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  • HTML anchor #bottom, only going half-way down page

    - by RewbieNewbie
    http://www.planet-tolkien.com/board/44/621/0/poll-suggestions It's due to the multiple "bottom of the page" anchor links on each post to the anchor name at the bottom of the page. I tried to solve this by using a unique id and name for the attributes: <a href="#bottom" id="4656" name="4656"> But this hasn't worked. Suggestions? P.S. Don't use the URL bar, yes that works. Visit the page and click on a link in a post that says "Bottom of the page". This is where it isn't working.

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  • Parsing html output and executing javascript

    - by user1841964
    I have this function: function parseScript(_source) { var source = _source; var scripts = new Array(); while(source.indexOf("<script") > -1 || source.indexOf("</script") > -1) { var s = source.indexOf("<script"); var s_e = source.indexOf(">", s); var e = source.indexOf("</script", s); var e_e = source.indexOf(">", e); scripts.push(source.substring(s_e+1, e)); source = source.substring(0, s) + source.substring(e_e+1); } for(var i=0; i<scripts.length; i++) { try { eval(scripts[i]); } catch(ex) { } } return source; } It parses and execute Javascript wonderfully except the when in <script type='text/javascript' src='scripts/gen_validatorv31.js'></script> the src file never gets executed.

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  • HTML, <table> background

    - by lego69
    hello, I've got one problem... I created table(with one row and one column) for my site and then I put background for table using CSS where I defined image, after that I try to create in the first table another table with 3 rows, Dreamweaver doesn't allow me to do it, it puts new table after first, how can I solve this problem, thanks in advance...

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  • Textbox auto generate by php and html

    - by user2892997
    i have few field of data such as product , amount and barcode.The system just show 1 row of data insert form that contain the 3 field.when i completed insert the first row, then second row of textbox will auto generate, i can do it by microsoft access, can i do so for php ? <?php $i=0; ?> <form method="post" action=""> <input type="text" name="<?php echo $i; ?>" /> </form> <?php if(isset($_POST[$i])){ $i++; ?> <form method="post" action=""> <input type="text" name="<?php echo $i; ?>" /> </form> <?php }?> it work for the first and second textbox, but how can i continue to create more textbox accordingly?

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  • submit in html on sql query

    - by user1644661
    i need to run this sql query , which give me a list of Id and Dates i want to click each result and take with me the Id value to the next form i wrote this query above but i see in the debager that the hidden ID get his value but not pass to the next form i think i have a problem with the submit() . where should i put him ? thanks anat function ShowAllCarts($user_email) { $connB = new ProductDAO(); $connB->Connect(); $pro_query = "SELECT * FROM Cart WHERE `Email`='$user_email';"; $db_result = $connB->ExecSQL($pro_query); $html_result = '<div data-role="content"> <ul data-role="listview" data-theme="b"> '; $html_result .= '<form action="PreviouscartProduct.php" method="POST"/>'; while($row_array = $db_result->fetch_array(MYSQLI_ASSOC)) { $Id= $row_array['Id']; $Date= $row_array['Date']; //$html_result // $html_result .="<li><a href='PreviouscartProduct.php'>Cart number: $Id from Date: $Date><input type='hidden' name='Id' value'<?=$Id?>'</input></a></li>'"; $html_result .= '<a onclick="this.form.submit();" </a>; } $html_result .= ' </ul> </div>'; $html_result .= '</form>'; $connB->Disconnect(); return $html_result; } //display all carts $func_result = ShowAllCarts($Email);

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  • Play/pause HTML 5 video using JQuery

    - by Barny83
    I am trying to control HTML5 videos using JQuery. I have two clips in a tabbed interface, there are six tabs in total, the others just have images. I am trying to make the video clips play when their tab is clicked and then stop when any of the others are clicked. This must be a simple thing to do but I cant seem to get it to work, the code I am using to play the video is: $('#playMovie1').click(function(){ $('#movie1').play(); }); I have read that the video element needs to be exposed in a function to be able to control it but can't find an example. I am able to make it work using JS: document.getElementById('movie1').play(); Any advice would be great. Thanks

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  • CSS, HTML: Internet Explorer 7 doesn’t move the term to the next line

    - by Patrick
    hi, how can I fix this problem on Internet Explorer 7: If I resize the browser window you'll see that the letters of the last tag on the right (in the header) are displayed in vertical one above each other. This happen only in IE, and not in other browser (you can better see the bug by visiting the website: http://www.sanstitre.ch/drupal/portfolio How can I ask IE 7 to consider the word as block, and move it to next line instead of listing the letters in vertical ? thanks

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  • Rails 3 does not render HTML as markup

    - by suebphatt
    Hello, Stackoverflow. I submitted a form, to create single row in SQL database table, as a blog entry: <p>This is a paragraph.</p> And the result, when I query it out for display, via Rails's ActiveRecord, it rendered like this, : <p>This is a paragraph.</p> and here's the code, when I view source in browser: &lt;p&gt;This is a paragraph.&lt;/p&gt; How do I solve this? Or I just have to convert the < and > by Javascript? Thank you :)

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  • Dynamic HTML body width (over 100%)

    - by danixd
    I am creating a horizontal webpage and I am trying to make the body dynamically expand according to the content within it. I am building the website here: http://www.obliquo.co.uk/ As you can see it all works, but I am forced to setting a huge body width in pixel value. The content on the page will be changing all the time. If I don't set a width in pixels, the divs start bumping vertically, naturally.

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  • Html width 100%

    - by vtortola
    Hi, This is driving me nuts. What happens with "width:100%" ? Apparently it just works in IExplore, so I think it's one of those things Microsoft made up. But then... how do you tell to a element that has to take all available parent's space in a way that all browsers can understand? Cheers?

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  • How do I tell Thunderbird **never** to send (or even try to send) html emails?

    - by Brent.Longborough
    I hate html-based email, and always do everything possible to send my emails as plain text. My email client is Thunderbird, and it's always pestering me with questions like "This recipient cannot receive html..." or "In order to sign this email, it needs to be converted to plain text..." Is there a way I can simply say to Thunderbird "Look, old chap, it's all plain text, so don't bother me any more, ever, again"?

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  • FrameBuffer Render to texture not working all the way

    - by brainydexter
    I am learning to use Frame Buffer Objects. For this purpose, I chose to render a triangle to a texture and then map that to a quad. When I render the triangle, I clear the color to something blue. So, when I render the texture on the quad from fbo, it only renders everything blue, but doesn't show up the triangle. I can't seem to figure out why this is happening. Can someone please help me out with this ? I'll post the rendering code here, since glCheckFramebufferStatus doesn't complain when I setup the FBO. I've pasted the setup code at the end. Here is my rendering code: void FrameBufferObject::Render(unsigned int elapsedGameTime) { glBindFramebuffer(GL_FRAMEBUFFER, m_FBO); glClearColor(0.0, 0.6, 0.5, 1); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // adjust viewport and projection matrices to texture dimensions glPushAttrib(GL_VIEWPORT_BIT); glViewport(0,0, m_FBOWidth, m_FBOHeight); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0, m_FBOWidth, 0, m_FBOHeight, 1.0, 100.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); DrawTriangle(); glPopAttrib(); // setting FrameBuffer back to window-specified Framebuffer glBindFramebuffer(GL_FRAMEBUFFER, 0); //unbind // back to normal viewport and projection matrix //glViewport(0, 0, 1280, 768); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0, 1.33, 1.0, 1000.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glClearColor(0, 0, 0, 0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); render(elapsedGameTime); } void FrameBufferObject::DrawTriangle() { glPushMatrix(); glBegin(GL_TRIANGLES); glColor3f(1, 0, 0); glVertex2d(0, 0); glVertex2d(m_FBOWidth, 0); glVertex2d(m_FBOWidth, m_FBOHeight); glEnd(); glPopMatrix(); } void FrameBufferObject::render(unsigned int elapsedTime) { glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, m_TextureID); glPushMatrix(); glTranslated(0, 0, -20); glBegin(GL_QUADS); glColor4f(1, 1, 1, 1); glTexCoord2f(1, 1); glVertex3f(1,1,1); glTexCoord2f(0, 1); glVertex3f(-1,1,1); glTexCoord2f(0, 0); glVertex3f(-1,-1,1); glTexCoord2f(1, 0); glVertex3f(1,-1,1); glEnd(); glPopMatrix(); glBindTexture(GL_TEXTURE_2D, 0); glDisable(GL_TEXTURE_2D); } void FrameBufferObject::Initialize() { // Generate FBO glGenFramebuffers(1, &m_FBO); glBindFramebuffer(GL_FRAMEBUFFER, m_FBO); // Add depth buffer as a renderbuffer to fbo // create depth buffer id glGenRenderbuffers(1, &m_DepthBuffer); glBindRenderbuffer(GL_RENDERBUFFER, m_DepthBuffer); // allocate space to render buffer for depth buffer glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, m_FBOWidth, m_FBOHeight); // attaching renderBuffer to FBO // attach depth buffer to FBO at depth_attachment glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_DepthBuffer); // Adding a texture to fbo // Create a texture glGenTextures(1, &m_TextureID); glBindTexture(GL_TEXTURE_2D, m_TextureID); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, m_FBOWidth, m_FBOHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0); // onlly allocating space glBindTexture(GL_TEXTURE_2D, 0); // attach texture to FBO glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_TextureID, 0); // Check FBO Status if( glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) std::cout << "\n Error:: FrameBufferObject::Initialize() :: FBO loading not complete \n"; // switch back to window system Framebuffer glBindFramebuffer(GL_FRAMEBUFFER, 0); } Thanks!

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  • Abstracting entity caching in XNA

    - by Grofit
    I am in a situation where I am writing a framework in XNA and there will be quite a lot of static (ish) content which wont render that often. Now I am trying to take the same sort of approach I would use when doing non game development, where I don't even think about caching until I have finished my application and realise there is a performance problem and then implement a layer of caching over whatever needs it, but wrap it up so nothing is aware its happening. However in XNA the way we would usually cache would be drawing our objects to a texture and invalidating after a change occurs. So if you assume an interface like so: public interface IGameComponent { void Update(TimeSpan elapsedTime); void Render(GraphicsDevice graphicsDevice); } public class ContainerComponent : IGameComponent { public IList<IGameComponent> ChildComponents { get; private set; } // Assume constructor public void Update(TimeSpan elapsedTime) { // Update anything that needs it } public void Render(GraphicsDevice graphicsDevice) { foreach(var component in ChildComponents) { // draw every component } } } Then I was under the assumption that we just draw everything directly to the screen, then when performance becomes an issue we just add a new implementation of the above like so: public class CacheableContainerComponent : IGameComponent { private Texture2D cachedOutput; private bool hasChanged; public IList<IGameComponent> ChildComponents { get; private set; } // Assume constructor public void Update(TimeSpan elapsedTime) { // Update anything that needs it // set hasChanged to true if required } public void Render(GraphicsDevice graphicsDevice) { if(hasChanged) { CacheComponents(graphicsDevice); } // Draw cached output } private void CacheComponents(GraphicsDevice graphicsDevice) { // Clean up existing cache if needed var cachedOutput = new RenderTarget2D(...); graphicsDevice.SetRenderTarget(renderTarget); foreach(var component in ChildComponents) { // draw every component } graphicsDevice.SetRenderTarget(null); } } Now in this example you could inherit, but your Update may become a bit tricky then without changing your base class to alert you if you had changed, but it is up to each scenario to choose if its inheritance/implementation or composition. Also the above implementation will re-cache within the rendering cycle, which may cause performance stutters but its just an example of the scenario... Ignoring those facts as you can see that in this example you could use a cache-able component or a non cache-able one, the rest of the framework needs not know. The problem here is that if lets say this component is drawn mid way through the game rendering, other items will already be within the default drawing buffer, so me doing this would discard them, unless I set it to be persisted, which I hear is a big no no on the Xbox. So is there a way to have my cake and eat it here? One simple solution to this is make an ICacheable interface which exposes a cache method, but then to make any use of this interface you would need the rest of the framework to be cache aware, and check if it can cache, and to then do so. Which then means you are polluting and changing your main implementations to account for and deal with this cache... I am also employing Dependency Injection for alot of high level components so these new cache-able objects would be spat out from that, meaning no where in the actual game would they know they are caching... if that makes sense. Just incase anyone asked how I expected to keep it cache aware when I would need to new up a cachable entity.

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  • HTML Tidy for NetBeans IDE 7.4

    - by Geertjan
    The NetBeans HTML5 editor is pretty amazing, working on an extensive screencast on that right now, to be published soon. One thing missing is HTML Tidy integration, until now: As you can see, in this particular file, HTML Tidy finds 6 times more problems (OK, some of them maybe false negatives) than the standard NetBeans HTML hint infrastructure does. You can also run the scanner across the whole project or all projects. Only HTML files will be scanned by HTML Tidy (via JTidy) and you can click on items in the window above to jump to the line. Future enhancements will include error annotations and hint integration, some of which has already been addressed in this blog over the years. Download it from here: http://plugins.netbeans.org/plugin/51066/?show=true Sources are here. Contributions more than welcome: https://java.net/projects/nb-api-samples/sources/api-samples/show/versions/7.4/misc/HTMLTidy

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  • Rendering shadow sprites in cocos2d-x

    - by lukeluke
    I am writing a 2D game with cocos2d-x. I want to put a "shadow" sprite on a background sprite using the equation: MAX(0, Cd*1 - Cs*S) where Cd is the destination color (that is, a background pixel), Cs is the source color (the shadow pixel) , S is the scale factor (between 0 and 1). The MAX() function is used to avoid negative results. This is a lighting effect: when the shadow sprite pixel is 0, there is no effect on the background pixel, otherwise, the background pixel becomes darker. Now, the only way that comes to my mind is to change the blending equation to GL_FUNC_SUBTRACT, but it doesn't compile with cocos2d-x (can't found it)... I would subclass the CCSprite class in order to implement the draw() method in order to change, when needed, the blending equation, call the original draw() method and restore the blending equation to its previous state at the end of the method. So my questions are two: how to use glBlendEquation() with cocos2d-x? Keep in mind that i am writing a game for iphone/android/windows. are shadows handled this way in 2D games? Thx

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  • Rendering CV template with XeLaTex

    - by jacob
    Installed kubuntu on thursday Installed LaTeX on my kubuntu machine, using full Compiled an old document and it worked fine Downloaded a CV template from http://www.latextemplates.com/template/two-column-one-page-cv Compiled it, got error Fatal fontspec error: "cannot-use-pdftex" The fontspec package requires either XeTeX or LuaTeX to function. You must change your typesetting engine to, e.g., "xelatex" or "lualatex" instead of plain "latex" or "pdflatex". See the fontspec documentation for further information. For immediate help type H . Installed XeLaTex using this guide http://ledgersmb.org/faq/xelatex i.e. 7 Installed texlive-xetex that includes xelatex apt-get install texlive-xetex apt-get install liblatex-{driver,encode,table}-perl apt-get install libtemplate-plugin-latex-per 8) Compiled CV template again, did not work. Related: No Xelatex in texlive 2012 Excuse me if my question is not clear enough, I'm new to linux.

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  • Tool to identify Internet Explorer rendering differences with css

    - by Bakaburg
    I develop website using chrome and mac os as development environment. Since my audience is pretty specific I don't feel the necessity for too much backward compatibility with IE8 and less. However to my great dismay, even IE9 looks totally broken... I would like to know if there's on the web a tool that could tell me what probably went wrong with IE, that is a webapp that parse the rendered css and check which rules are probably totally broken in IE9.

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  • What's the standard location of a 3D clipping box?

    - by Kendall Frey
    The way I understand 3D rendering, polygons are transformed using several matrices, and they are then clipped if they are not inside a certain box, before projecting the box onto the screen. Before transformation, the visible area is typically a frustum, and after transformation, I am guessing it's a cube. This cube makes the clipping math easier than a frustum would. My question is, what's the 'standard' location/size for this clipping box? I can think of 3 possibilities: (0,0,0)-(1,1,1), (-0.5,-0.5,-0.5)-(0.5,0.5,0.5), (-1,-1,-1)-(1,1,1) Or is there no standard?

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  • Polygons vs sprites rendering performance in Unity for windows phone 8

    - by Géry Arduino
    I'm currently building a windows phone 8 game with unity, having 111 (no more no less) sprites being updated each frames. I have a strong overhead in the profiler (70% to 90% minimum) I tried the following to get higher frame rate, I'm running it with minimum quality settings, I tried disabling and enabling V-Sync Finally I managedto get 60Fps, but I still have large overhead. I believe I should have more than 60Fps for such few amount. Moreover, I still have to implement the game logic over this so I'd like some room in my FPS to be able to work. I was wondering if it would be better in terms of performance to use polygons instead of sprites? As sprites are quite new in Unity, (that would give me around 222 triangles). Did someone tried to check the performance differences between sprites and actual mesh renderes in Unity when it comes to phones? If so what could be the best option in that case? FYI : I'm using the Windows Phone 8 emulator on Visual studio, I have a compliant computer for that so it should normally reflect the behavior of a real phone (expecting some differences but still...) EDIT : To clarify my question i wonder what is the most efficient in windows phone 8 : Sprites or Mesh renderers?

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