Search Results

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

Page 61/84 | < Previous Page | 57 58 59 60 61 62 63 64 65 66 67 68  | Next Page >

  • HLSL/XNA Ambient light texture mixed up with multi pass lighting

    - by Manu-EPITA
    I've been having some troubles lately with lighting. I have found a source on google which is working pretty good on the example. However, when I try to implement it to my current project, I am getting some very weird bugs. The main one is that my textures are "mixed up" when I only activate the ambient light, which means that a model gets the texture of another one . I am using the same effect for every meshes of my models. I guess this could be the problem, but I don't really know how to "reset" an effect for a new model. Is it possible? Here is my shader: float4x4 WVP; float4x4 WVP; float3x3 World; float3 Ke; float3 Ka; float3 Kd; float3 Ks; float specularPower; float3 globalAmbient; float3 lightColor; float3 eyePosition; float3 lightDirection; float3 lightPosition; float spotPower; texture2D Texture; sampler2D texSampler = sampler_state { Texture = <Texture>; MinFilter = anisotropic; MagFilter = anisotropic; MipFilter = linear; MaxAnisotropy = 16; }; struct VertexShaderInput { float4 Position : POSITION0; float2 Texture : TEXCOORD0; float3 Normal : NORMAL0; }; struct VertexShaderOutput { float4 Position : POSITION0; float2 Texture : TEXCOORD0; float3 PositionO: TEXCOORD1; float3 Normal : NORMAL0; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; output.Position = mul(input.Position, WVP); output.Normal = input.Normal; output.PositionO = input.Position.xyz; output.Texture = input.Texture; return output; } float4 PSAmbient(VertexShaderOutput input) : COLOR0 { return float4(Ka*globalAmbient + Ke,1) * tex2D(texSampler,input.Texture); } float4 PSDirectionalLight(VertexShaderOutput input) : COLOR0 { //Difuze float3 L = normalize(-lightDirection); float diffuseLight = max(dot(input.Normal,L), 0); float3 diffuse = Kd*lightColor*diffuseLight; //Specular float3 V = normalize(eyePosition - input.PositionO); float3 H = normalize(L + V); float specularLight = pow(max(dot(input.Normal,H),0),specularPower); if(diffuseLight<=0) specularLight=0; float3 specular = Ks * lightColor * specularLight; //sum all light components float3 light = diffuse + specular; return float4(light,1) * tex2D(texSampler,input.Texture); } technique MultiPassLight { pass Ambient { VertexShader = compile vs_3_0 VertexShaderFunction(); PixelShader = compile ps_3_0 PSAmbient(); } pass Directional { PixelShader = compile ps_3_0 PSDirectionalLight(); } } And here is how I actually apply my effects: public void ApplyLights(ModelMesh mesh, Matrix world, Texture2D modelTexture, Camera camera, Effect effect, GraphicsDevice graphicsDevice) { graphicsDevice.BlendState = BlendState.Opaque; effect.CurrentTechnique.Passes["Ambient"].Apply(); foreach (ModelMeshPart part in mesh.MeshParts) { graphicsDevice.SetVertexBuffer(part.VertexBuffer); graphicsDevice.Indices = part.IndexBuffer; // Texturing graphicsDevice.BlendState = BlendState.AlphaBlend; if (modelTexture != null) { effect.Parameters["Texture"].SetValue( modelTexture ); } graphicsDevice.DrawIndexedPrimitives( PrimitiveType.TriangleList, part.VertexOffset, 0, part.NumVertices, part.StartIndex, part.PrimitiveCount ); // Applying our shader to all the mesh parts effect.Parameters["WVP"].SetValue( world * camera.View * camera.Projection ); effect.Parameters["World"].SetValue(world); effect.Parameters["eyePosition"].SetValue( camera.Position ); graphicsDevice.BlendState = BlendState.Additive; // Drawing lights foreach (DirectionalLight light in DirectionalLights) { effect.Parameters["lightColor"].SetValue(light.Color.ToVector3()); effect.Parameters["lightDirection"].SetValue(light.Direction); // Applying changes and drawing them effect.CurrentTechnique.Passes["Directional"].Apply(); graphicsDevice.DrawIndexedPrimitives( PrimitiveType.TriangleList, part.VertexOffset, 0, part.NumVertices, part.StartIndex, part.PrimitiveCount ); } } I am also applying this when loading the effect: effect.Parameters["lightColor"].SetValue(Color.White.ToVector3()); effect.Parameters["globalAmbient"].SetValue(Color.White.ToVector3()); effect.Parameters["Ke"].SetValue(0.0f); effect.Parameters["Ka"].SetValue(0.01f); effect.Parameters["Kd"].SetValue(1.0f); effect.Parameters["Ks"].SetValue(0.3f); effect.Parameters["specularPower"].SetValue(100); Thank you very much UPDATE: I tried to load an effect for each model when drawing, but it doesn't seem to have changed anything. I suppose it is because XNA detects that the effect has already been loaded before and doesn't want to load a new one. Any idea why?

    Read the article

  • SEO and external sites that serve responsive images (like Re-SRC)

    - by Baumr
    Re-SRC is a tool that allows you to automatically serve responsive images for your website from their cloud servers. It delivers a new image file each time the browser window (viewport) is resized. To use it in your HTML when linking to an image, you would do the following: <img src="http://app.resrc.it//www.your-domain.com/img/img001.jpg"/> Some more background for SEO considerations: As an example, looking at their demo page's code, the src of the Arc de Triomphe photo — when the browser window is resized to be at a tablet-width — shows this particular file at it's widest. It is found under the following URL: http://app4-uk.resrc.it/s=w560,pd1/ro=h//www.resrc.it/img/demo/demo-image-1.jpg If the viewport is increased to desktop-width, then a smaller image is served in line with the design; see this URL: http://app4-uk.resrc.it/s=w320,pd1/ro=h//www.resrc.it/img/demo/demo-image-1.jpg If I change the viewport to be about half-way between those two, then the image's URL is: http://app4-uk.resrc.it/s=w240,pd1/ro=h//www.resrc.it/img/demo/demo-image-1.jpg In other words, I found that there is a separate file for every 10-pixel increment of the image width. Very cool for saving bandwidth on mobile devices and service responsive/retina images on others, but... Here are two problems I see for SEO: The img on your site, part of your semantic markup, will not be hosted on your site at all, or even a server you control. Any links to these images will pass on "link juice" to Re-SRC's site instead. You are serving a vast array of different image files to different people — some may link to one, others to another size. Then there's the question of what different search engine crawlers will see. Also: There seems to be no fallback option if their servers are down. Do you see any other concerns? Or, perhaps, do you not see those as concerns?

    Read the article

  • (Ogre3D) Using a 3D texture slice as a 2D texture input.

    - by ~mech
    Hello, I am trying to do something with Ogre using 3D textures. I would like to update a 3D-texture by going through it slice-by-slice and recalculating the color values. However, in each step I also need to access the previous slice somehow to read the values. Setting up a slice as a render target is easy, but is it possible to feed such a slice as a 2D-texture input to a shader, or do I need to explicitly copy it into a separate 2D texture? Thanks.

    Read the article

  • Problem with alleg42.dll / program crashes / Allegro & Codeblocks

    - by user24152
    I'm having a serious problem with allegro. The program should display random pixels on the screen and when I build and run it I get the following error message: Below is the full code of my program: #include <stdio.h> #include <stdlib.h> #include <time.h> #include "allegro.h" #define Text_Color_Red makecol(255,0,0) int main() { int ret; int color_depth = 32; int x; int y; int red; int green; int blue; int color; //init allegro allegro_init(); //install keyboard install_keyboard(); //set color depth to 32 bits set_color_depth(color_depth); //init random seed srand(time(NULL)); //init video mode to 640 x 480 ret = set_gfx_mode(GFX_AUTODETECT_WINDOWED,640,480,0,0); if(ret !=0) { allegro_message(allegro_error); return 1; } //Display string textprintf(screen,font,0,0,10,0,Text_Color_Red,"Screen Resolution is: %dx%d -- Press ESC to quit !",SCREEN_W,SCREEN_H); //display pixels until ESC key is pressed //wait for keypress while(!key[KEY_ESC]) { //set a random location x = 10 + rand() % (SCREEN_W-20); y = 10 + rand() % (SCREEN_H-20); //set a random color red = rand() % 255; green = rand() % 255; blue = rand() % 255; color = makecol(red,green,blue); //draw the pixel putpixel(screen, x, y, color); } //quit allegro allegro_exit(); } END_OF_MAIN() Error message: AllegroPixels1.exe has encountered a problem and needs to close. We are sorry for the inconvenience. Error signature: AppName: allegropixels1.exe AppVer: 0.0.0.0 ModName: alleg42.dll ModVer: 4.2.3.0 Offset: 0006c05c I am using Windows XP inside a virtual machine under Parallels 7.0

    Read the article

  • How to run around another football player

    - by Lumis
    I have finished a simple 2D one-on-one indoor football Android game. The thing that it seemed so simple to me, a human being, turned out to be difficult for a computer: how to go around the opponent … At the moment the game logic of the computer player is that if it hits into the human player will step back few points on the pixel greed and then try again to go towards the ball. The problem is if the human player is in-between then the computer player will oscillate in one place, which does not look very nice and the human opponent can use this weakness to control the game. You can see this in the photo – at the moment the computer will go along the red line indefinitely. I tried few ideas but it proved not easy to do it when both the human player and the ball are constantly moving so at each step computer would change directions and “oscillate” again. Once when the computer player reaches the ball it will kick it with certain amount of random strength and direction towards the human’s goal. The question here is how to formulate the logic of going around the ever moving human opponent and how to translate it into the co-ordinate system and frame by frame animation… any suggestions welcome.

    Read the article

  • is wisdom of what happens 'behind scenes' (in compiler, external DLLs etc.) important?

    - by I_Question_Things_Deeply
    I have been a computer-fanatic for almost a decade now. I've always loved and wondered how computers work, even from the purest, lowest hardware level to the very smallest pixel on the screen, and all the software around that. That seems to be my problem though ... as I try to write code (I'm pretty fluent at C++) I always sit there enormous amounts of time in front of a text-editor wondering how every line, statement, datum, function, etc. will correspond to every Assembly and machine instruction performed to do absolutely everything necessary for the kernel to allocate memory to run my compiled program, and all of the other hardware being used as well. For example ... I would write cout << "Before memory changed" << endl; and run the debugger to get the Assembly for this, and then try and reverse disassemble the Assembly to machine code based on my ISA, and then research every .dll, library file, linked library, linking process, linker source code of the program, the make file, the kernel I'm using's steps of processing this compilation, the hardware's part aside from the processor (e.g. video card, sound card, chipset, cache latency, byte-sized registers, calling convention use, DDR3 RAM and disk drive, filesystem functioning and so many other things). Am I going about programming wrong? I mean I feel I should know everything that goes on underneath English syntax on a computer program. But the problem is that the more I research every little thing the less I actually accomplish at all. I can never finish anything because of this mentality, yet I feel compelled to know everything... what should I do?

    Read the article

  • What guidelines should be followed when implementing third-party tracking pixels?

    - by Strozykowski
    Background I work on a website that gets a fair amount of traffic, and as such, we have implemented different tracking pixels and techniques across the site for various specific reasons. Because there are many agencies who are sending traffic our way through email campaigns, print ads and SEM, we have agreements with a variety of different outside agencies for tracking these page hits. Consequently, we have tracking pixels which span the entire site, as well as some that are on specific pages only. We have worked to reduce the total number of pixels available on any one page, but occasionally the site is rendered close to unusable when one of these third-party tracking pixels fails to load. This is a huge difficulty on parts of the site where Javascript is needed for functionality built into the page, but is unable to initialize until a 404 is returned on the external tracking pixel. (Sometimes up to 30 seconds later) I have spent some time attempting to research how other firms deal with this sort of instability with third-party components, but have come up a bit short. The plan currently is to implement our own stop-gap method to deal with these external outages, but rather than reinventing the wheel, we wanted to find out how this is dealt with on other sites. Question Is there a good set of guidelines that should be followed when implementing third-party tracking pixels? I would love to see some white papers or other written documents about how other people have dealt with this issue.

    Read the article

  • Rendering multiple squares fast?

    - by Sam
    so I'm doing my first steps with openGL development on android and I'm kinda stuck at some serious performance issues... What I'm trying to do is render a whole grid of single colored squares on to the screen and I'm getting framerates of ~7FPS. The squares are 9px in size right now with one pixel border in between, so I get a few thousand of them. I have a class "Square" and the Renderer iterates over all Squares every frame and calls the draw() method of each (just the iteration is fast enough, with no openGL code the whole thing runs smootlhy at 60FPS). Right now the draw() method looks like this: // Prepare the square coordinate data GLES20.glVertexAttribPointer(mPositionHandle, COORDS_PER_VERTEX, GLES20.GL_FLOAT, false, vertexStride, vertexBuffer); // Set color for drawing the square GLES20.glUniform4fv(mColorHandle, 1, color, 0); // Draw the square GLES20.glDrawElements(GLES20.GL_TRIANGLES, drawOrder.length, GLES20.GL_UNSIGNED_SHORT, drawListBuffer); So its actually only 3 openGL calls. Everything else (loading shaders, filling buffers, getting appropriate handles, etc.) is done in the Constructor and things like the Program and the handles are also static attributes. What am I missing here, why is it rendering so slow? I've also tried loading the buffer data into VBOs, but this is actually slower... Maybe I did something wrong though. Any help greatly appreciated! :)

    Read the article

  • Approaches for a clickable map of nations (such as a Risk game) with Spritekit

    - by Vukovitch
    I would like to create a political map where each country is clickable by tapping but I'm not sure the best way to determine which nation was selected. Imagine Risk where each country can be individually clicked to bring up additional information. My current approach is to make a sprite for each nation where every image is the size of the screen The images are mostly transparent except for the country, that way when all of the images are displayed the countries are in the correct place relative to one another. To determine if a click occurs on an individual country I look to see if the tapped location is a non transparent pixel and check that the sprite's name is one of the countries. Additionally the nation needs to glow or something when tapped as an indicator, however my current solution is yet another sprite that is displayed. This seems like a terrible approach and I was wondering what other solutions might achieve the same results. I'm pretty new to SpriteKit so I'm not entirely sure. The other idea I had was creating a single texture where each country is a different shade of gray, then when I get the tap location I do a lookup on the color at that location and get the corresponding country. However, I'm not sure how to create a hilight or glowing country effect with that method.

    Read the article

  • Fast, accurate 2d collision

    - by Neophyte
    I'm working on a 2d topdown shooter, and now need to go beyond my basic rectangle bounding box collision system. I have large levels with many different sprites, all of which are different shapes and sizes. The textures for the sprites are all square png files with transparent backgrounds, so I also need a way to only have a collision when the player walks into the coloured part of the texture, and not the transparent background. I plan to handle collision as follows: Check if any sprites are in range of the player Do a rect bounding box collision test Do an accurate collision (Where I need help) I don't mind advanced techniques, as I want to get this right with all my requirements in mind, but I'm not sure how to approach this. What techniques or even libraries to try. I know that I will probably need to create and store some kind of shape that accurately represents each sprite minus the transparent background. I've read that per pixel is slow, so given my large levels and number of objects I don't think that would be suitable. I've also looked at Box2d, but haven't been able to find much documentation, or any examples of how to get it up and running with SFML.

    Read the article

  • OpenGL index buffer object with additional data

    - by muksie
    I have a large set of lines, which I render from a vertex buffer object using glMultiDrawArrays(GL_LINE_STRIP, ...); This works perfectly well. Now I have lots of vertex pairs which I also have to visualize. Every pair consists of two vertices on two different lines, and the distance between the vertices is small. However, I like to have the ability to draw a line between all vertex pairs with a distance less than a certain value. What I like to have is something like a buffer object with the following structure: i1, j1, r1, i2, j2, r2, i3, j3, r3, ... where the i's and j's are indices pointing to vertices and the r's are the distances between those vertices. Thus every vertex pair is stored as a (i, j, r) tuple. Then I like to have a (vertex) shader which only draws the vertex pairs with r < SOME_VALUE as a line. So my question is, what is the best way to achieve this?

    Read the article

  • Image mapping using lookup tables [on hold]

    - by jblasius
    I have an optimization problem. I'm using a look-up table to map a pixel in an image: for (uint32_t index = 0u; index < imgSize; index++) { img[ lt[ index ] ] = val; } Is there a faster way to do this, perhaps using a reinterpret_cast or something like that? I am accessing two different memory addresses, so what is the compiler doing? One solution is to do a set of reads to access adjacent memory addresses. struct mblock { uint32_t buf[10u]; }; mblock mb; for (uint32_t index = 0u; index < imgSize; index += 10u) { mb = *reinterpret_cast<mblock*>(lt + index)); for (uint8_t i = 0u; i < 10u; i ++) { mb.buf[i] += img; } for (uint8_t i = 0u; i < 10u; i ++) { *( mb.buf[i] ) = val; } } This speeds up the code because I'm separating the image access from the table look-up; the positions in the look-up table are adjacent. I still get the image access problem as it is accessing random address positions.

    Read the article

  • Tile sizes in 2D games

    - by Ephismen
    While developing a small game using tile-mapping method a question came to my mind: I would develop the game on Windows but wouldn't exclude adapting it to another platform. What size(in pixels) would you recommend using for creating the tiles of a tile-mapped game(ie: RPG) with the following requirements? Have an acceptable level of detail without having too many tiles. Having a decent map size. Allow adaptation of the game on a handheld(ie: PSP), smartphone or a computer without too much loss of detail or slowdowns. Allow more or less important zoom-in / zoom-out. Have a resolution of tile that permits either pixel-perfect collision or block-collision. Anything from a good explanation to a game example is useful as long as it can fit the requirements. This question may seem a bit simplistic, but I noticed that many Indies game developer were using inappropriate scales scenery. Also sorry for the poor syntax and the lack of vocabulary of my question, being a non-native English speaker doesn't help when talking about computers programming.

    Read the article

  • Create Adjustable Depth of Field Photos with a DSLR

    - by Jason Fitzpatrick
    If you’re fascinating by the Lytro camera–a camera that let’s you change the focus after you’ve taken the photo–this DSLR hack provides a similar post-photo focus processing without the $400 price tag. Photography tinkers at The Chaos Collective came up with a clever way of mimicking the adjustable depth-of-field adjustment effect from the Lytro camera. The secret sauce in their technique is setting the camera to manual focus and capturing a short 2-3 second video clip while they rotate the focus through the entire focal range. From there, they use a simple applet to separate out each frame of the video. Check out the interactive demo below: Anywhere you click in the photo shifts the focus to that point, just like the post processing in the Lytro camera. It’s a different approach to the problem but it yields roughly the same output. Hit up the link below for the full run down on their technique and how you can get started using it with your own video-enabled DLSR. Camera HACK: DOF-Changeable Photos with an SLR [via Hack A Day] Secure Yourself by Using Two-Step Verification on These 16 Web Services How to Fix a Stuck Pixel on an LCD Monitor How to Factory Reset Your Android Phone or Tablet When It Won’t Boot

    Read the article

  • Help with collision detection method [on hold]

    - by derek jones
    I was wondering if any of you could spare me some time to go over some collision detection on my platform engine. i tried XNA a few years back but for reasons i wont go into online could not continue, my health is now at a state where i am ready to try again but due to my current circumstances (and age) schooling is out of the question so i turn to you guys for help. Whilst i can adapt the MS sample ok and have some great features, you will agree modifying code is not really learning. So i have spent the last couple of week going over my old MS code and lots of stuff online and decided on what i want and have ported most of it over to code that i understand 90% of. I have my player class that moves about, jumps with gravity, has animations and a bounding box that follows it around. I have my map & basic level class to load levels from text files. Its just how i handle the collisions that i am struggling with as i will want per pixel collision on some tiles(i have code for this in a pong game i made so that should be ok). I'm pretty clear in my mind on what i need to do its just putting it in code and in the right place, here's what i was thinking. I was going to do it all in layers, have a tile layer, a collision layer & an item layer this way i could make a nice map editor in Win Forms at some point. Anyway i need to read in the collision layer the assign each tile a rectangle and collision property, and this is where i get me. Would any of you be able to spare some time and go over this with me ? I will post some code later Regards Del

    Read the article

  • Android Bitmap: Collision Detecting

    - by Aekasitt Guruvanich
    I am writing an Android game right now and I would need some help in the collision of the Pawns on screen. I figured I could run a for loop on the Player class with all Pawn objects on the screen checking whether or not Width*Height intersects with each other, but is there a more efficient way to do this? And if you do it this way, many of the transparent pixel inside the rectangular area will also be considered as collision as well. Is there a way to check for collision between Bitmap on a Canvas that disregard transparent pixels? The class for player is below and the Pawn class uses the same method of display. Class Player { private Resources res; // Used for referencing Bitmap from predefined location private Bounds bounds; // Class that holds the boundary of the screen private Bitmap image; private float x, y; private Matrix position; private int width, height; private float velocity_x, velocity_y; public Player (Resources resources, Bounds boundary) { res = resources; bounds = boundary; image = BitmapFactory.decodeResource(res, R.drawable.player); width = image.getWidth(); height = image.getHeight(); position = new Matrix(); x = bounds.xMax / 2; // Initially puts the Player in the middle of screen y = bounds.yMax / 2; position.preTranslate(x,y); } public void draw(Canvas canvas) { canvas.drawBitmap(image, position, null); } }

    Read the article

  • OpenGL: Move camera regardless of rotation

    - by Markus
    For a 2D board game I'd like to move and rotate an orthogonal camera in coordinates given in a reference system (window space), but simply can't get it to work. The idea is that the user can drag the camera over a surface, rotate and scale it. Rotation and scaling should always be around the center of the current viewport. The camera is set up as: gl.glMatrixMode(GL2.GL_PROJECTION); gl.glLoadIdentity(); gl.glOrtho(-width/2, width/2, -height/2, height/2, nearPlane, farPlane); where width and height are equal to the viewport's width and height, so that 1 unit is one pixel when no zoom is applied. Since these transformations usually mean (scaling and) translating the world, then rotating it, the implementation is: gl.glMatrixMode(GL2.GL_MODELVIEW); gl.glLoadIdentity(); gl.glRotatef(rotation, 0, 0, 1); // e.g. 45° gl.glTranslatef(x, y, 0); // e.g. +10 for 10px right, -2 for 2px down gl.glScalef(zoomFactor, zoomFactor, zoomFactor); // e.g. scale by 1.5 That however has the nasty side effect that translations are transformed as well, that is applied in world coordinates. If I rotate around 90° and translate again, X and Y axis are swapped. If I reorder the transformations so they read gl.glTranslatef(x, y, 0); gl.glScalef(zoomFactor, zoomFactor, zoomFactor); gl.glRotatef(rotation, 0, 0, 1); the translation will be applied correctly (in reference space, so translation along x always visually moves the camera sideways) but rotation and scaling are now performed around origin. It shouldn't be too hard, so what is it I'm missing?

    Read the article

  • Is this too much to ask for a game programming and developing enthusiast? Am I doing this wrong?

    - by I_Question_Things_Deeply
    I have been a computer-fanatic for almost a decade now. I've always loved and wondered how computers work, even from the purest, lowest hardware level to the very smallest pixel on the screen, and all the software around that. That seems to be my problem though ... as I try to write code (I'm pretty fluent at C++) I always sit there enormous amounts of time in front of a text-editor wondering how every line, statement, datum, function, etc. will correspond to every Assembly and machine instruction performed to do absolutely everything necessary for the kernel to allocate memory to run my compiled program, and all of the other hardware being used as well. For example ... I would write cout << "Before memory changed" << endl; and run the debugger to get the Assembly for this, and then try and reverse disassemble the Assembly to machine code based on my ISA, and then research every .dll, library file, linked library, linking process, linker source code of the program, the make file, the kernel I'm using's steps of processing this compilation, the hardware's part aside from the processor (e.g. video card, sound card, chipset, cache latency, byte-sized registers, calling convention use, DDR3 RAM and disk drive, filesystem functioning and so many other things). Am I going about programming wrong? I mean I feel I should know everything that goes on underneath English syntax on a computer program. But the problem is that the more I research every little thing the less I actually accomplish at all. I can never finish anything because of this mentality, yet I feel compelled to know everything... what should I do?

    Read the article

  • Mobile Friendly Websites with CSS Media Queries

    - by dwahlin
    In a previous post the concept of CSS media queries was introduced and I discussed the fundamentals of how they can be used to target different screen sizes. I showed how they could be used to convert a 3-column wide page into a more vertical view of data that displays better on devices such as an iPhone:     In this post I'll provide an additional look at how CSS media queries can be used to mobile-enable a sample site called "Widget Masters" without having to change any server-side code or HTML code. The site that will be discussed is shown next:     This site has some of the standard items shown in most websites today including a title area, menu bar, and sections where data is displayed. Without including CSS media queries the site is readable but has to be zoomed out to see everything on a mobile device, cuts-off some of the menu items, and requires horizontal scrolling to get to additional content. The following image shows what the site looks like on an iPhone. While the site works on mobile devices it's definitely not optimized for mobile.     Let's take a look at how CSS media queries can be used to override existing styles in the site based on different screen widths. Adding CSS Media Queries into a Site The Widget Masters Website relies on standard CSS combined with HTML5 elements to provide the layout shown earlier. For example, to layout the menu bar shown at the top of the page the nav element is used as shown next. A standard div element could certainly be used as well if desired.   <nav> <ul class="clearfix"> <li><a href="#home">Home</a></li> <li><a href="#products">Products</a></li> <li><a href="#aboutus">About Us</a></li> <li><a href="#contactus">Contact Us</a></li> <li><a href="#store">Store</a></li> </ul> </nav>   This HTML is combined with the CSS shown next to add a CSS3 gradient, handle the horizontal orientation, and add some general hover effects.   nav { width: 100%; } nav ul { border-radius: 6px; height: 40px; width: 100%; margin: 0; padding: 0; background: rgb(125,126,125); /* Old browsers */ background: -moz-linear-gradient(top, rgba(125,126,125,1) 0%, rgba(14,14,14,1) 100%); /* FF3.6+ */ background: -webkit-gradient(linear, left top, left bottom, color-stop(0%,rgba(125,126,125,1)), color-stop(100%,rgba(14,14,14,1))); /* Chrome,Safari4+ */ background: -webkit-linear-gradient(top, rgba(125,126,125,1) 0%, rgba(14,14,14,1) 100%); /* Chrome10+,Safari5.1+ */ background: -o-linear-gradient(top, rgba(125,126,125,1) 0%, rgba(14,14,14,1) 100%); /* Opera 11.10+ */ background: -ms-linear-gradient(top, rgba(125,126,125,1) 0%, rgba(14,14,14,1) 100%); /* IE10+ */ background: linear-gradient(top, rgba(125,126,125,1) 0%, rgba(14,14,14,1) 100%); /* W3C */ filter: progid:DXImageTransform.Microsoft.gradient( startColorstr='#7d7e7d', endColorstr='#0e0e0e',GradientType=0 ); /* IE6-9 */ } nav ul > li { list-style: none; float: left; margin: 0; padding: 0; } nav ul > li:first-child { margin-left: 8px; } nav ul > li > a { color: #ccc; text-decoration: none; line-height: 2.8em; font-size: 0.95em; font-weight: bold; padding: 8px 25px 7px 25px; font-family: Arial, Helvetica, sans-serif; } nav ul > li a:hover { background-color: rgba(0, 0, 0, 0.1); color: #fff; }   When mobile devices hit the site the layout of the menu items needs to be adjusted so that they're all visible without having to swipe left or right to get to them. This type of modification can be accomplished using CSS media queries by targeting specific screen sizes. To start, a media query can be added into the site's CSS file as shown next: @media screen and (max-width:320px) { /* CSS style overrides for this screen width go here */ } This media query targets screens that have a maximum width of 320 pixels. Additional types of queries can also be added – refer to my previous post for more details as well as resources that can be used to test media queries in different devices. In that post I emphasize (and I'll emphasize again) that CSS media queries only modify the overall layout and look and feel of a site. They don't optimize the site as far as the size of the images or content sent to the device which is important to keep in mind. To make the navigation menu more accessible on devices such as an iPhone or Android the CSS shown next can be used. This code changes the height of the menu from 40 pixels to 100%, takes off the li element floats, changes the line-height, and changes the margins.   @media screen and (max-width:320px) { nav ul { height: 100%; } nav ul > li { float: none; } nav ul > li a { line-height: 1.5em; } nav ul > li:first-child { margin-left: 0px; } /* Additional CSS overrides go here */ }   The following image shows an example of what the menu look like when run on a device with a width of 320 pixels:   Mobile devices with a maximum width of 480 pixels need different CSS styles applied since they have 160 additional pixels of width. This can be done by adding a new CSS media query into the stylesheet as shown next. Looking through the CSS you'll see that only a minimal override is added to adjust the padding of anchor tags since the menu fits by default in this screen width.   @media screen and (max-width: 480px) { nav ul > li > a { padding: 8px 10px 7px 10px; } }   Running the site on a device with 480 pixels results in the menu shown next being rendered. Notice that the space between the menu items is much smaller compared to what was shown when the main site loads in a standard browser.     In addition to modifying the menu, the 3 horizontal content sections shown earlier can be changed from a horizontal layout to a vertical layout so that they look good on a variety of smaller mobile devices and are easier to navigate by end users. The HTML5 article and section elements are used as containers for the 3 sections in the site as shown next:   <article class="clearfix"> <section id="info"> <header>Why Choose Us?</header> <br /> <img id="mainImage" src="Images/ArticleImage.png" title="Article Image" /> <p> Post emensos insuperabilis expeditionis eventus languentibus partium animis, quas periculorum varietas fregerat et laborum, nondum tubarum cessante clangore vel milite locato per stationes hibernas. </p> </section> <section id="products"> <header>Products</header> <br /> <img id="gearsImage" src="Images/Gears.png" title="Article Image" /> <p> <ul> <li>Widget 1</li> <li>Widget 2</li> <li>Widget 3</li> <li>Widget 4</li> <li>Widget 5</li> </ul> </p> </section> <section id="FAQ"> <header>FAQ</header> <br /> <img id="faqImage" src="Images/faq.png" title="Article Image" /> <p> <ul> <li>FAQ 1</li> <li>FAQ 2</li> <li>FAQ 3</li> <li>FAQ 4</li> <li>FAQ 5</li> </ul> </p> </section> </article>   To force the sections into a vertical layout for smaller mobile devices the CSS styles shown next can be added into the media queries targeting 320 pixel and 480 pixel widths. Styles to target the display size of the images in each section are also included. It's important to note that the original image is still being downloaded from the server and isn't being optimized in any way for the mobile device. It's certainly possible for the CSS to include URL information for a mobile-optimized image if desired. @media screen and (max-width:320px) { section { float: none; width: 97%; margin: 0px; padding: 5px; } #wrapper { padding: 5px; width: 96%; } #mainImage, #gearsImage, #faqImage { width: 100%; height: 100px; } } @media screen and (max-width: 480px) { section { float: none; width: 98%; margin: 0px 0px 10px 0px; padding: 5px; } article > section:last-child { margin-right: 0px; float: none; } #bottomSection { width: 99%; } #wrapper { padding: 5px; width: 96%; } #mainImage, #gearsImage, #faqImage { width: 100%; height: 100px; } }   The following images show the site rendered on an iPhone with the CSS media queries in place. Each of the sections now displays vertically making it much easier for the user to access them. Images inside of each section also scale appropriately to fit properly.     CSS media queries provide a great way to override default styles in a website and target devices with different resolutions. In this post you've seen how CSS media queries can be used to convert a standard browser-based site into a site that is more accessible to mobile users. Although much more can be done to optimize sites for mobile, CSS media queries provide a nice starting point if you don't have the time or resources to create mobile-specific versions of sites.

    Read the article

  • CodePlex Daily Summary for Saturday, April 24, 2010

    CodePlex Daily Summary for Saturday, April 24, 2010New ProjectsAutoWorkLoad: Is an application intended to load hours to accounting system such as TimeTracker automatically.Chemistry Add-in for Word: The Chemistry Add-in for Word makes it easier for students, chemists, and researchers to insert and modify chemical information, such as labels, fo...Exceptional Visualizer: A Debugger Visualizer for VS 2008 that allows for effective visual tracing of an Exception stack. Useful for Unity Resolution Exceptions as seen i...FTE Owner Requirement: FIM 2010 Activity: Forefront Identity Manager 2010 (FIM) activity designed to ensure that group object has at least one assigned Full Time Employee owner. This policy...Globus CB: Group project 2009-2010Highlighterr for Visual C++ 2010: A simple code syntax highlighter to change the colors of classes, structs, interfaces, macros and typedefs in the Visual C++ 2010 IDE. It is implem...HTML to word (.doc): easy to export your HTML code to Microsoft Word (.doc extension)IETT Hat Güzergah Importer: http://www.iett.gov.tr sitesinden otobüs hat ve güzergahlarını indirerek RegEx ile parse eder. Elde ettiği verileri SQL Server'a kaydeder.Industrial Dashboard: WCF service that allows executing SQL Server stored procedures straight from javascript code, enabling sending and receiving structured data withou...iSafePDF: iSafePDF is a PDF protection software. it allows you to encrypt PDF document, signe them using a certificate and timestamp the signature. all those...Kordinat Dönüştürücü: * UTM Koordinatlardan DDD koordinatlara iki yönlü dönüşüm. * Google Earth üzerinde koordinat, polygon ve ruhsat gösterimi. * Türkiye Paftalarının...LinkedIn® for Windows Mobile: LinkedIn® for Windows Mobile brings your LinkedIn® account to your Window Mobile powered phone. See networkupdates / connections / profile etc. Macrosome: An F# project demonstrates recording and replaying user operations.Markov Text Generator: Markov Text Generator.MEFedMVVM: Library for building MEF MVVM applications for Silverlight and WPF. By using this library you can easily build MVVM application. *UNDER Constructi...Mercurial to Team Foundation Server Work Item Hook: This is a Mercurial hook that will mark Team Foundation Server work items as resolved with a specific format in the commit description.Metaball WPF HLSL: Metaballs in WPF 3 with pixel shaders.Project Audiophile: Project Audiophile is a suite of applications and libraries built for .Net and Mono for the purposes of listening and organising music.RSS Application Updater: A Libbrary that helps you to update your app from your web site's feed. works very good with drupal .Sherwood Content Management Suite: A project that aims to provide a powerful and flexible tool for aggregating data from different data sources. Add your own plugins to store wanted ...Sonic.Net: Sonic.Net is a .Net Library designed to facilitate development of rich client applications both in Silverlight and WPF. Sonic.Net makes use of all ...StoichiometriCS: Stoichiometric Chemical Equation Solver.Vate Game Engine: Vate is a new XNA Game Engine. For more information about this project, please visit http://blog.aphysoft.com.Yahoo OpenID YQL Demo: This is demo program how to use Yahoo OpenID and Yahoo Query Language (YQL)New ReleasesBasic Sprite Sheet Creator: Sprite Tool V1.11: I had a small error when using multiple animations without the one pixel border that I overlooked when rewriting the code. It should be completely ...Braintree Client Library: Braintree-2.0.0: Updated IsSuccess() on transaction results to return false on declined transactions Search results now implement IEnumerable and will automatical...BV Commerce 5 Import Export Tools: Version 5.7.0 (for BV Commerce 5.7): Updated version compatible with BV Commerce 5.7. Do not use on earlier versions.Chemistry Add-in for Word: Chemistry Add-in for Word Beta 2: This is the source code release of the Chemistry Add-in for Word Beta 2. System Requirements To run this software, you’ll need the following: Wind...Controlled Vocabulary: 1.0.0.5: System Requirements Outlook 2007 / 2010 .Net Framework 3.5 VSTO 2010 Runtime Installation 1. Close Outlook (Use Task Manager to ensure no running ...DotNetNuke® Store: 02.01.33 RC: What's New in this release? Bugs corrected: - Fixed a bug related to encryption cookie. New Features: - Adden token pair [IFLOGGED] [/IFLOGGED] us...EdiliOS: Beta 0.2.1: Aggiunto supporto a FidoCadJ, editor FidoCad multipiattaforma di Davide Bucci, con Libreria di Ingegneria Civile integrata.Event Scavenger: Admin tool Version 3.1.1: Fixed the Admin tool that fails on editing general settings. Only Admin tool is affected.Exceptional Visualizer: Exception Visualizer: A Debugger Visualizer to help with long chains of exceptions where digging through the inner exceptions is hard to do. Specifically, this release ...fracback: Binaries: Use at your own riskFree Silverlight & WPF Chart Control - Visifire: Visifire for SL 4 and WPF Charts 3.5.1 Released: Hi, This release contains fix for the following bug: Chart threw exception with DateTime axis if IntervalType property was set as ‘Minutes’ in Ax...Free Silverlight & WPF Chart Control - Visifire: Visifire Silverlight and WPF Charts 3.0.8 Released: Hi, This release contains fix for the following bug: * Chart threw exception with DateTime axis if IntervalType property was set as ‘Minutes’...GeoUtility Library: GeoUtility Library 3.1.5.0: Please Note: This is an open source version. The commercial version offers much more functionality. Help files (english/german) are only available ...Highlighterr for Visual C++ 2010: Highlighterr for Visual C++ 2010 Test Release 1.0: To install the extension, download the and then double-click on the Highlighterr.vsix file. This should bring up a dialog saying something about wh...Highlighterr for Visual C++ 2010: Highlighterr for Visual C++ 2010 Test Release 1.01: The lack of support for /* */ comments was annoying me, so I added it. To install the extension, download the and then double-click on the Highlig...Home Access Plus+: v4.0.1.0: v4.0.1.0 Beta Change Log: Fixed an issue with laptops and the booking system (CSS and code fixes) Moved filters to top Added some Javascript to...HTML to word (.doc): FullSourceDownload: the full source contain: bin/AppWebdx7wusqu.dll Default.aspx htw.ascx htw.ascx.vb Web.configIndustrial Dashboard: 3.0 Beta: Added Example with Dojox.DataGrid Added Example with Ext.js ChartiSafePDF: iSafePDF v1.2: This is the first public release, this version support : PDF signature, timestamped signature, multi-signature, PDF encryption and meta-data modifi...linq.js - LINQ for JavaScript: ver 2.0.0.0: all code rewrite from scratch. enumerator support Dispose. namespace changed E, Linq.Enumerable -> Enumerable delete methods ToJSON ToTable Trace...LogikBug's IoC Container: Third Release: This project is dependent upon Microsoft.Practices.ServiceLocation and must be referenced when referencing LogikBug.Injection. Click here to view d...Macrosome: 0.0.1 preview: Key pointsOnly mouse clicks supported Just for preview: not stable How to useStart from Macrosome.Wpf.exe Click "Record" button will start oper...Mercurial to Team Foundation Server Work Item Hook: Version 0.1: This is the first version of the Mercurial to Team Foundation Server hook. It currently supports only adding comments to existing work items.MOSSDAL: MOSS Data Access Layer for data from the Sharepoint Lists Service: MOSSDAL Silverlight Framework Release 1: This is the first release of MOSSDAL for silverlight. For the MOSSDAL Framework for .NET release 1 click hereMOSSDAL: MOSS Data Access Layer for data from the Sharepoint Lists Service: MOSSDAL Silverlight Sample Release 1: This is the first release of the MOSSDAL framework samples for Silverlight. For the MOSSDAL .NET Release 1 Sample click hereMyWSAT - ASP.NET Membership Administration Tool: MyWSAT v3.5.1: MyWSAT 3.5.1 Update Notes - April 23rd 2010 1.) Fixed standard profile problem in web.config as well as on all the forms the profiles are used. The...NetPE: NetPE v1.0: Initial Release of NetPE. Features: -View & Editing Portable Executable -Hex editor -Full Metadata Support -Disassemble Cil/x86 codeNSIS Autorun: NSIS Autorun 0.1.1: NSIS Autorun 0.1.1 This release includes source code, application binary, and example materials.Over Store: OverStore Release 1.17.0.0: Version 1.17.0.0 - AdoNetStorage: AdoNetStorage refactored. Detailed Log messages added on each event. Database resource management moved to A...RoTwee: RoTwee (11.0.0.3): Fix for "17385 Remove saved degree val from code"Silverlight 4.0 Popup Menu: Popup Menu for Silverlight 4.0: This is the first project release. Added drop shadow and fade in effects. Left click and hover events are also supported.Silverlight 4.0 Popup Menu: Popup menu for Silverlight 4.0 Version 0.8: - Placed the invoker for the 'Opening' event handler within a dispatcher. This ensures that the visual tree is created before it is accessed.sNPCedit: sNPCedit v0.9: + Some changes in GUI and Behaviour + Added: Search functionSonic.Net: Sonic.Net v1.0.0: Sonic.Net v1.0.0 Targets Net 3.5 sp1 and Sinverlight 3 Includes: sonic.UnityConfiguration.Silverlight sonic.UnityConfiguration.WpfSurvey - web survey & form engine: Survey™ 1.2.1: Survey™ 1.2.1 release (based on the original Nsurvey 1.9.1. source files) New Features & fixes: 1. Final bits of code rewritten to become 100% ...SysPad: 4.10.10.2: Release Notes A folder management and scratchpad utility; especially useful in a business network setting that utilizes numerous, commonly used fol...Third Hand - Use your voice to control Visual Studio: Update for VS2010: Added support for VS2010, and minor improvements when using the grid.TiledLib: TiledLib 1.2: - Added overload of Map.Draw that specifies the area to draw - Added demo of a camera control for a mapXMLPreprocess: 2.0.12: What's new in this release: This release contains a number of enhancements based on feedback given through the discussion forums and issue tracker....Xrns2XMod: Xrns2Xmod 0.8: Added >> Real preliminary sound conversion for XM >> Some code optimizations Note Some samples might not be converted due to a flac parsing error ...Yahoo OpenID YQL Demo: Yahoo YQL .Net Demo: This is a demo program for using YQL with C#.netYahoo OpenID YQL Demo: YQL Demo: This is a demo program using Yahoo YQL with C#.NetYahoo OpenID YQL Demo: YQLDemo using .Net: This is a demo program for using Yahoo YQL with C#.NetMost Popular ProjectsRawrWBFS ManagerAJAX Control ToolkitSilverlight ToolkitMicrosoft SQL Server Product Samples: Databasepatterns & practices – Enterprise LibraryWindows Presentation Foundation (WPF)ASP.NETMicrosoft SQL Server Community & SamplesPHPExcelMost Active Projectspatterns & practices – Enterprise LibraryRawrBlogEngine.NETParticle Plot PivotNB_Store - Free DotNetNuke Ecommerce Catalog ModuleDotNetZip LibraryGMap.NET - Great Maps for Windows Forms & Presentationturing machine simulatorIonics Isapi Rewrite Filterpatterns & practices: Composite WPF and Silverlight

    Read the article

  • CodePlex Daily Summary for Tuesday, May 25, 2010

    CodePlex Daily Summary for Tuesday, May 25, 2010New ProjectsBibleNames: BibleNames BibleNames BibleNames BibleNames BibleNamesBing Search for PHP Developers: This is the Bing SDK for PHP, a toolkit that allows you to easily use Bing's API to fetch search results and use in your own application. The Bin...Fading Clock: Fading Clock is a normal clock that has the ability to fade in out. It's developed in C# as a Windows App in .net 2.0.Fuzzy string matching algorithm in C# and LINQ: Fuzzy matching strings. Find out how similar two string is, and find the best fuzzy matching string from a string table. Given a string (strA) and...HexTile editor: Testing hexagonal tile editorhgcheck12: hgcheck12Metaverse Router: Metaverse Router makes it easier for MIIS, ILM, FIM Sync engine administrators to manage multiple provisioning modules, turn on/off provisioning wi...MyVocabulary: Use MyVocabulary to structure and test the words you want to learn in a foreign language. This is a .net 3.5 windows forms application developed in...phpxw: Phpxw 是一个简易的PHP框架。以我自己的姓名命名的。 Phpxw is a simple PHP framework. Take my name named.Plop: Social networking wrappers and projects.PST Data Structure View Tool: PST Data Structure View Tool (PSTViewTool) is a tool supporting the PST file format documentation effort. It allows the user to browse the internal...PST File Format SDK: PST File Format SDK (pstsdk) is a cross platform header only C++ library for reading PST files.QWine: QWine is Queue Machine ApplicationSharePoint Cross Site Collection Security Trimmed Navigation: This SP2010 project will show security trimmed navigation that works across site collections. The project is written for SP2010, but can be easily ...SharePoint List Field Manager: The SharePoint List Field Manager allows users to manage the Boolean properties of a list such as Read Only, Hidden, Show in New Form etc... It sup...Silverlight Toolbar for DataGrid working with RIA Services or local data: DataGridToolbar contains two controls for Silverlight DataGrid designed for RIA Services and local data. It can be used to filter or remove a data,...SilverShader - Silverlight Pixel Shader Demos: SilverShader is an extensible Silverlight application that is used to demonstrate the effect of different pixel shaders. The shaders can be applied...SNCFT Gadget: Ce gadget permet de consulter les horaires des trains et de chercher des informations sur le site de la société nationale des chemins de fer tunisi...Software Transaction Memory: Software Transaction Memory for .NETStreamInsight Samples: This project contains sample code for StreamInsight, Microsoft's platform for complex event processing. The purpose of the samples is to provide a ...StyleAnalizer: A CSS parserSudoku (Multiplayer in RnD): Sudoku project was to practice on C# by making a desktop application using some algorithm Before this, I had worked on http://shaktisaran.tech.o...Tiplican: A small website built for the purpose of learning .Net 4 and MVC 2TPager: Mercurial pager with color support on Windowsunirca: UNIRCA projectWcfTrace: The WcfTrace is a easy way to collect information about WCF-service call order, processing time and etc. It's developed in C#.New ReleasesASP.NET TimePicker Control: 12 24 Hour Bug Fix: 12 24 Hour Bug FixASP.NET TimePicker Control: ASP.NET TimePicker Control: This release fixes a focus bug that manifests itself when switching focus between two different timepicker controls on the same page, and make chan...ASP.NET TimePicker Control: ASP.NET TimePicker Control - colon CSS Fix: Fixes ":" seperator placement issues being too hi and too low in IE and FireFox, respectively.ASP.NET TimePicker Control: Release fixes 24 Hour Mode Bug: Release fixes 24 Hour Mode BugBFBC2 PRoCon: PRoCon 0.5.1.1: Visit http://phogue.net/?p=604 for release notes.BFBC2 PRoCon: PRoCon 0.5.1.2: Release notes can be found at http://phogue.net/?p=604BFBC2 PRoCon: PRoCon 0.5.1.4: Ha.. choosing the "stable" option at the moment is a bit of a joke =\ Release notes at http://phogue.net/?p=604BFBC2 PRoCon: PRoCon 0.5.1.5: BWHAHAHA stable.. ha. Actually this ones looking pretty good now. http://phogue.net/?p=604Bojinx: Bojinx Core V4.5.14: Issues fixed in this release: Fixed an issue that caused referencePropertyName when used through a property configuration in the context to not wo...Bojinx: Bojinx Debugger V0.9B: Output trace and filtering that works with the Bojinx logger.CassiniDev - Cassini 3.5/4.0 Developers Edition: CassiniDev 3.5.1.5 and 4.0.1.5 beta3: Fixed fairly serious bug #13290 http://cassinidev.codeplex.com/WorkItem/View.aspx?WorkItemId=13290Content Rendering: Content Rendering API 1.0.0 Revision 46406: Initial releaseDeploy Workflow Manager: Deploy Workflow Manager Web Part v2: Recommend you test in your development environment first BEFORE using in production.dotSpatial: System.Spatial.Projections Zip May 24, 2010: Adds a new spherical projection.eComic: eComic 2010.0.0.2: Quick release to fix a couple of bugs found in the previous version. Version 2010.0.0.2 Fixed crash error when accessing the "Go To Page" dialog ...Exchange 2010 RBAC Editor (RBAC GUI) - updated on 5/24/2010: RBAC Editor 0.9.4.1: Some bugs fixed; support for unscopoedtoplevel (adding script is not working yet) Please use email address in About menu of the tool for any feedb...Facebook Graph Toolkit: Preview 1 Binaries: The first preview release of the toolkit. Not recommended for use in production, but enought to get started developing your app.Fading Clock: Clock.zip: Clock.zip is a zip file that contains the application Clock.exe.hgcheck12: Rel8082: Rel8082hgcheck12: scsc: scasMetaverse Router: Metaverse Router v1.0: Initial stable release (v.1.0.0.0) of Metaverse Router Working with: FIM 2010 Synchronization Engine ILM 2007 MIIS 2003MSTestGlider: MSTestGlider 1.5: What MSTestGlider 1.5.zip unzips to: http://i49.tinypic.com/2lcv4eg.png If you compile MSTestGlider from its source you will need to change the ou...MyVocabulary: Version 1.0: First releaseNLog - Advanced .NET Logging: Nightly Build 2010.05.24.001: Changes since the last build:2010-05-23 20:45:37 Jarek Kowalski fixed whitespace in NLog.wxs 2010-05-23 12:01:48 Jarek Kowalski BufferingTargetWra...NoteExpress User Tools (NEUT) - Do it by ourselves!: NoteExpress User Tools 2.0.0: 测试版本:NoteExpress 2.5.0.1154 +调整了Tab页的排列方式 注:2.0未做大的改动,仅仅是运行环境由原来的.net 3.5升级到4.0。openrs: Beta Release (Revision 1): This is the beta release of the openrs framework. Please make sure you submit issues in the issue tracker tab. As this is beta, extreme, flawless ...openrs: Revision 2: Revision 2 of the framework. Basic worker example as well as minor improvements on the auth packet.phpxw: Phpxw: Phpxw 1.0 phpxw 是一个简易的PHP框架。以我自己的姓名命名的。 Phpxw is a simple PHP framework. Take my name named. 支持基本的业务逻辑流程,功能模块化,实现了简易的模板技术,同时也可以支持外接模板引擎。 Support...sELedit: sELedit v1.1a: Fixed: clean file before overwriting Fixed: list57 will only created when eLC.Lists.length > 57sGSHOPedit: sGSHOPedit v1.0a: Fixed: bug with wrong item array re-size when adding items after deleting items Added: link to project page pwdatabase.com version is now selec...SharePoint Cross Site Collection Security Trimmed Navigation: Release 1.0.0.0: If you want just the .wsp, and start using this, you can grab it here. Just stsadm add/deploy to your website, and activate the feature as describ...Silverlight 4.0 Popup Menu: Context Menu for Silverlight 4.0 v1.24 Beta: - Updated the demo and added clipboard cut/copy and paste functionality. - Added delay on hover events for both parent and child menus. - Parent me...Silverlight Toolbar for DataGrid working with RIA Services or local data: DataGridToolBar Beta: For Silverlight 4.0sMAPtool: sMAPtool v0.7d (without Maps): Added: link to project pagesMODfix: sMODfix v1.0a: Added: Support for ECM v52 modelssNPCedit: sNPCedit v0.9a: browse source commits for all changes...SocialScapes: SocialScapes TwitterWidget 1.0.0: The SocialScapes TwitterWidget is a DotNetNuke Widget for displaying Twitter searches. This widget will be used to replace the twitter functionali...SQL Server 2005 and 2008 - Backup, Integrity Check and Index Optimization: 23 May 2010: This is the latest version of my solution for Backup, Integrity Check and Index Optimization in SQL Server 2005, SQL Server 2008 and SQL Server 200...sqwarea: Sqwarea 0.0.280.0 (alpha): This release brings a lot of improvements. We strongly recommend you to upgrade to this version.sTASKedit: sTASKedit v0.7c: Minor Changes in GUI & BehaviourSudoku (Multiplayer in RnD): Sudoku (Multiplayer in RnD) 1.0.0.0 source: Sudoku project was to practice on C# by making a desktop application using some algorithm Idea: The basic idea of algorithm is from http://www.ac...Sudoku (Multiplayer in RnD): Sudoku (Multiplayer in RnD) 1.0.0.1 source: Worked on user-interface, would improve it Sudoku project was to practice on C# by making a desktop application using some algorithm Idea: The b...TFS WorkItem Watcher: TFS WorkItem Watcher Version 1.0: This version contains the following new features: Added support to autodetect whether to start as a service or to start in console mode. The "-c" ...TfsPolicyPack: TfsPolicyPack 0.1: This is the first release of the TfsPolicyPack. This release includes the following policies: CustomRegexPathPolicythinktecture Starter STS (Community Edition): StarterSTS v1.1 CTP: Added ActAs / identity delegation support.TPager: TPager-20100524: TPager 2010-05-24 releaseTrance Layer: TranceLayer Transformer: Transformer is a Beta version 2, morphing from "Digger" to "Transformer" release cycle. It is intended to be used as a demonstration of muscles wh...TweetSharp: TweetSharp v1.0.0.0: Changes in v1.0.0Added 100% public code comments Bug fixes based on feedback from the Release Candidate Changes to handle Twitter schema additi...VCC: Latest build, v2.1.30524.0: Automatic drop of latest buildWCF Client Generator: Version 0.9.2.33468: Version 0.9.2.33468 Fixed: Nested enum types names are not handled correctly. Can't close Visual Studio if generated files are open when the code...Word 2007 Redaction Tool: Version 1.2: A minor update to the Word 2007 Redaction Tool. This version can be installed directly over any existing version. Updates to Version 1.2Fixed bugs:...xPollinate - Windows Live Writer Cross Post Plugin: 1.0.0.5 for WLW 14.0.8117.416: This version works with WLW 14.0.8117.416. This release includes a fix to enable publishing posts that have been opened directly from a blog, but ...Yet another developer blog - Examples: jQuery Autocomplete in ASP.NET MVC: This sample application shows how to use jQuery Autocomplete plugin in ASP.NET MVC. This application is accompanied by the following entry on Yet a...Most Popular ProjectsRawrWBFS ManagerAJAX Control ToolkitMicrosoft SQL Server Product Samples: DatabaseSilverlight ToolkitWindows Presentation Foundation (WPF)patterns & practices – Enterprise LibraryMicrosoft SQL Server Community & SamplesPHPExcelASP.NETMost Active Projectspatterns & practices – Enterprise LibraryRawrpatterns & practices: Windows Azure Security GuidanceSqlServerExtensionsGMap.NET - Great Maps for Windows Forms & PresentationMono.AddinsCaliburn: An Application Framework for WPF and SilverlightBlogEngine.NETIonics Isapi Rewrite FilterSQL Server PowerShell Extensions

    Read the article

  • Voxel Face Crawling (Mesh simplification, possibly using greedy)

    - by Tim Winter
    This is in regards to a Minecraft-like terrain engine. I store blocks in chunks (16x256x16 blocks in a chunk). When I generate a chunk, I use multiple procedural techniques to set the terrain and to place objects. While generating, I keep one 1D array for the full chunk (solid or not) and a separate 1D array of solid blocks. After generation, I iterate through the solid blocks checking their neighbors so I only generate block faces that don't have solid neighbors. I store which faces to generate in their own list (that's 6 lists, one per possible face). When rendering a chunk, I render all lists in the camera's current chunk and only the lists facing the camera in all other chunks. Using a 2D atlas with this little shader trick Andrew Russell suggested, I want to merge similar faces together completely. That is, if they are in the same list (same normal), are adjacent to each other, have the same light level, etc. My assumption would be to have each of the 6 lists sorted by the axis they rest on, then by the other two axes (the list for the top of a block would be sorted by it's Y value, then X, then Z). With this alone, I could quite easily merge strips of faces, but I'm looking to merge more than just strips together when possible. I've read up on this greedy meshing algorithm, but I am having a lot of trouble understanding it. To even use it, I would think I'd need to perform a type of flood-fill per sorted list to get the groups of merge-able faces. Then, per group, perform the greedy algorithm. It all sounds awfully expensive if I would ever want dynamic terrain/lighting after initial generation. So, my question: To perform merging of faces as described (ignoring whether it's a bad idea for dynamic terrain/lighting), is there perhaps an algorithm that is simpler to implement? I would also quite happily accept an answer that walks me through the greedy algorithm in a much simpler way (a link or explanation). I don't mind a slight performance decrease if it's easier to implement or even if it's only a little better than just doing strips. I worry that most algorithms focus on triangles rather than quads and using a 2D atlas the way I am, I don't know that I could implement something triangle based with my current skills. PS: I already frustum cull per chunk and as described, I also cull faces between solid blocks. I don't occlusion cull yet and may never.

    Read the article

  • OpenGL - Cascaded shadow mapping - Texture lookup

    - by Silverlan
    I'm trying to implement cascaded shadow mapping in my engine, but I'm somewhat stuck at the last step. For testing purposes I've made sure all cascades encompass my entire scene. The result is currently this: The different intensity of the cascades is not on purpose, it's actually the problem. This is how I do the texture lookup for the shadow maps inside the fragment shader: layout(std140) uniform CSM { vec4 csmFard; // far distances for each cascade mat4 csmVP[4]; // View-Projection Matrix int numCascades; // Number of cascades to use. In this example it's 4. }; uniform sampler2DArrayShadow csmTextureArray; // The 4 shadow maps in vec4 csmPos[4]; // Vertex position in shadow MVP space float GetShadowCoefficient() { int index = numCascades -1; vec4 shadowCoord; for(int i=0;i<numCascades;i++) { if(gl_FragCoord.z < csmFard[i]) { shadowCoord = csmPos[i]; index = i; break; } } shadowCoord.w = shadowCoord.z; shadowCoord.z = float(index); shadowCoord.x = shadowCoord.x *0.5f +0.5f; shadowCoord.y = shadowCoord.y *0.5f +0.5f; return shadow2DArray(csmTextureArray,shadowCoord).x; } I then use the return value and simply multiply it with the diffuse color. That explains the different intensity of the cascades, since I'm grabbing the depth value directly from the texture. I've tried to do a depth comparison instead, but with limited success: [...] // Same code as above shadowCoord.w = shadowCoord.z; shadowCoord.z = float(index); shadowCoord.x = shadowCoord.x *0.5f +0.5f; shadowCoord.y = shadowCoord.y *0.5f +0.5f; float z = shadow2DArray(csmTextureArray,shadowCoord).x; if(z < shadowCoord.w) return 0.25f; return 1.f; } While this does give me the same shadow value everywhere, it only works for the first cascade, all others are blank: (I colored the cascades because otherwise the transitions wouldn't be visible in this case) What am I missing here?

    Read the article

  • OpenGL - Calculating camera view matrix

    - by Karle
    Problem I am calculating the model, view and projection matrices independently to be used in my shader as follows: gl_Position = projection * view * model * vec4(in_Position, 1.0); When I try to calculate my camera's view matrix the Z axis is flipped and my camera seems like it is looking backwards. My program is written in C# using the OpenTK library. Translation (Working) I've created a test scene as follows: From my understanding of the OpenGL coordinate system they are positioned correctly. The model matrix is created using: Matrix4 translation = Matrix4.CreateTranslation(modelPosition); Matrix4 model = translation; The view matrix is created using: Matrix4 translation = Matrix4.CreateTranslation(-cameraPosition); Matrix4 view = translation; Rotation (Not-Working) I now want to create the camera's rotation matrix. To do this I use the camera's right, up and forward vectors: // Hard coded example orientation: // Normally calculated from up and forward // Similar to look-at camera. Vector3 r = Vector.UnitX; Vector3 u = Vector3.UnitY; Vector3 f = -Vector3.UnitZ; Matrix4 rot = new Matrix4( r.X, r.Y, r.Z, 0, u.X, u.Y, u.Z, 0, f.X, f.Y, f.Z, 0, 0.0f, 0.0f, 0.0f, 1.0f); This results in the following matrix being created: I know that multiplying by the identity matrix would produce no rotation. This is clearly not the identity matrix and therefore will apply some rotation. I thought that because this is aligned with the OpenGL coordinate system is should produce no rotation. Is this the wrong way to calculate the rotation matrix? I then create my view matrix as: // OpenTK is row-major so the order of operations is reversed: Matrix4 view = translation * rot; Rotation almost works now but the -Z/+Z axis has been flipped, with the green cube now appearing closer to the camera. It seems like the camera is looking backwards, especially if I move it around. My goal is to store the position and orientation of all objects (including the camera) as: Vector3 position; Vector3 up; Vector3 forward; Apologies for writing such a long question and thank you in advance. I've tried following tutorials/guides from many sites but I keep ending up with something wrong. Edit: Projection Matrix Set-up Matrix4 projection = Matrix4.CreatePerspectiveFieldOfView( (float)(0.5 * Math.PI), (float)display.Width / display.Height, 0.1f, 1000.0f);

    Read the article

  • The View-Matrix and Alternative Calculations

    - by P. Avery
    I'm working on a radiosity processor in DirectX 9. The process requires that the camera be placed at the center of a mesh face and a 'screenshot' be taken facing 5 different directions...forward...up...down...left...right... ...The problem is that when the mesh face is facing up( look vector: 0, 1, 0 )...a view matrix cannot be determined using standard trigonometry functions: Matrix4 LookAt( Vector3 eye, Vector3 target, Vector3 up ) { // The "look-at" vector. Vector3 zaxis = normal(target - eye); // The "right" vector. Vector3 xaxis = normal(cross(up, zaxis)); // The "up" vector. Vector3 yaxis = cross(zaxis, xaxis); // Create a 4x4 orientation matrix from the right, up, and at vectors Matrix4 orientation = { xaxis.x, yaxis.x, zaxis.x, 0, xaxis.y, yaxis.y, zaxis.y, 0, xaxis.z, yaxis.z, zaxis.z, 0, 0, 0, 0, 1 }; // Create a 4x4 translation matrix by negating the eye position. Matrix4 translation = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, -eye.x, -eye.y, -eye.z, 1 }; // Combine the orientation and translation to compute the view matrix return ( translation * orientation ); } The above function comes from http://3dgep.com/?p=1700... ...Is there a mathematical approach to this problem? Edit: A problem occurs when setting the view matrix to up or down directions, here is an example of the problem when facing down: D3DXVECTOR4 vPos( 3, 3, 3, 1 ), vEye( 1.5, 3, 3, 1 ), vLook( 0, -1, 0, 1 ), vRight( 1, 0, 0, 1 ), vUp( 0, 0, 1, 1 ); D3DXMATRIX mV, mP; D3DXMatrixPerspectiveFovLH( &mP, D3DX_PI / 2, 1, 0.5f, 2000.0f ); D3DXMatrixIdentity( &mV ); memcpy( ( void* )&mV._11, ( void* )&vRight, sizeof( D3DXVECTOR3 ) ); memcpy( ( void* )&mV._21, ( void* )&vUp, sizeof( D3DXVECTOR3 ) ); memcpy( ( void* )&mV._31, ( void* )&vLook, sizeof( D3DXVECTOR3 ) ); memcpy( ( void* )&mV._41, ( void* )&(-vEye), sizeof( D3DXVECTOR3 ) ); D3DXVec4Transform( &vPos, &vPos, &( mV * mP ) ); Results: vPos = D3DXVECTOR3( 1.5, -6, -0.5, 0 ) - this vertex is not properly processed by shader as the homogenous w value is 0 it cannot be normalized to a position within device space...

    Read the article

< Previous Page | 57 58 59 60 61 62 63 64 65 66 67 68  | Next Page >