but this never quite gets me the results I would like, as it's not possible in all cases to reproduce things like equivalent numbers of words on a line, etc. Has anybody run into this before?

    Read the article

  • problem in fonts type and fonts size on printing

    - by user1400
    hello i have a application on php that i show a report in the table , i want to print this page i can see my page fine in print preview , but when i send thuis page to printer ,the fonts are small and diffrent fonts that i set in css file this is my css file @page { size: A4 landscape; margin-top:2cm; margin-bottom:1cm; margin-left:1cm; margin-right:1cm; } table.print{ text-align:right; border:#999 1px solid; } table.print td.e1{ border-top:#999 1px solid; padding:5px 2px; text-align: right; font-size: 20pt; font-family:"stencil"; } table.print td.e2{ border-top:#999 1px solid; padding:5px 2px; text-align: right; font-size: 120%; font-family:"tahoma"; } thanks

    Read the article

  • How to Create an Easy Pixel Art Avatar in Photoshop or GIMP

    - by Eric Z Goodnight
    Boingboing.net has a cool set of meticulously drawn pixel art portraits for their key writers. If you’re a lover of pixel art, why not try and recreate a similar avatars for yourself with a few simple filters in either Photoshop or GIMP? How-To Geek has covered a few different ways to create pixel art from ordinary graphics, and this simple method is more simple pixel art, but using a different technique. Watch as we transform two ordinary photographs into blocky masterpieces, as well as compare the techniques used between Photoshop and the GIMP. Read on!  How to Create an Easy Pixel Art Avatar in Photoshop or GIMPInternet Explorer 9 Released: Here’s What You Need To KnowHTG Explains: How Does Email Work?

    Read the article

  • Pixel shader wierd compilation error

    - by ytrewq
    hi, I'm experiencing with shaders a bit and I keep getting this weird compilation error that's driving me crazy! the following pixel shader code snippet: DirectionVector = normalize(f3LightPosition[i] - PixelPos); LightVec = PixelNormal - DirectionVector; // Get the light strenght factor LightStrFactor = float(abs((LightVec.x + LightVec.y + LightVec.z) / 3.0f)); // TEST!!! LightStrFactor = 1.0f; // Add this light to the total light on this pixel LightVal += f4Light[i] * LightStrFactor; works perfectly, but as soon as i remove the "LightStrFactor = 1.0f;" line, i.e. letting 'LightStrFactor ' value be the result of the calculation above, it fails to compile the shader. LightStrFactor is a float LightVal & f4Light[i] are float4 All the rest are float3. my question is, besides why it doesn't compile, is how come DX compiler cares about the value of a float? even if my values are incorrect, shouldn't it be run-time? the shader compilation code is this: /* Compile the bitch */ if (FAILED(D3DXCompileShaderFromFile(fileName, NULL, NULL, "PS_MAIN", "ps_2_0", 0, &this->m_pCode, NULL, &this->m_constantTable))) GraphicException("Failed to compile pixel shader!"); // <-- gets here :( if (FAILED(g_D3dDevice->CreatePixelShader( (DWORD*)this->m_pCode->GetBufferPointer(), &this->m_hPixelShader ))) GraphicException("Failed to create pixel shader!"); this->m_fLoaded = true; any help is appreciated thanks!!! :]

    Read the article

  • Comparing bitmap data in AS3 pixel for pixel

    - by Jono
    Hi, I am looking for a fairly simple image comparison method in AS3. I have taken an image from a web cam (with no subject) passed it in to bitmap data, then a second image is taken (this time with a subject) to compare this data, from these two images I would like to create a mask from the pixels that match on both bitmaps. I have been scratching my head for a while, and I am not really making any progress. Could any one point me in the right direction for pixel comparison method, something like getPixel32() Cheers Jono

    Read the article

  • How can I prevent firefox from using bitmap fonts at certain zoom levels?

    - by Ryan Thompson
    In firefox 3.6 on Ubuntu 9.10, certain sites seem to use bitmap fonts for any fixed-width fonts, but only at specific zoom levels. This site and other stackexchange sites are among the affected sites, and of course the default zoom level is affected. At unaffected zoom levels, I get the expected smooth curvy fonts. How can I make firefox use the nice curvy smooth fonts at all zoom levels?

    Read the article

  • Installing fonts

    - by Lazar
    I have "white nights" trying to install Hebrew/Arabic fonts on my level 7 (API 2.1) aka Nexus emulator. I can't understand why Google guys will want to waist my skills do something helpful for the community using Hebrew/Arabic fonts. After rw mount/remount I can do it for level 3 devices, but for Nexus - nada! Why? What can be done? Real devices guys already broke this peace of hardware, but I am sitting and looking wide eyes open like a sheep. Please make me happy and give the chance to install the fonts. That's what must be done for some of us: We need system image saved on exit for tomorrow to continue the work Open emulator to work in peace cp command included with the SDK. Thanks for any help

    Read the article

  • producing pixel-identical images of text between Sun Java and OpenJDK

    - by yuvi
    My release script produces images of the version number to save me the trouble of manually going into the MoinMoin wiki software and changing it by hand for each release. Unfortunately, since the fonts look a little different on each platform's JVM, the result is ugly. I solved the the font inconsistency by using Lucide Sans (comes with every Java system). (Loading Fonts from TTF files was another option, but was buggy on Mac Java). The result is much better, producing the exact same image on Mac/Windows (), but a slightly different one on OpenJDK (). I believe this is caused by OpenJDK having a different font rendering system (as opposed to different fonts). Is there any way I can get all three of my target platforms (Sun Windows, Mac, OpenJDK Linux) to produce images of text that look identical?

    Read the article

  • AS3: How to access pixel data efficiently?

    - by JonoRR
    I'm working a game. The game requires entities to analyse an image and head towards pixels with specific properties (high red channel, etc.) I've looked into Pixel Bender, but this only seems useful for writing new colors to the image. At the moment, even at a low resolution (200x200) just one entity scanning the image slows to 1-2 Frames/second. I'm embedding the image and instance it as a Bitmap as a child of the stage. The 1-2 FPS situation is using BitmapData.getPixel() (on each pixel) with a distance calculation beforehand. I'm wondering if there's any way I can do this more efficiently... My first thought was some sort of spatial partioning coupled with splitting the image up into many smaller pieces. I also feel like Pixel Bender should be able to help somehow, however I've had little experience with it. Cheers for any help. Jonathan

    Read the article

  • Location of the fonts on the iPhone?

    - by Kyle
    I'm using the FreeType2 library in an iPhone project, and I'm trying to simply load a TTF file from the system, if possible. FT_Library library; FT_Face face; int error; error = FT_Init_FreeType( &library ); if ( error == 0 ) printf("Initialized FreeType2\r\n"); /* Prints */ error = FT_New_Face(library, "/System/Library/Fonts/Helvetica.ttf", 0, &face); if ( error == FT_Err_Cannot_Open_Resource ) printf("Font not found\r\n"); /* Prints */ That error seems to be for file not found. Is /System/Library/Fonts not the location of the fonts? Or, do iPhone apps simply not have any read access at all to that directory. Thanks!

    Read the article

  • Flex 3 - Full unicode support fonts and CSS

    - by BS_C3
    Hi! I'm developping a web application that will be used either in Europe or in Asia (specially Japan -Hiragana, Kanji and Katana-, China and Korea). I'm using the following fonts: - ericssonga628.TTF - HelveticaNeueLTStd-Lt.otf - HelveticaNeueLTStd-LtEx.otf - HelveticaNeueLTStd-Bd.otf - HelveticaNeueLTStd-BdEx.otf When I tried to display Japanese characters, I don't get anything. I guess these fonts don't support East Asian characters... Do you know of any equivalent fonts? Also, I was thinking of creating a CSS for each language (or pack of languages) when the user changes the display language. For example, if the user selects "japanese", I'll use the japanese stylesheet. However, how do I switch from a CSS to another? Thanks in advance for your answers. Regards,

    Read the article

  • How to create an ARGB_8888 pixel value?

    - by vidstige
    Say I want to create an array of pixel values to pass into the createBitmap method described here. I have three int values r, g, b in the range 0 - 0xff. How do I transform those into a opaque pixel p? Does the alpha channel go in the high byte or the low byte? I googled up the documentation but it only states that: Each pixel is stored on 4 bytes. Each channel (RGB and alpha for translucency) is stored with 8 bits of precision (256 possible values.) This configuration is very flexible and offers the best quality. It should be used whenever possible. So, how to write this method? int createPixel(int r, int g, int b) { retrurn ? }

    Read the article

  • In HLSL pixel shader , why is SV_POSITION different to other semantics?

    - by tina nyaa
    In my HLSL pixel shader, SV_POSITION seems to have different values to any other semantic I use. I don't understand why this is. Can you please explain it? For example, I am using a triangle with the following coordinates: (0.0f, 0.5f) (0.5f, -0.5f) (-0.5f, -0.5f) The w and z values are 0 and 1, respectively. This is the pixel shader. struct VS_IN { float4 pos : POSITION; }; struct PS_IN { float4 pos : SV_POSITION; float4 k : LOLIMASEMANTIC; }; PS_IN VS( VS_IN input ) { PS_IN output = (PS_IN)0; output.pos = input.pos; output.k = input.pos; return output; } float4 PS( PS_IN input ) : SV_Target { // screenshot 1 return input.pos; // screenshot 2 return input.k; } technique10 Render { pass P0 { SetGeometryShader( 0 ); SetVertexShader( CompileShader( vs_4_0, VS() ) ); SetPixelShader( CompileShader( ps_4_0, PS() ) ); } } Screenshot 1: http://i.stack.imgur.com/rutGU.png Screenshot 2: http://i.stack.imgur.com/NStug.png (Sorry, I'm not allowed to post images until I have a lot of 'reputation') When I use the first statement (result is first screenshot), the one that uses the SV_POSITION semantic, the result is completely unexpected and is yellow, whereas using any other semantic will produce the expected result. Why is this?

    Read the article

  • Computing pixel's screen position in a vertex shader: right or wrong?

    - by cubrman
    I am building a deferred rendering engine and I have a question. The article I took the sample code from suggested computing screen position of the pixel as follows: VertexShaderFunction() { ... output.Position = mul(worldViewProj, input.Position); output.ScreenPosition = output.Position; } PixelShaderFunction() { input.ScreenPosition.xy /= input.ScreenPosition.w; float2 TexCoord = 0.5f * (float2(input.ScreenPosition.x,-input.ScreenPosition.y) + 1); ... } The question is what if I compute the position in the vertex shader (which should optimize the performance as VSF is launched significantly less number of times than PSF) would I get the per-vertex lighting insted. Here is how I want to do this: VertexShaderFunction() { ... output.Position = mul(worldViewProj, input.Position); output.ScreenPosition.xy = output.Position / output.Position.w; } PixelShaderFunction() { float2 TexCoord = 0.5f * (float2(input.ScreenPosition.x,-input.ScreenPosition.y) + 1); ... } What exactly happens with the data I pass from VS to PS? How exactly is it interpolated? Will it give me the right per-pixel result in this case? I tried launching the game both ways and saw no visual difference. Is my assumption right? Thanks. P.S. I am optimizing the point light shader, so I actually pass a sphere geometry into the VS.

    Read the article

< Previous Page | 1 2 3 4 5 6 7 8 9 10 11 12  | Next Page >