Search Results

Search found 21436 results on 858 pages for 'draw order'.

Page 69/858 | < Previous Page | 65 66 67 68 69 70 71 72 73 74 75 76  | Next Page >

  • Mixing XNA and silverlight gives wierd graphics

    - by Mech0z
    I making a small 3dgame which is made as a Silverlight and XNA app, but when I draw the sprites the graphics becomes all wierd. All my primitive types are rendered correctly, but my 3d models are just wierd My Draw is like this when silverlight is set to draw private void OnDraw(object sender, GameTimerEventArgs e) { // Render the Silverlight controls using the UIElementRenderer elementRenderer.Render(); // Clear the screen to a solid color SharedGraphicsDeviceManager.Current.GraphicsDevice.Clear(Color.CornflowerBlue); switch (gameState) { case GameState.ChooseStarter: TextBlockStatus.Text = "Find Starting Player"; break; case GameState.PlaceBrick: TextBlockPlayer.Text = (playerTurn == PlayerTurn.PlayerOne) ? "Player One" : "Player Two"; TextBlockState.Text = "Place Brick"; foreach (IGraphicObject obj in _3dObjects) { obj.Draw(cameraPosition, e); } break; case GameState.GiveBrick: TextBlockState.Text = "Give Brick"; break; } spriteBatch.Begin(); // Using the texture from the UIElementRenderer, // draw the Silverlight controls to the screen spriteBatch.Draw(elementRenderer.Texture, cameraProjection, Color.White); spriteBatch.End(); } This gives me this output If I comment the spritebatch lines out I get the correct output, except the silverlight text is of course not shown I am not entirely sure what to look for except that zero vector I am giving to the spritebatch, but if thats the source I have no idea what I am supposed to set it as epspecially when its a 2d vector

    Read the article

  • XNA - Error while rendering a texture to a 2D render target via SpriteBatch

    - by Jared B
    I've got this simple code that uses SpriteBatch to draw a texture onto a RenderTarget2D: private void drawScene(GameTime g) { GraphicsDevice.Clear(skyColor); GraphicsDevice.SetRenderTarget(targetScene); drawSunAndMoon(); effect.Fog = true; GraphicsDevice.SetVertexBuffer(line); effect.MainEffect.CurrentTechnique.Passes[0].Apply(); GraphicsDevice.DrawPrimitives(PrimitiveType.TriangleStrip, 0, 2); GraphicsDevice.SetRenderTarget(null); SceneTexture = targetScene; } private void drawPostProcessing(GameTime g) { effect.SceneTexture = SceneTexture; GraphicsDevice.SetRenderTarget(targetBloom); spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.Opaque, null, null, null); { if (Bloom) effect.BlurEffect.CurrentTechnique.Passes[0].Apply(); spriteBatch.Draw( targetScene, new Rectangle(0, 0, Window.ClientBounds.Width, Window.ClientBounds.Height), Color.White); } spriteBatch.End(); BloomTexture = targetBloom; GraphicsDevice.SetRenderTarget(null); } Both methods are called from my Draw(GameTime gameTime) function. First drawScene is called, then drawPostProcessing is called. The thing is, when I run this code I get an error on the spriteBatch.Draw call: The render target must not be set on the device when it is used as a texture. I already found the solution, which is to draw the actual render target (targetScene) to the texture so it doesn't create a reference to the loaded render target. However, to my knowledge, the only way of doing this is to write: GraphicsDevice.SetRenderTarget(outputTarget) SpriteBatch.Draw(inputTarget, ...) GraphicsDevice.SetRenderTarget(null) Which encounters the same exact problem I'm having right now. So, the question I'm asking is: how would I render inputTarget to outputTarget without reference issues?

    Read the article

  • "Accumulate" buffer results in XNA4?

    - by Utkarsh Sinha
    I'm trying to simulate a "heightmap" buffer in XNA4.0 but the results don't look correct. Here's what I'm hoping to achieve: http://www.youtube.com/watch?feature=player_detailpage&v=-Q6ISVaM5Ww#t=517s (8:38). From what I understand, here are the steps to reach there: Pass height buffer + current entity's heightmap Generate a stencil and update the height buffer Render sprite+stencil For now, I'm just trying to get the height buffer thing to work. So here's the problem. Inside the draw loop, I do the following: Create a new render target & set it Draw the heightmap with a sprite batch(no shaders) graphicsDevice.SetRenderTarget(null) Draw the rendertarget with SpriteBatch I expected to see all entities' heightmaps. But only the last entity's heightmap is visible. Any hints on what I'm doing wrong? Here's the code inside the draw loop: RenderTarget2D tempDepthStencil = new RenderTarget2D(graphicsDevice, graphicsDevice.Viewport.Width, graphicsDevice.Viewport.Height, false, graphicsDevice.DisplayMode.Format, DepthFormat.None); graphicsDevice.SetRenderTarget(tempDepthStencil); // Gather depth information SpriteBatch depthStencilSpriteBatch = new SpriteBatch(graphicsDevice); depthStencilSpriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.None, RasterizerState.CullCounterClockwise); depthStencilSpriteBatch.Draw(texHeightmap, pos, null, Color.White, 0, Vector2.Zero, 1, spriteEffects, 1); depthStencilSpriteBatch.End(); graphicsDevice.SetRenderTarget(null); SpriteBatch b1 = new SpriteBatch(graphicsDevice); b1.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, null, null, null, null); b1.Draw((Texture2D)tempDepthStencil, Vector2.Zero, null, Color.White, 0, Vector2.Zero, 1, spriteEffects, 1); b1.End();

    Read the article

  • Sprites, Primitives and logic entity as structs

    - by Jeffrey
    I'm wondering would it be considered acceptable: The window class is responsible for drawing data, so it will have a method: Window::draw(const Sprite&); Window::draw(const Rect&); Window::draw(const Triangle&); Window::draw(const Circle&); and all those primitives + sprites would be just public struct. For example Sprite: struct Sprite { float x, y; // center float origin_x, origin_y; float width, height; float rotation; float scaling; GLuint texture; Sprite(float w, float h); Sprite(float w, float h, float a, float b); void useTexture(std::string file); void setOrigin(float a, float b); void move(float a, float b); // relative move void moveTo(float a, float b); // absolute move void rotate(float a); // relative rotation void rotateTo(float a); // absolute rotation void rotationReset(); void scale(float a); // relative scaling void scaleTo(float a); // absolute scaling void scaleReset(); }; So instead of having each primitive to call their draw() function, which is a little bit off topic for their object, I let the Window class handle all the OpenGL stuff and manipulate them as simple objects that will be drawn later on. Is this pattern used? Does it have any cons against it's primitives-draw-themself pattern? Are there any other related patterns?

    Read the article

  • Apply bone tranforms when importing FBX in XNA

    - by hichaeretaqua
    Preconditions: I have some models, that does only contain some meshes and one texture. There is no animation within the model. An example: a model of a table. I want to draw the Model with a custom effect, so I have to swap the effect after loading the model. In order to draw them correctly, I have to apply the bone transformation manually on each draw for each mesh and effect as can be seen here. So there are two questions: Is there a option during import that allows my to apply the bone transformation on all vertices, so that during draw call I should not have to do this? Is there a option during import that merges all vertices into a Vertex- and IndexBuffer, that allows me to draw the whole model with just one call? I'm pretty sure that the build-in "Autodesk FBX - XNA Framework" does not support this features, but maybe there is an other imported available or an other possibility I missed. The aim is to speed up rendering a little bit especially by using instancing. So having one VertexBuffer to draw at one time would be pretty nice.

    Read the article

  • Sprite sorting issues

    - by TheBroodian
    I apologize for the vague title, I'm not sure how else to phrase this problem. I am using tIDE to assist me in my game's world development. To give a dynamic effect to map layers within tIDE, it has events that can be wired up to draw sprites before or after the draw of layers, to create foreground or background effects during runtime. This all works fine and well, however, the only way that I understand that this works, is by calling tIDE's internal spritebatch to create this effect. This creates a problem for me, because within tIDE's source code, its spritebatch's call block is set to SpriteSortMode.Deferred, and my characters have particle elements that I would like to draw in front of and behind themselves, via a drawdepth value. I can use a separate instance of spritebatch and call my character's draw method, and set sprite sorting there, but then my character is drawn ontop of all layers in my tIDE map. Which is even worse to me than my particles not being drawn as I want them to be. So, in summary, I want all of my crap to work, but at the moment the only way I can figure to do that is to ghetto rig the spritebatch within my characters' draw methods by calling a spritebatch.End();, then starting a new call to Begin() with SpriteSortMode.BackToFront, doing all of my characters' draw logic, and then calling another spritebatch.End(); followed once again by a new spritebatch.Begin(). Obviously that is pretty undesirable, but I don't know any other feasible alternatives. Anybody got any wisdom they could impart unto me as to how I could handle this?

    Read the article

  • NHibernate Pitfalls: Fetch and Paging

    - by Ricardo Peres
    This is part of a series of posts about NHibernate Pitfalls. See the entire collection here. NHibernate allows you to force loading additional references (many to one, one to one) or collections (one to many, many to many) in a query. You must know, however, that this is incompatible with paging. It’s easy to see why. Let’s say you want to get 5 products starting on the fifth, you can issue the following LINQ query: 1: session.Query<Product>().Take(5).Skip(5).ToList(); Will product this SQL in SQL Server: 1: SELECT 2: TOP (@p0) product1_4_, 3: name4_, 4: price4_ 5: FROM 6: (select 7: product0_.product_id as product1_4_, 8: product0_.name as name4_, 9: product0_.price as price4_, 10: ROW_NUMBER() OVER( 11: ORDER BY 12: CURRENT_TIMESTAMP) as __hibernate_sort_row 13: from 14: product product0_) as query 15: WHERE 16: query.__hibernate_sort_row > @p1 17: ORDER BY If, however, you wanted to bring as well the associated order details, you might be tempted to try this: 1: session.Query<Product>().Fetch(x => x.OrderDetails).Take(5).Skip(5).ToList(); Which, in turn, will produce this SQL: 1: SELECT 2: TOP (@p0) product1_4_0_, 3: order1_3_1_, 4: name4_0_, 5: price4_0_, 6: order2_3_1_, 7: product3_3_1_, 8: quantity3_1_, 9: product3_0__, 10: order1_0__ 11: FROM 12: (select 13: product0_.product_id as product1_4_0_, 14: orderdetai1_.order_detail_id as order1_3_1_, 15: product0_.name as name4_0_, 16: product0_.price as price4_0_, 17: orderdetai1_.order_id as order2_3_1_, 18: orderdetai1_.product_id as product3_3_1_, 19: orderdetai1_.quantity as quantity3_1_, 20: orderdetai1_.product_id as product3_0__, 21: orderdetai1_.order_detail_id as order1_0__, 22: ROW_NUMBER() OVER( 23: ORDER BY 24: CURRENT_TIMESTAMP) as __hibernate_sort_row 25: from 26: product product0_ 27: left outer join 28: order_detail orderdetai1_ 29: on product0_.product_id=orderdetai1_.product_id 30: ) as query 31: WHERE 32: query.__hibernate_sort_row > @p1 33: ORDER BY 34: query.__hibernate_sort_row; However, because of the JOIN, what happens is that, if your products have more than one order details, you will get several records – one per order detail – per product, which means that pagination will be broken. There is an workaround, which forces you to write your LINQ query in another way: 1: session.Query<OrderDetail>().Where(x => session.Query<Product>().Select(y => y.ProductId).Take(5).Skip(5).Contains(x.Product.ProductId)).Select(x => x.Product).ToList() Or, using HQL: 1: session.CreateQuery("select od.Product from OrderDetail od where od.Product.ProductId in (select p.ProductId from Product p skip 5 take 5)").List<Product>(); The generated SQL will then be: 1: select 2: product1_.product_id as product1_4_, 3: product1_.name as name4_, 4: product1_.price as price4_ 5: from 6: order_detail orderdetai0_ 7: left outer join 8: product product1_ 9: on orderdetai0_.product_id=product1_.product_id 10: where 11: orderdetai0_.product_id in ( 12: SELECT 13: TOP (@p0) product_id 14: FROM 15: (select 16: product2_.product_id, 17: ROW_NUMBER() OVER( 18: ORDER BY 19: CURRENT_TIMESTAMP) as __hibernate_sort_row 20: from 21: product product2_) as query 22: WHERE 23: query.__hibernate_sort_row > @p1 24: ORDER BY 25: query.__hibernate_sort_row); Which will get you what you want: for 5 products, all of their order details.

    Read the article

  • Complex type support in process flow &ndash; XMLTYPE

    - by shawn
        Before OWB 11.2 release, there are only 5 simple data types supported in process flow: DATE, BOOLEAN, INTEGER, FLOAT and STRING. A new complex data type – XMLTYPE is added in 11.2, in order to support complex data being passed between the process flow activities. In this article we will give a simple example to illustrate the usage of the new type and some related editors.     Suppose there is a bookstore that uses XML format orders as shown below (we use the simplest form for the illustration purpose), then we can create a process flow to handle the order, take the order as the input, then extract necessary information, and generate a confirmation email to the customer automatically. <order id=’0001’>     <customer>         <name>Tom</name>         <email>[email protected]</email>     </customer>     <book id=’Java_001’>         <quantity>3</quantity>     </book> </order>     Considering a simple user case here: we use an input parameter/variable with XMLTYPE to hold the XML content of the order; then we can use an Assign activity to retrieve the email info from the order; after that, we can create an email activity to send the email (Other activities might be added in practical case, but will not be described here). 1) Set XML content value     For testing purpose, we will create a variable to hold the sample order, and then this will be used among the process flow activities. When the variable is of XMLTYPE and the “Literal” value is set the true, the advance editor will be enabled.     Click the “Advance Editor” shown as above, a simple xml editor will popup. The editor has basic features like syntax highlight and check as shown below:     We can also do the basic validation or validation against schema with the editor by selecting the normalized schema. With this, it will be easier to provide the value for XMLTYPE variables. 2) Extract information from XML content     After setting the value, we need to extract the email information with the Assign activity. In process flow, an enhanced expression builder is used to help users construct the XPath for extracting values from XML content. When the variable’s literal value is set the false, the advance editor is enabled.     Click the button, the advance editor will popup, as shown below:     The editor is based on the expression builder (which is often used in mapping etc), an XPath lib panel is appended which provides some help information on how to write the XPath. The expression used here is: “XMLTYPE.EXTRACT(XML_ORDER,'/order/customer/email/text()').getStringVal()”, which uses ‘/order/customer/email/text()’ as the XPath to extract the email info from the XML document.     A variable called “EMAIL_ADDR” is created with String data type to hold the value extracted.     Then we bind the “VARIABLE” parameter of Assign activity to “EMAIL_ADDR” variable, which means the value of the “EMAIL_ADDR” activity will be set to the result of the “VALUE” parameter of Assign activity. 3) Use the extracted information in Email activity     We bind the “TO_ADDRESS” parameter of the email activity to the “EMAIL_ADDR” variable created in above step.     We can also extract other information from the xml order directly through the expression, for example, we can set the “MESSAGE_BODY” with value “'Dear '||XMLTYPE.EXTRACT(XML_ORDER,'/order/customer/name/text()').getStringVal()||chr(13)||chr(10)||'   You have ordered '||XMLTYPE.EXTRACT(XML_ORDER,'/order/book/quantity/text()').getStringVal()||' '||XMLTYPE.EXTRACT(XML_ORDER,'/order/book/@id').getStringVal()”. This expression will extract the customer name, the quantity and the book id from the order to compose the message body.     To make the email activity work, we need provide some other necessary information, Such as “SMTP_SERVER” (which is the SMTP server used to send the emails, like “mail.bookstore.com”. The default PORT number is set to 25. You need to change the value accordingly), “FROM_ADDRESS” and “SUBJECT”. Then the process flow is ready to go.     After deploying the process flow package, we can simply run the process flow to check if the result is as expected (An email will be sent to the specified email address with proper subject and message body).     Note: In oracle 11g, there is an enhanced security feature - ACL (Access Control List), which restrict the network access within db, so we need to edit the list to allow UTL_SMTP work if you are using oracle 11g. Refer to chapter “Access Control Lists for UTL_TCP/HTTP/SMTP” and “Managing Fine-Grained Access to External Network Services” for more details.       In previous releases, XMLTYPE already exists in other OWB objects, like mapping/transformation etc. When the mapping/transformation is dragged into a process flow, the parameters with XMLTYPE are mapped to STRING. Now with the XMLTYPE support in process flow, the XMLTYPE will map to XMLTYPE in a more natural way, and we can leverage the new data type for the design.

    Read the article

  • XNA 3D model collision is inaccurate

    - by Daniel Lopez
    I am creating a classic game in 3d that deals with asteriods and you have to shoot them and avoid being hit from them. I can generate the asteroids just fine and the ship can shoot bullets just fine. But the asteroids always hit the ship even it doesn't look they are even close. I know 2D collision very well but not 3D so can someone please shed some light to my problem. Thanks in advance. Code For ModelRenderer: using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace _3D_Asteroids { class ModelRenderer { private float aspectratio; private Model model; private Vector3 camerapos; private Vector3 modelpos; private Matrix rotationy; float radiansy = 0; private bool isalive; public ModelRenderer(Model m, float AspectRatio, Vector3 initial_pos, Vector3 initialcamerapos) { isalive = true; model = m; if (model.Meshes.Count == 0) { throw new Exception("Invalid model because it contains zero meshes!"); } modelpos = initial_pos; camerapos = initialcamerapos; aspectratio = AspectRatio; return; } public float RadiusOfSphere { get { return model.Meshes[0].BoundingSphere.Radius; } } public BoundingBox BoxBounds { get { return BoundingBox.CreateFromSphere(model.Meshes[0].BoundingSphere); } } public BoundingSphere SphereBounds { get { return model.Meshes[0].BoundingSphere; } } public Vector3 CameraPosition { set { camerapos = value; } get { return camerapos; } } public bool IsAlive { get { return isalive; } } public Vector3 ModelPosition { set { modelpos = value; } get { return modelpos; } } public void RotateY(float radians) { radiansy += radians; rotationy = Matrix.CreateRotationY(radiansy); } public Matrix RotationY { set { rotationy = value; } get { return rotationy; } } public float AspectRatio { set { aspectratio = value; } get { return aspectratio; } } public void Kill() { isalive = false; } public void Draw(float scale) { Matrix world; if (rotationy == new Matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)) { world = Matrix.CreateScale(scale) * Matrix.CreateTranslation(modelpos); } else { world = rotationy * Matrix.CreateScale(scale) * Matrix.CreateTranslation(modelpos); } Matrix view = Matrix.CreateLookAt(camerapos, Vector3.Zero, Vector3.Up); Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), this.AspectRatio, 1f, 100000f); foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.World = world; effect.View = view; effect.Projection = projection; } mesh.Draw(); } } public void Draw() { Matrix world; if (rotationy == new Matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)) { world = Matrix.CreateTranslation(modelpos); } else { world = rotationy * Matrix.CreateTranslation(modelpos); } Matrix view = Matrix.CreateLookAt(camerapos, Vector3.Zero, Vector3.Up); Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), this.AspectRatio, 1f, 100000f); foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.World = world; effect.View = view; effect.Projection = projection; } mesh.Draw(); } } } Code For Game1: using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace _3D_Asteroids { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; int score = 0, lives = 5; SpriteBatch spriteBatch; GameState gstate = GameState.OnMenuScreen; Menu menu = new Menu(Color.Yellow, Color.White); SpriteFont font; Texture2D background; ModelRenderer ship; Model b, a; List<ModelRenderer> bullets = new List<ModelRenderer>(); List<ModelRenderer> asteriods = new List<ModelRenderer>(); float time = 0.0f; int framecount = 0; SoundEffect effect; public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = 1280; graphics.PreferredBackBufferHeight = 796; graphics.ApplyChanges(); Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); font = Content.Load<SpriteFont>("Fonts\\Lucida Console"); background = Content.Load<Texture2D>("Textures\\B1_stars"); Model p1 = Content.Load<Model>("Models\\p1_wedge"); b = Content.Load<Model>("Models\\pea_proj"); a = Content.Load<Model>("Models\\asteroid1"); effect = Content.Load<SoundEffect>("Audio\\tx0_fire1"); ship = new ModelRenderer(p1, GraphicsDevice.Viewport.AspectRatio, new Vector3(0, 0, 0), new Vector3(0, 0, 9000)); } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { KeyboardState state = Keyboard.GetState(PlayerIndex.One); switch (gstate) { case GameState.OnMenuScreen: { if (state.IsKeyDown(Keys.Enter)) { switch (menu.SelectedChoice) { case MenuChoices.Play: { gstate = GameState.GameStarted; break; } case MenuChoices.Exit: { this.Exit(); break; } } } if (state.IsKeyDown(Keys.Down)) { menu.MoveSelectedMenuChoiceDown(gameTime); } else if(state.IsKeyDown(Keys.Up)) { menu.MoveSelectedMenuChoiceUp(gameTime); } else { menu.KeysReleased(); } break; } case GameState.GameStarted: { foreach (ModelRenderer bullet in bullets) { if (bullet.ModelPosition.X < (ship.ModelPosition.X + 4000) && bullet.ModelPosition.Z < (ship.ModelPosition.X + 4000) && bullet.ModelPosition.X > (ship.ModelPosition.Z - 4000) && bullet.ModelPosition.Z > (ship.ModelPosition.Z - 4000)) { bullet.ModelPosition += (bullet.RotationY.Forward * 120); } else if (collidedwithasteriod(bullet)) { bullet.Kill(); } else { bullet.Kill(); } } foreach (ModelRenderer asteroid in asteriods) { if (ship.SphereBounds.Intersects(asteroid.BoxBounds)) { lives -= 1; asteroid.Kill(); // This always hits no matter where the ship goes. } else { asteroid.ModelPosition -= (asteroid.RotationY.Forward * 50); } } for (int index = 0; index < asteriods.Count; index++) { if (asteriods[index].IsAlive == false) { asteriods.RemoveAt(index); } } for (int index = 0; index < bullets.Count; index++) { if (bullets[index].IsAlive == false) { bullets.RemoveAt(index); } } if (state.IsKeyDown(Keys.Left)) { ship.RotateY(0.1f); if (state.IsKeyDown(Keys.Space)) { if (time < 17) { firebullet(); //effect.Play(); } } else { time = 0; } } else if (state.IsKeyDown(Keys.Right)) { ship.RotateY(-0.1f); if (state.IsKeyDown(Keys.Space)) { if (time < 17) { firebullet(); //effect.Play(); } } else { time = 0; } } else if (state.IsKeyDown(Keys.Up)) { ship.ModelPosition += (ship.RotationY.Forward * 50); if (state.IsKeyDown(Keys.Space)) { if (time < 17) { firebullet(); //effect.Play(); } } else { time = 0; } } else if (state.IsKeyDown(Keys.Space)) { time += gameTime.ElapsedGameTime.Milliseconds; if (time < 17) { firebullet(); //effect.Play(); } } else { time = 0.0f; } if ((framecount % 60) == 0) { createasteroid(); framecount = 0; } framecount++; break; } } base.Update(gameTime); } void firebullet() { if (bullets.Count < 3) { ModelRenderer bullet = new ModelRenderer(b, GraphicsDevice.Viewport.AspectRatio, ship.ModelPosition, new Vector3(0, 0, 9000)); bullet.RotationY = ship.RotationY; bullets.Add(bullet); } } void createasteroid() { if (asteriods.Count < 2) { Random random = new Random(); float z = random.Next(-13000, -11000); float x = random.Next(-9000, -8000); Random random2 = new Random(); int degrees = random.Next(0, 45); float radians = MathHelper.ToRadians(degrees); ModelRenderer asteroid = new ModelRenderer(a, GraphicsDevice.Viewport.AspectRatio, new Vector3(x, 0, z), new Vector3(0,0, 9000)); asteroid.RotateY(radians); asteriods.Add(asteroid); } } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); switch (gstate) { case GameState.OnMenuScreen: { spriteBatch.Begin(); spriteBatch.Draw(background, Vector2.Zero, Color.White); menu.DrawMenu(ref spriteBatch, font, new Vector2(GraphicsDevice.Viewport.Width / 2, GraphicsDevice.Viewport.Height / 2) - new Vector2(50f), 100f); spriteBatch.End(); break; } case GameState.GameStarted: { spriteBatch.Begin(); spriteBatch.Draw(background, Vector2.Zero, Color.White); spriteBatch.DrawString(font, "Score: " + score.ToString() + "\nLives: " + lives.ToString(), Vector2.Zero, Color.White); spriteBatch.End(); ship.Draw(); foreach (ModelRenderer bullet in bullets) { bullet.Draw(); } foreach (ModelRenderer asteroid in asteriods) { asteroid.Draw(0.1f); } break; } } base.Draw(gameTime); } bool collidedwithasteriod(ModelRenderer bullet) { foreach (ModelRenderer asteroid in asteriods) { if (bullet.SphereBounds.Intersects(asteroid.BoxBounds)) { score += 10; asteroid.Kill(); return true; } } return false; } } } }

    Read the article

  • how to draw a NSString in drawrect of UIView?

    - by senthilmuthu
    hi, the Newline character is not working in draw rect of UIView? can anyone help? - (void)drawRect:(CGRect)rect { CGContextRef context = UIGraphicsGetCurrentContext(); UIFont * f = [UIFont systemFontOfSize:20]; [[UIColor darkGrayColor] set]; CGRect b = [self bounds]; NSString * text = @"hi \nr u"; CGSize sz = CGSizeMake(150,200); CGContextScaleCTM(context, b.size.width/sz.width, b.size.height/sz.height); [text drawAtPoint:CGPointMake(0,0) withFont:f]; }

    Read the article

  • How to draw a better looking Graph (A4 size) in Dot?

    - by Nazgulled
    Hi, I have this project that it's due in a few hours and I still have a report to write... The project has nothing to do with Dot, but we were asked to draw a Graph with Dot, which I did. It looks something like this: http://img683.imageshack.us/img683/9735/dotj.jpg The longer arrows represent smaller weights and the shorter arrows represent bigger weights. There isn't any problem in submitting my project like this, it does what's is supposed to do and this Dot thing is just an extra. But I would like to make it pretty, I just don't have time to learn about Dot right now. Basically, all I want is make pretty. Perhaps, a bigger height for the page, like A4 paper size. And have the graph display more to the bottom than everything to the side. What should I put on my .dot file to make it look better?

    Read the article

  • How to save, retrieve and draw an image using Java and PostgreSQL?

    - by spderosso
    Given an object X; I want this object to have an image. The image must be stored in the database. I can't store the path, the actual image must be in the database. My question can be answered by answering the following subquestions: a). What type of field should I put in the database? (e.g VARCHAR) b) What type of object should I use for storing and manipulating the image (at an object layer)? (e.g java.awt.Image) c) How do I create an object of the type selected (answer of question b) from the data obtained from the database? d) How do I save an object of the type selected (answer of question b) to the database? e) How do I draw the image on a web page? I am using PostgreSQL, Java and it is a web application. Thanks!

    Read the article

  • How do you draw a line on a canvas in WPF that is 1 pixel thick.

    - by xarzu
    The method for drawing a line on a canvas in WPF that uses the line class actually draws a line that is two pixels thick: Line myLine = new Line(); myLine.Stroke = System.Windows.Media.Brushes.Black; myLine.X1 = 100; myLine.X2 = 140; // 150 too far myLine.Y1 = 200; myLine.Y2 = 200; myLine.StrokeThickness = 1; graphSurface.Children.Add(myLine); Microsoft might have decided to set a standard for line thickness and the minimum is 2 pixels thick when you set the strockThickness to 1, but when you already have rectangles drawn in XAML and even error fonts using WingDings, it is an obvious miss-match. How do you draw a line that is truly 1 pixel thick?

    Read the article

  • How do I render the scrollable regions of a canvas with IViewObject::Draw?

    - by nirvdrum
    Hi, I've been trying to render the entire canvas in an IWebBrowser2 control to a bitmap. IViewObject::Draw seems to be the most promising approach, but I can't get it to render anything that would requires a scroll to show. While I could automate the scrolling and stitch the images together, this would look weird with any fixed position elements. Is this even doable? Additionally, I've tried to set the controller's size to one that would allow the entire contents to display without needing to scroll, but Windows caps the max size to the current screen resolution, so that only gets me partially there. Any help would be much appreciated. I'm currently doing this in the context of Win7 and IE8, but I don't think that should matter much.

    Read the article

  • How to draw a full ellipse in a StreamGeometry in WPF?

    - by romkyns
    The only method in a StreamGeometryContext that seems related to ellipses is the ArcTo method. Unfortunately it is heavily geared to joining lines rather than drawing ellipses. In particular, the position of the arc is determined by a starting and ending point. For a full ellipse the two coincide obviously, and the exact orientation becomes undefined. So far the best way of drawing an ellipse centered on 100,100 of size 10,10 that I found is like this: using (var ctx = geometry.Open()) { ctx.BeginFigure(new Point(100+5, 100), isFilled: true, isClosed: true); ctx.ArcTo( new Point(100 + 5*Math.Cos(0.01), 100 + 5*Math.Sin(0.01)), // need a small angle but large enough that the ellipse is positioned accurately new Size(10/2, 10/2), // docs say it should be 10,10 but in practice it appears that this should be half the desired width/height... 0, true, SweepDirection.Counterclockwise, true, true); } Which is pretty ugly, and also leaves a small "flat" area (although not visible at normal zoom levels). How else might I draw a full ellipse using StreamGeometryContext?

    Read the article

  • graphics don't draw when loop condition is dates. c#, winForms

    - by jello
    so i got this piece of code. (currPosX is defined earlier) while (earliestDate < DateTime.Today) { currPosX = currPosX + 5; e.Graphics.DrawLine(Pens.Black, currPosX, 0, currPosX, 10); earliestDate = earliestDate.AddDays(1); } the graphics don't draw. it's really weird, since this only happens when the condition statement is a date comparison. I debugged, and it does go in the loop, and the values are messed with (currPosX for example). But, no display. one more weirdness, if I add a MessageBox.Show("blabla") in the loop, the message box pops up, and graphics are drawn. what's going on here?

    Read the article

  • How to draw diagonal table borders in latex, like in excel ?

    - by Amyn Bennamane
    Is it possible to draw diagonal (parallelogram) cells in LaTeX: the cell content is diagonal, and the cell's originally vertical borders are also diagonal. Here is what I managed to do using the rotating package: \begin{tabular}{|r|c|c|} \hline \\ \\ \\ \\ \\ \\ \\ \\ \\ \\ & \begin{rotate}{45}Trying to save some horizontal space\end{rotate} & \begin{rotate}{45}While keeping headers readable\end{rotate} \\ \hline this & is & a \\ \hline sample & latex & table \\ \hline \end{tabular} Here is a screenshot of the output vs what is possible using excel: Thanks.

    Read the article

  • How do I draw a filled circle onto a graphics object in a hexadecimal colour? (C#)

    - by George Powell
    I need to draw a circle onto a bitmap in a specific colour given in Hex. The "Brushes" class only gives specific colours with names. Bitmap bitmap = new Bitmap(20, 20); Graphics g = Graphics.FromImage(bitmap); g.FillEllipse(Brushes.AliceBlue, 0, 0, 19, 19); //The input parameter is not a Hex //g.FillEllipse(new Brush("#ff00ffff"), 0, 0, 19, 19); <<This is the kind of think I need. Is there a way of doing this? The exact problem: I am generating KML (for Google earth) and I am generating lots of lines with different Hex colours. The colours are generated mathematically and I need to keep it that way so I can make as many colours as I want. I need to generate a PNG icon for each of the lines that is the same colour exactly.

    Read the article

  • How do I draw an ESB on a SoaML diagram?

    - by dave
    I've recently had to draw some architectural diagrams that feature the use of an Enterprise Service Bus. The ESB is critical, so everyone wants it to show up on the diagram. But since it's the center of what everything is connected to, it really of gets in the way. I settled on trying to use SoaML. I color-coded the request points blue and service points green, to help then stand out. The text names on the ports give you a sense of what talks to what, and it's incredibly obvious that everything goes through the ESB. Can anyone comment on my approach? Any suggestions on something better?

    Read the article

  • How to save, retrieve and draw an image in webapplication using Java and PostgreSQL?

    - by spderosso
    Given an object X; I want this object to have an image. The image must be stored in the database. I can't store the path, the actual image must be in the database. My question can be answered by answering the following subquestions: a). What type of field should I put in the database? (e.g VARCHAR) b) What type of object should I use for storing and manipulating the image (at an object layer)? (e.g java.awt.Image) c) How do I create an object of the type selected (answer of question b) from the data obtained from the database? d) How do I save an object of the type selected (answer of question b) to the database? e) How do I draw the image on a web page? I am using PostgreSQL, Java and it is a web application. Thanks!

    Read the article

  • How do I draw the desktop on Mac OS X?

    - by Dominic Cooney
    I want to draw the desktop on Mac OS X (Snow Leopard). Specifically, I want to achieve the same effect as running: /System/Library/Frameworks/ScreenSaver.framework/Resources/ ScreenSaverEngine.app/Contents/MacOS/ScreenSaverEngine -background (If you’re not near your computer, this displays the screensaver where you would normally see your desktop background.) I know how to make a window without a border (by subclassing NSWindow and overriding initWithContentRect:styleMask:backing:defer: to set the window style to NSBorderlessWindowMask) and without a shadow (setHasShadow:NO.) I know that I can call setLevel:kCGDesktopWindowLevel or kCGDesktopIconWindowLevel to put my window below other windows (see question 418791.) However this isn’t exactly what I want, because a window at this level is still on top of the desktop icons. I want to be on top of the desktop background, but below the icons. My view is opaque. If there is a technique that clobbers the desktop background, that is OK.

    Read the article

  • WPF -- Where do you draw the line between code and XAML?

    - by John Franks
    I'm a long-time C#/.NET programmer but totally new to WPF and the System.Windows.Controls namespace and XAML. The more I learn about it the more I realize that you can do pretty much all of your GUI initialization and event handling glue in either XAML or in code (say C# code or VB.Net code). My question is to those who have been working on WPF for longer and ideally those who have shipped apps with it -- where did you find was the best place to 'draw the line' between XAML and code? Did you use XAML wherever you could? Only where interfacing with non-coding UI designers? Any tips in this area would be extremely helpful to myself and other coders who are just getting into WPF programming and are kind of paralyzed by all the choices we can make!

    Read the article

  • How do I draw a filled circle onto a graphics object in a hexadecimal colour?

    - by George Powell
    I need to draw a circle onto a bitmap in a specific colour given in Hex. The "Brushes" class only gives specific colours with names. Bitmap bitmap = new Bitmap(20, 20); Graphics g = Graphics.FromImage(bitmap); g.FillEllipse(Brushes.AliceBlue, 0, 0, 19, 19); //The input parameter is not a Hex //g.FillEllipse(new Brush("#ff00ffff"), 0, 0, 19, 19); <<This is the kind of think I need. Is there a way of doing this? The exact problem: I am generating KML (for Google earth) and I am generating lots of lines with different Hex colours. The colours are generated mathematically and I need to keep it that way so I can make as many colours as I want. I need to generate a PNG icon for each of the lines that is the same colour exactly.

    Read the article

  • How to draw a line of plusses og triangles along a path in WPF?

    - by Jon H
    I need to draw a line with plusses or crosses along an given path (arch) but can't seem to find anything pointing me in the right direction. Any help would me much appreciated. Best, Jon H Edit: Hmmm. I still cant find any good answer to my question. I have googled for "everything"...I have fooled around with DrawingBrush'es with various LineGeometries or GeometryDrawings but cant seem to get a hang on it. Am I on the right coures or is there a better way? Can this be done in Blend/Design and exported in some way?

    Read the article

  • How to save, retrieve and draw an image using postgresql an java (no path saving)?

    - by spderosso
    Hi, Given an object X; I want this object to have an image. The image must be stored in the database. I can't store the path, the actual image must be in the database. My question can be answered by answering the following subquestions: a) What type of field should I put in the database? (e.g VARCHAR) b) What type of object should I use for storing and manipulating the image (at an object layer)? (e.g java.awt.Image) c) How do I create an object of the type selected (answer of question b) from the data obtained from the database? d) How do I save an object of the type selected (answer of question b) to the database? e) How do I draw the image on a web page? I am using postgresql, java and it is a web application. Thanks!

    Read the article

< Previous Page | 65 66 67 68 69 70 71 72 73 74 75 76  | Next Page >