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  • Antialiased fonts in emacs 23.2 on Windows

    - by Damyan
    I'm having trouble getting antialiased fonts to work correct in emacs 23.2, to the extent that it appears that it doesn't actually support antialised fonts. If I do the following in emacs 23.1: (set-face-font 'default "DejaVu Sans Mono-9.0:antialias=subpixel") (describe-font nil) Then this reports the full name as "DejaVu Sans Mono-9.0:antialias=subpixel", and the font looks nice and smooth. However, doing the same thing in emacs 23.2 gives the full name as "DejaVu Sans Mono-9.0" and the font looks nasty and chunky. Is there something I'm doing wrong?

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  • Access to a single pixel in C#

    - by Malki
    Hello, I'm working on a school project right now. It's meant to be a 3D editing software, (like a very minimized version of Maya). I have to write it in C#, using the 'Windows Application Project'. I intend to implement all the 3D stuff myself, from projections to shading. My question is, how can I get direct access to a single pixel in the C# windows application? I know I'm going to have a main view port in the window. But I haven't decided yet how it will be made. Is there a built in object that I can use, that will let me define the boundaries of the view port, and then paint each pixel individually? (I'm just shooting in the dark here, I don't know much about C#. I mostly program in C) Thanks, Malki.

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  • Which web-safe fonts are more readable to eyes as a body text? Which web-safe fonts should not be us

    - by metal-gear-solid
    Which web-safe fonts are more readable to eyes as a body text? Which web-safe fonts should not be used? What should be the minimum font size of <p>body text</p> for better readability? What font size should we use for <H1/2/3/4/5/6>, <p> <ul>, <ol>? Should we use same font-size for <p>, <ul>, <ol> and <th> <td>? What would be the balanced typography font sizing scheme?

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  • Fonts in a multi-platform environment

    - by Stephen Burke
    What is the best way to deal with fonts in a multi-platform distributed system? If I want to use a common font across all systems to show to the user, what's the best way to do this. From the little I've been reading each platform looks to have fonts that are of the same family (ie serif, sans-serif) but with different names. CSS looks to have the functionality baked in where it will make the best selection it can of font on the users machine. Is there similar functionality either in system libraries or external libraries for Windows & Linux. I'm using C++ mainly? Can someone point me in the right direction for documentation as well? Thanks

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  • per pixel based collision detection.

    - by pengume
    I was wondering if anyone had any ideas on how to get per pixel collision detection for the android. I saw that the andEngine has great collision detection on rotation as well but couldn't see where the actual detection happened per pixel. Also noticed a couple solutions for java, could these be replicated for use with the Android SDK? Maybe someone here has a clean piece of code I could look at to help understand what is going on with per pixel detection and also why when rotating it is a different process.

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  • Google Fonts API JSON Data in WordPress Options-Framework-Theme

    - by Rob
    I'm developing a child-theme off of the new Twenty Twelve theme using Wordpress 3.4.2 and the development version of the Options Theme Framework by Devin Price. In Devin's tutorial, it shows of a way to implement 15 Google Web Fonts into the Theme Options page, but not all of them (roughly 560). I know I can create a "manual list", like in the tutorial that states each one with fallbacks, but this is time consuming and unproductive as Google may or may not add to, update, change or remove some of these fonts from their list. The list I've created above will ultimately store unavailable fonts the user thinks is there because of what they can see in the drop-down menu and it won't have any new ones - making the list and some selections obsolete. On the Google Developer API Web Fonts page, it talks briefly on retrieving a "dynamic list" using JSON/JavaScript. I was wondering how would I be able to pull the Google Web Fonts API into my Wordpress Theme Options page so I'm not creating my own list or have to constantly release an update to solve this issue. Could someone please walk me through what I would need to paste into my options.php, functions.php, /inc/options-framework.php file etc. or even in a new one to implement this? I've also had a look into some screencasts, plugins and tutorials on how it works, but none of them are specific enough for people just starting out. Please keep in mind I'm not the best coder... Thank you.

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  • GDL Presents: Women Techmakers with Pixel Qi

    GDL Presents: Women Techmakers with Pixel Qi Jean Wang sits down with 2011 Anita Borg "Woman of Vision" Award for Innovation winner Mary Lou Jepsen of Pixel Qi to discuss overcoming technical challenges in hardware, drawing on Mary Lou's experience leading the engineering and architectural design of the $100 laptops that inspired the One Laptop Per Child (OLPC) organization. Hosts: Jean Wang - Lead Hardware Engineer for Project Glass | Vivian Cromwell - Manager, Global Chrome Developer Relations Guest: Mary Lou Jepsen - CEO and Founder, Pixel Qi From: GoogleDevelopers Views: 0 0 ratings Time: 01:00:00 More in Science & Technology

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  • OpenGL 2D Rasterization Sub-Pixel Translations

    - by Armin Ronacher
    I have a tile based 2D engine where the projection matrix is an orthographic view of the world without any scaling applied. Thus: one pixel texture is drawn on the screen in the same size. That all works well and looks nice but if the camera makes a sub-pixel movement small lines appear between the tiles. I can tell you in advance what does not fix the problem: GL_NEAREST texture interpolation GL_CLAMP_TO_EDGE What does “fix” the problem is anchoring the camera to the nearest pixel instead of doing a sub-pixel translation. I can live with that, but the camera movement becomes jerky. Any ideas how to fix that problem without resorting to the rounding trick I do currently?

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  • In 3D camera math, calculate what Z depth is pixel unity for a given FOV

    - by badweasel
    I am working in iOS and OpenGL ES 2.0. Through trial and error I've figured out a frustum to where at a specific z depth pixels drawn are 1 to 1 with my source textures. So 1 pixel in my texture is 1 pixel on the screen. For 2d games this is good. Of course it means that I also factor in things like the size of the quad and the size of the texture. For example if my sprite is a quad 32x32 pixels. The quad size is 3.2 units wide and tall. And the texcoords are 32 / the size of the texture wide and tall. Then the frustum is: matrixFrustum(-(float)backingWidth/frustumScale,(float)backingWidth/frustumScale, -(float)backingHeight/frustumScale, (float)backingHeight/frustumScale, 40, 1000, mProjection); Where frustumScale is 800 for a retina screen. Then at a distance of 800 from camera the sprite is pixel for pixel the same as photoshop. For 3d games sometimes I still want to be able to do this. But depending on the scene I sometimes need the FOV to be different things. I'm looking for a way to figure out what Z depth will achieve this same pixel unity for a given FOV. For this my mProjection is set using: matrixPerspective(cameraFOV, near, far, (float)backingWidth / (float)backingHeight, mProjection); With testing I found that at an FOV of 45.0 a Z of 38.5 is very close to pixel unity. And at an FOV of 30.0 a Z of 59.5 is about right. But how can I calculate a value that is spot on? Here's my matrixPerspecitve code: void matrixPerspective(float angle, float near, float far, float aspect, mat4 m) { //float size = near * tanf(angle / 360.0 * M_PI); float size = near * tanf(degreesToRadians(angle) / 2.0); float left = -size, right = size, bottom = -size / aspect, top = size / aspect; // Unused values in perspective formula. m[1] = m[2] = m[3] = m[4] = 0; m[6] = m[7] = m[12] = m[13] = m[15] = 0; // Perspective formula. m[0] = 2 * near / (right - left); m[5] = 2 * near / (top - bottom); m[8] = (right + left) / (right - left); m[9] = (top + bottom) / (top - bottom); m[10] = -(far + near) / (far - near); m[11] = -1; m[14] = -(2 * far * near) / (far - near); } And my mView is set using: lookAtMatrix(cameraPos, camLookAt, camUpVector, mView); * UPDATE * I'm going to leave this here in case anyone has a different solution, can explain how they do it, or why this works. This is what I figured out. In my system I use a 10th scale unit to pixels on non-retina displays and a 20th scale on retina displays. The iPhone is 640 pixels wide on retina and 320 pixels wide on non-retina (obsolete). So if I want something to be the full screen width I divide by 20 to get the OpenGL unit width. Then divide that by 2 to get the left and right unit position. Something 32 units wide centered on the screen goes from -16 to +16. Believe it or not I have an excel spreadsheet do all this math for me and output all the vertex data for my sprite sheet. It's an arbitrary thing I made up to do .1 units = 1 non-retina pixel or 2 retina pixels. I could have made it .01 units = 2 pixels and someday I might switch to that. But for now it's the other. So the width of the screen in units is 32.0, and that means the left most pixel is at -16.0 and the right most is at 16.0. After messing a bit I figured out that if I take the [0] value of an identity modelViewProjection matrix and multiply it by 16 I get the depth required to get 1:1 pixels. I don't know why. I don't know if the 16 is related to the screen size or just a lucky guess. But I did a test where I placed a sprite at that calculated depth and varied the FOV through all the valid values and the object stays steady on screen with 1:1 pixels. So now I'm just calculating the unityDepth that way. If someone gives me a better answer I'll checkmark it.

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  • Why do my LWJGL fonts have dots and lines around them?

    - by Jordan
    When we render fonts there are weird dots and lines around the text. I have no idea why this would happen. Here is an image of what it looks like: Our font class looks like this: package me.NJ.ComputerTycoon.Font; import me.NJ.ComputerTycoon.BaseObjects.UDim2; import org.lwjgl.opengl.Display; import org.newdawn.slick.Color; import org.newdawn.slick.TrueTypeFont; public class Font { public TrueTypeFont font; private int fontSize = 18; private String fontName = "Calibri"; private int fontStyle = java.awt.Font.BOLD; public Font(String fontName, int fontStyle, int fontSize) { font = new TrueTypeFont(new java.awt.Font(fontName, fontStyle, fontSize), true); //font. } public Font(int fontStyle, int fontSize) { font = new TrueTypeFont(new java.awt.Font(fontName, fontStyle, fontSize), true); } public Font(int fontSize) { font = new TrueTypeFont(new java.awt.Font(fontName, fontStyle, fontSize), true); } public Font() { font = new TrueTypeFont(new java.awt.Font(fontName, fontStyle, fontSize), true); } public void drawString(int x, int y, String s, Color color){ this.font.drawString(x, y, s, color); } public void drawString(int x, int y, String s){ this.font.drawString(x, y, s); } public void drawString(float x, float y, String s, Color color){ this.font.drawString(x, y, s, color); } public void drawString(float x, float y, String s){ this.font.drawString(x, y, s); } public void drawString(UDim2 udim, String s){ this.font.drawString((Display.getWidth() * udim.getX().getScale()) + udim.getX().getOffset(), (Display.getHeight() * udim.getY().getScale()) + udim.getY().getOffset(), s); } public String getFontName(){ return this.fontName; } public int getFontSize(){ return this.fontSize; } public TrueTypeFont getFont(){ return this.font; } } What could be causing this?

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  • calligraphy fonts on a website

    - by oo
    if i want to have some text show up in a calligraphy font, how do i know how it will render of the users computer. How do i know what fonts that person has on the computer or does it matter? any good examples of doing this in css? would i be better off putting something together in photoshop and saving as an image?

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  • temporarily change fonts in latex with T1 font

    - by georg raba
    Hello, I want to temporarily change fonts in latex, to arev. Usually, this would work, as described here: {\fontencoding{T1}\fontfamily{arev} the font is temporarily changed} it doesnt though, and I think it has to do with the fact that arev is a T1 font. I think I need to specify more? Thanks in advance for any advice, I appreciate it! Georg Raba

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  • Pretty Pixel-level Picture Painting, Programatically

    - by dreeves
    My mac laptop has 1,024,000 pixels. What's the simplest way to turn my display completely black and go nuts with writing little programs to twiddle pixels to my heart's delight? To make it more concrete, say I wanted to implement the Chaos Game to draw a Sierpinski triangle, at the pixel level, with nothing else on the screen. What are ways to do that?

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  • Google fonts different size and jagged

    - by capola
    I have one very surprising issue with Google Fonts. This is the site in question. The title is normaly showing in one ligne but a friend of mine with the same Opera version like me sent me this screenshot. You can see that the title goes in two lines and brakes every think. It's the first time I use Gfonts and must admit that there is another problem in Firefox too - the font appears so jagged! Thanks for your advises!

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  • How to display Kannada (Indic) Fonts in a Java application

    - by AJ
    I am trying to dislplay a kannda character in a Java app. String fonts[] = ge.getAvailableFontFamilyNames(); This shows that there is a font family by name "BRH Kannada" Font f = new Font("BRH Kannada", Font.PLAIN, 20); and then I do button.setFont(f); now when i set the button text, I have to ideally get the text on button to use the BRH kannada font. However, what and how should I give the string as?

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  • How to dislpay Kannada (Indic) Fonts in a Java application

    - by AJ
    I am trying to dislplay a kannda character in a Java app. String fonts[] = ge.getAvailableFontFamilyNames(); This shows that there is a font family by name "BRH Kannada" Font f = new Font("BRH Kannada", Font.PLAIN, 20); and then I do button.setFont(f); now when i set the button text, i have to ideally get the text on button to use the BRH kannada font. However, what and how should i give the string as? Rgds, AJ

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  • How do I use the Malayalam language in LibreOffice Writer?

    - by SAGAR
    I have installed Malayalam fonts from Software Center on my Ubuntu 13.04 installation. In LibreOffice Writer I can see the installed Malayalam fonts like Meera, Rachana. I would like to create a document in Malayalam fonts. I activated in in fonts selecting to Meera and Rachana, but when I type in document it's still English. I hope I haven't enabled some options I shouldn't have. Please guide me the right way to attain my requirement.

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  • Flex 4 - Using .pfm/.pfb fonts

    - by Zed-K
    Hi everyone, I just switched to Flash Builder 4 & Flex 4 SDK, and it seems it's no longer possible to use a .pfm/.pfb font, either by embedding it or using it as a system font. I keep getting error messages, and Google can't find anybody having the same issue. I tried several methods: - copy/pasting the [Embed] statement which was working using Flex 3 SDK - installing the font and then try to simply call it by its name in a CSS declaration without embedding it ; seems to work for every .ttf and .otf system fonts, but not for .pfm/.pfm ones - using a Flash-generated swf which embeds the font So far none of these seems to work. Has anybody got an idea on how to achieve this? I actually don't care using a system font without embedding it as long as it works. I'll be really grateful if somebody could help me on this, I'm totally stuck and cannot use another font instead.

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  • Need help with fonts in latex: output too dim

    - by laspal
    I have a problem where all fonts come out too dim. Is there any thing I can do to get a different look and feel from the pdfs? My tex file looks like \documentclass[a4paper,twoside]{article}` \usepackage{graphics} \usepackage{color} \usepackage{hyperref} \usepackage{multirow} \usepackage{longtable} \usepackage{fullpage} \usepackage[pdftex]{graphicx} \usepackage{fancyhdr} \oddsidemargin 0cm \evensidemargin 0cm \pagestyle{fancy} \renewcommand{\headrulewidth}{0.0pt} \rfoot{Raval, Ketan R -13223} \textwidth 15.5cm \topmargin -1cm \parindent 0cm \textheight 26.5cm \parskip 1mm \begin{document} \fontencoding{\encodingdefault} \renewcommand{\familydefault}{\sfdefault} \fontshape{\shapedefault} \selectfont So how can I improve my overall look and feel of the pdf? Thanks

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  • Issues with the [embed] tag and fonts

    - by Legogo
    Hi, I have some issue with the [embed] tag. Even if I set the embedFonts property of the textfield to true the text doesn't show up. The thing is that it worked previously and after some changes (not related to fonts) it doesn't. I'd like to understand how the embed process for font works to find the error in my code. I declare : [Embed(source = 'asset/font.ttf', fontName="font", mimeType="application/x-font-truetype")] private static var font:String; to assign the font to the program. Then i call "font" when declaring my textFormat. Is the "fontName" property the link with the textformat ? I work with flashdevelop and the flex_sdk_4.0.0.14159 (the big adobe one, with air (~140mo)) Thx ! -Leg

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