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  • Is there a repository of game logic algorithms?

    - by New2This
    I'm writing my first 2D game, and I'm writing some tracking logic for the computer enemies. Basic follow-the-player tracking was easy, but ineffectual. Too easy to escape. So I'm trying to implement some more sophisticated flanking and other tactics, and (as expected) it's pretty tricky. This is a topic I know nothing about. I'm going to keep trying, but it'd be awesome to have some examples or tips to work off of. Is there any place that has a decent set of pseudocode AI algorithms, or tips or advice on the subject, e.g. for 2D tracking?

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  • What is the most cross-browser/system compatible option for 3d graphics on a web page?

    - by LachlanB
    I would like to develop a bit of functionality for a web site that involves a bit of 3D - the user can move around objects, rotate them and texture them. So far I've looked into: WebGL (in particular three.js) and it looks great, but it's not supported in IE nor IOS. IOS supports the <canvas> tag, but only 2d. It looks like three.js has an unsupported hack to make a 3d thing use the 2d canvas instead without textures, but this looks like a hack. I also considered resorting to Flash which works on most browsers, but that won't work on IOS. What's my best option for doing 3d web graphics on the vast array of browsers and interfaces? At the moment I'm thinking WebGL for web (and ask people to use chrome or firefox, and take the hit on IE) and then maybe write a native app for IOS, but I am not sure if there are better alternatives available that I don't know of.

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  • Where in a typical rendering pipeline does visibility and shading occur?

    - by user29163
    I am taking a computer graphics course. The book and the lecture notes are vague on the on the order of flow between the different steps in the rendering process. For example, if we have specified a view in a scene, and then want to perform a projection transformation for that given view, then we have to go through a sequence of transformations. In the end we end up with a normalized "viewcube" ready to be mapped 2D after clipping. But why do we end up with a cube (ie 3D thing), when a projection results in projecting the 3D objects to 2D. (depth information is lost?) The other line of reasoning is that all information further needed is stored within the "cube" and that visibility detection and shading is performed with respect to this cube and then we perform rasterezation.

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  • How to Use Text in Unity3d

    - by ZiG-ZaG
    How Can i Create Text in Unity3D? I Use "3D Text" But Its Always on Top Of Everything! Can You Suggest Anything? I creating a 2D Game So its not Necessarily a 3D Text.. Edit: Because I Building a 2D Game My Scene is Full of Planes in Front of Camera And I want My Text to be Over One of the Planes and when plane is moving My Text appears behind it. But When I Use "3D Text" Its Always In Front of Everything. Sorry for My Bad English...

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  • Enable PasswordAuthentication on OpenSuse 10

    - by Riduidel
    Hi, I've a virtual instance of Suse 10 running in my VMWare player, and I'm fighting against it to allow ssh password authentcation. How can I make it working since I already have tuned the /etc/ssh/ssh_config file like that # $OpenBSD: ssh_config,v 1.20 2005/01/28 09:45:53 dtucker Exp $ Host * # ForwardAgent no ForwardX11 yes ForwardX11Trusted yes PubkeyAuthentication no RhostsRSAAuthentication no RSAAuthentication no PasswordAuthentication yes HostbasedAuthentication no Protocol 2 SendEnv LANG LC_CTYPE LC_NUMERIC LC_TIME LC_COLLATE LC_MONETARY LC_MESSAGES SendEnv LC_PAPER LC_NAME LC_ADDRESS LC_TELEPHONE LC_MEASUREMENT SendEnv LC_IDENTIFICATION LC_ALL With ssh connection sending me the following logs Incoming packet #0x5, type 51 / 0x33 (SSH2_MSG_USERAUTH_FAILURE) 00000000 00 00 00 1e 70 75 62 6c 69 63 6b 65 79 2c 6b 65 ....publickey,ke 00000010 79 62 6f 61 72 64 2d 69 6e 74 65 72 61 63 74 69 yboard-interacti 00000020 76 65 00 ve. Outgoing packet #0x6, type 50 / 0x32 (SSH2_MSG_USERAUTH_REQUEST) 00000000 00 00 00 04 72 6f 6f 74 00 00 00 0e 73 73 68 2d ....root....ssh- 00000010 63 6f 6e 6e 65 63 74 69 6f 6e 00 00 00 14 6b 65 connection....ke 00000020 79 62 6f 61 72 64 2d 69 6e 74 65 72 61 63 74 69 yboard-interacti 00000030 76 65 00 00 00 00 00 00 00 00 ve........ Telling me that it expects publickey and keyboard-interactive authentications, which I don't want to use.

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  • See former key sequences in vim

    - by Vasiliy Sharapov
    Sometimes I share screen shots and clips of vim usage with others. It would be nice to expand on the part of the status bar highlighted in this picture: I would like some way to make previous key sequences visible as well, such as: y2w jj f[ p 2d - You can see the key sequences leading up to the current one. I'll elaborate on my wish list at the bottom. Is something like this is available as a plugin or vim script? The sheer number of scripts available on vim online makes this hard to find by keyword. Some features I would hope for (but seem improbable): Delimit key sequences with a non-keyboard character instead of space, and a different one for the current command, so y2w jj f[ p 2d might become y2w¦jj¦f[¦p » 2d Replace keys that have a letter alternative with the alternative, such as the right arrow key - ^[[C with the equivalent l. Edit: To clarify, the right arrow key is a valid key in vim, but has no character to represent it, the l key preforms the same function and could/should substitute it. Have previous keystrokes run all the way to the beginning of the line (instead of just one or two), and just have vim's command prompt overwrite it when necessary. Replace some keystrokes with a more elegant alternative, for example hhhhh with 5h or more impressively d2f) with d% (in the appropriate situation).

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  • Saddle roof algorithm

    - by user115621
    Hello, I have map (openstreetmap project) with many buildings. Each building is a polygon. How can I make saddle roof parts polygons for every building outline? Algorithm should transform one polygon in 2D to set of polygons in 2D (or 3D). Reason for this transformation is visualization - better rendering isometric view. For example (shading isn't important): Thanks

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  • .NET Geometry Library

    - by dewald
    Does anyone know of a good (efficient, nice API, etc.) geometry open source library for .NET? Some of the operations needed: Data Structures Vectors (2D and 3D with floats and doubles) Lines (2D and 3D) Rectangles / Squares / Cubes / Boxes Spheres / Circles N-Sided Polygon Matrices (floats and doubles) Algorithms Intersection calculations Area / Volume calculations

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  • Any good open source online RPG starter kit for development ?

    - by Andrew Sky
    Hi there, Does anyone know of a good open source toolkit that allows level designer and graphic designer or someone with basic programming experience to create multiplayer online Role Playing Game ? The game can be a simple 2D interface in a 2d virtual world. I know Microsoft have a starter kit something like the following : http://creators.xna.com/en-US/starterkit/roleplayinggame that allows developer to create RPG game running on XBox platform but i am looking more on multiplayer role playing game on the web platform where player can play directly with their browser. regards Andrew

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  • Finding N contiguous zero bits in an integer to the left of the MSB position of another integer

    - by James Morris
    The problem is: given an integer val1 find the position of the highest bit set (Most Significant Bit) then, given a second integer val2 find a contiguous region of unset bits, with the minimum number of zero bits given by width to the left of the position (ie, in the higher bits). Here is the C code for my solution: typedef unsigned int t; unsigned const t_bits = sizeof(t) * CHAR_BIT; _Bool test_fit_within_left_of_msb( unsigned width, t val1, t val2, unsigned* offset_result) { unsigned offbit = 0; unsigned msb = 0; t mask; t b; while(val1 >>= 1) ++msb; while(offbit + width < t_bits - msb) { mask = (((t)1 << width) - 1) << (t_bits - width - offbit); b = val2 & mask; if (!b) { *offset_result = offbit; return true; } if (offbit++) /* this conditional bothers me! */ b <<= offbit - 1; while(b <<= 1) offbit++; } return false; } Aside from faster ways of finding the MSB of the first integer, the commented test for a zero offbit seems a bit extraneous, but necessary to skip the highest bit of type t if it is set. I have also implemented similar algorithms but working to the right of the MSB of the first number, so they don't require this seemingly extra condition. How can I get rid of this extra condition, or even, are there far more optimal solutions? Edit: Some background not strictly required. The offset result is a count of bits from the high bit, not from the low bit as maybe expected. This will be part of a wider algorithm which scans a 2D array for a 2D area of zero bits. Here, for testing, the algorithm has been simplified. val1 represents the first integer which does not have all bits set found in a row of the 2D array. From this the 2D version would scan down which is what val2 represents. Here's some output showing success and failure: t_bits:32 t_high: 10000000000000000000000000000000 ( 2147483648 ) --------- ----------------------------------- *** fit within left of msb test *** ----------------------------------- val1: 00000000000000000000000010000000 ( 128 ) val2: 01000001000100000000100100001001 ( 1091569929 ) msb: 7 offbit:0 + width: 8 = 8 mask: 11111111000000000000000000000000 ( 4278190080 ) b: 01000001000000000000000000000000 ( 1090519040 ) offbit:8 + width: 8 = 16 mask: 00000000111111110000000000000000 ( 16711680 ) b: 00000000000100000000000000000000 ( 1048576 ) offbit:12 + width: 8 = 20 mask: 00000000000011111111000000000000 ( 1044480 ) b: 00000000000000000000000000000000 ( 0 ) offbit:12 iters:10 ***** found room for width:8 at offset: 12 ***** ----------------------------------- *** fit within left of msb test *** ----------------------------------- val1: 00000000000000000000000001000000 ( 64 ) val2: 00010000000000001000010001000001 ( 268469313 ) msb: 6 offbit:0 + width: 13 = 13 mask: 11111111111110000000000000000000 ( 4294443008 ) b: 00010000000000000000000000000000 ( 268435456 ) offbit:4 + width: 13 = 17 mask: 00001111111111111000000000000000 ( 268402688 ) b: 00000000000000001000000000000000 ( 32768 ) ***** mask: 00001111111111111000000000000000 ( 268402688 ) offbit:17 iters:15 ***** no room found for width:13 ***** (iters is the count of iterations of the inner while loop)

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  • Draw 2.5D or 3D Map with C# from lines.

    - by VOX
    I'm developing a turn-by-turn navigation software for Windows Mobile using C# and .NET CF. I'm able to draw a 2D maps by drawing lines. My problem is I would like to get a 2.5D map like in the picture. I tried non-affine transformation on the 2D rendered image but it is too slow for the Windows Mobile device we are targeting. Could anyone give me a clue on my problem? example image

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  • Should I use Flash or Java?

    - by cable729
    I want to make some 2d games that I may want to submit to a game site, such as newgrounds.com. Even if I decide not to submit, I'd still like to know which is a better choice. Which has a faster startup time? Which performs faster in a 2d game? Which IDE should I use? Thanks in advance!

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  • complex arguments for function

    - by myPost1
    My task is to create function funCall taking four arguments : pointer for 2d array of ints that stores pairs of numbers variable int maintaining number of numbers in 2d array pointer for table of pointers to functions int variable storing info about number of pointers to functions I was thinking about something like this : typedef int(*funPtr)(int, int); funPtr arrayOfFuncPtrs[]; void funCall( *int[][]k, int a, *funPtr z, int b); { }

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  • How to fill a two Dimensional ArrayList in java with Integers?

    - by eNetik
    I have to create a 2d array with unknown size. So I have decided to go with a 2d ArrayList the problem is I'm not sure how to initialize such an array or store information. Say I have the following data 0 connects 1 2 connects 3 4 connects 5 ....etc up to a vast amount of random connections and I want to insert true(1) into [0][1], true(1) into [2][3], true(1) into [4][5]. Can the array automatically update the column/rows for me Any help is appreciated thanks

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  • How do I get a array to just count how many numbers there are instead of counting the value of each number?

    - by Chad Loos
    //This is the output of the program *** start of 276 2D Arrays_03.cpp program *** Number Count Total 1 3 3 2 6 9 3 15 24 4 6 30 5 9 39 *** end of 276 2D Arrays_03.cpp program *** #include <iostream> #include <string> #include <iomanip> using namespace std; const int COLUMN_SIZE = 13; int main(void) { const int ROW_SIZE = 3; const int COUNT_SIZE = 5; void countValues(const int[][COLUMN_SIZE], const int, int[]); void display(const int [], const int); int numbers[ROW_SIZE][COLUMN_SIZE] = {{1, 3, 4, 5, 3, 2, 3, 5, 3, 4, 5, 3, 2}, {2, 1, 3, 4, 5, 3, 2, 3, 5, 3, 4, 5, 3}, {3, 4, 5, 3, 2, 1, 3, 4, 5, 3, 2, 3, 5}}; int counts[COUNT_SIZE] = {0}; string choice; cout << "*** start of 276 2D Arrays_03.cpp program ***" << endl; cout << endl; countValues(numbers, ROW_SIZE, counts); display(counts, COUNT_SIZE); cout << endl; cout << endl; cout << "*** end of 276 2D Arrays_03.cpp program ***" << endl << endl; cin.get(); return 0; } // end main() This is the function where I need to count each of the values. I know how to sum rows and cols, but I'm not quite sure of the code to just tally the values themselves. void countValues(const int numbers[][COLUMN_SIZE], const int ROW_SIZE, int counts[]) This is what I have so far. { for (int index = 0; index < ROW_SIZE; index++) counts[index]; {

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  • hall.dll errors

    - by Robert Elliott
    I am getting frequent BSoDs, mostly with hall.dll errors. I have Dell Inspiron laptop running Windows 7 SP1. The following file, werfault, is shown below. Can anyone help me work out what is wrong? Version=1 EventType=BlueScreen EventTime=129987824768810026 ReportType=4 Consent=1 ReportIdentifier=1c3e1c58-3b30-11e2-9074-002219f61870 IntegratorReportIdentifier=113012-32557-01 Response.type=4 DynamicSig[1].Name=OS Version DynamicSig[1].Value=6.1.7601.2.1.0.768.3 DynamicSig[2].Name=Locale ID DynamicSig[2].Value=2057 UI[2]=C:\Windows\system32\wer.dll UI[3]=Windows has recovered from an unexpected shutdown UI[4]=Windows can check online for a solution to the problem. UI[5]=&Check for solution UI[6]=&Check later UI[7]=Cancel UI[8]=Windows has recovered from an unexpected shutdown UI[9]=A problem caused Windows to stop working correctly. Windows will notify you if a solution is available. UI[10]=Close Sec[0].Key=BCCode Sec[0].Value=a Sec[1].Key=BCP1 Sec[1].Value=0000000000000000 Sec[2].Key=BCP2 Sec[2].Value=0000000000000002 Sec[3].Key=BCP3 Sec[3].Value=0000000000000000 Sec[4].Key=BCP4 Sec[4].Value=FFFFF80002C0E477 Sec[5].Key=OS Version Sec[5].Value=6_1_7601 Sec[6].Key=Service Pack Sec[6].Value=1_0 Sec[7].Key=Product Sec[7].Value=768_1 File[0].CabName=113012-32557-01.dmp File[0].Path=113012-32557-01.dmp File[0].Flags=589826 File[0].Type=2 File[0].Original.Path=C:\Windows\Minidump\113012-32557-01.dmp File[1].CabName=sysdata.xml File[1].Path=WER-75941-0.sysdata.xml File[1].Flags=589826 File[1].Type=5 File[1].Original.Path=C:\Users\Robert\AppData\Local\Temp\WER-75941-0.sysdata.xml File[2].CabName=Report.cab File[2].Path=Report.cab File[2].Flags=196608 File[2].Type=7 File[2].Original.Path=Report.cab FriendlyEventName=Shut down unexpectedly ConsentKey=BlueScreen AppName=Windows AppPath=C:\Windows\System32\WerFault.exe *********From the minidump file**** RAX = fffff88002f22150 RBX = fffffa80074141f0 RCX = 000000000000000a RDX = 0000000000000000 RSI = fffffa8007278180 RDI = 0000000000000001 R9 = 0000000000000000 R10 = fffff80002c0e477 R11 = 0000000000000000 R12 = fffffa800523e7a0 R13 = 0000000000001000 R14 = 0000000000000028 R15 = fffffa80074141f0 RBP = fffff88002f22210 RIP = fffff80002cd3fc0 RSP = fffff88002f22048 SS = 0000 GS = 002b FS = 0053 ES = 002b DS = 002b CS = 0010 Flags = 00200286 fffff800`02e99ac0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ fffff800`02e99ad0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ fffff800`02e99ae0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ fffff800`02e99af0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ fffff800`02e99b00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ fffff800`02e99b10 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ fffff800`02e99b20 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ fffff800`02e99b30 00 00 00 00 00 00 00 00 00 00 00 00 04 00 00 00 ................ fffff800`02e99b40 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ fffff800`02e99b50 00 00 00 00 00 00 00 00 00 00 00 00 ............ fffff800`02e81928 00 00 00 00 .... fffff800`02e81924 00 00 00 00 .... fffff800`02e0a880 37 36 30 31 2E 31 37 39 34 34 2E 61 6D 64 36 34 7601.17944.amd64 fffff800`02e0a890 66 72 65 2E 77 69 6E 37 73 70 31 5F 67 64 72 2E fre.win7sp1_gdr. fffff800`02e0a8a0 31 32 30 38 33 30 2D 30 33 33 33 00 00 00 00 00 120830-0333..... fffff800`02e0a8b0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ fffff800`02e0a8c0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ fffff800`02e0a8d0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ fffff800`02e0a8e0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ fffff800`02e0a8f0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ fffff800`02e0a900 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ fffff800`02e0a910 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ fffff800`02e0a920 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ fffff800`02e0a930 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ fffff800`02e0a940 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ fffff800`02e0a950 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ fffff800`02e0a960 35 36 65 38 62 61 31 33 2D 37 30 32 39 2D 34 37 56e8ba13-7029-47 fffff800`02e0a970 32 38 2D 61 35 30 36 2D 32 64 64 62 34 61 30 63 28-a506-2ddb4a0c fffff800`02c0e000 C5 0F 85 79 02 00 00 8B 9C 24 90 00 00 00 E9 A5 ...y.....$...... fffff800`02c0e010 00 00 00 44 2B C3 45 33 C9 E8 5E 14 00 00 49 3B ...D+.E3..^...I; fffff800`02c0e020 C5 74 2B 44 8B 8C 24 90 00 00 00 48 8B C8 41 8D .t+D..$....H..A. fffff800`02c0e030 51 FF 41 3B D5 76 0D 44 8B C2 49 83 E8 01 48 8B Q.A;.v.D..I...H. fffff800`02c0e040 49 08 75 F6 48 89 79 08 41 03 D9 48 8B F8 3B DD I.u.H.y.A..H..;. fffff800`02c0e050 75 08 48 8B C7 E9 26 02 00 00 48 8B 96 98 00 00 u.H...&...H..... fffff800`02c0e060 00 48 8D 84 24 90 00 00 00 44 8B C5 48 89 44 24 .H..$....D..H.D$ fffff800`02c0e070 28 44 2B C3 45 33 C9 48 8B CE 44 88 6C 24 20 E8 (D+.E3.H..D.l$ . fffff800`02c0e080 CC 14 00 00 49 3B C5 74 2B 44 8B 8C 24 90 00 00 ....I;.t+D..$... fffff800`02c0e090 00 48 8B C8 41 8D 51 FF 41 3B D5 76 0D 44 8B C2 .H..A.Q.A;.v.D.. fffff800`02c0e0a0 49 83 E8 01 48 8B 49 08 75 F6 48 89 79 08 41 03 I...H.I.u.H.y.A. fffff800`02c0e0b0 D9 48 8B F8 3B DD 74 9A 44 38 AE 28 01 00 00 0F .H..;.t.D8.(.... fffff800`02c0e0c0 85 DF 00 00 00 48 8D 44 24 30 4C 8D 8C 24 A0 00 .....H.D$0L..$.. fffff800`02c0e0d0 00 00 4C 8D 84 24 A8 00 00 00 8B D5 48 8B CE 48 ..L..$......H..H fffff800`02c0e0e0 89 44 24 20 E8 F7 1F 00 00 8B F8 89 84 24 90 00 .D$ .........$.. fffff800`02c0e0f0 00 00 41 3B C5 0F 84 83 01 00 00 4C 8B A4 24 A8 ..A;.......L..$. fffff800`02c0e100 00 00 00 44 8B 84 24 A0 00 00 00 48 8B 8E 98 00 ...D..$....H.... fffff800`02c0e110 00 00 49 8B D4 44 8B C8 E8 DB 1B 00 00 49 3B C5 ..I..D.......I;. fffff800`02c0e120 74 35 48 8B 96 98 00 00 00 48 8D 84 24 90 00 00 t5H......H..$... fffff800`02c0e130 00 41 B1 01 48 89 44 24 28 44 8B C5 48 8B CE 44 .A..H.D$(D..H..D fffff800`02c0e140 88 6C 24 20 E8 43 12 00 00 49 3B C5 0F 84 2C 01 .l$ .C...I;...,. fffff800`02c0e150 00 00 E9 29 01 00 00 48 8B 5C 24 30 49 3B DD 74 ...)...H.\$0I;.t fffff800`02c0e160 2A 4D 3B E5 74 0C 48 8B D3 49 8B CC FF 15 AE CE *M;.t.H..I...... fffff800`02c0e170 01 00 48 8B CB FF 15 95 CF 01 00 33 D2 48 8B CB ..H........3.H.. fffff800`02c0e180 FF 15 AA CE 01 00 E9 F3 00 00 00 C1 E7 0C 41 B8 ..............A. fffff800`02c0e190 01 00 00 00 49 8B CC 8B D7 FF 15 99 CE 01 00 E9 ....I........... fffff800`02c0e1a0 DA 00 00 00 2B EB 33 C9 41 B8 48 61 6C 20 8B D5 ....+.3.A.Hal .. fffff800`02c0e1b0 44 8B FD 48 C1 E2 03 FF 15 33 D4 01 00 4C 8B F0 D..H.....3...L.. fffff800`02c0e1c0 49 3B C5 0F 84 8F 00 00 00 45 8B E5 41 3B ED 76 I;.......E..A;.v fffff800`02c0e1d0 3F 4C 8B E8 BA 00 10 00 00 B9 04 00 00 00 41 B8 ?L............A. fffff800`02c0e1e0 48 61 6C 20 FF 15 06 D4 01 00 49 89 45 00 48 85 Hal ......I.E.H. fffff800`02c0e1f0 C0 74 39 48 8B C8 FF 15 BC CE 01 00 48 C1 E8 20 .t9H........H.. fffff800`02c0e200 85 C0 75 28 41 FF C4 49 83 C5 08 44 3B E5 72 C4 ..u(A..I...D;.r. fffff800`02c0e210 48 8B 8E 98 00 00 00 44 8B C5 BA 01 00 00 00 E8 H......D........ fffff800`02c0e220 58 19 00 00 4C 8B E8 48 85 C0 75 6C 45 33 ED 45 X...L..H..ulE3.E fffff800`02c0e230 3B E5 76 19 49 8B EE 48 8B 4D 00 33 D2 FF 15 ED ;.v.I..H.M.3.... fffff800`02c0e240 CD 01 00 48 83 C5 08 49 83 EC 01 75 EA 33 D2 49 ...H...I...u.3.I fffff800`02c0e250 8B CE FF 15 D8 CD 01 00 41 3B DD 76 21 8B EB 48 ........A;.v!..H fffff800`02c0e260 8B 96 98 00 00 00 48 8B 5F 08 4C 8B C7 48 8B CE ......H._.L..H.. fffff800`02c0e270 E8 2B 15 00 00 48 83 ED 01 48 8B FB 75 E1 33 C0 .+...H...H..u.3. fffff800`02c0e280 48 8B 9C 24 98 00 00 00 48 83 C4 50 41 5F 41 5E H..$....H..PA_A^ fffff800`02c0e290 41 5D 41 5C 5F 5E 5D C3 8D 4D FF 85 C9 74 0C 8B A]A\_^]..M...t.. fffff800`02c0e2a0 D1 48 83 EA 01 48 8B 40 08 75 F6 48 89 78 08 49 [email protected] fffff800`02c0e2b0 8B FD 85 ED 74 29 49 8B DE 48 8B 0B FF 15 F6 CD ....t)I..H...... fffff800`02c0e2c0 01 00 41 89 45 00 48 8B 03 48 83 C3 08 48 83 C8 ..A.E.H..H...H.. fffff800`02c0e2d0 0F 49 83 EF 01 49 89 45 10 4D 8B 6D 08 75 DA 48 .I...I.E.M.m.u.H fffff800`02c0e2e0 8B 8E 98 00 00 00 48 8D 54 24 38 48 83 C1 78 FF ......H.T$8H..x. fffff800`02c0e2f0 15 83 CD 01 00 4C 8B 9E 98 00 00 00 48 8D 4C 24 .....L......H.L$ fffff800`02c0e300 38 41 01 AB D0 00 00 00 FF 15 3A CD 01 00 33 D2 8A........:...3. fffff800`02c0e310 49 8B CE FF 15 17 CD 01 00 E9 34 FD FF FF 90 90 I.........4..... fffff800`02c0e320 90 90 90 90 45 85 C0 74 43 48 89 5C 24 08 48 89 ....E..tCH.\$.H. fffff800`02c0e330 74 24 10 57 48 83 EC 20 48 8B F1 41 8B F8 48 8B t$.WH.. H..A..H. fffff800`02c0e340 5A 08 4C 8B C2 48 8B 96 98 00 00 00 48 8B CE E8 Z.L..H......H... fffff800`02c0e350 4C 14 00 00 48 83 EF 01 48 8B D3 75 E1 48 8B 5C L...H...H..u.H.\ fffff800`02c0e360 24 30 48 8B 74 24 38 48 83 C4 20 5F C3 90 90 90 $0H.t$8H.. _.... fffff800`02c0e370 90 90 90 90 48 8B C4 48 89 58 08 48 89 68 10 48 ....H..H.X.H.h.H fffff800`02c0e380 89 70 18 48 89 78 20 41 54 41 55 4C 8B D9 4D 8B .p.H.x ATAUL..M. fffff800`02c0e390 E0 48 8B F2 B9 FF 0F 00 00 4D 85 DB 75 08 4C 8B .H.......M..u.L. fffff800`02c0e3a0 D1 40 32 FF EB 12 4D 8B 93 88 00 00 00 41 8A BB [email protected].. fffff800`02c0e3b0 91 00 00 00 49 C1 EA 0C 44 8B 44 24 38 41 8B C1 ....I...D.D$8A.. fffff800`02c0e3c0 4C 2B 4E 20 23 C1 49 C1 E9 0C 41 BD 00 10 00 00 L+N #.I...A..... fffff800`02c0e3d0 41 8B D5 41 8B E9 2B D0 8B CA 4C 39 54 EE 30 76 A..A..+...L9T.0v fffff800`02c0e3e0 04 33 C9 EB 4F 41 3B D0 73 43 4C 8D 4C EE 38 4D .3..OA;.sCL.L.8M fffff800`02c0e3f0 39 11 77 39 49 8B 59 F8 48 8D 43 01 49 3B 01 75 9.w9I.Y.H.C.I;.u fffff800`02c0e400 2C 48 8B C3 49 33 01 48 A9 00 00 F0 FF 75 1E 40 ,H..I3.H.....u.@ fffff800`02c0e410 80 FF 01 74 0C 49 33 19 48 F7 C3 F0 FF FF FF 75 ...t.I3.H......u fffff800`02c0e420 0C 41 03 CD 49 83 C1 08 41 3B C8 72 C2 41 3B C8 .A..I...A;.r.A;. fffff800`02c0e430 41 0F 47 C8 4D 85 DB 0F 84 92 00 00 00 41 80 BB A.G.M........A.. fffff800`02c0e440 28 01 00 00 00 0F 84 84 00 00 00 4C 39 54 EE 30 (..........L9T.0 fffff800`02c0e450 76 7D 8B CA 48 8D 44 EE 38 41 3B D0 73 11 4C 39 v}..H.D.8A;.s.L9 fffff800`02c0e460 10 76 0C 41 03 CD 48 83 C0 08 41 3B C8 72 EF 49 .v.A..H...A;.r.I fffff800`02c0e470 8B 44 24 18 41 3B C8 44 8B 08 4C 8B 50 08 41 0F .D$.A;.D..L.P.A. fffff800`02c0e480 47 C8 41 C1 E9 0C EB 3A 45 8B 02 41 8D 41 01 41 G.A....:E..A.A.A fffff800`02c0e490 C1 E8 0C 44 3B C0 75 2E 41 8B C0 41 33 C1 A9 00 ...D;.u.A..A3... fffff800`02c0e4a0 00 F0 FF 75 21 40 80 FF 01 74 0D 41 8B C0 41 33 [email protected] fffff800`02c0e4b0 C1 A9 F0 FF FF FF 75 0E 4D 8B 52 08 45 8B C8 41 ......u.M.R.E..A fffff800`02c0e4c0 03 D5 3B D1 72 C2 3B D1 0F 47 D1 8B C2 EB 02 8B ..;.r.;..G...... fffff800`02c0e4d0 C1 48 8B 5C 24 18 48 8B 6C 24 20 48 8B 74 24 28 .H.\$.H.l$ H.t$( fffff800`02c0e4e0 48 8B 7C 24 30 41 5D 41 5C C3 90 90 90 90 90 90 H.|$0A]A\....... fffff800`02c0e4f0 48 89 5C 24 08 48 89 6C 24 10 48 89 74 24 18 57 H.\$.H.l$.H.t$.W fffff800`02c0e500 41 54 41 55 48 83 EC 30 48 8B 5C 24 70 4D 8B E1 ATAUH..0H.\$pM.. fffff800`02c0e510 49 8B F0 8B 03 4C 8B EA 48 8B E9 89 44 24 20 E8 I....L..H...D$ . fffff800`02c0e520 50 FE FF FF 49 8B CC 89 03 49 2B 4D 20 8B F8 48 P...I....I+M ..H fffff800`02c0e530 C1 E9 0C 8B C9 49 8B 54 CD 30 49 8B CC 48 C1 E2 .....I.T.0I..H.. fffff800`02c0e540 0C 81 E1 FF 0F 00 00 48 03 D1 48 85 F6 74 72 48 .......H..H..trH fffff800`02c0e550 39 95 88 00 00 00 73 69 4C 8B 4E 18 48 8B 84 24 9.....siL.N.H..$ fffff800`02c0e560 80 00 00 00 41 8B DC 41 8B 09 81 E3 FF 0F 00 00 ....A..A........ fffff800`02c0e570 03 CB 80 7C 24 78 01 48 89 08 75 17 4D 8B C4 49 ...|$x.H..u.M..I fffff800`02c0e580 8B D5 48 8B CD C6 44 24 28 01 89 7C 24 20 E8 C5 ..H...D$(..|$ .. fffff800`02c0e590 06 00 00 8B C7 C1 EF 0C 25 FF 0F 00 00 8D 8C 18 ........%....... fffff800`02c0e5a0 FF 0F 00 00 48 8B 46 18 C1 E9 0C 03 CF 74 0C 8B ....H.F......t.. fffff800`02c0e5b0 D1 48 83 EA 01 48 8B 40 08 75 F6 48 89 46 18 EB [email protected].. fffff800`02c0e5c0 0B 48 8B 84 24 80 00 00 00 48 89 10 48 8B 5C 24 .H..$....H..H.\$ fffff800`02c0e5d0 50 48 8B 6C 24 58 48 8B 74 24 60 48 83 C4 30 41 PH.l$XH.t$`H..0A fffff800`02c0e5e0 5D 41 5C 5F C3 90 90 90 90 90 90 90 4D 85 C0 0F ]A\_........M... fffff800`02c0e5f0 84 09 01 00 00 48 8B C4 48 89 58 08 48 89 68 10 .....H..H.X.H.h. fffff800`02c0e600 48 89 70 18 48 89 78 20 41 54 41 55 41 56 48 83 H.p.H.x ATAUAVH. fffff800`02c0e610 EC 30 44 8A 64 24 78 49 8B D8 49 8B F1 4C 8B EA .0D.d$xI..I..L.. fffff800`02c0e620 4C 8B F1 49 89 58 18 41 80 FC 01 0F 84 AF 00 00 L..I.X.A........ fffff800`02c0e630 00 8B 7C 24 70 85 FF 0F 84 9F 00 00 00 4C 8B CE ..|$p........L.. fffff800`02c0e640 4C 8B C3 49 8B D5 49 8B CE 89 7C 24 20 E8 22 FD L..I..I...|$ .". fffff800`02c0e650 FF FF 48 8B CE 49 2B 4D 20 8B E8 48 C1 E9 0C 8B ..H..I+M ..H.... fffff800`02c0e660 C9 49 8B 54 CD 30 48 8B CE 48 C1 E2 0C 81 E1 FF .I.T.0H..H...... fffff800`02c0e670 0F 00 00 48 03 D1 49 39 96 88 00 00 00 73 52 4C ...H..I9.....sRL fffff800`02c0e680 8B 4B 18 4C 8B C6 49 8B D5 49 8B CE 44 88 64 24 .K.L..I..I..D.d$ fffff800`02c0e690 28 89 6C 24 20 E8 BE 05 00 00 8B C5 44 8B DE 25 (.l$ .......D..% fffff800`02c0e6a0 FF 0F 00 00 41 81 E3 FF 0F 00 00 41 8D 8C 03 FF ....A......A.... fffff800`02c0e6b0 0F 00 00 8B C5 C1 E8 0C C1 E9 0C 03 C8 48 8B 43 .............H.C fffff800`02c0e6c0 18 74 0A 48 83 E9 01 48 8B 40 08 75 F6 48 89 43 [email protected] fffff800`02c0e6d0 18 48 03 F5 2B FD 0F 85 61 FF FF FF 48 89 5B 18 .H..+...a...H.[. fffff800`02c0e6e0 48 8B 5C 24 50 48 8B 6C 24 58 48 8B 74 24 60 48 H.\$PH.l$XH.t$`H fffff800`02c0e6f0 8B 7C 24 68 48 83 C4 30 41 5E 41 5D 41 5C C3 90 .|$hH..0A^A]A\.. fffff800`02c0e700 90 90 90 90 90 90 90 90 48 89 54 24 10 53 55 56 ........H.T$.SUV fffff800`02c0e710 57 41 54 41 55 41 56 41 57 48 83 EC 58 48 8B F2 WATAUAVAWH..XH.. fffff800`02c0e720 48 8B D9 48 8D 54 24 30 48 8D 0D B9 67 02 00 45 H..H.T$0H...g..E fffff800`02c0e730 8B E1 49 8B F8 4C 89 84 24 B0 00 00 00 FF 15 35 ..I..L..$......5 fffff800`02c0e740 C9 01 00 4C 8B 2D 86 67 02 00 4C 8B 35 77 67 02 ...L.-.g..L.5wg. fffff800`02c0e750 00 48 8B C6 44 8B C6 48 2B 43 20 41 81 E0 FF 0F .H..D..H+C A.... fffff800`02c0e760 00 00 BD 00 10 00 00 48 C1 E8 0C 45 89 45 2C 8B .......H...E.E,. fffff800`02c0e770 CD 8B C0 41 2B C8 41 89 4D 28 4C 8D 4C C3 30 48 ...A+.A.M(L.L.0H fffff800`02c0e780 8B C6 48 25 00 F0 FF FF 49 89 45 20 49 89 46 20 ..H%....I.E I.F fffff800`02c0e790 45 89 46 2C 41 89 4E 28 44 89 84 24 B8 00 00 00 E.F,A.N(D..$.... fffff800`02c0e7a0 4C 89 8C 24 A0 00 00 00 45 85 E4 0F 84 90 01 00 L..$....E....... fffff800`02c0e7b0 00 48 8B 5F 10 48 81 E3 00 F0 FF FF 75 3C 8B 07 .H._.H......u<.. fffff800`02c0e7c0 48 8B 0D 49 67 02 00 44 8D 4B 01 48 C1 E8 0C 4D H..Ig..D.K.H...M fffff800`02c0e7d0 8B C6 BA 48 61 6C 20 49 89 46 30 FF 15 DF C8 01 ...Hal I.F0..... fffff800`02c0e7e0 00 48 8B D8 48 85 C0 0F 84 36 01 00 00 4C 8B 8C .H..H....6...L.. fffff800`02c0e7f0 24 A0 00 00 00 41 B7 01 EB 09 41 8B C0 48 03 D8 $....A....A..H.. fffff800`02c0e800 45 32 FF 49 8B 01 33 FF 49 89 45 30 48 8B 0D C5 E2.I..3.I.E0H... fffff800`02c0e810 66 02 00 44 8B CF 4D 8B C5 BA 48 61 6C 20 FF 15 f..D..M...Hal .. fffff800`02c0e820 9C C8 01 00 48 8B F0 48 85 C0 75 24 FF C7 83 FF ....H..H..u$.... fffff800`02c0e830 06 7C D9 48 21 44 24 20 45 33 C9 41 B8 01 EF 00 .|.H!D$ E3.A.... fffff800`02c0e840 00 48 8B D5 B9 AC 00 00 00 FF 15 A1 CA 01 00 CC .H.............. fffff800`02c0e850 8B FD 2B BC 24 B8 00 00 00 44 3B E7 41 0F 42 FC ..+.$....D;.A.B. fffff800`02c0e860 80 BC 24 C0 00 00 00 01 8B EF 44 8B C7 75 0E 48 ..$.......D..u.H fffff800`02c0e870 8B D0 48 8B CB FF 15 AD 33 02 00 EB 0B 48 8B D3 ..H.....3....H.. fffff800`02c0e880 48 8B C8 E8 C8 A6 01 00 4D 8B C5 BA 48 61 6C 20 H.......M...Hal fffff800`02c0e890 48 8B CE FF 15 47 C8 01 00 41 80 FF 01 75 11 4D H....G...A...u.M fffff800`02c0e8a0 8B C6 BA 48 61 6C 20 48 8B CB FF 15 30 C8 01 00 ...Hal H....0... fffff800`02c0e8b0 48 8B 84 24 A8 00 00 00 4C 8B 8C 24 A0 00 00 00 H..$....L..$.... fffff800`02c0e8c0 44 2B E7 48 8B BC 24 B0 00 00 00 48 03 C5 BD 00 D+.H..$....H.... fffff800`02c0e8d0 10 00 00 48 8B 7F 08 49 83 C1 08 45 33 C0 44 3B ...H..I...E3.D; fffff800`02c0e8e0 E5 48 8B C8 41 8B D4 0F 47 D5 48 81 E1 00 F0 FF .H..A...G.H..... fffff800`02c0e8f0 FF 48 89 84 24 A8 00 00 00 49 89 4D 20 41 89 55 .H..$....I.M A.U fffff800`02c0e900 28 25 FF 0F 00 00 41 89 45 2C 49 89 4E 20 41 89 (%....A.E,I.N A. fffff800`02c0e910 46 2C 41 89 56 28 48 89 BC 24 B0 00 00 00 E9 75 F,A.V(H..$.....u fffff800`02c0e920 FE FF FF 48 83 64 24 20 00 45 33 C9 41 B8 00 EF ...H.d$ .E3.A... fffff800`02c0e930 00 00 48 8B D5 B9 AC 00 00 00 FF 15 B0 C9 01 00 ..H............. fffff800`02c0e940 CC 48 8D 4C 24 30 FF 15 FC C6 01 00 48 83 C4 58 .H.L$0......H..X fffff800`02c0e950 41 5F 41 5E 41 5D 41 5C 5F 5E 5D 5B C3 90 90 90 A_A^A]A\_^][.... fffff800`02c0e960 90 90 90 90 48 89 5C 24 08 48 89 6C 24 10 48 89 ....H.\$.H.l$.H. fffff800`02c0e970 74 24 18 57 41 54 41 55 48 83 EC 50 33 C0 49 8B t$.WATAUH..P3.I. fffff800`02c0e980 F9 41 8B F0 4C 8B E2 48 8B CA 49 C7 C3 00 F0 FF .A..L..H..I..... fffff800`02c0e990 FF 45 85 C0 74 10 4C 85 59 10 74 0A 48 8B 49 08 .E..t.L.Y.t.H.I. fffff800`02c0e9a0 FF C0 3B C6 72 F0 3B C6 75 09 49 83 21 00 E9 FB ..;.r.;.u.I.!... fffff800`02c0e9b0 00 00 00 65 48 8B 04 25 20 00 00 00 33 C9 44 8B ...eH..% ...3.D. fffff800`02c0e9c0 50 24 48 8B 05 F7 64 02 00 4A 8B 2C D0 4C 8D 4D P$H...d..J.,.L.M fffff800`02c0e9d0 30 45 85 C0 74 22 4C 8B C6 4C 85 5A 10 75 0F 8B 0E..t"L..L.Z.u.. fffff800`02c0e9e0 02 FF C1 48 C1 E8 0C 49 89 01 49 83 C1 08 49 83 ...H...I..I...I. fffff800`02c0e9f0 E8 01 48 8B 52 08 75 E1 33 DB C1 E1 0C 41 B5 01 ..H.R.u.3....A.. fffff800`02c0ea00 48 21 5D 20 21 5D 2C 89 4D 28 44 38 2D 07 65 02 H!] !],.M(D8-.e. fffff800`02c0ea10 00 75 10 48 8B 05 C6 64 02 00 4A 8B 1C D0 E9 29 .u.H...d..J....) fffff800`02c0ea20 01 00 00 48 8D 0D D6 64 02 00 FF 15 50 C6 01 00 ...H...d....P... fffff800`02c0ea30 48 85 C0 0F 85 F9 00 00 00 44 8D 40 01 45 33 C9 [email protected]. fffff800`02c0ea40 33 D2 48 8B CD C7 44 24 28 20 00 00 00 21 5C 24 3.H...D$( ...!\$ fffff800`02c0ea50 20 FF 15 71 C6 01 00 4C 8B D8 48 85 C0 74 69 45 ..q...L..H..tiE fffff800`02c0ea60 32 ED 49 8B D3 85 F6 74 36 48 8B CE 49 F7 44 24 2.I....t6H..I.D$ fffff800`02c0ea70 10 00 F0 FF FF 75 1D 41 8B 44 24 10 25 EF 0F 00 .....u.A.D$.%... fffff800`02c0ea80 00 48 0B C2 48 83 C8 10 48 81 C2 00 10 00 00 49 .H..H...H......I fffff800`02c0ea90 89 44 24 10 48 83 E9 01 4D 8B 64 24 08 75 CD 48 .D$.H...M.d$.u.H fffff800`02c0eaa0 89 2F 4C 89 5F 08 48 89 5F 10 44 88 6F 30 4C 8D ./L._.H._.D.o0L. fffff800`02c0eab0 5C 24 50 49 8B 5B 20 49 8B 6B 28 49 8B 73 30 49 \$PI.[ I.k(I.s0I fffff800`02c0eac0 8B E3 41 5D 41 5C 5F C3 48 8D 54 24 30 48 8D 0D ..A]A\_.H.T$0H.. fffff800`02c0ead0 4C 64 02 00 FF 15 66 C5 01 00 48 8B 15 FF 63 02 Ld....f...H...c. fffff800`02c0eae0 00 44 8B 0D 10 64 02 00 48 8B 02 B9 01 00 00 00 .D...d..H....... fffff800`02c0eaf0 44 8B 40 18 44 3B C9 76 1E 48 83 C2 08 48 8B 02 [email protected];.v.H...H.. fffff800`02c0eb00 44 39 40 18 7D 06 44 8B 40 18 8B D9 FF C1 48 83 D9@.}[email protected]. fffff800`02c0eb10 C2 08 41 3B C9 72 E6 48 8D 4C 24 30 FF 15 0E C6 ..A;.r.H.L$0.... fffff800`02c0eb20 01 00 48 8B 05 B7 63 02 00 44 8B DB 4A 8B 1C D8 ..H...c..D..J... fffff800`02c0eb30 EB 07 83 60 1C 00 48 8B D8 F0 83 43 18 01 48 8D ...`..H....C..H. fffff800`02c0eb40 57 18 48 8D 4B 20 FF 15 F4 C4 01 00 48 8B 4B 10 W.H.K ......H.K. fffff800`02c0eb50 41 B9 01 00 00 00 4C 8B C5 BA 48 61 6C 20 FF 15 A.....L...Hal .. fffff800`02c0eb60 5C C5 01 00 4C 8B D8 48 85 C0 0F 85 F2 FE FF FF \...L..H........ fffff800`02c0eb70 48 21 44 24 20 45 33 C9 BA 00 10 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  • Drawing transparent glyphs on the HTML canvas

    - by Bertrand Le Roy
    The HTML canvas has a set of methods, createImageData and putImageData, that look like they will enable you to draw transparent shapes pixel by pixel. The data structures that you manipulate with these methods are pseudo-arrays of pixels, with four bytes per pixel. One byte for red, one for green, one for blue and one for alpha. This alpha byte makes one believe that you are going to be able to manage transparency, but that’s a lie. Here is a little script that attempts to overlay a simple generated pattern on top of a uniform background: var wrong = document.getElementById("wrong").getContext("2d"); wrong.fillStyle = "#ffd42a"; wrong.fillRect(0, 0, 64, 64); var overlay = wrong.createImageData(32, 32), data = overlay.data; fill(data); wrong.putImageData(overlay, 16, 16); .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } where the fill method is setting the pixels in the lower-left half of the overlay to opaque red, and the rest to transparent black. And here’s how it renders: As you can see, the transparency byte was completely ignored. Or was it? in fact, what happens is more subtle. What happens is that the pixels from the image data, including their alpha byte, replaced the existing pixels of the canvas. So the alpha byte is not lost, it’s just that it wasn’t used by putImageData to combine the new pixels with the existing ones. This is in fact a clue to how to write a putImageData that works: we can first dump that image data into an intermediary canvas, and then compose that temporary canvas onto our main canvas. The method that we can use for this composition is drawImage, which works not only with image objects, but also with canvas objects. var right = document.getElementById("right").getContext("2d"); right.fillStyle = "#ffd42a"; right.fillRect(0, 0, 64, 64); var overlay = wrong.createImageData(32, 32), data = overlay.data; fill(data); var overlayCanvas = document.createElement("canvas"); overlayCanvas.width = overlayCanvas.height = 32; overlayCanvas.getContext("2d").putImageData(overlay, 0, 0); right.drawImage(overlayCanvas, 16, 16); And there is is, a version of putImageData that works like it should always have:

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  • How do I revert updates/tweaks to get to a usable GUI?

    - by Frankenmartin
    I just installed 12.04 the other day and then ran into trouble upon restarting after installing updates. What I did before the problem occurred: I did not make many changes before this problem occurred. Changes I did make included: Downloading and installing Adobe Flash Player (off topic but: I am under the impression that Java, "C&C" and Shockwave can not be run in Ubuntu. Could anybody verify this?) I also installed gnome-tweak-tool and used it to install several themes. These themes worked well until restarting after the update. Is it possible that one of these themes caused the problem (in combination with the update or because of the restart)? Installed 215 updates from update manager and restarted my system. Current Situation: Unity 3D is unusable since restarting after running updates. When I log in after entering my password the following things happen: the overhead panel disappears and the screen goes black for a minute my wallpaper flashes for a couple seconds but then the screen goes black again after another minute the wallpaper reappears but nothing else does and I am not able to open anything or even right click. after 5 minutes I can finally get a right click menu eventually a box comes up warning about a Compiz failure and asking to let it quit--which I did. Using the right click functionality I was able to create a new folder on the desktop and use this to open a file browser. In doing so I noticed that the downloads I had made were missing (music, image files, etc., even after unpacking several .zip and .rar files) even though I believe that everything should still be there. Any new windows that I create are un-closable/minimizable/movable/etc, because the window bars are missing. I have tried rebooting several times but the results are the same. I was able to browse some off the System Settings windows by clicking on the wallpaper link in the right click menu. In doing so I navigated into the update manager and noticed that updates were selected to be accepted from some "unsupported sources". I do not recall setting these options myself and wonder why these--potentially dangerous--options would be selected by default. Unity 2D is usable but not free of bugs--I stumbled across the ability to log into a Unity 2D session while trying to log into Unity 3D. So far I have only noticed one bug in Unity 2D: the close, minimize and maximize buttons are invisible--however they are still usable despite being invisible. What I need: I'm very new to Linux and Ubuntu and still am in the feeling out stages. As such I will have some trouble answering clarifying questions. I haven't used the terminal yet and would probably not be comfortable using it without very clear instructions. What I do need is to know how I can roll back/remove all those updates so I can use my computer regularly again. I do believe that I could follow step-by-step instructions as long as they are clear and concise if someone knows what my problem is.

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  • AStar in a specific case in C#

    - by KiTe
    Hello. To an intership, I have use the A* algorithm in the following case : the unit shape is a square of height and width of 1, we can travel from a zone represented by a rectangle from another, but we can't travel outside these predifined areas, we can go from a rectangle to another through a door, represented by a segment on corresponding square edge. Here are the 2 things I already did but which didn't satisfied my boss : 1 : I created the following classes : -a Door class which contains the location of the 2 separated squares and the door's orientation (top, left, bottom, right), -a Map class which contains a door list, a rectangle list representing the walkable areas and a 2D array representing the ground's squares (for additionnal infomations through an enumeration) - classes for the A* algorithm (node, AStar) 2 : -a MapCase class, which contains information about the case effect and doors through an enumeration (with [FLAGS] attribute set on, to be able to cummulate several information on each case) -a Map classes which only contains a 2D array of MapCase classes - the classes for the A* algorithm (still node an AStar). Since the 2 version is better than the first (less useless calculation, better map classes architecture), my boss is not still satisfied about my mapping classes architecture. The A* and node classes are good and easily mainainable, so I don't think I have to explain them deeper for now. So here is my asking : has somebody a good idea to implement the A* with the problem specification (rectangle walkable but with a square unit area, travelling through doors)? He said that a grid vision of the problem (so a 2D array) shouldn't be the correct way to solve the problem. I wish I've been clear while exposing my problem .. Thanks KiTe

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  • Pushing a vector into an vector

    - by Sunil
    I have a 2d vector typedef vector <double> record_t; typedef vector <record_t> data_t; data_t data; So my 2d vector is data here. It has elements like say, 1 1 1 1 1 2 2 2 2 2 3 3 3 3 3 4 4 4 4 4 5 5 5 5 5 Now I want to insert these elements into another 2d vector std::vector< vector<double> > window; So what I did was to create an iterator for traversing through the rows of data and pushing it into windowlike std::vector< std::vector<double> >::iterator data_it; for (data_it = data.begin() ; data_it != data.end() ; ++data_it) window.push_back ( *data_it ); Can anybody tell me where I'm wrong or suggest a way to do this ? Thanks

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  • Pushing a vector into an vector

    - by Sunil
    I have a 2d vector typedef vector <double> record_t; typedef vector <record_t> data_t; data_t data; So my 2d vector is data here. It has elements like say, 1 1 1 1 1 2 2 2 2 2 3 3 3 3 3 4 4 4 4 4 5 5 5 5 5 Now I want to insert these elements into another 2d vector std::vector< vector<double> > window; So what I did was to create an iterator for traversing through the rows of data and pushing it into window like std::vector< std::vector<double> >::iterator data_it; for (data_it = data.begin() ; data_it != data.end() ; ++data_it){ window.push_back ( *data_it ); // Do something else } Can anybody tell me where I'm wrong or suggest a way to do this ? BTW I want to push it just element by element because I want to be able to do something else inside the loop too. i.e. I want to check for a condition and increment the value of the iterator inside. for example, if a condition satisfies then I'll do data_it+=3 or something like that inside the loop. Thanks P.S. I asked this question last night and didn't get any response and that's why I'm posting it again.

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  • Which way to store this data is effective?

    - by Tattat
    I am writing a game, which need a map, and I want to store the map. The first thing I can think of, is using a 2D-array. But the problem is what data should I store in the 2D-array. The player can tap different place to have different reaction. So, I am thinking store a 2D-array with objects, when player click some position, and I find it in the array, and use the object in that array to execute a cmd. But I have a concern that storing lots of object may use lots of memory. So, I am think storing char/int only. But it seems that not enough for me. I want to store the data like that: { Type:1 Color:Green } No matter what color is, if they are all type 1, the have same reactions in logic, but the visual effect is based on the color. So, it is not easy to store using a prue char/int data, unless I make something like this: 1-5 --> all type 1. 1=color green , 2=color red, 3 = color yellow.... ... 6-10 --> all type 2. 2 = color green, 2 = color red ... ... So, do you have any ideas on how to minimize the ram use, but also easy for me to read... ...thx

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  • own drawImage / drawLine in OpenGL

    - by Chrise
    I'm implementing some native 2D-draw functions in my graphics engine for android, but now there's another question coming up, when I observe the performance of my program. At the moment I'm implementing a drawLine/drawImage function. In summary, there are following different values for drawing each different line / image: the color the alpha value the width of the line rotation (only for images) size/scale (also for images) blending method (subrtract, add, normal-alpha) Now, when an imageLine is drawn, I put the CPU-calculated vertex-positions and uv-values for 6 vertices (2 triangles), into a Floatbuffer and draw it immediately with drawArrays, after passing information for drawing (color,alpha, etc.) via uniforms to the shader. When I draw an image, the pre-set VBO is directly drawn after passing information. The first fact I recognized, is: of course drawing Images is much faster, than imagelines (beacuse of VBOs), but also: I cannot pre-put vertex-data into a VBO for imageLines, because imageLines have no static shape like normal images (varying linelength, varying linewidth and the vertex positions of x1,y1 and x2,y2 change too often) That's why I use a normal Floatbuffer, instead of a VBO. So my question is: What's the best way for managing images, and other 2D-graphics functions. For me it's some kind of important, that the user of the engine is able to draw as many images/2D graphics as possible, without loosing to much performance. You can find the functions for drawing images, imagelines, rects, quads, etc. here: https://github.com/Chrise55/LLama3D/blob/master/Llama3DLibrary/src/com/llama3d/object/graphics/image/ImageBase.java Here an example how it looks with many images (testing artificial neural networks), it works fine, but already little bit slow with that many images... :(

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