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  • I have a fucntion that create histogram of each Bitmap. How can i create another 3 histograms for R.G.B of each Bitmap?

    - by Daniel Lip
    This is the histogram function im using today and if im not worng it's creating an histogram by Gray color. What i want is another fucntion that will return me 3 histograms of each Bitmap: The first histogram will be of the Red color of the bitmap the second for the Green color and the last one for the Blue color. public static long[] GetHistogram(Bitmap b) { long[] myHistogram = new long[256]; BitmapData bmData = null; try { //Lock it fixed with 32bpp bmData = b.LockBits(new Rectangle(0, 0, b.Width, b.Height), ImageLockMode.ReadOnly, PixelFormat.Format32bppArgb); int scanline = bmData.Stride; System.IntPtr Scan0 = bmData.Scan0; unsafe { byte* p = (byte*)(void*)Scan0; int nWidth = b.Width; int nHeight = b.Height; for (int y = 0; y < nHeight; y++) { for (int x = 0; x < nWidth; x++) { long Temp = 0; Temp += p[0]; // p[0] - blue, p[1] - green , p[2]-red Temp += p[1]; Temp += p[2]; Temp = (int)Temp / 3; myHistogram[Temp]++; //we do not need to use any offset, we always can increment by pixelsize when //locking in 32bppArgb - mode p += 4; } } } b.UnlockBits(bmData); } catch { try { b.UnlockBits(bmData); } catch { } } return myHistogram; } How may i do it ?

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  • How AlphaBlend Blendstate works in XNA when accumulighting light into a RenderTarget?

    - by cubrman
    I am using a Deferred Rendering engine from Catalin Zima's tutorial: His lighting shader returns the color of the light in the rgb channels and the specular component in the alpha channel. Here is how light gets accumulated: Game.GraphicsDevice.SetRenderTarget(LightRT); Game.GraphicsDevice.Clear(Color.Transparent); Game.GraphicsDevice.BlendState = BlendState.AlphaBlend; // Continuously draw 3d spheres with lighting pixel shader. ... Game.GraphicsDevice.BlendState = BlendState.Opaque; MSDN states that AlphaBlend field of the BlendState class uses the next formula for alphablending: (source × Blend.SourceAlpha) + (destination × Blend.InvSourceAlpha), where "source" is the color of the pixel returned by the shader and "destination" is the color of the pixel in the rendertarget. My question is why do my colors are accumulated correctly in the Light rendertarget even when the new pixels' alphas equal zero? As a quick sanity check I ran the following code in the light's pixel shader: float specularLight = 0; float4 light4 = attenuation * lightIntensity * float4(diffuseLight.rgb,specularLight); if (light4.a == 0) light4 = 0; return light4; This prevents lighting from getting accumulated and, subsequently, drawn on the screen. But when I do the following: float specularLight = 0; float4 light4 = attenuation * lightIntensity * float4(diffuseLight.rgb,specularLight); return light4; The light is accumulated and drawn exactly where it needs to be. What am I missing? According to the formula above: (source x 0) + (destination x 1) should equal destination, so the "LightRT" rendertarget must not change when I draw light spheres into it! It feels like the GPU is using the Additive blend instead: (source × Blend.One) + (destination × Blend.One)

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  • Constructive criticsm on my linear sampling Gaussian blur

    - by Aequitas
    I've been attempting to implement a gaussian blur utilising linear sampling, I've come across a few articles presented on the web and a question posed here which dealt with the topic. I've now attempted to implement my own Gaussian function and pixel shader drawing reference from these articles. This is how I'm currently calculating my weights and offsets: int support = int(sigma * 3.0) weights.push_back(exp(-(0*0)/(2*sigma*sigma))/(sqrt(2*pi)*sigma)); total += weights.back(); offsets.push_back(0); for (int i = 1; i <= support; i++) { float w1 = exp(-(i*i)/(2*sigma*sigma))/(sqrt(2*pi)*sigma); float w2 = exp(-((i+1)*(i+1))/(2*sigma*sigma))/(sqrt(2*pi)*sigma); weights.push_back(w1 + w2); total += 2.0f * weights[i]; offsets.push_back(w1 / weights[i]); } for (int i = 0; i < support; i++) { weights[i] /= total; } Here is an example of my vertical pixel shader: vec3 acc = texture2D(tex_object, v_tex_coord.st).rgb*weights[0]; vec2 pixel_size = vec2(1.0 / tex_size.x, 1.0 / tex_size.y); for (int i = 1; i < NUM_SAMPLES; i++) { acc += texture2D(tex_object, (v_tex_coord.st+(vec2(0.0, offsets[i])*pixel_size))).rgb*weights[i]; acc += texture2D(tex_object, (v_tex_coord.st-(vec2(0.0, offsets[i])*pixel_size))).rgb*weights[i]; } gl_FragColor = vec4(acc, 1.0); Am I taking the correct route with this? Any criticism or potential tips to improving my method would be much appreciated.

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  • How AlphaBlend Blendstate works in XNA 4 when accumulighting light into a RenderTarget?

    - by cubrman
    I am using a Deferred Rendering engine from Catalin Zima's tutorial: His lighting shader returns the color of the light in the rgb channels and the specular component in the alpha channel. Here is how light gets accumulated: Game.GraphicsDevice.SetRenderTarget(LightRT); Game.GraphicsDevice.Clear(Color.Transparent); Game.GraphicsDevice.BlendState = BlendState.AlphaBlend; // Continuously draw 3d spheres with lighting pixel shader. ... Game.GraphicsDevice.BlendState = BlendState.Opaque; MSDN states that AlphaBlend field of the BlendState class uses the next formula for alphablending: (source × Blend.SourceAlpha) + (destination × Blend.InvSourceAlpha), where "source" is the color of the pixel returned by the shader and "destination" is the color of the pixel in the rendertarget. My question is why do my colors are accumulated correctly in the Light rendertarget even when the new pixels' alphas equal zero? As a quick sanity check I ran the following code in the light's pixel shader: float specularLight = 0; float4 light4 = attenuation * lightIntensity * float4(diffuseLight.rgb,specularLight); if (light4.a == 0) light4 = 0; return light4; This prevents lighting from getting accumulated and, subsequently, drawn on the screen. But when I do the following: float specularLight = 0; float4 light4 = attenuation * lightIntensity * float4(diffuseLight.rgb,specularLight); return light4; The light is accumulated and drawn exactly where it needs to be. What am I missing? According to the formula above: (source x 0) + (destination x 1) should equal destination, so the "LightRT" rendertarget must not change when I draw light spheres into it! It feels like the GPU is using the Additive blend instead: (source × Blend.One) + (destination × Blend.One)

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  • Extracting the layer transparency into an editable layer mask in Photoshop

    - by last-child
    Is there any simple way to extract the "baked in" transparency in a layer and turn it into a layer mask in Photoshop? To take a simple example: Let's say that I paint a few strokes with a semi-transparent brush, or paste in a .png-file with an alpha channel. The rgb color values and the alpha value for each pixel are now all contained in the layer-image itself. I would like to be able to edit the alpha values as a layer mask, so that the layer image is solid and contains only the RGB values for each pixel. Is this possible, and in that case how? Thanks. EDIT: To clarify - I'm not really after the transparency values in themselves, but in the separation of rgb values and alpha values. That means that the layer must become a solid, opaque image with a mask.

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  • How can I use the dualforward parameter in my unity shader to use lightmaps and normal maps together?

    - by Raphaeltm
    I'm using the free version of unity and I would like to combine lightmaps with specularity and normal maps. After doing a -bunch- of research, I've figured out that there doesn't seem to be any easy way to do this in the free version of unity, which doesn't support deferred rendering/easy use of dual lightmaps. However, it looks like it's possible, by writing a custom shader, using the "dualforward" parameter in a shader, switching the lightmapping mode to "dual lightmaps" and turning on "Use in forward ren." (basically, writing a shader that specifies the use of dual lightmaps, which should allow for a combination of lightmaps and normal maps) So I downloaded the source code for the default shaders (because all I need is a normal specular bumped shader) and added "dualforward" to the parameters: Shader "Bumped Specular Dual Lightmaps" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1) _Shininess ("Shininess", Range (0.03, 1)) = 0.078125 _MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {} _BumpMap ("Normalmap", 2D) = "bump" {} } SubShader { Tags { "RenderType"="Opaque" } LOD 400 CGPROGRAM #pragma surface surf BlinnPhong dualforward sampler2D _MainTex; sampler2D _BumpMap; fixed4 _Color; half _Shininess; struct Input { float2 uv_MainTex; float2 uv_BumpMap; }; void surf (Input IN, inout SurfaceOutput o) { fixed4 tex = tex2D(_MainTex, IN.uv_MainTex); o.Albedo = tex.rgb * _Color.rgb; o.Gloss = tex.a; o.Alpha = tex.a * _Color.a; o.Specular = _Shininess; o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap)); } ENDCG } FallBack "Specular" } This, however, doesn't seem to work. When I keep the "dualforward" param, every object that uses it seems to be lit by the one directional light in the scene. When I remove the "dualforward" param, it they look like normal lightmapped objects with no normal maps or specularity. I noticed that the support for "dualforward" seems to be new in v.3.4.2, so I made sure to download it (I was running 3.4.1), but it still doesn't work. Anybody have any advice for me?

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  • siblings in jquery hide everything

    - by user2658615
    This is my html code : <div id="tabbase"> <ul> <li>a</li> <li>b</li> </ul> <div id="tabs-0"></div> <div id="tabs-1"> <div class="width50"> <h5>title1</h5> <div class="da-desc">a</div> <button>continue</button> </div> <div class="width50"> <h5>title2</h5> <div class="da-desc">b</div> <button>continue</button> </div> </div> </div> and this is CSS code : #tabbase { margin:16px; } #tabbase ul li { display:inline-block; margin:5px 0px 5px 0; background:rgb(224,224,224); padding:5px; border:1px solid rgb(153,153,153); cursor:pointer; } #tabs-0, #tabs-1 { border:1px solid rgb(153,153,153); background:rgb(255,255,255); padding:5px; margin:-5px 0 0 0; } #tabbase ul li.active { background:rgb(255,255,255) !important; } and this is jquery code : $(document).ready(function(e) { $("#tabs-1").hide(0); $("#tabbase ul li:first").addClass("active"); $("#tabbase ul li").click(function(e) { $(this).addClass("active"); $(this).siblings(this).removeClass("active"); count = $("#tabbase ul li").index(this); $('#tabs-'+count).slideDown(500).siblings(this).slideUp(500); }); }); so you can see that when you click on a tab , all tabs are gone and how can I fix this?

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  • Python Image Library, Close method

    - by DNN
    Hello, I have been using pil for the first time today. And I wanted to resize an image assuming it was larger than 800x600 and also create a thumbnail. I could do either of these tasks separately but not together in one method (I am doing a custom save method in django admin). This returns a "cannot identify image file" error message. The error is on the line "image = Image.open(self.photo)" after "#if image is size is greatet than 800 x 600 then resize image." I thought this may be because the image is already open, but if i remove the line I still get issues. So I thought I could try closing after creating a thumbnail and then reopening. But I couldn't find a close method.... This is my code: def save(self): #create thumbnail Thumb_Size = (75, 75) image = Image.open(self.photo) if image.mode not in ('L', 'RGB'): image = image.convert('RGB') image.thumbnail(Thumb_Size, Image.ANTIALIAS) temp_handle = StringIO() image.save(temp_handle, 'jpeg') temp_handle.seek(0) suf = SimpleUploadedFile(os.path.split(self.photo.name)[-1], temp_handle.read(), content_type='image/jpg') self.thumbnail.save(suf.name+'.jpg', suf, save=False) #if image is size is greatet than 800 x 600 then resize image. image = Image.open(self.photo) if image.size[0] > 800: if image.size[1] > 600: Max_Size = (800, 600) if image.mode not in ('L', 'RGB'): image = image.convert('RGB') image.thumbnail(Max_Size, Image.ANTIALIAS) temp_handle = StringIO() image.save(temp_handle, 'jpeg') temp_handle.seek(0) suf = SimpleUploadedFile(os.path.split(self.photo.name)[-1], temp_handle.read(), content_type='image/jpg') self.photo.save(suf.name+'.jpg', suf, save=False) #enter info to database super(Photo, self).save()

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  • Determine whether a canvas has been inserted into each page

    - by Hadi Teo
    Hi, Currently i have a code which will print OMR Mark on each pages. Basically i insert a canvas into each page and subsequently an OMR Mark Line Series are inserted into the canvas. Recently i found an issue that somehow one of the canvas is placed out of a page and it appears at the previous page instead of the current page. Below is the code snippet in how i inserted canvas as well as OMR Marks into each page: ' Start Code Snippet Sub GenerateOMR() Dim ShpCanvas As Shape Dim MaxPages As Integer Dim PNo As Integer ClearOMR MaxPages = Selection.Information(wdNumberOfPagesInDocument) For PNo = 1 To MaxPages Selection.GoTo What:=wdGoToPage, Which:=wdGoToFirst, Count:=PNo, Name:="" Select Case PNo Case 1 Set ShpCanvas = ActiveDocument.Shapes.AddCanvas(0, 0.5, 600, 300) Case Else Set ShpCanvas = ActiveDocument.Shapes.AddCanvas(0, 0, 600, 300) End Select ' Add a canvas on each page With ShpCanvas .Name = "OMR_Canvas_" & CStr(PNo) .RelativeHorizontalPosition = wdRelativeHorizontalPositionPage .RelativeVerticalPosition = wdRelativeVerticalPositionPage End With ' Insert a white background rectange and remove the rectangle border line With ShpCanvas.CanvasItems.AddShape(msoShapeRectangle, 536, 0, 64, 300) .Name = "OMR_WhiteBackground_" & CStr(PNo) .Fill.ForeColor.RGB = RGB(255, 255, 255) .Line.ForeColor.RGB = RGB(255, 255, 255) End With PrintOMRPage ShpCanvas, PNo Next PNo End Sub ' End Code Snippet There is a custom method called PrintOMRPage method which is not relevant here. My question now, how do i know whether a canvas has been inserted into a page ? Basically i will loop in all the pages and check whether a canvas has been inserted into that page. Apparently i cannot find the correct way. I have tried to check using ActiveDocument.Shapes(1).Top and validate whether the Top position is a negative value. But apparently the Top position is always measured from the top of each page. Thanks for the help. hadi teo

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  • How to manually add a legend to a ggplot object

    - by Dan
    I have this data frame: structure(list(month_num = 1:24, founded_month = c(4L, 5L, 6L, 7L, 8L, 9L, 10L, 11L, 12L, 1L, 2L, 3L, 4L, 5L, 6L, 7L, 8L, 9L, 10L, 11L, 12L, 1L, 2L, 3L), founded_year = c(2008L, 2008L, 2008L, 2008L, 2008L, 2008L, 2008L, 2008L, 2008L, 2009L, 2009L, 2009L, 2009L, 2009L, 2009L, 2009L, 2009L, 2009L, 2009L, 2009L, 2009L, 2010L, 2010L, 2010L), count = c(270L, 222L, 256L, 250L, 277L, 268L, 246L, 214L, 167L, 408L, 201L, 225L, 203L, 220L, 230L, 225L, 177L, 207L, 166L, 135L, 116L, 122L, 69L, 42L), month_abb = c("Apr", "May", "Jun", "Jul", "Aug", "Sep", "Oct", "Nov", "Dec", "Jan", "Feb", "Mar", "Apr", "May", "Jun", "Jul", "Aug", "Sep", "Oct", "Nov", "Dec", "Jan", "Feb", "Mar"), short_year = c("08", "08", "08", "08", "08", "08", "08", "08", "08", "09", "09", "09", "09", "09", "09", "09", "09", "09", "09", "09", "09", "10", "10", "10" ), proj = c(282, 246, 292, 298, 337, 340, 330, 310, 275, 528, 333, 369, 359, 388, 410, 417, 381, 423, 394, 375, 368, 386, 345, 330), label = c("Apr", "May", "Jun", "Jul", "Aug", "Sep", "Oct", "Nov", "Dec", "Jan\n09", "Feb", "Mar", "Apr", "May", "Jun", "Jul", "Aug", "Sep", "Oct", "Nov", "Dec", "Jan\n10", "Feb", "Mar")), .Names = c("month_num", "founded_month", "founded_year", "count", "month_abb", "short_year", "proj", "label"), row.names = c(NA, -24L), class = "data.frame") and i've got all of this done (I know the code's a bit ugly looking, pointers appreciated): p <- ggplot(m_summary2, aes(x = month_num, y = count)) p + geom_line(colour = rgb(0/255, 172/255, 0/255)) + geom_point(colour = rgb(0/255, 172/255, 0/255)) + geom_line(aes(x = m_summary2$month_num, y = m_summary2$proj), colour = rgb(18/255, 111/255, 150/255)) + geom_point(aes(x = m_summary2$month_num, y = m_summary2$proj), colour = rgb(18/255, 111/255, 150/255)) + scale_x_continuous("Month", breaks = m_summary2$month_num, labels = m_summary2$label) + scale_y_continuous("# Startups Founded") + opts(title = paste("# Startups Founded:", m_summary2$month_abb[1], m_summary2$short_year[1], "-", m_summary2$month_abb[nrow(m_summary2)], m_summary2$short_year[nrow(m_summary2)])) Now I would like to add a legend to clarify that the blue line is a projection and the green line is the current data. Thanks in advance!

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  • Who could ask for more with LESS CSS? (Part 3 of 3&ndash;Clrizr)

    - by ToString(theory);
    Welcome back!  In the first two posts in this series, I covered some of the awesome features in CSS precompilers such as SASS and LESS, as well as how to get an initial project setup up and running in ASP.Net MVC 4. In this post, I will cover an actual advanced example of using LESS in a project, and show some of the great productivity features we gain from its usage. Introduction In the first post, I mentioned two subjects that I will be using in this example – constants, and color functions.  I’ve always enjoyed using online color scheme utilities such as Adobe Kuler or Color Scheme Designer to come up with a scheme based off of one primary color.  Using these tools, and requesting a complementary scheme you can get a couple of shades of your primary color, and a couple of shades of a complementary/accent color to display. Because there is no way in regular css to do color operations or store variables, there was no way to accomplish something like defining a primary color, and have a site theme cascade off of that.  However with tools such as LESS, that impossibility becomes a reality!  So, if you haven’t guessed it by now, this post is on the creation of a plugin/module/less file to drop into your project, plugin one color, and have your primary theme cascade from it.  I only went through the trouble of creating a module for getting Complementary colors.  However, it wouldn’t be too much trouble to go through other options such as Triad or Monochromatic to get a module that you could use off of that. Step 1 – Analysis I decided to mimic Adobe Kuler’s Complementary theme algorithm as I liked its simplicity and aesthetics.  Color Scheme Designer is great, but I do believe it can give you too many color options, which can lead to chaos and overload.  The first thing I had to check was if the complementary values for the color schemes were actually hues rotated by 180 degrees at all times – they aren’t.  Apparently Adobe applies some variance to the complementary colors to get colors that are actually more aesthetically appealing to users.  So, I opened up Excel and began to plot complementary hues based on rotation in increments of 10: Long story short, I completed the same calculations for Hue, Saturation, and Lightness.  For Hue, I only had to record the Complementary hue values, however for saturation and lightness, I had to record the values for ALL of the shades.  Since the functions were too complicated to put into LESS since they aren’t constant/linear, but rather interval functions, I instead opted to extrapolate the HSL values using the trendline function for each major interval, onto intervals of spacing 1. For example, using the hue extraction, I got the following values: Interval Function 0-60 60-140 140-270 270-360 Saturation and Lightness were much worse, but in the end, I finally had functions for all of the intervals, and then went the route of just grabbing each shades value in intervals of 1.  Step 2 – Mapping I declared variable names for each of these sections as something that shouldn’t ever conflict with a variable someone would define in their own file.  After I had each of the values, I extracted the values and put them into files of their own for hue variables, saturation variables, and lightness variables…  Example: /*HUE CONVERSIONS*/@clrizr-hue-source-0deg: 133.43;@clrizr-hue-source-1deg: 135.601;@clrizr-hue-source-2deg: 137.772;@clrizr-hue-source-3deg: 139.943;@clrizr-hue-source-4deg: 142.114;.../*SATURATION CONVERSIONS*/@clrizr-saturation-s2SV0px: 0;@clrizr-saturation-s2SV1px: 0;@clrizr-saturation-s2SV2px: 0;@clrizr-saturation-s2SV3px: 0;@clrizr-saturation-s2SV4px: 0;.../*LIGHTNESS CONVERSIONS*/@clrizr-lightness-s2LV0px: 30;@clrizr-lightness-s2LV1px: 31;@clrizr-lightness-s2LV2px: 32;@clrizr-lightness-s2LV3px: 33;@clrizr-lightness-s2LV4px: 34;...   In the end, I have 973 lines of mapping/conversion from source HSL to shade HSL for two extra primary shades, and two complementary shades. The last bit of the work was the file to compose each of the shades from these mappings. Step 3 – Clrizr Mapper The final step was the hardest to overcome as I was still trying to understand LESS to its fullest extent.  Imports As mentioned previously, I had separated the HSL mappings into different files, so the first necessary step is to import those for use into the Clrizr plugin: @import url("hue.less");@import url("saturation.less");@import url("lightness.less"); Extract Component Values For Each Shade Next, I extracted the necessary information for each shade HSL before shade composition: @clrizr-input-saturation: 1px+floor(saturation(@clrizr-input))-1;@clrizr-input-lightness: 1px+floor(lightness(@clrizr-input))-1; @clrizr-complementary-hue: formatstring("clrizr-hue-source-{0}", ceil(hue(@clrizr-input))); @clrizr-primary-2-saturation: formatstring("clrizr-saturation-s2SV{0}",@clrizr-input-saturation);@clrizr-primary-1-saturation: formatstring("clrizr-saturation-s1SV{0}",@clrizr-input-saturation);@clrizr-complementary-1-saturation: formatstring("clrizr-saturation-c1SV{0}",@clrizr-input-saturation); @clrizr-primary-2-lightness: formatstring("clrizr-lightness-s2LV{0}",@clrizr-input-lightness);@clrizr-primary-1-lightness: formatstring("clrizr-lightness-s1LV{0}",@clrizr-input-lightness);@clrizr-complementary-1-lightness: formatstring("clrizr-lightness-c1LV{0}",@clrizr-input-lightness); Here, you can see a couple of odd things…  On the first line, I am using operations to add units to the saturation and lightness.  This is due to some limitations in the operations that would give me saturation or lightness in %, which can’t be in a variable name.  So, I use first add 1px to it, which casts the result of the following functions as px instead of %, and then at the end, I remove that pixel.  You can also see here the formatstring method which is exactly what it sounds like – something like String.Format(string str, params object[] obj). Get Primary & Complementary Shades Now that I have components for each of the different shades, I can now compose them into each of their pieces.  For this, I use the @@ operator which will look for a variable with the name specified in a string, and then call that variable: @clrizr-primary-2: hsl(hue(@clrizr-input), @@clrizr-primary-2-saturation, @@clrizr-primary-2-lightness);@clrizr-primary-1: hsl(hue(@clrizr-input), @@clrizr-primary-1-saturation, @@clrizr-primary-1-lightness);@clrizr-primary: @clrizr-input;@clrizr-complementary-1: hsl(@@clrizr-complementary-hue, @@clrizr-complementary-1-saturation, @@clrizr-complementary-1-lightness);@clrizr-complementary-2: hsl(@@clrizr-complementary-hue, saturation(@clrizr-input), lightness(@clrizr-input)); That’s is it, for the most part.  These variables now hold the theme for the one input color – @clrizr-input.  However, I have one last addition… Perceptive Luminance Well, after I got the colors, I decided I wanted to also get the best font color that would go on top of it.  Black or white depending on light or dark color.  Now I couldn’t just go with checking the lightness, as that is half the story.  You see, the human eye doesn’t see ALL colors equally well but rather has more cells for interpreting green light compared to blue or red.  So, using the ratio, we can calculate the perceptive luminance of each of the shades, and get the font color that best matches it! @clrizr-perceptive-luminance-ps2: round(1 - ( (0.299 * red(@clrizr-primary-2) ) + ( 0.587 * green(@clrizr-primary-2) ) + (0.114 * blue(@clrizr-primary-2)))/255)*255;@clrizr-perceptive-luminance-ps1: round(1 - ( (0.299 * red(@clrizr-primary-1) ) + ( 0.587 * green(@clrizr-primary-1) ) + (0.114 * blue(@clrizr-primary-1)))/255)*255;@clrizr-perceptive-luminance-ps: round(1 - ( (0.299 * red(@clrizr-primary) ) + ( 0.587 * green(@clrizr-primary) ) + (0.114 * blue(@clrizr-primary)))/255)*255;@clrizr-perceptive-luminance-pc1: round(1 - ( (0.299 * red(@clrizr-complementary-1)) + ( 0.587 * green(@clrizr-complementary-1)) + (0.114 * blue(@clrizr-complementary-1)))/255)*255;@clrizr-perceptive-luminance-pc2: round(1 - ( (0.299 * red(@clrizr-complementary-2)) + ( 0.587 * green(@clrizr-complementary-2)) + (0.114 * blue(@clrizr-complementary-2)))/255)*255; @clrizr-col-font-on-primary-2: rgb(@clrizr-perceptive-luminance-ps2, @clrizr-perceptive-luminance-ps2, @clrizr-perceptive-luminance-ps2);@clrizr-col-font-on-primary-1: rgb(@clrizr-perceptive-luminance-ps1, @clrizr-perceptive-luminance-ps1, @clrizr-perceptive-luminance-ps1);@clrizr-col-font-on-primary: rgb(@clrizr-perceptive-luminance-ps, @clrizr-perceptive-luminance-ps, @clrizr-perceptive-luminance-ps);@clrizr-col-font-on-complementary-1: rgb(@clrizr-perceptive-luminance-pc1, @clrizr-perceptive-luminance-pc1, @clrizr-perceptive-luminance-pc1);@clrizr-col-font-on-complementary-2: rgb(@clrizr-perceptive-luminance-pc2, @clrizr-perceptive-luminance-pc2, @clrizr-perceptive-luminance-pc2); Conclusion That’s it!  I have posted a project on clrizr.codePlex.com for this, and included a testing page for you to test out how it works.  Feel free to use it in your own project, and if you have any questions, comments or suggestions, please feel free to leave them here as a comment, or on the contact page!

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  • What is some good lossless video codec for recording gameplay?

    - by Don Salva
    I'm an avid gamer and I like to record my gameplay. Usually I've been using Fraps to do it, however I'm thinking of switching to Dxtory as it allows to write on multiple HDDs at once. Say I have 3 HDDs with the following write speeds: HDD1 with 50 mb/s, HDD2 with 22 mb/s and HDD3 with 45 mb/s. Combined write speed would be: 117 mb/s. Dxtory allows you to utilize all 3 HDD's at once while recording your gameplay. Using this formula: RGB24 YUV24: Width x Height x 3 x fps = bitrate (byte/sec) YUV420: Width x Height x 3 / 2 x fps = bitrate (byte/sec) YUV410: Width x Height x 9 / 8 x fps = bitrate (byte/sec) And recording in YUV420 colorspace at 1920x1080 with 30 fps I'd need about 95 mb/s write speed. Dxtory is good because it allows me to play with constant 60 fps while recording in 30 fps. Fraps does not (even though they say it does), once you start recording with Fraps, the game's fps drops. So I'm looking for a codec that doesn't need a very high write speed (bitrate) yet records in good (lossless) quality. Dxtory comes with its own codec, the Dxtory codec. Which allows me some experimentation. Fraps has it's own codec which I can use in Dxtory to expirement around. I also came across http://lags.leetcode.net/codec.html . Are there more lossless codecs out there (besides Fraps' and Dxtory's) which are good for what I want to do? Edit: To clarify, yes, I'm aware a lossless codec always has "good" quality. But that's not what I'm looking for. Let me take the Fraps codec and Dxtory codec to clarify what I'm looking for. When I record with the Dxtory codec in RGB colorspace at 1920x1080 with targeted 30 fps, I can play the game at 60 fps, BUT I'm recording with 10-15 fps, that's because RGB with Dxtory needs much, much more write speed than my hdd can handle. When recording with Dxtory codec in YUV410 colorspace at 1920x1080 with targeted 30 fps, I can play at 60 fps and record at 30 fps, again, that's because YUV410 in Dxtory's codec takes much, much less write speed than RGB When recording with Fraps codec in ??? (I dunno the color space Fraps records in, I guess YUV420), I can play with 60 fps and record with 30 fps. What I'm looking for is a lossless codec that can record in YUV420 (or even RGB??) which does not exceed a write speed (or bitrate if you will) of 100 mb/s in 1920x1080 or in other words, which will allow me to record in constant 30fps. Obviously the best solution would be to buy an SDD, but that's not what I'm after.

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  • Get image pixels of prescribed color

    - by ohadsc
    Hi, I have an image (PNG or JPG) inside which there is at least one pixel of a certain RGB color I know in advance I want to find the pixel(s) of that color For example, I may have image.jpg inside which I know some pixel has the RGB value 255,100,200. I want a program that will give me the list of pixels (if any) of that color in the image Anyone know of a tool to help me with that ? Thanks !

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  • How to mix colors "naturally" with C#?

    - by crono
    I have to mix some colors in a natural way. This means blue + yellow = green blue + red = purple and so on. I got the colors as RGB-Values. When I try to mix them I got the right "RGB"-results like green + red = yellow yellow + blue = white but not the right "natural-wet-paint"-results. Any good idea how to mix RGB in a natural way? It would be great if someone knew a solution within the Microsoft.Xna.Framework.Graphics namespace but a generic solution would also help :)

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  • Safari javascript cookie issue

    - by Aaron Moodie
    I've hit a bit of a weird issue in Safari in regards to setting a js cookie. The cookie itself is just a rgb colour value, which gets set using .click(), and is working fine in Chrome and Firefox, yet in Safari the value of the cookie is incomplete, showing up as rgb(193 instead of rgb(193, 184, 76) as the other browsers do. The jQuery function I'm using to set the cookie is: $('.project_link a').click(function() { var link_colour = $(this).css("color"); document.cookie = "colour="+link_colour+";expires=;path=/"; });

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  • how to dynamically recolor a CGGradientRef

    - by saintmac
    I have three CGGradientRef's that I need to be able to dynamically recolor. When I Initialise the CGGradientRef's the first time I get the expected result, but every time I attempt to change the colors nothing happens. Why? gradient is an instance variable ins a subclass of CALayer: @interface GradientLayer : CALayer { CGGradientRef gradient; //other stuff } @end Code: if (gradient != NULL) { CGGradientRelease(gradient); gradient = NULL; } RGBA color[360]; //set up array CGColorSpaceRef rgb = CGColorSpaceCreateDeviceRGB(); gradient = CGGradientCreateWithColorComponents ( rgb, color, NULL, sizeof (color) / sizeof (color[0]) ); CGColorSpaceRelease(rgb); [self setNeedsDisplay];

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  • unused memory using 32 bit integer in C

    - by endmade
    I have the folowing struct of integers (32 bit environment): struct rgb { int r; int g; int b; }; Am I correct in saying that, since rgb component values (0-255) only require 8-bits(1 byte) to be represented, I am only using 1 byte of memory and leaving 3 bytes unused for each component? Also, if I instead did the following: struct rgb{ unsigned int r:8; unsigned int g:8; unsigned int b:8; }; Assuming that what I said above is correct, would using this new struct reduce the number of unused bytes to 1?

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  • No anti-aliasing with Xmonad

    - by Leon
    I'm looking into Xmonad. One problem I'm having is that most of my applications in Xmonad don't have anti-aliasing. For example gnome-terminal & evolution. I have this in my .Xresources: Xft.dpi: 96 Xft.lcdfilter: lcddefault Xft.antialias: true Xft.autohint: true Xft.hinting: true Xft.hintstyle: hintfull Xft.hintstyle: slight Xft.rgba: rgb And this in my .gtkrc-2.0: gtk-theme-name="Ambiance" gtk-icon-theme-name="ubuntu-mono-dark" gtk-font-name="Sans 10" gtk-cursor-theme-name="DMZ-White" gtk-cursor-theme-size=0 gtk-toolbar-style=GTK_TOOLBAR_BOTH gtk-toolbar-icon-size=GTK_ICON_SIZE_LARGE_TOOLBAR gtk-button-images=1 gtk-menu-images=1 gtk-enable-event-sounds=1 gtk-enable-input-feedback-sounds=1 gtk-xft-antialias=1 gtk-xft-hinting=1 gtk-xft-hintstyle="hintfull" gtk-xft-rgba="rgb" include "/home/leon/.gtkrc-2.0.mine" But I still have no anti-aliasing. When I launch gnome-settings-daemon I do get anti-aliasing. But I don't want to run gnome-settings-daemon. What could be the problem? I'm running Ubuntu 12.04 Desktop.

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  • how this scaling down for css code is worked?

    - by harris
    this is a code for scaling down for css. i was wondering, how this worked. please someone explain to me part by part. thank you very much. /* ======================================================================== / / Copyright (C) 2000 - 2009 ND-Tech. Co., Ltd. / / All Rights Reserved. / / ======================================================================== / / Project : ScaleDown Created : 31-AUG-2009 / / File : main.c Contact : [email protected] / / ======================================================================== / / You are free to use or modify this code to the following restrictions: / / Acknowledge ND Tech. Co. Ltd. / / Or, put "Parts of code by ND Tech. Co., Ltd." / / Or, leave this header as it is. / / in somewhere in your code. / / ======================================================================== */ include "vm3224k.h" define CE0CTL *(volatile int *)(0x01800008) define CE2CTL *(volatile int *)(0x01800010) define SDCTL *(volatile int *)(0x01800018) define LED *(volatile short *)(0x90080000) // Definitions for async access(change as you wish) define WSU (2<<28) // Write Setup : 0-15 define WST (8<<22) // Write Strobe: 0-63 define WHD (2<<20) // Write Hold : 0-3 define RSU (2<<16) // Read Setup : 0-15 define TA (3<<14) // Turn Around : 0-3 define RST (8<<8) // Read Strobe : 0-63 define RHD (2<<0) // Read Hold : 0-3 define MTYPE (2<<4) /* EDMA Registers */ define PaRAM_OPT 0 // Options define PaRAM_SRC 1 // Source Address define PaRAM_CNT 2 // Frame count, Element count define PaRAM_DST 3 // Destination Address define PaRAM_IDX 4 // Frame index, Element index define PaRAM_RDL 5 // Element count reload, Link address define EDMA_CIPR *(volatile int *)0x01A0FFE4 // EDMA Channel interrupt pending low register define EDMA_CIER *(volatile int *)0x01A0FFE8 // EDMA Channel interrupt enable low register define EDMA_CCER *(volatile int *)0x01A0FFEC // EDMA Channel chain enable register define EDMA_ER *(volatile int *)0x01A0FFF0 // EDMA Event low register define EDMA_EER *(volatile int *)0x01A0FFF4 // EDMA Event enable low register define EDMA_ECR *(volatile int *)0x01A0FFF8 // EDMA Event clear low register define EDMA_ESR *(volatile int *)0x01A0FFFC // EDMA Event set low register define PRI (2<<29) // 1:High priority, 2:Low priority define ESIZE (1<<27) // 0:32bit, 1:16bit, 2:8bit, 3:reserved define DS2 (0<<26) // 1:2-Dimensional define SUM (0<<24) // 0:no update, 1:increment, 2:decrement, 3:by index define DD2 (0<<23) // 1:2-Dimensional define DUM (0<<21) // 0:no update, 1:increment, 2:decrement, 3:by index define TCINT (1<<20) // 0:disable, 1:enable define TCC (8<<16) // 4 bit code define LINK (0<<1) // 0:disable, 1:enable define FS (1<<0) // 0:element, 1:frame define OptionField_0 (PRI|ESIZE|DS2|SUM|DD2|DUM|TCINT|TCC|LINK|FS) define DD2_1 (1<<23) // 1:2-Dimensional define DUM_1 (1<<21) // 0:no update, 1:increment, 2:decrement, 3:by index define TCC_1 (9<<16) // 4 bit code define OptionField_1 (PRI|ESIZE|DS2|SUM|DD2_1|DUM_1|TCINT|TCC_1|LINK|FS) define TCC_2 (10<<16)// 4 bit code define OptionField_2 (PRI|ESIZE|DS2|SUM|DD2|DUM|TCINT|TCC_2|LINK|FS) define DS2_3 (1<<26) // 1:2-Dimensional define SUM_3 (1<<24) // 0:no update, 1:increment, 2:decrement, 3:by index define TCC_3 (11<<16)// 4 bit code define OptionField_3 (PRI|ESIZE|DS2_3|SUM_3|DD2|DUM|TCINT|TCC_3|LINK|FS) pragma DATA_SECTION ( lcd,".sdram" ) pragma DATA_SECTION ( cam,".sdram" ) pragma DATA_SECTION ( rgb,".sdram" ) pragma DATA_SECTION ( u,".sdram" ) extern cregister volatile unsigned int IER; extern cregister volatile unsigned int CSR; short camcode = 0x08000; short lcdcode = 0x00000; short lcd[2][240][320]; short cam[2][240][320]; short rgb[64][32][32]; short bufsel; int *Cevent,*Levent,*CLink,flag=1; unsigned char v[240][160],out_y[120][160]; unsigned char y[240][320],out_u[120][80]; unsigned char u[240][160],out_v[120][80]; void PLL6713() { int i; // CPU Clock Input : 50MHz *(volatile int *)(0x01b7c100) = *(volatile int *)(0x01b7c100) & 0xfffffffe; for(i=0;i<4;i++); *(volatile int *)(0x01b7c100) = *(volatile int *)(0x01b7c100) | 0x08; *(volatile int *)(0x01b7c114) = 0x08001; // 50MHz/2 = 25MHz *(volatile int *)(0x01b7c110) = 0x0c; // 25MHz * 12 = 300MHz *(volatile int *)(0x01b7c118) = 0x08000; // SYSCLK1 = 300MHz/1 = 300MHz *(volatile int *)(0x01b7c11c) = 0x08001; // SYSCLK2 = 300MHz/2 = 150MHz // Peripheral Clock *(volatile int *)(0x01b7c120) = 0x08003; // SYSCLK3 = 300MHz/4 = 75MHz // SDRAM Clock for(i=0;i<4;i++); *(volatile int *)(0x01b7c100) = *(volatile int *)(0x01b7c100) & 0xfffffff7; for(i=0;i<4;i++); *(volatile int *)(0x01b7c100) = *(volatile int *)(0x01b7c100) | 0x01; } unsigned short ybr_565(short y,short u,short v) { int r,g,b; b = y + 1772*(u-128)/1000; if (b<0) b=0; if (b>255) b=255; g = y - (344*(u-128) + 714*(v-128))/1000; if (g<0) g=0; if (g>255) g=255; r = y + 1402*(v-128)/1000; if (r<0) r=0; if (r>255) r=255; return ((r&0x0f8)<<8)|((g&0x0fc)<<3)|((b&0x0f8)>>3); } void yuyv2yuv(char *yuyv,char *y,char *u,char *v) { int i,j,dy,dy1,dy2,s; for (j=s=dy=dy1=dy2=0;j<240;j++) { for (i=0;i<320;i+=2) { u[dy1++] = yuyv[s++]; y[dy++] = yuyv[s++]; v[dy2++] = yuyv[s++]; y[dy++] = yuyv[s++]; } } } interrupt void c_int06(void) { if(EDMA_CIPR&0x800){ EDMA_CIPR = 0xffff; bufsel=(++bufsel&0x01); Cevent[PaRAM_DST] = (int)cam[(bufsel+1)&0x01]; Levent[PaRAM_SRC] = (int)lcd[(bufsel+1)&0x01]; EDMA_ESR = 0x80; flag=1; } } void main() { int i,j,k,y0,y1,v0,u0; bufsel = 0; CSR &= (~0x1); PLL6713(); // Initialize C6713 PLL CE0CTL = 0xffffbf33;// SDRAM Space CE2CTL = (WSU|WST|WHD|RSU|RST|RHD|MTYPE); SDCTL = 0x57115000; vm3224init(); // Initialize vm3224k2 vm3224rate(1); // Set frame rate vm3224bl(15); // Set backlight VM3224CNTL = VM3224CNTL&0xffff | 0x2; // vm3224 interrupt enable for (k=0;k<64;k++) // Create RGB565 lookup table for (i=0;i<32;i++) for (j=0;j<32;j++) rgb[k][i][j] = ybr_565(k<<2,i<<3,j<<3); Cevent = (int *)(0x01a00000 + 24 * 7); Cevent[PaRAM_OPT] = OptionField_0; Cevent[PaRAM_SRC] = (int)&camcode; Cevent[PaRAM_CNT] = 1; Cevent[PaRAM_DST] = (int)&VM3224ADDH; Cevent = (int *)(0x01a00000 + 24 * 8); Cevent[PaRAM_OPT] = OptionField_1; Cevent[PaRAM_SRC] = (int)&VM3224DATA; Cevent[PaRAM_CNT] = (239<<16)|320; Cevent[PaRAM_DST] = (int)cam[bufsel]; Cevent[PaRAM_IDX] = 0; Levent = (int *)(0x01a00000 + 24 * 9); Levent[PaRAM_OPT] = OptionField_2; Levent[PaRAM_SRC] = (int)&lcdcode; Levent[PaRAM_CNT] = 1; Levent[PaRAM_DST] = (int)&VM3224ADDH; Levent = (int *)(0x01a00000 + 24 * 10); Levent[PaRAM_OPT] = OptionField_3; Levent[PaRAM_SRC] = (int)lcd[bufsel]; Levent[PaRAM_CNT] = (239<<16)|320; Levent[PaRAM_DST] = (int)&VM3224DATA; Levent[PaRAM_IDX] = 0; IER = IER | (1<<6)|3; CSR = CSR | 0x1; EDMA_CCER = (1<<8)|(1<<9)|(1<<10); EDMA_CIER = (1<<11); EDMA_CIPR = 0xffff; EDMA_ESR = 0x80; while (1) { if(flag) { // LED = 0; yuyv2yuv((char *)cam[bufsel],(char *)y,(char *)u,(char *)v); for(j=0;j<240;j++) for(i=0;i<320;i++) lcd[bufsel][j][i]=0; for(j=0;j<240;j+=2) for(i=0;i<320;i+=2) out_y[j>>1][i>>1]=(y[j][i]+y[j][i+1]+y[j+1][i]+y[j+1][i+1])>>2; for(j=0;j<240;j+=2) for(i=0;i<160;i+=2) { out_u[j>>1][i>>1]=(u[j][i]+u[j][i+1]+u[j+1][i]+u[j+1][i+1])>>2; out_v[j>>1][i>>1]=(v[j][i]+v[j][i+1]+v[j+1][i]+v[j+1][i+1])>>2; } for (j=0;j<120;j++) for (i=0;i<160;i+=2) { y0 = out_y[j][i]>>2; u0 = out_u[j][i>>1]>>3; v0 = out_v[j][i>>1]>>3; y1 = out_y[j][i+1]>>2; lcd[bufsel][j+60][i+80]=rgb[y0][u0][v0]; lcd[bufsel][j+60][i+81]=rgb[y1][u0][v0]; } flag=0; // LED = 1; } } }

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  • Ask the Readers: Browser Wars – Which One will be Victorious in 2011?

    - by Asian Angel
    With each passing week it seems like the browser wars are becoming more fierce as all of the participants add new features and release versions more often. This week we would like to know which browser or browsers you think will be victorious in 2011 Latest Features How-To Geek ETC How to Change the Default Application for Android Tasks Stop Believing TV’s Lies: The Real Truth About "Enhancing" Images The How-To Geek Valentine’s Day Gift Guide Inspire Geek Love with These Hilarious Geek Valentines RGB? CMYK? Alpha? What Are Image Channels and What Do They Mean? How to Recover that Photo, Picture or File You Deleted Accidentally Now Together and Complete – McBain: The Movie [Simpsons Video] Be Creative by Using Hex and RGB Codes for Crayola Crayon Colors on Your Next Web or Art Project [Geek Fun] Flash Updates; Finally Supports Full Screen Video on Multiple Monitors 22 Ways to Recycle an Altoids Mint Tin Make Your Desktop Go Native with the Tribal Arts Theme for Windows 7 A History of Vintage Transformers: Decepticons Edition [Infographic]

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  • glx not working, optirun works, gnome in fallback mode

    - by user26766
    It all started when I installed nvidia's own driver. Uninstalling it and reverting back to nvidia-current didn't solve the problem, so I have been playing with this for a while. Now nvidia-current seems to be functional. It seems glx support is missing, and my intel graphics is not responding. gnome loads only in fallback mode. Here are some outputs: glxinfo name of display: :0.0 Error: couldn't find RGB GLX visual or fbconfig glxgears Error: couldn't get an RGB, Double-buffered visual optirun glxgears works fine lspci | grep VGA 00:02.0 VGA compatible controller: Intel Corporation 2nd Generation Core Processor Family Integrated Graphics Controller (rev 09) 01:00.0 VGA compatible controller: NVIDIA Corporation GF108 [GeForce GT 540M] (rev ff) how can I fix this? thanks,

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  • Bump mapping Problem GLSL

    - by jmfel1926
    I am having a slight problem with my Bump Mapping project. Although everything works OK (at least from what I know) there is a slight mistake somewhere and I get incorrect shading on the brick wall when the light goes to the one side or the other as seen in the picture below: The light is on the right side so the shading on the wall should be the other way. I have provided the shaders to help find the issue (I do not have much experience with shaders). Shaders: varying vec3 viewVec; varying vec3 position; varying vec3 lightvec; attribute vec3 tangent; attribute vec3 binormal; uniform vec3 lightpos; uniform mat4 cameraMat; void main() { gl_TexCoord[0] = gl_MultiTexCoord0; gl_Position = ftransform(); position = vec3(gl_ModelViewMatrix * gl_Vertex); lightvec = vec3(cameraMat * vec4(lightpos,1.0)) - position ; vec3 eyeVec = vec3(gl_ModelViewMatrix * gl_Vertex); viewVec = normalize(-eyeVec); } uniform sampler2D colormap; uniform sampler2D normalmap; varying vec3 viewVec; varying vec3 position; varying vec3 lightvec; vec3 vv; uniform float diffuset; uniform float specularterm; uniform float ambientterm; void main() { vv=viewVec; vec3 normals = normalize(texture2D(normalmap,gl_TexCoord[0].st).rgb * 2.0 - 1.0); normals.y = -normals.y; //normals = (normals * gl_NormalMatrix).xyz ; vec3 distance = lightvec; float dist_number =length(distance); float final_dist_number = 2.0/pow(dist_number,diffuset); vec3 light_dir=normalize(lightvec); vec3 Halfvector = normalize(light_dir+vv); float angle=max(dot(Halfvector,normals),0.0); angle= pow(angle,specularterm); vec3 specular=vec3(angle,angle,angle); float diffuseterm=max(dot(light_dir,normals),0.0); vec3 diffuse = diffuseterm * texture2D(colormap,gl_TexCoord[0].st).rgb; vec3 ambient = ambientterm *texture2D(colormap,gl_TexCoord[0].st).rgb; vec3 diffusefinal = diffuse * final_dist_number; vec3 finalcolor=diffusefinal+specular+ambient; gl_FragColor = vec4(finalcolor, 1.0); }

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  • Working out of a vertex array for destrucible objects

    - by bobobobo
    I have diamond-shaped polygonal bullets. There are lots of them on the screen. I did not want to create a vertex array for each, so I packed them into a single vertex array and they're all drawn at once. | bullet1.xyz | bullet1.rgb | bullet2.xyz | bullet2.rgb This is great for performance.. there is struct Bullet { vector<Vector3f*> verts ; // pointers into the vertex buffer } ; This works fine, the bullets can move and do collision detection, all while having their data in one place. Except when a bullet "dies" Then you have to clear a slot, and pack all the bullets towards the beginning of the array. Is this a good approach to handling lots of low poly objects? How else would you do it?

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  • Compiling old versions of R (2.11 or older) on Ubuntu 13.10 (or newer)?

    - by user283293
    I am trying to compile an old version of R (2.11.1, specifically). "Why?", you might ask. Well, I have a program I am trying to run (that was not written by me, but I am hoping to use in my research) that was written in "old" R, and the program writer has specifically mentioned that R-2.11.1 or older must be used. I have run ./configure with no obvious errors (the entire output being far too long to post here, but I have been warned that I cannot make PDF, DVI, or HTML versions of the help pages, which I'm not too concerned about). Next, when I pass the make command, I am met with the following error (after a long stream of successful commands): Warning in solve.default(rgb): unable to load shared library '/home/sbowerma/Programs/R-2.11.1/modules//lapack.so': /home/sbowerma/Programs/R-2.11.1/lib/libRlapack.so: undefined symbol: _gfortran_compare_string Error in solve.default(rgb) : lapack routines cannot be loaded Error: unable to load R code in package 'grDevices' Execution halted However, I have confirmed that the library lapack.so is, in fact, in the exact position it is supposed to be.

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  • setTimeout in javascript not giving browser 'breathing room'

    - by C Bauer
    Alright, I thought I had this whole setTimeout thing perfect but I seem to be horribly mistaken. I'm using excanvas and javascript to draw a map of my home state, however the drawing procedure chokes the browser. Right now I'm forced to pander to IE6 because I'm in a big organisation, which is probably a large part of the slowness. So what I thought I'd do is build a procedure called distributedDrawPolys (I'm probably using the wrong word there, so don't focus on the word distributed) which basically pops the polygons off of a global array in order to draw 50 of them at a time. This is the method that pushes the polygons on to the global array and runs the setTimeout: for (var x = 0; x < polygon.length; x++) { coordsObject.push(polygon[x]); fifty++; if (fifty > 49) { timeOutID = setTimeout(distributedDrawPolys, 5000); fifty = 0; } } I put an alert at the end of that method, it runs in practically a second. The distributed method looks like: function distributedDrawPolys() { if (coordsObject.length > 0) { for (x = 0; x < 50; x++) { //Only do 50 polygons var polygon = coordsObject.pop(); var coordinate = polygon.selectNodes("Coordinates/point"); var zip = polygon.selectNodes("ZipCode"); var rating = polygon.selectNodes("Score"); if (zip[0].text.indexOf("HH") == -1) { var lastOriginCoord = []; for (var y = 0; y < coordinate.length; y++) { var point = coordinate[y]; latitude = shiftLat(point.getAttribute("lat")); longitude = shiftLong(point.getAttribute("long")); if (y == 0) { lastOriginCoord[0] = point.getAttribute("long"); lastOriginCoord[1] = point.getAttribute("lat"); } if (y == 1) { beginPoly(longitude, latitude); } if (y > 0) { if (translateLongToX(longitude) > 0 && translateLongToX(longitude) < 800 && translateLatToY(latitude) > 0 && translateLatToY(latitude) < 600) { drawPolyPoint(longitude, latitude); } } } y = 0; if (zip[0].text != targetZipCode) { if (rating[0] != null) { if (rating[0].text == "Excellent") { endPoly("rgb(0,153,0)"); } else if (rating[0].text == "Good") { endPoly("rgb(153,204,102)"); } else if (rating[0].text == "Average") { endPoly("rgb(255,255,153)"); } } else { endPoly("rgb(255,255,255)"); } } else { endPoly("rgb(255,0,0)"); } } } } Ugh I don't know if that is properly formatted, I ended up with an extra bracket < So I thought the setTimeout method would allow the site to draw the polygons in groups so the users would be able to interact with the page while it was still drawing. What am I doing wrong here?

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