Search Results

Search found 2086 results on 84 pages for 'pixel shader'.

Page 50/84 | < Previous Page | 46 47 48 49 50 51 52 53 54 55 56 57  | Next Page >

  • Implementing a Risk-style board

    - by pouzzler
    I have two images of the same dimensions. One is represents the game board in a user-appealing way, the other represents it in a computer-friendly way where each game area is painted in a unique, uniform color. When the user clicks the board, we get the click coordinates, find the color of the pixel at the same coordinates in our second image, and that color is directly translatable to a game area, since each area is painted in its own color. Is that a good implementation? Can you suggest better, if it isn't? Best regards.

    Read the article

  • how to define a field of view for the entire map for shadow?

    - by Mehdi Bugnard
    I recently added "Shadow Mapping" in my XNA games to include shadows. I followed the nice and famous tutorial from "Riemers" : http://www.riemers.net/eng/Tutorials/XNA/Csharp/Series3/Shadow_map.php . This code work nice and I can see my source of light and shadow. But the problem is that my light source does not match the field of view that I created. I want the light covers the entire map of my game. I don't know why , but the light only affect 2-3 cubes of my map. ScreenShot: (the emission of light illuminates only 2-3 blocks and not the full map) Here is my code i create the fieldOfView for LightviewProjection Matrix: Vector3 lightDir = new Vector3(10, 52, 10); lightPos = new Vector3(10, 52, 10); Matrix lightsView = Matrix.CreateLookAt(lightPos, new Vector3(105, 50, 105), new Vector3(0, 1, 0)); Matrix lightsProjection = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver2, 1f, 20f, 1000f); lightsViewProjectionMatrix = lightsView * lightsProjection; As you can see , my nearPlane and FarPlane are set to 20f and 100f . So i don't know why the light stop after 2 cubes. it's should be bigger Here is set the value to my custom effect HLSL in the shader file /* SHADOW VALUE */ effectWorld.Parameters["LightDirection"].SetValue(lightDir); effectWorld.Parameters["xLightsWorldViewProjection"].SetValue(Matrix.Identity * .lightsViewProjectionMatrix); effectWorld.Parameters["xWorldViewProjection"].SetValue(Matrix.Identity * arcadia.camera.View * arcadia.camera.Projection); effectWorld.Parameters["xLightPower"].SetValue(1f); effectWorld.Parameters["xAmbient"].SetValue(0.3f); Here is my custom HLSL shader effect file "*.fx" // This sample uses a simple Lambert lighting model. float3 LightDirection = normalize(float3(-1, -1, -1)); float3 DiffuseLight = 1.25; float3 AmbientLight = 0.25; uniform const float3 DiffuseColor = 1; uniform const float Alpha = 1; uniform const float3 EmissiveColor = 0; uniform const float3 SpecularColor = 1; uniform const float SpecularPower = 16; uniform const float3 EyePosition; // FOG attribut uniform const float FogEnabled ; uniform const float FogStart ; uniform const float FogEnd ; uniform const float3 FogColor ; float3 cameraPos : CAMERAPOS; texture Texture; sampler Sampler = sampler_state { Texture = (Texture); magfilter = LINEAR; minfilter = LINEAR; mipfilter = LINEAR; AddressU = mirror; AddressV = mirror; }; texture xShadowMap; sampler ShadowMapSampler = sampler_state { Texture = <xShadowMap>; magfilter = LINEAR; minfilter = LINEAR; mipfilter = LINEAR; AddressU = clamp; AddressV = clamp; }; /* *************** */ /* SHADOW MAP CODE */ /* *************** */ struct SMapVertexToPixel { float4 Position : POSITION; float4 Position2D : TEXCOORD0; }; struct SMapPixelToFrame { float4 Color : COLOR0; }; struct SSceneVertexToPixel { float4 Position : POSITION; float4 Pos2DAsSeenByLight : TEXCOORD0; float2 TexCoords : TEXCOORD1; float3 Normal : TEXCOORD2; float4 Position3D : TEXCOORD3; }; struct SScenePixelToFrame { float4 Color : COLOR0; }; float DotProduct(float3 lightPos, float3 pos3D, float3 normal) { float3 lightDir = normalize(pos3D - lightPos); return dot(-lightDir, normal); } SSceneVertexToPixel ShadowedSceneVertexShader(float4 inPos : POSITION, float2 inTexCoords : TEXCOORD0, float3 inNormal : NORMAL) { SSceneVertexToPixel Output = (SSceneVertexToPixel)0; Output.Position = mul(inPos, xWorldViewProjection); Output.Pos2DAsSeenByLight = mul(inPos, xLightsWorldViewProjection); Output.Normal = normalize(mul(inNormal, (float3x3)World)); Output.Position3D = mul(inPos, World); Output.TexCoords = inTexCoords; return Output; } SScenePixelToFrame ShadowedScenePixelShader(SSceneVertexToPixel PSIn) { SScenePixelToFrame Output = (SScenePixelToFrame)0; float2 ProjectedTexCoords; ProjectedTexCoords[0] = PSIn.Pos2DAsSeenByLight.x / PSIn.Pos2DAsSeenByLight.w / 2.0f + 0.5f; ProjectedTexCoords[1] = -PSIn.Pos2DAsSeenByLight.y / PSIn.Pos2DAsSeenByLight.w / 2.0f + 0.5f; float diffuseLightingFactor = 0; if ((saturate(ProjectedTexCoords).x == ProjectedTexCoords.x) && (saturate(ProjectedTexCoords).y == ProjectedTexCoords.y)) { float depthStoredInShadowMap = tex2D(ShadowMapSampler, ProjectedTexCoords).r; float realDistance = PSIn.Pos2DAsSeenByLight.z / PSIn.Pos2DAsSeenByLight.w; if ((realDistance - 1.0f / 100.0f) <= depthStoredInShadowMap) { diffuseLightingFactor = DotProduct(xLightPos, PSIn.Position3D, PSIn.Normal); diffuseLightingFactor = saturate(diffuseLightingFactor); diffuseLightingFactor *= xLightPower; } } float4 baseColor = tex2D(Sampler, PSIn.TexCoords); Output.Color = baseColor*(diffuseLightingFactor + xAmbient); return Output; } SMapVertexToPixel ShadowMapVertexShader(float4 inPos : POSITION) { SMapVertexToPixel Output = (SMapVertexToPixel)0; Output.Position = mul(inPos, xLightsWorldViewProjection); Output.Position2D = Output.Position; return Output; } SMapPixelToFrame ShadowMapPixelShader(SMapVertexToPixel PSIn) { SMapPixelToFrame Output = (SMapPixelToFrame)0; Output.Color = PSIn.Position2D.z / PSIn.Position2D.w; return Output; } /* ******************* */ /* END SHADOW MAP CODE */ /* ******************* */ / For rendering without instancing. technique ShadowMap { pass Pass0 { VertexShader = compile vs_2_0 ShadowMapVertexShader(); PixelShader = compile ps_2_0 ShadowMapPixelShader(); } } technique ShadowedScene { /* pass Pass0 { VertexShader = compile vs_2_0 VSBasicTx(); PixelShader = compile ps_2_0 PSBasicTx(); } */ pass Pass1 { VertexShader = compile vs_2_0 ShadowedSceneVertexShader(); PixelShader = compile ps_2_0 ShadowedScenePixelShader(); } } technique SimpleFog { pass Pass0 { VertexShader = compile vs_2_0 VSBasicTx(); PixelShader = compile ps_2_0 PSBasicTx(); } } I edited my fx file , for show you only information and functions about the shadow ;-)

    Read the article

  • Normal map applied as diffuse textures looks wrong

    - by KaiserJohaan
    Diffuse textures works fine, but I am having problem with normal maps, so I thought I'd tried to apply the normal maps as the diffuse map in my fragment shader so I could see everything is OK. I comment-out my normal map code and just set the diffuse map to the normal map and I get this: http://postimg.org/image/j9gudjl7r/ Looks like a smurf! This is the actual normal map of the main body: http://postimg.org/image/sbkyr6fg9/ Here is my fragment shader, notice I commented out normal map code so I could debug the normal map as a diffuse texture "#version 330 \n \ \n \ layout(std140) uniform; \n \ \n \ const int MAX_LIGHTS = 8; \n \ \n \ struct Light \n \ { \n \ vec4 mLightColor; \n \ vec4 mLightPosition; \n \ vec4 mLightDirection; \n \ \n \ int mLightType; \n \ float mLightIntensity; \n \ float mLightRadius; \n \ float mMaxDistance; \n \ }; \n \ \n \ uniform UnifLighting \n \ { \n \ vec4 mGamma; \n \ vec3 mViewDirection; \n \ int mNumLights; \n \ \n \ Light mLights[MAX_LIGHTS]; \n \ } Lighting; \n \ \n \ uniform UnifMaterial \n \ { \n \ vec4 mDiffuseColor; \n \ vec4 mAmbientColor; \n \ vec4 mSpecularColor; \n \ vec4 mEmissiveColor; \n \ \n \ bool mHasDiffuseTexture; \n \ bool mHasNormalTexture; \n \ bool mLightingEnabled; \n \ float mSpecularShininess; \n \ } Material; \n \ \n \ uniform sampler2D unifDiffuseTexture; \n \ uniform sampler2D unifNormalTexture; \n \ \n \ in vec3 frag_position; \n \ in vec3 frag_normal; \n \ in vec2 frag_texcoord; \n \ in vec3 frag_tangent; \n \ in vec3 frag_bitangent; \n \ \n \ out vec4 finalColor; " " \n \ \n \ void CalcGaussianSpecular(in vec3 dirToLight, in vec3 normal, out float gaussianTerm) \n \ { \n \ vec3 viewDirection = normalize(Lighting.mViewDirection); \n \ vec3 halfAngle = normalize(dirToLight + viewDirection); \n \ \n \ float angleNormalHalf = acos(dot(halfAngle, normalize(normal))); \n \ float exponent = angleNormalHalf / Material.mSpecularShininess; \n \ exponent = -(exponent * exponent); \n \ \n \ gaussianTerm = exp(exponent); \n \ } \n \ \n \ vec4 CalculateLighting(in Light light, in vec4 diffuseTexture, in vec3 normal) \n \ { \n \ if (light.mLightType == 1) // point light \n \ { \n \ vec3 positionDiff = light.mLightPosition.xyz - frag_position; \n \ float dist = max(length(positionDiff) - light.mLightRadius, 0); \n \ \n \ float attenuation = 1 / ((dist/light.mLightRadius + 1) * (dist/light.mLightRadius + 1)); \n \ attenuation = max((attenuation - light.mMaxDistance) / (1 - light.mMaxDistance), 0); \n \ \n \ vec3 dirToLight = normalize(positionDiff); \n \ float angleNormal = clamp(dot(normalize(normal), dirToLight), 0, 1); \n \ \n \ float gaussianTerm = 0.0; \n \ if (angleNormal > 0.0) \n \ CalcGaussianSpecular(dirToLight, normal, gaussianTerm); \n \ \n \ return diffuseTexture * (attenuation * angleNormal * Material.mDiffuseColor * light.mLightIntensity * light.mLightColor) + \n \ (attenuation * gaussianTerm * Material.mSpecularColor * light.mLightIntensity * light.mLightColor); \n \ } \n \ else if (light.mLightType == 2) // directional light \n \ { \n \ vec3 dirToLight = normalize(light.mLightDirection.xyz); \n \ float angleNormal = clamp(dot(normalize(normal), dirToLight), 0, 1); \n \ \n \ float gaussianTerm = 0.0; \n \ if (angleNormal > 0.0) \n \ CalcGaussianSpecular(dirToLight, normal, gaussianTerm); \n \ \n \ return diffuseTexture * (angleNormal * Material.mDiffuseColor * light.mLightIntensity * light.mLightColor) + \n \ (gaussianTerm * Material.mSpecularColor * light.mLightIntensity * light.mLightColor); \n \ } \n \ else if (light.mLightType == 4) // ambient light \n \ return diffuseTexture * Material.mAmbientColor * light.mLightIntensity * light.mLightColor; \n \ else \n \ return vec4(0.0); \n \ } \n \ \n \ void main() \n \ { \n \ vec4 diffuseTexture = vec4(1.0); \n \ if (Material.mHasDiffuseTexture) \n \ diffuseTexture = texture(unifDiffuseTexture, frag_texcoord); \n \ \n \ vec3 normal = frag_normal; \n \ if (Material.mHasNormalTexture) \n \ { \n \ diffuseTexture = vec4(normalize(texture(unifNormalTexture, frag_texcoord).xyz * 2.0 - 1.0), 1.0); \n \ // vec3 normalTangentSpace = normalize(texture(unifNormalTexture, frag_texcoord).xyz * 2.0 - 1.0); \n \ //mat3 tangentToWorldSpace = mat3(normalize(frag_tangent), normalize(frag_bitangent), normalize(frag_normal)); \n \ \n \ // normal = tangentToWorldSpace * normalTangentSpace; \n \ } \n \ \n \ if (Material.mLightingEnabled) \n \ { \n \ vec4 accumLighting = vec4(0.0); \n \ \n \ for (int lightIndex = 0; lightIndex < Lighting.mNumLights; lightIndex++) \n \ accumLighting += Material.mEmissiveColor * diffuseTexture + \n \ CalculateLighting(Lighting.mLights[lightIndex], diffuseTexture, normal); \n \ \n \ finalColor = pow(accumLighting, Lighting.mGamma); \n \ } \n \ else { \n \ finalColor = pow(diffuseTexture, Lighting.mGamma); \n \ } \n \ } \n"; Here is my wrapper around a texture OpenGLTexture::OpenGLTexture(const std::vector<uint8_t>& textureData, uint32_t textureWidth, uint32_t textureHeight, TextureFormat textureFormat, TextureType textureType, Logger& logger) : mLogger(logger), mTextureID(gNextTextureID++), mTextureType(textureType) { glGenTextures(1, &mTexture); CHECK_GL_ERROR(mLogger); glBindTexture(GL_TEXTURE_2D, mTexture); CHECK_GL_ERROR(mLogger); GLint glTextureFormat = (textureFormat == TextureFormat::TEXTURE_FORMAT_RGB ? GL_RGB : textureFormat == TextureFormat::TEXTURE_FORMAT_RGBA ? GL_RGBA : GL_RED); glTexImage2D(GL_TEXTURE_2D, 0, glTextureFormat, textureWidth, textureHeight, 0, glTextureFormat, GL_UNSIGNED_BYTE, &textureData[0]); CHECK_GL_ERROR(mLogger); glGenerateMipmap(GL_TEXTURE_2D); CHECK_GL_ERROR(mLogger); glBindTexture(GL_TEXTURE_2D, 0); CHECK_GL_ERROR(mLogger); } OpenGLTexture::~OpenGLTexture() { glDeleteBuffers(1, &mTexture); CHECK_GL_ERROR(mLogger); } And here is the sampler I create which is shared between Diffuse and normal textures // texture sampler setup glGenSamplers(1, &mTextureSampler); CHECK_GL_ERROR(mLogger); glSamplerParameteri(mTextureSampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR); CHECK_GL_ERROR(mLogger); glSamplerParameteri(mTextureSampler, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST); CHECK_GL_ERROR(mLogger); glSamplerParameteri(mTextureSampler, GL_TEXTURE_WRAP_S, GL_REPEAT); CHECK_GL_ERROR(mLogger); glSamplerParameteri(mTextureSampler, GL_TEXTURE_WRAP_T, GL_REPEAT); CHECK_GL_ERROR(mLogger); glSamplerParameterf(mTextureSampler, GL_TEXTURE_MAX_ANISOTROPY_EXT, mCurrentAnisotropy); CHECK_GL_ERROR(mLogger); glUniform1i(glGetUniformLocation(mDefaultProgram.GetHandle(), "unifDiffuseTexture"), OpenGLTexture::TEXTURE_UNIT_DIFFUSE); CHECK_GL_ERROR(mLogger); glUniform1i(glGetUniformLocation(mDefaultProgram.GetHandle(), "unifNormalTexture"), OpenGLTexture::TEXTURE_UNIT_NORMAL); CHECK_GL_ERROR(mLogger); glBindSampler(OpenGLTexture::TEXTURE_UNIT_DIFFUSE, mTextureSampler); CHECK_GL_ERROR(mLogger); glBindSampler(OpenGLTexture::TEXTURE_UNIT_NORMAL, mTextureSampler); CHECK_GL_ERROR(mLogger); SetAnisotropicFiltering(mCurrentAnisotropy); The diffuse textures looks like they should, but the normal looks so wierd. Why is this?

    Read the article

  • Loaded OBJ Model Will Not Display in OpenGL / C++ Project

    - by Drake Summers
    I have been experimenting with new effects in game development. The programs I have written have been using generic shapes for the visuals. I wanted to test the effects on something a bit more complex, and wrote a resource loader for Wavefront OBJ files. I started with a simple cube in blender, exported it to an OBJ file with just vertices and triangulated faces, and used it to test the resource loader. I could not get the mesh to show up in my application. The loader never gave me any errors, so I wrote a snippet to loop through my vertex and index arrays that were returned from the loader. The data is exactly the way it is supposed to be. So I simplified the OBJ file by editing it directly to just show a front facing square. Still, nothing is displayed in the application. And don't worry, I did check to make sure that I decreased the value of each index by one while importing the OBJ. - BEGIN EDIT I also tested using glDrawArrays(GL_TRIANGLES, 0, 3 ); to draw the first triangle and it worked! So the issue could be in the binding of the VBO/IBO items. END EDIT - INDEX/VERTEX ARRAY OUTPUT: GLOBALS AND INITIALIZATION FUNCTION: GLuint program; GLint attrib_coord3d; std::vector<GLfloat> vertices; std::vector<GLushort> indices; GLuint vertexbuffer, indexbuffer; GLint uniform_mvp; int initialize() { if (loadModel("test.obj", vertices, indices)) { GLfloat myverts[vertices.size()]; copy(vertices.begin(), vertices.end(), myverts); GLushort myinds[indices.size()]; copy(indices.begin(), indices.end(), myinds); glGenBuffers(1, &vertexbuffer); glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer); glBufferData(GL_ARRAY_BUFFER, sizeof(myverts), myverts, GL_STATIC_DRAW); glGenBuffers(1, &indexbuffer); glBindBuffer(GL_ARRAY_BUFFER, indexbuffer); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(myinds), myinds, GL_STATIC_DRAW); // OUTPUT DATA FROM NEW ARRAYS TO CONSOLE // ERROR HANDLING OMITTED FOR BREVITY } GLint link_result = GL_FALSE; GLuint vert_shader, frag_shader; if ((vert_shader = create_shader("tri.v.glsl", GL_VERTEX_SHADER)) == 0) return 0; if ((frag_shader = create_shader("tri.f.glsl", GL_FRAGMENT_SHADER)) == 0) return 0; program = glCreateProgram(); glAttachShader(program, vert_shader); glAttachShader(program, frag_shader); glLinkProgram(program); glGetProgramiv(program, GL_LINK_STATUS, &link_result); // ERROR HANDLING OMITTED FOR BREVITY const char* attrib_name; attrib_name = "coord3d"; attrib_coord3d = glGetAttribLocation(program, attrib_name); // ERROR HANDLING OMITTED FOR BREVITY const char* uniform_name; uniform_name = "mvp"; uniform_mvp = glGetUniformLocation(program, uniform_name); // ERROR HANDLING OMITTED FOR BREVITY return 1; } RENDERING FUNCTION: glm::mat4 model = glm::translate(glm::mat4(1.0f), glm::vec3(0.0, 0.0, -4.0)); glm::mat4 view = glm::lookAt(glm::vec3(0.0, 0.0, 4.0), glm::vec3(0.0, 0.0, 3.0), glm::vec3(0.0, 1.0, 0.0)); glm::mat4 projection = glm::perspective(45.0f, 1.0f*(screen_width/screen_height), 0.1f, 10.0f); glm::mat4 mvp = projection * view * model; int size; glUseProgram(program); glUniformMatrix4fv(uniform_mvp, 1, GL_FALSE, glm::value_ptr(mvp)); glClearColor(0.5, 0.5, 0.5, 1.0); glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); glEnableVertexAttribArray(attrib_coord3d); glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer); glVertexAttribPointer(attrib_coord3d, 3, GL_FLOAT, GL_FALSE, 0, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexbuffer); glGetBufferParameteriv(GL_ELEMENT_ARRAY_BUFFER, GL_BUFFER_SIZE, &size); glDrawElements(GL_TRIANGLES, size/sizeof(GLushort), GL_UNSIGNED_SHORT, 0); glDisableVertexAttribArray(attrib_coord3d); VERTEX SHADER: attribute vec3 coord3d; uniform mat4 mvp; void main(void) { gl_Position = mvp * vec4(coord3d, 1.0); } FRAGMENT SHADER: void main(void) { gl_FragColor[0] = 0.0; gl_FragColor[1] = 0.0; gl_FragColor[2] = 1.0; gl_FragColor[3] = 1.0; } OBJ RESOURCE LOADER: bool loadModel(const char * path, std::vector<GLfloat> &out_vertices, std::vector<GLushort> &out_indices) { std::vector<GLfloat> temp_vertices; std::vector<GLushort> vertexIndices; FILE * file = fopen(path, "r"); // ERROR HANDLING OMITTED FOR BREVITY while(1) { char lineHeader[128]; int res = fscanf(file, "%s", lineHeader); if (res == EOF) { break; } if (strcmp(lineHeader, "v") == 0) { float _x, _y, _z; fscanf(file, "%f %f %f\n", &_x, &_y, &_z ); out_vertices.push_back(_x); out_vertices.push_back(_y); out_vertices.push_back(_z); } else if (strcmp(lineHeader, "f") == 0) { unsigned int vertexIndex[3]; int matches = fscanf(file, "%d %d %d\n", &vertexIndex[0], &vertexIndex[1], &vertexIndex[2]); out_indices.push_back(vertexIndex[0] - 1); out_indices.push_back(vertexIndex[1] - 1); out_indices.push_back(vertexIndex[2] - 1); } else { ... } } // ERROR HANDLING OMITTED FOR BREVITY return true; } I can edit the question to provide any further info you may need. I attempted to provide everything of relevance and omit what may have been unnecessary. I'm hoping this isn't some really poor mistake, because I have been at this for a few days now. If anyone has any suggestions or advice on the matter, I look forward to hearing it. As a final note: I added some arrays into the code with manually entered data, and was able to display meshes by using those arrays instead of the generated ones. I do not understand!

    Read the article

  • Collision Detection for Actionscript 3

    - by M28
    Well, I was searching for a simple collision detection function for as3, I found Collision Detection Kit, but it is too complicated, I just want a damn function that I give 2 objects as paramenters and that's it. I would like to know where can I find a pixel-perfect collision detection function (The faster, the better)

    Read the article

  • Image rotation algorithm

    - by Stefano Driussi
    I'm looking for an algorithm that rotates an image by some degrees (input). public Image rotateImage(Image image, int degrees) (Image instances could be replaced with int[] containing each pixel RGB values, My problem is that i need to implement it for a JavaME MIDP 2.0 project so i must use code runnable on JVM prior to version 1.5 Can anyone help me out with this ? EDIT: I forgot to mention that i don't have SVG APIs available and that i need a method to rotate by arbitrary degree other than 90 - 180- 270 Also, no java.awt.* packages are available on MIDP 2.0

    Read the article

  • C# Drawstring Letter Spacing

    - by beckelmw
    Is is somehow possible to control letter spacing when using Graphics.DrawString? I cannot find any overload to DrawString or Font that would allow me to do so. g.DrawString("MyString", new Font("Courier", 44, GraphicsUnit.Pixel), Brushes.Black, new PointF(262, 638)); By letter spacing I mean the distance between letters. With spacing MyString could look like M y S t r i n g if I added enough space.

    Read the article

  • Positioning 1px off in Safari/Mac but works on Safari/Windows

    - by McGirl
    I'm beating my head against a wall on this one; the logo image ("It's All About Revenue") shifts up by one pixel in Safari on Mac, but renders correctly in all other browser/OS combinations I've been able to test. Does anyone have any ideas on why this might be? Here's the site: http://blog.eloqua.com/ Thanks in advance for your help!

    Read the article

  • WPF drag distance threshold

    - by justin984
    I have a program with two WPF treeviews that allow dragging and dropping between the two. The problem is, it can be annoying to open / close items on the treeviews because moving the mouse just one pixel while holding the left mouse button triggers the drag / drop functionality. Is there some way to specify how far the mouse should move before it's considered a drag / drop? Thanks!

    Read the article

  • iPhone Image Processing--matrix convolution

    - by James
    I am implementing a matrix convolution blur on the iPhone. The following code converts the UIImage supplied as an argument of the blur function into a CGImageRef, and then stores the RGBA values in a standard C char array. CGImageRef imageRef = imgRef.CGImage; int width = imgRef.size.width; int height = imgRef.size.height; CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB(); unsigned char *pixels = malloc((height) * (width) * 4); NSUInteger bytesPerPixel = 4; NSUInteger bytesPerRow = bytesPerPixel * (width); NSUInteger bitsPerComponent = 8; CGContextRef context = CGBitmapContextCreate(pixels, width, height, bitsPerComponent, bytesPerRow, colorSpace, kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big); CGContextDrawImage(context, CGRectMake(0, 0, width, height), imageRef); CGContextRelease(context); Then the pixels values stored in the pixels array are convolved, and stored in another array. unsigned char *results = malloc((height) * (width) * 4); Finally, these augmented pixel values are changed back into a CGImageRef, converted to a UIImage, and the returned at the end of the function with the following code. context = CGBitmapContextCreate(results, width, height, bitsPerComponent, bytesPerRow, colorSpace, kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big); CGImageRef finalImage = CGBitmapContextCreateImage(context); UIImage *newImage = [UIImage imageWithCGImage:CGBitmapContextCreateImage(context)]; CGImageRelease(finalImage); NSLog(@"edges found"); free(results); free(pixels); CGColorSpaceRelease(colorSpace); return newImage; This works perfectly, once. Then, once the image is put through the filter again, very odd, unprecedented pixel values representing input pixel values that don't exist, are returned. Is there any reason why this should work the first time, but then not afterward? Beneath is the entirety of the function. -(UIImage*) blur:(UIImage*)imgRef { CGImageRef imageRef = imgRef.CGImage; int width = imgRef.size.width; int height = imgRef.size.height; CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB(); unsigned char *pixels = malloc((height) * (width) * 4); NSUInteger bytesPerPixel = 4; NSUInteger bytesPerRow = bytesPerPixel * (width); NSUInteger bitsPerComponent = 8; CGContextRef context = CGBitmapContextCreate(pixels, width, height, bitsPerComponent, bytesPerRow, colorSpace, kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big); CGContextDrawImage(context, CGRectMake(0, 0, width, height), imageRef); CGContextRelease(context); height = imgRef.size.height; width = imgRef.size.width; float matrix[] = {0,0,0,0,1,0,0,0,0}; float divisor = 1; float shift = 0; unsigned char *results = malloc((height) * (width) * 4); for(int y = 1; y < height; y++){ for(int x = 1; x < width; x++){ float red = 0; float green = 0; float blue = 0; int multiplier=1; if(y>0 && x>0){ int index = (y-1)*width + x; red = matrix[0]*multiplier*(float)pixels[4*(index-1)] + matrix[1]*multiplier*(float)pixels[4*(index)] + matrix[2]*multiplier*(float)pixels[4*(index+1)]; green = matrix[0]*multiplier*(float)pixels[4*(index-1)+1] + matrix[1]*multiplier*(float)pixels[4*(index)+1] + matrix[2]*multiplier*(float)pixels[4*(index+1)+1]; blue = matrix[0]*multiplier*(float)pixels[4*(index-1)+2] + matrix[1]*multiplier*(float)pixels[4*(index)+2] + matrix[2]*multiplier*(float)pixels[4*(index+1)+2]; index = (y)*width + x; red = red+ matrix[3]*multiplier*(float)pixels[4*(index-1)] + matrix[4]*multiplier*(float)pixels[4*(index)] + matrix[5]*multiplier*(float)pixels[4*(index+1)]; green = green + matrix[3]*multiplier*(float)pixels[4*(index-1)+1] + matrix[4]*multiplier*(float)pixels[4*(index)+1] + matrix[5]*multiplier*(float)pixels[4*(index+1)+1]; blue = blue + matrix[3]*multiplier*(float)pixels[4*(index-1)+2] + matrix[4]*multiplier*(float)pixels[4*(index)+2] + matrix[5]*multiplier*(float)pixels[4*(index+1)+2]; index = (y+1)*width + x; red = red+ matrix[6]*multiplier*(float)pixels[4*(index-1)] + matrix[7]*multiplier*(float)pixels[4*(index)] + matrix[8]*multiplier*(float)pixels[4*(index+1)]; green = green + matrix[6]*multiplier*(float)pixels[4*(index-1)+1] + matrix[7]*multiplier*(float)pixels[4*(index)+1] + matrix[8]*multiplier*(float)pixels[4*(index+1)+1]; blue = blue + matrix[6]*multiplier*(float)pixels[4*(index-1)+2] + matrix[7]*multiplier*(float)pixels[4*(index)+2] + matrix[8]*multiplier*(float)pixels[4*(index+1)+2]; red = red/divisor+shift; green = green/divisor+shift; blue = blue/divisor+shift; if(red<0){ red=0; } if(green<0){ green=0; } if(blue<0){ blue=0; } if(red>255){ red=255; } if(green>255){ green=255; } if(blue>255){ blue=255; } int realPos = 4*(y*imgRef.size.width + x); results[realPos] = red; results[realPos + 1] = green; results[realPos + 2] = blue; results[realPos + 3] = 1; }else { int realPos = 4*((y)*(imgRef.size.width) + (x)); results[realPos] = 0; results[realPos + 1] = 0; results[realPos + 2] = 0; results[realPos + 3] = 1; } } } context = CGBitmapContextCreate(results, width, height, bitsPerComponent, bytesPerRow, colorSpace, kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big); CGImageRef finalImage = CGBitmapContextCreateImage(context); UIImage *newImage = [UIImage imageWithCGImage:CGBitmapContextCreateImage(context)]; CGImageRelease(finalImage); free(results); free(pixels); CGColorSpaceRelease(colorSpace); return newImage;} THANKS!!!

    Read the article

  • Float PPM image file format?

    - by Luca
    I've found a PPM image with the header starting with PF. The resolution number is stored in floating point (-1.000). No comments are inserted to get how it was produced. From the resolution, each pixel is composed by 12 bytes (4 bytes per component)... I suppose they are float or integer numbers. The problem is that I cannot get a clear image. Someone has already found this kind of images?

    Read the article

  • Automation : Selenium iphone(Mobile) Driver To Capture Network using Xcode iPhone Simulator

    - by Sandeep
    I am using Xcode iPhone(Mobile) simulator to run Selenium iPhone WebDriver Automation scripts for mobile Websites. Is there anyway to capture Network-Traffic on iPhone simulator similar to Selenium RC Network capture or BrowserMob Proxy for Web Driver. Please let me know if you know way to capture Network traffic on iPhone simulator programmatically. I do see some tools like Wireshark or HTTPScoop to capture network traffic but I need in a pro grammatical way to automate. I need this scenario for pixel tracking. Thanks Sandeep

    Read the article

  • Add a marker to an image in javascript?

    - by Richard
    Hi, Anyone know how I can add a marker to an image (not a map) in Javascript? Ideally I'd like a handler that behaves much like adding a marker to a map - i.e. onclick causes a marker to be displayed at the point that was clicked, and returns the x/y pixel coordinates of the point that was clicked. Is this possible? Cheers Richard

    Read the article

  • How do I specify image dimentions in dp for an Android Gallery?

    - by Richard
    All the examples I've see for using the Gallery view in Android set a specific pixel size for the images using: i.setLayoutParams(new Gallery.LayoutParams(200, 200)); I want to have my gallery images sized based on the screen density (ldpi, mdpi, hdpi). Can someone give me an example of how to specify gallery image dimensions using dp? Thanks!

    Read the article

  • Having an outline for MouseOver for a WPF ListView

    - by Joan Venge
    I am using Windows 7 and the current item selection (by default) is to paint the background with cornflower blue. Is it possible to get rid of this and replace it with a 1px outline/border over the listview item that the mouse is over? I basically want to draw a 1px outline/border over any listview item with 1 pixel spacing between the listview item and the outline/border. I am using a WrapPanel with an Image in it for each item.

    Read the article

  • how to change a button into a imagebutton in asp.net c#

    - by sweetsecret
    How to change the button into image button... the button in the beginning has "Pick a date" when clicked a calender pops out and the when a date is selected a label at the bottom reading the date comes in and the text on the button changes to disabled... i want to palce a imagebutton having a image icon of the calender and rest of the function will be the same.... the code as follows: using System; using System.Collections.Generic; using System.ComponentModel; using System.Text; using System.Web; using System.Web.UI; using System.Web.UI.WebControls; [assembly: TagPrefix("DatePicker", "EWS")] namespace EclipseWebSolutions.DatePicker { [DefaultProperty("Text")] [ToolboxData("<{0}:DatePicker runat=server")] [DefaultEvent("SelectionChanged")] [ValidationProperty("TextValue")] public class DatePicker : WebControl, INamingContainer { #region Properties public TextBox txtDate = new TextBox(); public Calendar calDate = new Calendar(); public Button btnDate = new Button(); public Panel pnlCalendar = new Panel(); private enum ViewStateConstants { ValidationGroup, RegularExpression, ErrorMessage, RegExText, CalendarPosition, FormatString, ExpandLabel, CollapseLabel, ApplyDefaultStyle, CausesValidation, } /// <summary> /// Defines the available display modes of this calendar. /// </summary> public enum CalendarDisplay { DisplayRight, DisplayBelow } /// <summary> /// Where to display the popup calendar. /// </summary> [Category("Behaviour")] [Localizable(true)] public CalendarDisplay CalendarPosition { get { if (ViewState[ViewStateConstants.CalendarPosition.ToString()] == null) { ViewState[ViewStateConstants.CalendarPosition.ToString()] = CalendarDisplay.DisplayRight; } return (CalendarDisplay)ViewState[ViewStateConstants.CalendarPosition.ToString()]; } set { ViewState[ViewStateConstants.CalendarPosition.ToString()] = value; } } /// <summary> /// Text version of the control's value, for use by ASP.NET validators. /// </summary> public string TextValue { get { return txtDate.Text; } } /// <summary> /// Holds the current date value of this control. /// </summary> [Category("Behaviour")] [Localizable(true)] [Bindable(true, BindingDirection.TwoWay)] public DateTime DateValue { get { try { if (txtDate.Text == "") return DateTime.MinValue; DateTime val = DateTime.Parse(txtDate.Text); return val; } catch (ArgumentNullException) { return DateTime.MinValue; } catch (FormatException) { return DateTime.MinValue; } } set { if (value == DateTime.MinValue) { txtDate.Text = ""; } else { txtDate.Text = value.ToShortDateString(); } } } [Category("Behavior"), Themeable(false), DefaultValue("")] public virtual string ValidationGroup { get { if (ViewState[ViewStateConstants.ValidationGroup.ToString()] == null) { return string.Empty; } else { return (string)ViewState[ViewStateConstants.ValidationGroup.ToString()]; } } set { ViewState[ViewStateConstants.ValidationGroup.ToString()] = value; } } /// <summary> /// The label of the exand button. Shown when the calendar is hidden. /// </summary> [Bindable(true)] [Category("Appearance")] [DefaultValue("PickDate")] [Localizable(true)] public string ExpandButtonLabel { get { String s = (String)ViewState[ViewStateConstants.ExpandLabel.ToString()]; return ((s == null) ? "PickDate" : s); } set { ViewState[ViewStateConstants.ExpandLabel.ToString()] = value; } } /// <summary> /// The label of the collapse button. Shown when the calendar is visible. /// </summary> [Bindable(true)] [Category("Appearance")] [DefaultValue("Disabled")] [Localizable(true)] public string CollapseButtonLabel { get { String s = (String)ViewState[ViewStateConstants.CollapseLabel.ToString()]; return ((s == null) ? "Disabled" : s); } set { ViewState[ViewStateConstants.CollapseLabel.ToString()] = value; } } /// <summary> /// Whether to apply the default style. Disable this if you want to apply a custom style, or to use themes and skins /// to style the control. /// </summary> [Category("Appearance")] [DefaultValue(true)] [Localizable(true)] public bool ApplyDefaultStyle { get { if (ViewState[ViewStateConstants.ApplyDefaultStyle.ToString()] == null) { ViewState[ViewStateConstants.ApplyDefaultStyle.ToString()] = true; } return (bool)ViewState[ViewStateConstants.ApplyDefaultStyle.ToString()]; } set { ViewState[ViewStateConstants.ApplyDefaultStyle.ToString()] = value; } } /// <summary> /// Causes Validation /// </summary> [Category("Appearance")] [DefaultValue(false)] [Localizable(false)] public bool CausesValidation { get { if (ViewState[ViewStateConstants.CausesValidation.ToString()] == null) { ViewState[ViewStateConstants.CausesValidation.ToString()] = false; } return (bool)ViewState[ViewStateConstants.CausesValidation.ToString()]; } set { ViewState[ViewStateConstants.CausesValidation.ToString()] = value; btnDate.CausesValidation = value; } } #endregion #region Events /// <summary> /// A day was selected from the calendar control. /// </summary> public event EventHandler SelectionChanged; protected virtual void OnSelectionChanged() { if (SelectionChanged != null) // only raise the event if someone is listening. { SelectionChanged(this, EventArgs.Empty); } } #endregion #region Event Handlers /// <summary> /// The +/- button was clicked. /// </summary> protected void btnDate_Click(object sender, System.EventArgs e) { if (!calDate.Visible) { // expand the calendar calDate.Visible = true; txtDate.Enabled = false; btnDate.Text = CollapseButtonLabel; if (DateValue != DateTime.MinValue) { calDate.SelectedDate = DateValue; calDate.VisibleDate = DateValue; } } else { // collapse the calendar calDate.Visible = false; txtDate.Enabled = true; btnDate.Text = ExpandButtonLabel; } } /// <summary> /// A date was selected from the calendar. /// </summary> protected void calDate_SelectionChanged(object sender, System.EventArgs e) { calDate.Visible = false; txtDate.Visible = true; btnDate.Text = ExpandButtonLabel; txtDate.Enabled = true; txtDate.Text = calDate.SelectedDate.ToShortDateString(); OnSelectionChanged(); } #endregion /// <summary> /// Builds the contents of this control. /// </summary> protected override void CreateChildControls() { btnDate.Text = ExpandButtonLabel; btnDate.CausesValidation = CausesValidation; txtDate.ID = "txtDate"; calDate.Visible = false; if (ApplyDefaultStyle) { calDate.BackColor = System.Drawing.Color.White; calDate.BorderColor = System.Drawing.Color.FromArgb(10066329); calDate.CellPadding = 2; calDate.DayNameFormat = DayNameFormat.Shortest; calDate.Font.Name = "Verdana"; calDate.Font.Size = FontUnit.Parse("8pt"); calDate.ForeColor = System.Drawing.Color.Black; calDate.Height = new Unit(150, UnitType.Pixel); calDate.Width = new Unit(180, UnitType.Pixel); calDate.DayHeaderStyle.BackColor = System.Drawing.Color.FromArgb(228, 228, 228); calDate.DayHeaderStyle.Font.Size = FontUnit.Parse("7pt"); calDate.TitleStyle.Font.Bold = true; calDate.WeekendDayStyle.BackColor = System.Drawing.Color.FromArgb(255, 255, 204); } ConnectEventHandlers(); pnlCalendar.Controls.Add(calDate); pnlCalendar.Style["position"] = "absolute"; pnlCalendar.Style["filter"] = "alpha(opacity=95)"; pnlCalendar.Style["-moz-opacity"] = ".95"; pnlCalendar.Style["opacity"] = ".95"; pnlCalendar.Style["z-index"] = "2"; pnlCalendar.Style["background-color"] = "White"; if (CalendarPosition == CalendarDisplay.DisplayBelow) { pnlCalendar.Style["margin-top"] = "27px"; } else { pnlCalendar.Style["display"] = "inline"; } Controls.Add(txtDate); Controls.Add(pnlCalendar); Controls.Add(btnDate); base.CreateChildControls(); } /// <summary> /// Render the contents of this control. /// </summary> /// <param name="output">The HtmlTextWriter to use.</param> protected override void RenderContents(HtmlTextWriter output) { switch (CalendarPosition) { case CalendarDisplay.DisplayRight: { txtDate.RenderControl(output); btnDate.RenderControl(output); pnlCalendar.RenderControl(output); break; } case CalendarDisplay.DisplayBelow: { pnlCalendar.RenderControl(output); txtDate.RenderControl(output); btnDate.RenderControl(output); break; } } } /// <summary> /// Connect event handlers to events. /// </summary> private void ConnectEventHandlers() { btnDate.Click += new System.EventHandler(btnDate_Click); calDate.SelectionChanged += new System.EventHandler(calDate_SelectionChanged); } } } using System; using System.Collections.Generic; using System.ComponentModel; using System.Text; using System.Web; using System.Web.UI; using System.Web.UI.WebControls; [assembly: TagPrefix("DatePicker", "EWS")] namespace EclipseWebSolutions.DatePicker { [DefaultProperty("Text")] [ToolboxData("<{0}:DatePicker runat=server")] [DefaultEvent("SelectionChanged")] [ValidationProperty("TextValue")] public class DatePicker : WebControl, INamingContainer { #region Properties public TextBox txtDate = new TextBox(); public Calendar calDate = new Calendar(); public Button btnDate = new Button(); public Panel pnlCalendar = new Panel(); private enum ViewStateConstants { ValidationGroup, RegularExpression, ErrorMessage, RegExText, CalendarPosition, FormatString, ExpandLabel, CollapseLabel, ApplyDefaultStyle, CausesValidation, } /// <summary> /// Defines the available display modes of this calendar. /// </summary> public enum CalendarDisplay { DisplayRight, DisplayBelow } /// <summary> /// Where to display the popup calendar. /// </summary> [Category("Behaviour")] [Localizable(true)] public CalendarDisplay CalendarPosition { get { if (ViewState[ViewStateConstants.CalendarPosition.ToString()] == null) { ViewState[ViewStateConstants.CalendarPosition.ToString()] = CalendarDisplay.DisplayRight; } return (CalendarDisplay)ViewState[ViewStateConstants.CalendarPosition.ToString()]; } set { ViewState[ViewStateConstants.CalendarPosition.ToString()] = value; } } /// <summary> /// Text version of the control's value, for use by ASP.NET validators. /// </summary> public string TextValue { get { return txtDate.Text; } } /// <summary> /// Holds the current date value of this control. /// </summary> [Category("Behaviour")] [Localizable(true)] [Bindable(true, BindingDirection.TwoWay)] public DateTime DateValue { get { try { if (txtDate.Text == "") return DateTime.MinValue; DateTime val = DateTime.Parse(txtDate.Text); return val; } catch (ArgumentNullException) { return DateTime.MinValue; } catch (FormatException) { return DateTime.MinValue; } } set { if (value == DateTime.MinValue) { txtDate.Text = ""; } else { txtDate.Text = value.ToShortDateString(); } } } [Category("Behavior"), Themeable(false), DefaultValue("")] public virtual string ValidationGroup { get { if (ViewState[ViewStateConstants.ValidationGroup.ToString()] == null) { return string.Empty; } else { return (string)ViewState[ViewStateConstants.ValidationGroup.ToString()]; } } set { ViewState[ViewStateConstants.ValidationGroup.ToString()] = value; } } /// <summary> /// The label of the exand button. Shown when the calendar is hidden. /// </summary> [Bindable(true)] [Category("Appearance")] [DefaultValue("PickDate")] [Localizable(true)] public string ExpandButtonLabel { get { String s = (String)ViewState[ViewStateConstants.ExpandLabel.ToString()]; return ((s == null) ? "PickDate" : s); } set { ViewState[ViewStateConstants.ExpandLabel.ToString()] = value; } } /// <summary> /// The label of the collapse button. Shown when the calendar is visible. /// </summary> [Bindable(true)] [Category("Appearance")] [DefaultValue("Disabled")] [Localizable(true)] public string CollapseButtonLabel { get { String s = (String)ViewState[ViewStateConstants.CollapseLabel.ToString()]; return ((s == null) ? "Disabled" : s); } set { ViewState[ViewStateConstants.CollapseLabel.ToString()] = value; } } /// <summary> /// Whether to apply the default style. Disable this if you want to apply a custom style, or to use themes and skins /// to style the control. /// </summary> [Category("Appearance")] [DefaultValue(true)] [Localizable(true)] public bool ApplyDefaultStyle { get { if (ViewState[ViewStateConstants.ApplyDefaultStyle.ToString()] == null) { ViewState[ViewStateConstants.ApplyDefaultStyle.ToString()] = true; } return (bool)ViewState[ViewStateConstants.ApplyDefaultStyle.ToString()]; } set { ViewState[ViewStateConstants.ApplyDefaultStyle.ToString()] = value; } } /// <summary> /// Causes Validation /// </summary> [Category("Appearance")] [DefaultValue(false)] [Localizable(false)] public bool CausesValidation { get { if (ViewState[ViewStateConstants.CausesValidation.ToString()] == null) { ViewState[ViewStateConstants.CausesValidation.ToString()] = false; } return (bool)ViewState[ViewStateConstants.CausesValidation.ToString()]; } set { ViewState[ViewStateConstants.CausesValidation.ToString()] = value; btnDate.CausesValidation = value; } } #endregion #region Events /// <summary> /// A day was selected from the calendar control. /// </summary> public event EventHandler SelectionChanged; protected virtual void OnSelectionChanged() { if (SelectionChanged != null) // only raise the event if someone is listening. { SelectionChanged(this, EventArgs.Empty); } } #endregion #region Event Handlers /// <summary> /// The +/- button was clicked. /// </summary> protected void btnDate_Click(object sender, System.EventArgs e) { if (!calDate.Visible) { // expand the calendar calDate.Visible = true; txtDate.Enabled = false; btnDate.Text = CollapseButtonLabel; if (DateValue != DateTime.MinValue) { calDate.SelectedDate = DateValue; calDate.VisibleDate = DateValue; } } else { // collapse the calendar calDate.Visible = false; txtDate.Enabled = true; btnDate.Text = ExpandButtonLabel; } } /// <summary> /// A date was selected from the calendar. /// </summary> protected void calDate_SelectionChanged(object sender, System.EventArgs e) { calDate.Visible = false; txtDate.Visible = true; btnDate.Text = ExpandButtonLabel; txtDate.Enabled = true; txtDate.Text = calDate.SelectedDate.ToShortDateString(); OnSelectionChanged(); } #endregion /// <summary> /// Builds the contents of this control. /// </summary> protected override void CreateChildControls() { btnDate.Text = ExpandButtonLabel; btnDate.CausesValidation = CausesValidation; txtDate.ID = "txtDate"; calDate.Visible = false; if (ApplyDefaultStyle) { calDate.BackColor = System.Drawing.Color.White; calDate.BorderColor = System.Drawing.Color.FromArgb(10066329); calDate.CellPadding = 2; calDate.DayNameFormat = DayNameFormat.Shortest; calDate.Font.Name = "Verdana"; calDate.Font.Size = FontUnit.Parse("8pt"); calDate.ForeColor = System.Drawing.Color.Black; calDate.Height = new Unit(150, UnitType.Pixel); calDate.Width = new Unit(180, UnitType.Pixel); calDate.DayHeaderStyle.BackColor = System.Drawing.Color.FromArgb(228, 228, 228); calDate.DayHeaderStyle.Font.Size = FontUnit.Parse("7pt"); calDate.TitleStyle.Font.Bold = true; calDate.WeekendDayStyle.BackColor = System.Drawing.Color.FromArgb(255, 255, 204); } ConnectEventHandlers(); pnlCalendar.Controls.Add(calDate); pnlCalendar.Style["position"] = "absolute"; pnlCalendar.Style["filter"] = "alpha(opacity=95)"; pnlCalendar.Style["-moz-opacity"] = ".95"; pnlCalendar.Style["opacity"] = ".95"; pnlCalendar.Style["z-index"] = "2"; pnlCalendar.Style["background-color"] = "White"; if (CalendarPosition == CalendarDisplay.DisplayBelow) { pnlCalendar.Style["margin-top"] = "27px"; } else { pnlCalendar.Style["display"] = "inline"; } Controls.Add(txtDate); Controls.Add(pnlCalendar); Controls.Add(btnDate); base.CreateChildControls(); } /// <summary> /// Render the contents of this control. /// </summary> /// <param name="output">The HtmlTextWriter to use.</param> protected override void RenderContents(HtmlTextWriter output) { switch (CalendarPosition) { case CalendarDisplay.DisplayRight: { txtDate.RenderControl(output); btnDate.RenderControl(output); pnlCalendar.RenderControl(output); break; } case CalendarDisplay.DisplayBelow: { pnlCalendar.RenderControl(output); txtDate.RenderControl(output); btnDate.RenderControl(output); break; } } } /// <summary> /// Connect event handlers to events. /// </summary> private void ConnectEventHandlers() { btnDate.Click += new System.EventHandler(btnDate_Click); calDate.SelectionChanged += new System.EventHandler(calDate_SelectionChanged); } } } <%@ Page Language="C#" AutoEventWireup="true" CodeFile="Default.aspx.cs" Inherits="_Default" % <%@ Register Assembly="EclipseWebSolutions.DatePicker" Namespace="EclipseWebSolutions.DatePicker" TagPrefix="ews" % Untitled Page       using System; using System.Data; using System.Configuration; using System.Web; using System.Web.Security; using System.Web.UI; using System.Web.UI.WebControls; using System.Web.UI.WebControls.WebParts; using System.Web.UI.HtmlControls; public partial class _Default : System.Web.UI.Page { protected void Page_Load(object sender, EventArgs e) { } protected void DatePicker1_SelectionChanged(object sender, EventArgs e) { Label1.Text = DatePicker1.DateValue.ToShortDateString(); pnlLabel.Update(); } }

    Read the article

  • Is it possible to seletively color a label in Silverlight

    - by joemoe
    For instance, if I have a label: Blah blah bladity blah I want the first 10% of this label, such that the font color should be red, and the rest should be green. This perhaps means it would color the Bl and PART of the a. Basically pixel-wise font coloring instead of character-wise. Is this possible and how would is be accomplished?

    Read the article

  • Obtaining the tropicity of an image on the iPhone

    - by WhiteTiger
    Hello all I was wondering how it's possible to find out if an image in the iPhone photo library is isotropic or anisotropic. Basically how many millimeters each pixel measures in height and in width. In JPG images the information is hardcoded into the data stream so it's possible to do by simply pointing a const char* to the image file, but I'm not sure I can do that with the data the iPhone image returns. Thank you in advance

    Read the article

  • Nonblocking texture upload on iPhone and other OpenGL ES platforms

    - by spurserh
    Hello, I am doing some work which involves drawing video frames in real time in OpenGL ES. Right now I am using glTexImage2D to transfer the data, in the absence of Pixel Buffer Objects and the like. A below answer suggests that glTexImage2D is always blocking, even if texture object referenced does is not used for any drawing. Is there a way to do a nonblocking texture upload with OpenGL ES (any version)? Thank you very much, Sean

    Read the article

  • smallest filesize for transparent gif

    - by zaf
    I'm looking for the smallest (in terms of filesize) transparent 1 pixel image. Currently I have a gif of 49 bytes which seems to be the most popular. But I remember many years ago having one which was less than 40 bytes. Could have been 32 bytes. Can anyone do better? Graphics format is no concern as long as modern web browsers can display it and respect the transparency.

    Read the article

  • creating 2d sprites for games ?

    - by dfafa
    i am pretty new to developing games...i thought i would begin by making a simple 2d game.... curious what tools are commonly used to transform images to pixel sprites ? or is this done by hand, if so what tools are used ? even better, is there a marketplace where i can purchase game sprites and other game assets ?

    Read the article

< Previous Page | 46 47 48 49 50 51 52 53 54 55 56 57  | Next Page >