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  • How come transparency in textures appears as white in 3ds Max?

    - by rFactor
    I have downloaded a free tree palm model that came with textures and a preview image. In the preview image the tree looks fine, but when I have deployed the textures to my scene, the leaves look green plus white, where white is the transparency area. Is there something I need to know about transparent textures? Both in the view-port and in the renderer all transparency appears as white. What could it be? Edit: The model I was talking about is implemented with two JPGs. One is textured and the other one is black-white where white represents transparency and is applied to the material in the opacity channel/map. The transparency seems to work somewhat, but there are white borders around the leaves. I think it's because the opacity channel does not properly filter out all white colors for some reason. It also seems that changing the blur affects it, but setting it to 0 does not remove it though (and makes it jaggy).

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  • Professional graphics cards a "must" for rendering static environments?

    - by Imhotep
    I'm not sure if the title is clear but with more words what I want to say is: I'm building a PC for a decorator who's main work is to render photorealistic images of house interiors. For that she uses 3dsMax and AutoCAD with Accurender and Photoshop. Is there a need for professional graphics card like Quadro series or FireGL series? Do these cards offer any improvements on rendering time or are they only used for real time rendering?

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  • Graphic Setup tune-up checklist

    - by Click Ok
    I was trying to play the game Warzone 2100 and the games runs fine, with nice speed, but the screen stays with a horizontal lines "flickering"... My PC have a integrated GeForce Go 6100 vga. Ok, not a powerfull vga, but it's not the end of the world to run a "simple" game like this (compared with another games that ask you send your eyes to purchase a expensive vga). So, I think that the problem can be of the configuration of my machine. I use it in first instance for programming jobs, so I underpay attention to video setup. I would like about a checklist to know if my PC is "ready" to games. By example, I know that I need: Lastest vga drivers Updated DirectX and OpenGL What you suggest? There is too some good programs to test performance and suggests improvements in the system? Thank you! PS: I'm using Windows 7

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  • Has anyboy been able to install Pantograph for Blender on Windows?

    - by S.gfx
    I am specially interested on if somebody is actually doing/maintaining an installer for Windows, as there are quite several issues when installing all dependencies, etc. (for example, there might be someone already doing a Installbuilder installer for it and am just not aware of the matter) If not, at least if someone got it working and has some key tip to share. I am never able to fully get it all up and running. I'd love to have a not super complex way to install each new build of this great vector rendering module for Blender. Edit- Pantograph url: http://severnclaystudio.wordpress.com/bluebeard/a-users-guide-to-pantograph/

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  • 3dmark score abnormal

    - by Sean
    I just bought a new laptop. It is core i7 3610QM.(Ivy bridge, 4 core plus hyperthreading), 8G ram, nvidia GT 610M 2GB. The OS is Win7 64bit. I ran 3dmark 11, but the score is frustrating. For 1280*720, the score is P730. It is too low right? I searched online, the score should at least above 1000. Am I right? I never use this software before. I know nvidia has optimus, so I made the laptop in high performance state and white-listed the 3dmark program. But there is no help. I am guessing 3dmark is using i7's graphic module. It cannot transform to nvidia. In the running detail of 3dmark, the graphic card cannot be identified(The row remain blank). Can anybody tell me is this the normal case? If not, can I use some other software to test if my nvidia card is working fine? If this nvidia card cannot work, I will return the new laptop asap. Thanks.

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  • Is there a way to simulate gestures for non-touchscreen users?

    - by m-y
    How are users able to actually use features such as pinching if they don't have touchscreen monitors? I ask this because: I plan to use Windows 8 on my desktop, and I want to get the full use of any applications I download. I want to ensure that if I ever release any application I develop to the windows store that there is a way for my users to get around this situation (no touchscreen for multitouch events).

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  • How to remove seams from a tile map in 3D?

    - by Grimshaw
    I am using my OpenGL custom engine to render a tilemap made with Tiled, using a well spread tileset from the web. There is nothing fancy going on. I load the TMX file from Tiled and generate vertex arrays and index arrays to render the tilemap. I am rendering this tilemap as a wall in my 3D world, meaning that I move around with a fly camera in my 3D world and at Z=0 there is a plane showing me my tiles. Everything is working correctly but I get ugly seems between the tiles. I've tried orthographic and perspective cameras and with either I found particular sets of parameters for the projection and view matrices where the artifacts did not show, but otherwise they are there 99% of the time in multiple patterns, depending on the zoom and camera parameters like field of view. Here's a screenshot of the artifact being shown: http://i.imgur.com/HNV1g4M.png Here's the tileset I am using (which Tiled also uses and renders correctly): http://i.imgur.com/SjjHK4q.png My tileset has no mipmaps and is set to GL_NEAREST and GL_CLAMP_TO_EDGE values. I've looked around many articles in the internet and nothing helped. I tried uv correction so the uv fall at half of the texel, rather than the end of the texel to prevent interpolating with the neighbour value(which is transparency). I tried debugging with my geometry and I verified that with no texture and a random color in each tile, I don't seem to see any seams. All vertices have integer coordinates, i.e, the first tile is a quad from (0,0) to (1,1) and so on. Tried adding a little offset both to the UV and to the vertices to see if the gaps cease to exist. Disabled multisampling too. Nothing fixed it so far. Thanks.

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  • Including Microsoft.XNA.Framework.Input.Touch in a project?

    - by steven_desu
    So after running through tutorials by both Microsoft and www.xnadevelopment.com I feel very confident in my ability to get to work on my first game using the XNA Framework. I've manipulated sprites, added audio, changed game states, and even went a step further to apply the knowledge I had and figure out how to make animations and basic 2-dimensional physics (including impulses, force, acceleration, and speed calculations) But then shortly into the project I hit a curious bump that I've been unable to figure out. In wanting to implement menus, pause screens, and several different aspects of play (a "pre-level" prep screen, the level itself, and a screen after the level to review how well you did) I took a look at Microsoft's Game State Management sample. I understood the concept, although it was admittedly quite a lot to take in. Not wanting to recreate the entire concept by scratch (after all- what purpose would that serve?) I tried copying and pasting the sample code into my own ScreenManager class (as well as InputState and GameScreen classes) to try and borrow their ingenuity. When I did this, however, my project stopped compiling. I was getting the following error: The type or namespace name 'Touch' does not exist in the namespace 'Microsoft.Xna.Framework.Input' (are you missing an assembly reference?) Having read through their sample code already, I realized that this namespace and every function and class within it could be safely ripped from the code without losing functionality. It's a namespace simply for integrating with touchscreen devices (presumably Windows Phone 7, but maybe also tablets). But then I began to wonder- how come Microsoft's sample compiled but mine didn't? I copied their code exactly so there must be a setting somewhere that I need to change in Visual Studio in order to correct this. I tried creating a new project as a Windows Phone 7 game rather than a Windows game, however that only forced it to compile to a Windows Phone emulator and denied me the ability to change the resolution and other features which I clearly had the power to do in the sample code. So my question is simple - how do I properly use the namespace Microsoft.XNA.Framework.Input.Touch?

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  • How do I use LibreOffice's 3d transitions in Impress?

    - by Lvkz
    How can I get the 3D transitions working on Impress? I got a presentation coming soon, and as a requirement of the course the professor want us to use transitions on our "Power Point" chapter, obviously I have been using LibreOffice in every exercise but the native transitions are kind of lame, so when I install the newer version of Ubuntu, always install the extra package to the transitions - I had installed the 3D package: libreoffice-ogltrans 1:3.4.3-3ubuntu2 In previous versions of Ubuntu and worked perfectly, but for some reason is not working in this release. I got LibreOffice 3.4.3, Ubuntu Oneiric Ocelot (11.10) and my hardware is not relevant because I had it working before on previous releases. I know is not critical, but for my class is a pretty important deal, and can be a perfect opportunity to show the class that the cool stuff are not only in Windows. As a recomendation of one of Eliah Kagan, I'm putting the output of: sudo lshw -C video *-display:0 description: VGA compatible controller product: Mobile 4 Series Chipset Integrated Graphics Controller vendor: Intel Corporation physical id: 2 bus info: pci@0000:00:02.0 version: 07 width: 64 bits clock: 33MHz capabilities: msi pm vga_controller bus_master cap_list rom configuration: driver=i915 latency=0 resources: irq:46 memory:f6c00000-f6ffffff memory:e0000000-efffffff ioport:efe8(size=8) *-display:1 UNCLAIMED description: Display controller product: Mobile 4 Series Chipset Integrated Graphics Controller vendor: Intel Corporation physical id: 2.1 bus info: pci@0000:00:02.1 version: 07 width: 64 bits clock: 33MHz capabilities: pm bus_master cap_list configuration: latency=0 resources: memory:f6b00000-f6bfffff And I'm not using Unity - it don't there anyways -, I'm using instead Gnome Shell.

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  • What is the best way to manage large 3d worlds (i.e minecraft style)?

    - by SomeXnaChump
    After playing minecraft I was marvelling a bit at their large worlds but at the same time finding it extremely slow to navigate, even with a quad core and meaty graphics card. Now I assume its fairly slow because: A) Its written in Java, and as most of the actual spatial partitioning and other memory management activities happen in there it would be slower than a native C++ version. B) They are not partitioning their world very well I could be wrong on both assumptions, however it got me thinking about the best way to manage large worlds. As it is more of a true 3d world, where a block can exist in any part of the world, it is basically a big 3d array [x][y][z], where each block in the world has a type (i.e BlockType.Empty = 0, BlockType.Dirt = 1 etc). Now I am assuming to make this sort of world performant you would need to: a) Use a tree of some variety (oct/kd/bsp) to split all the cubes out, it seems like an oct/kd would be the better option as you can just partition on a per cube level not a per triangle level. b) Use some algorithm to work out if the blocks within the scene can currently be seen, as blocks closer to the user could obfuscate the blocks behind, making it pointless to render them. c) Keep the block object themselves lightweight, so it is quick to add and remove them from the trees I guess there is no right answer to this, but I would be interested to see peoples opinions on the subject.

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  • Wpf multiple cameras

    - by melculetz
    Hello everybody, I wanted to create an WPF 3D application that allows the user to load a MeshGeometry3D and view it from 2 perspective (back and front) in the same time, in 2 different windows. First I thought of creating 2 cameras inside the same viewport, but it seams that the Viewport3D class allows a single camera. Then I tried to create 2 viewports, each with a different camera position, but I cannot add the same object in both viewports. Is there any way of seeing the same object through 2 different cameras in the same time?

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  • Objective C HTML escape/unescape

    - by Squeegy
    Wondering if there is an easy way to do a simple HTML escape/unescape in Objective C. What I want is something like this psuedo code: NSString *string = @"&lt;span&gt;Foo&lt;/span&gt;"; [string stringByUnescapingHTML]; Which returns <span>Foo</span> Hopefully unescaping all other HTML entities as well and even ASCII codes like Ӓ and the like. Is there any methods in Cocoa Touch/UIKit to do this?

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  • How To Disable Inertia in ScatterView

    - by jack-amble
    Using ScatterView control shipped in Windows Touch WPF. I want to prevent inertia from happening on a scatterview item. But I still want to allow user to move, scale and rotate the item. So I try this... ScatterviewItem svi = new ScatterviewItem(); svi.ManipulationDelta += OnManipulationDelta; ... void OnManipulationDelta(object sender, ManipulationDeltaEventArgs args) { if (args.IsInertial) { args.Complete(); args.Handled = true; } } But the event is never firing. Am I doing something wrong, or is there another way to do this, or is preventing inertia simply not possible with scatterview?

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  • moviePlayBackDidFinish: is not called in application.

    - by srikanth rongali
    In my application I have used these notifications when playing a video. But, The problem is the control of the program is not entering in to the first two methods(moviePreLoadDidFinish and moviePlayBackDidFinish). It is entering into last method. So, after the video is played and I pressed Done button in the video, I cannot touch any object in screen. I mean I used play button for video to play in a view. After the video played the play button is deactivated. - (void) moviePreloadDidFinish:(NSNotification*)notification { } // Notification called when the movie finished playing. - (void) moviePlayBackDidFinish:(NSNotification*)notification { } // Notification called when the movie scaling mode has changed. - (void) movieScalingModeDidChange:(NSNotification*)notification { } I could not get where I was wrong ? Thank You.

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  • iPhone UIScrollView - How to animate scrolling with steady contents?

    - by timbos
    Hi all, I'm wondering if anyone knows how to prevent the contents of a uiscrollview from moving unsteadily when scrolling manually by setting the content offset. When scrolling by touch the text remains clear and steady. I would like to recreate this by animating with the animated option set to false. I'm using a timer to scroll at a given interval. The text is being drawn to a view in the contents, but it vibrates and it becomes more difficult to read clearly when animating at a greater speed. The speed varies and the scrolling must respond to changes in speed quickly. Here's some code - - (void) scrollIncrAmt:(float) amt { _currentSpeedIncr = amt; NSArray* arr = [SharedTickerInfo sharedTickerInfo].sDataArray; DataObj* tdObj = [arr objectAtIndex:_row]; if ( ![tdObj isDirLeft] ) { amt = -amt; } float scrollTo = self.scrollView.contentOffset.x + amt; [scrollView setContentOffset:CGPointMake(scrollTo, 0.0f) animated:NO]; }

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  • File bug for iPhone SDK

    - by leolobato
    Hello guys, How exactly filling bugs for the iPhone SDK with Apple works? I've always seen people mentioning we should fill bugs and duplicates is their way of measuring priority, but it's not clear to me: How to actually fill the bug; How to flag someone else's bug as a duplicate, and; What do I need to tell people I've filled that bug and they should help me get it fixed by posting duplicates, if they're interested. I couldn't find this process detailed anywhere - just snippets of information, so I figure you guys could help me (and all other developers fresh in Cocoa / Cocoa-touch development) by detailing it here. Thanks!

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  • Repeated Scene Trees (Java3d / OpenGL)

    - by Jim
    Hello, I want to make a 3d scene that loops around on its self. That is to say, if you keep going in any direction, you will loop back to the other side. My current implementation is so bad, it's embarrassing to admit to it. I redraw the each change twenty-seven times, to make a 3x3x3 scene cube. When the user reaches the end of the middle cube, I jump them over to the other side. Maintaining consistency (let alone performance) is a nightmare. Total Disaster. This doesn't seem like it would be an unusual request, so I'm wondering if anyone knows of a more legit solution. Thanks!

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  • How do I size a UITextView to it's content?

    - by drewh
    Is there a good way to adjust the size of a UITextView to conform to it's content? Say for instance I have a UITextView that contains one line of text: "Hello world" I then add another line of text: "Goodbye world" Is there a good way in Cocoa Touch to get the rect that will hold all of the lines in the text view so that I can adjust the parent view accordingly? As another example, look at the Notes field for events in the Calendar application--note how the cell (and the UITextView it contains) expands to hold all lines of text in the notes string.

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  • width of a frustum at a given distance from the near plane

    - by structolite
    I'm using CML to manage the 3D math in an OpenGL-based interface project I'm making for work. I need to know the width of the viewing frustum at a given distance from the eye point, which is kept as a part of a 4x4 matrix that represents the camera. My goal is to position gui objects along the apparent edge of the viewport, but at some distance into the screen from the near clipping plane. CML has a function to extract the planes of the frustum, giving them back in Ax + By + Cz + D = 0 form. This frustum is perpendicular to the camera, which isn't necessarily aligned with the z axis of the perspective projection. I'd like to extract x and z coordinates so as to pin graphical elements to the sides of the screen at different distances from the camera. What is the best way to go about doing it? Thanks!

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  • Dialing a command prefix on the iPhone

    - by tewha
    Our application lets users call phone numbers. Users would like to be able to block their caller ID. On other platforms, we let the user specify a custom dialing prefix. For instance, on my cell provider it's #31#. I've tried two approaches so far. First: id url = [NSURL URLWithString: @"tel:#31#0000000"] // produces nil Second: id encoder = ["#31#0000000" stringByAddingPercentEscapesUsingEncoding: NSUTF8StringEncoding]; // produces %2331%230000000 id url = [NSURL URLWithString: [NSString stringWithFormat: @"tel:%@", encoded]]; // produces a valid-looking NSURL which doesn't do anything I'm thinking at this point that I'm just not allowed to dial # and *, even from a Cocoa touch application. (I know it's not allowed from a web app.) Is this true, or am I missing something obvious?

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  • Projecting a targetting ring using direct3d

    - by JohnB
    I'm trying to draw a "targetting ring" on the ground below a "unit" in a hobby 3d game I'm working on. Basically I want to project a bright red patterned ring onto the ground terrain below the unit. The only approach I can think of is this - Draw the world once as normal Draw the world a second time but in my vertex shader I have the world x,y,z coordinates of the vertex and I can pass in the coordinates of the highlighted unit - so I can calculate what the u,v coordinates in my project texture should be at that point in the world for that vertex. I'd then use the pixel shader to pick pixels from the target ring texture and blend them into the previously drawn world. I believe that should be easy, and should work but it involves me drawing the whole visible world twice as it's hard to determine exactly which polygons the targetting ring might fall onto. It seems a big overhead to draw the whole world twice, once for the normal lit textured ground, and then again just to draw the targetting ring. Is there a better approach that I'm missing?

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  • Blackberry custom slideshow-style BitmapField manager

    - by Diego Tori
    Right now, I'm trying to figure out how to implement the following: Suppose I have a custom Manager that has about 10 or so BitmapFields layed out in a horizontal manner (similar to a slideshow contained in a HFM ) . What I want to achieve is to be able to move the image HFM via touchEvent horizontally, where a BitmapField would take focus on the left-hand side of the custom Manager. In other words, will I have to give a value to setHorizontalScroll and if so, is it a matter of just incrementing that value when the user makes a left or right touch event. Also, how can I get the focus of a Field within a given position on the screen (i.e. the left-most Field on the HFM) when the HFM is scrolling sideways via touchEvent?

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