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  • Style Problem with Repeater Inside a Datalist

    - by Jepe d Hepe
    i've used a DataList (dlparent) control for one of my page. Inside that datalist is another Datalist (dlchild) that is being populated by itemdatabound event of the parent datalist. i've used css with dlchild. Databinding is ok and the required output shows great with mozilla and IE but not in netscape, safari and google chrome. dlchild is not showing. only item in dlparent appears. Here's the markup for the dlparent: <asp:DataList ID="SprintsWorkData" Style="float: left; padding-top: 10px;" runat="server" OnItemDataBound="SprintsWorkData_ItemDataBound"> <ItemTemplate> <asp:HiddenField ID="hiddenSprintId" runat="server" Value='<%# Eval("SprintId") %>' /> <div id="SprintNameSection"> <h4> <%# Eval("SprintName") %></h4> </div> <div id="HeaderSection_SelectAll"> <div style="padding-top: 3px; height: 23px; padding-left: 2px;"> <asp:CheckBox ID="isAllCheck" runat="server" onclick="checkAll(this)" /> <b> <asp:Label ID="sAll" Style="color: Black; text-indent: 1px;" Text="Select All" runat="server"></asp:Label> </b> </div> </div> <div class="HeaderSection_WorkedHours"> <b><asp:Literal ID="workedHours" runat="server" Text='<%$ Resources:LanguagePack, Worked_Hours %>'></asp:Literal></b></div> <div class="HeaderSection_BillableHours"> <b><asp:Literal ID="billableHours" runat="server" Text='<%$ Resources:LanguagePack, Billable_Hours %>'></asp:Literal></b></div> <div class="HeaderSection_Comments"> <b><asp:Literal ID="comments" runat="server" Text='<%$ Resources:LanguagePack, Comments %>'></asp:Literal></b></div> <asp:DataList ID="HoursWorkData" runat="server"> <ItemTemplate> <asp:HiddenField ID="hiddenTaskId" runat="server" Value='<%# Eval("BacklogId") %>' /> <div id="ItemSection_Task_Header"> <div style="vertical-align: middle; padding-bottom: 2px; padding-left: 2px; height: 18px;"> <asp:CheckBox ID="checkboxSub" runat="server" onclick="checkAllSub(this)" /> <b style="text-indent: 1px;"> <%# Eval("Title") %></b> </div> </div> <div id="ItemSection_WorkedHours_Header"> <%# Eval("WorkedHours")%>&nbsp;</div> <div id="ItemSection_BillableHours_Header"> <asp:Label ID="lblBillableHours_Header" Text='<%# Eval("BillableHours")%>' runat="server"></asp:Label>&nbsp;</div> <div id="ItemSection_Comments_Header"> </div> <asp:Repeater ID="repResourcesList" runat="server"> <ItemTemplate> <asp:HiddenField ID="hiddenReportId1" runat="server" Value='<%# Eval("ReportId") %>' /> <div id="ItemSection_Task_Item"> <div style="vertical-align: middle; padding-bottom: 5px; padding-left: 2px; padding-top: 1px; height: 14px;"> <asp:CheckBox ID="CB" runat="server" onclick="checkItem(this)" /> <b style="text-indent: 1px;"> <%# Eval("EnteredbyName") %></b> </div> </div> <div id="ItemSection_WorkedHours_Item"> <asp:Label ID="lblWorkedHours_Item" Text='<%# Eval("WorkedHours")%>' runat="server"></asp:Label>&nbsp;</div> <div id="ItemSection_BillableHours_Item"> <asp:RegularExpressionValidator ValidationGroup="ApproveBillable" ID="RegularExpressionValidator1" runat="server" ErrorMessage="*" ValidationExpression="^(-)?\d+(\.\d\d)?$" ControlToValidate="txtBillableHours" Style="position: absolute;">*</asp:RegularExpressionValidator> <asp:TextBox ID="txtBillableHours" Style="text-align: right" runat="server" Font-Size="12px" Width="50px" Text='<%# Eval("BillableHours") %>'></asp:TextBox> </div> <div id="ItemSection_Comments_Item"> <asp:TextBox ID="txtComments" Font-Size="12px" Width="93px" runat="server" Text='<%# Eval("Comment") %>'></asp:TextBox> </div> </ItemTemplate> </asp:Repeater> </ItemTemplate> <ItemStyle Height="24px" /> <SeparatorTemplate> <div id="divSeparator"> </div> </SeparatorTemplate> <FooterTemplate> <div id="Footer1"> TOTAL HOURS &nbsp; </div> <div id="Footer_WorkedHours"> <asp:Label ID="lblWorkedHours" runat="server" Text="0.00" Font-Size="12px" ForeColor="White"></asp:Label>&nbsp; </div> <div id="Footer_BillableHours"> <asp:Label ID="lblBillableHours_Footer" runat="server" Text="0.00" Font-Size="12px" ForeColor="White"></asp:Label>&nbsp; </div> <div id="Footer_Comments"> </div> </FooterTemplate> </asp:DataList> </ItemTemplate> <SeparatorTemplate> &nbsp; </SeparatorTemplate> </asp:DataList> What might be the problem?

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  • Adding StyleSheets Programmatically in Asp.Net

    - by Braveyard
    I want to add StyleSheets programmatically in the head section but one of the examples I saw seemed to need to many lines of code to add just one style sheet even though I may need a lot: Example Code: HtmlLink css = new HtmlLink(); css.Href = "css/fancyforms.css"; css.Attributes["rel"] = "stylesheet"; css.Attributes["type"] = "text/css"; css.Attributes["media"] = "all"; Page.Header.Controls.Add(css); I also use Page.Header.RenderControl() method but it didn't work either. Object null something error was thrown. I also used Page.Header.InnerHtml and InnerText += "<link .... "/> things but they threw the Literal error which is I think common error. I used this code : List<Literal> cssFiles = new List<Literal>(); cssFiles.Add(new Literal() { Text = @"<link href=""" + ResolveUrl("~/Resources/Styles/MainMaster/MainDesign.css") + @""" type=""text/css"" rel=""stylesheet"" />" }); cssFiles.Add(new Literal() { Text = @"<link href=""" + ResolveUrl("~/Resources/Styles/MainMaster/MainLayout.css") + @""" type=""text/css"" rel=""stylesheet"" />" }); AddStyleRange(cssFiles); private void AddStyleRange(List<Literal> cssFiles) { foreach (Literal item in cssFiles) { this.Header.Controls.Add(item); } } It worked at first but when I change the pages it stopped working. I am using Master Page and I am writing these codes on Master.cs file and also some people recommended to use this.Header instead of Page.Header but when I built it throws an error which says I cannot declare that like this. It shouldn't be that hard to add many styles. It is getting complicated.

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  • Is it faster to do the pages first and CSS second, or should I do them at the same time?

    - by Fred Haslam
    I have been tasked with building a new web project from scratch, with the exception of reusing CSS files (the look and feel) from an existing project. In the past I have always completed development of the functionality and the web-ui before considering the appearance. This is mostly due to CSS development overlapping with the tail end of the project. I now have the opportunity to integrate a static set of CSS as I build the application. I have no experience with this circumstance. Would it be faster to develop the project and web-pages first, then integrate the CSS; or would it be faster to integrate the CSS as part of page development?

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  • What are cons if we use javascript to apply css selectors to that browser who do not support that pr

    - by metal-gear-solid
    What are cons if we use JavaScript to apply only CSS property/selectors to that browser who do not support that property by default? to keep my HTML semantic and keep free from Deprecated HTML. Is it against content, style and Behavior separation? If I make accessible site then should i only use whatever i can do with pure css. shouldn't use JavaScript to apply CSS properties. I know those css properties which I'm applying through javascript will not work if javascript is disabled. then due to this reason shouldn't use javascript to apply css never. I'm talking about using these type of stuffs http://www.fetchak.com/ie-css3/ http://code.google.com/p/ie7-js/

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  • Is there a way to avoid IE7 quirks mode while rendering XML + CSS?

    - by Steven Huwig
    I've got some DocBook documentation styled with a CSS xml-stylesheet declaration. It looks great in Firefox, but IE7 doesn't seem to understand the CSS child selectors (e.g. section > title { ... }). I think this is because IE is running in quirks mode to render this XML, and older versions of IE didn't support that CSS syntax at all. The pages I found on the web all seem to focus on HTML and XHTML doctypes and how IE will behave given various permutations of these values. I couldn't find any information about straight XML + CSS. Worse yet, it seems that random XML documents always end up in quirks mode, no matter what format or stylesheet directives they have. Is XML rendering in IE doomed to be IE5.5 compatible? Will I really have to rewrite my CSS?

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  • CSS file not getting downloaded in Visual Studio 2008 SP?

    - by theraneman
    Hi guys, This might sound a little wierd, but all of a sudden the CSS and Javascript files referenced in my master page are not being downloaded while the page is being rendered. I am working on a ASP.NET MVC project and things were all fine like half an hour ago! Here is what I have in head section of the master page, <link href="/Content/MyCSS.css" rel="stylesheet" type="text/css" /> <script src="/Scripts/jquery-1.3.2.min.js" type="text/javascript"></script> I can see the CSS class intellisense while designing pages. But in the page source I do not see these files being added. I can see the css being applied in the VS designer. I have tried restarting VS, restarting my machine too. Anyone else faced this situation before. I might go crazy now.

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  • How do I stop a jquery animation based on CSS values?

    - by kevn
    So, I have two divs: #div1 and #div2. I want '#div2' to disappear when '#div1' has the CSS value: top = 0px. Here is the CSS: #div1 { top: 0px; } #div2 { display: block; } if ( $('#div1').css('top') == '0px' ) { $("#div2").hide(); } else { $("div2").fadeIn(); } $("div2").click(function(){ $("#div1").animate({top:"+=315px"}, "slow"); }); The problem I am running into is that I'm changing that CSS value (for #div1) via Javascript and for this reason, my js doesn't acknowledge the change and doesn't make the div disappear (I think). Is there any way to make #div2 disappear when #div1's CSS property top = 0 and reappear whenever it is changed? Or is there a better way to implement this?

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  • How to create custom CSS "on the fly" based on account settings in a Django site?

    - by sdolan
    So I'm writing a Django based website that allows users select a color scheme through an administration interface. I already have middleware/context processors that links the current request (based on domain) to the account. My question is how to dynamically serve the CSS with the account's custom color scheme. I see two options: Add a CSS block to the base template that overrides the styles w/variables passed in through a context processors. Use a custom URL (e.g. "/static/dynamic/css//styles.css") that gets routed to a view that grabs all the necessary values and creates the css file. I'm content with either option, but was wondering if anyone else out there has dealt with similar problems and could give some insight as to "Best Practices".

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  • How can I read out the CSS text via Javascript as defined in the stylesheet?

    - by Monokai
    I was thinking of using Javascript to automatically transform CSS3 attributes like border-radius, transform, box-shadow, etc. to their browser specific counterparts. I did some research and found that you can iterate over the stylesheets defined via document.styleSheets. You can find the CSS rules via document.styleSheets[0].cssRules[0].cssText. I want to modify the CSS rules that contain CSS3 attributes by injecting the browser specific attributes with the appropriate vendor-prefix, like -webkit-border-radius, moz-border-radius, etc. However, it seems that the cssText property is preprocessed in each browser, to filter out CSS attributes that it doesn't understand. That practically breaks this idea. Question: is there any way to retrieve the CSS text exactly as defined in the stylesheet? Or: is there another way to accomplish this via Javascript? I'd like to maintain clean CSS files without the need for defining each attribute multiple times for each specific browser.

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  • How to setup custom CSS based on account settings in a Django site?

    - by sdolan
    So I'm writing a Django based website that allows users select a color scheme through an administration interface. I already have middleware/context processors that links the current request (based on domain) to the account. My question is how to dynamically serve the CSS with the account's custom color scheme. I see two options: Add a CSS block to the base template that overrides the styles w/variables passed in through a context processors. Use a custom URL (e.g. "/static/dynamic/css//styles.css") that gets routed to a view that grabs all the necessary values and creates the css file. I'm content with either option, but was wondering if anyone else out there has dealt with similar problems and could give some insight as to "Best Practices".

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  • How to manage css of big websites within team environment without mess?

    - by jitendra
    Where multiple people can work on same css. is it possible to follow semantic name rules even in large websites. If I would write all main css first time with semantic names . then what and how i should guideline/instruction to other developer to maintain css readability, validation . and to know quickly where other are adding their own css if required. Right now every one just go to down and write required css classes ot IDs at bottom. and most of the time they don't write semantic names.

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  • My vertex shader doesn't affect texture coords or diffuse info but works for position

    - by tina nyaa
    I am new to 3D and DirectX - in the past I have only used abstractions for 2D drawing. Over the past month I've been studying really hard and I'm trying to modify and adapt some of the shaders as part of my personal 'study project'. Below I have a shader, modified from one of the Microsoft samples. I set diffuse and tex0 vertex shader outputs to zero, but my model still shows the full texture and lighting as if I hadn't changed the values from the vertex buffer. Changing the position of the model works, but nothing else. Why is this? // // Skinned Mesh Effect file // Copyright (c) 2000-2002 Microsoft Corporation. All rights reserved. // float4 lhtDir = {0.0f, 0.0f, -1.0f, 1.0f}; //light Direction float4 lightDiffuse = {0.6f, 0.6f, 0.6f, 1.0f}; // Light Diffuse float4 MaterialAmbient : MATERIALAMBIENT = {0.1f, 0.1f, 0.1f, 1.0f}; float4 MaterialDiffuse : MATERIALDIFFUSE = {0.8f, 0.8f, 0.8f, 1.0f}; // Matrix Pallette static const int MAX_MATRICES = 100; float4x3 mWorldMatrixArray[MAX_MATRICES] : WORLDMATRIXARRAY; float4x4 mViewProj : VIEWPROJECTION; /////////////////////////////////////////////////////// struct VS_INPUT { float4 Pos : POSITION; float4 BlendWeights : BLENDWEIGHT; float4 BlendIndices : BLENDINDICES; float3 Normal : NORMAL; float3 Tex0 : TEXCOORD0; }; struct VS_OUTPUT { float4 Pos : POSITION; float4 Diffuse : COLOR; float2 Tex0 : TEXCOORD0; }; float3 Diffuse(float3 Normal) { float CosTheta; // N.L Clamped CosTheta = max(0.0f, dot(Normal, lhtDir.xyz)); // propogate scalar result to vector return (CosTheta); } VS_OUTPUT VShade(VS_INPUT i, uniform int NumBones) { VS_OUTPUT o; float3 Pos = 0.0f; float3 Normal = 0.0f; float LastWeight = 0.0f; // Compensate for lack of UBYTE4 on Geforce3 int4 IndexVector = D3DCOLORtoUBYTE4(i.BlendIndices); // cast the vectors to arrays for use in the for loop below float BlendWeightsArray[4] = (float[4])i.BlendWeights; int IndexArray[4] = (int[4])IndexVector; // calculate the pos/normal using the "normal" weights // and accumulate the weights to calculate the last weight for (int iBone = 0; iBone < NumBones-1; iBone++) { LastWeight = LastWeight + BlendWeightsArray[iBone]; Pos += mul(i.Pos, mWorldMatrixArray[IndexArray[iBone]]) * BlendWeightsArray[iBone]; Normal += mul(i.Normal, mWorldMatrixArray[IndexArray[iBone]]) * BlendWeightsArray[iBone]; } LastWeight = 1.0f - LastWeight; // Now that we have the calculated weight, add in the final influence Pos += (mul(i.Pos, mWorldMatrixArray[IndexArray[NumBones-1]]) * LastWeight); Normal += (mul(i.Normal, mWorldMatrixArray[IndexArray[NumBones-1]]) * LastWeight); // transform position from world space into view and then projection space //o.Pos = mul(float4(Pos.xyz, 1.0f), mViewProj); o.Pos = mul(float4(Pos.xyz, 1.0f), mViewProj); o.Diffuse.x = 0.0f; o.Diffuse.y = 0.0f; o.Diffuse.z = 0.0f; o.Diffuse.w = 0.0f; o.Tex0 = float2(0,0); return o; } technique t0 { pass p0 { VertexShader = compile vs_3_0 VShade(4); } } I am currently using the SlimDX .NET wrapper around DirectX, but the API is extremely similar: public void Draw() { var device = vertexBuffer.Device; device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.White, 1.0f, 0); device.SetRenderState(RenderState.Lighting, true); device.SetRenderState(RenderState.DitherEnable, true); device.SetRenderState(RenderState.ZEnable, true); device.SetRenderState(RenderState.CullMode, Cull.Counterclockwise); device.SetRenderState(RenderState.NormalizeNormals, true); device.SetSamplerState(0, SamplerState.MagFilter, TextureFilter.Anisotropic); device.SetSamplerState(0, SamplerState.MinFilter, TextureFilter.Anisotropic); device.SetTransform(TransformState.World, Matrix.Identity * Matrix.Translation(0, -50, 0)); device.SetTransform(TransformState.View, Matrix.LookAtLH(new Vector3(-200, 0, 0), Vector3.Zero, Vector3.UnitY)); device.SetTransform(TransformState.Projection, Matrix.PerspectiveFovLH((float)Math.PI / 4, (float)device.Viewport.Width / device.Viewport.Height, 10, 10000000)); var material = new Material(); material.Ambient = material.Diffuse = material.Emissive = material.Specular = new Color4(Color.White); material.Power = 1f; device.SetStreamSource(0, vertexBuffer, 0, vertexSize); device.VertexDeclaration = vertexDeclaration; device.Indices = indexBuffer; device.Material = material; device.SetTexture(0, texture); var param = effect.GetParameter(null, "mWorldMatrixArray"); var boneWorldTransforms = bones.OrderedBones.OrderBy(x => x.Id).Select(x => x.CombinedTransformation).ToArray(); effect.SetValue(param, boneWorldTransforms); effect.SetValue(effect.GetParameter(null, "mViewProj"), Matrix.Identity);// Matrix.PerspectiveFovLH((float)Math.PI / 4, (float)device.Viewport.Width / device.Viewport.Height, 10, 10000000)); effect.SetValue(effect.GetParameter(null, "MaterialDiffuse"), material.Diffuse); effect.SetValue(effect.GetParameter(null, "MaterialAmbient"), material.Ambient); effect.Technique = effect.GetTechnique(0); var passes = effect.Begin(FX.DoNotSaveState); for (var i = 0; i < passes; i++) { effect.BeginPass(i); device.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, skin.Vertices.Length, 0, skin.Indicies.Length / 3); effect.EndPass(); } effect.End(); } Again, I set diffuse and tex0 vertex shader outputs to zero, but my model still shows the full texture and lighting as if I hadn't changed the values from the vertex buffer. Changing the position of the model works, but nothing else. Why is this? Also, whatever I set in the bone transformation matrices doesn't seem to have an effect on my model. If I set every bone transformation to a zero matrix, the model still shows up as if nothing had happened, but changing the Pos field in shader output makes the model disappear. I don't understand why I'm getting this kind of behaviour. Thank you!

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  • 3D Graphics with XNA Game Studio 4.0 bug in light map?

    - by Eibis
    i'm following the tutorials on 3D Graphics with XNA Game Studio 4.0 and I came up with an horrible effect when I tried to implement the Light Map http://i.stack.imgur.com/BUWvU.jpg this effect shows up when I look towards the center of the house (and it moves with me). it has this shape because I'm using a sphere to represent light; using other light shapes gives different results. I'm using a class PreLightingRenderer: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Dhpoware; using Microsoft.Xna.Framework.Content; namespace XNAFirstPersonCamera { public class PrelightingRenderer { // Normal, depth, and light map render targets RenderTarget2D depthTarg; RenderTarget2D normalTarg; RenderTarget2D lightTarg; // Depth/normal effect and light mapping effect Effect depthNormalEffect; Effect lightingEffect; // Point light (sphere) mesh Model lightMesh; // List of models, lights, and the camera public List<CModel> Models { get; set; } public List<PPPointLight> Lights { get; set; } public FirstPersonCamera Camera { get; set; } GraphicsDevice graphicsDevice; int viewWidth = 0, viewHeight = 0; public PrelightingRenderer(GraphicsDevice GraphicsDevice, ContentManager Content) { viewWidth = GraphicsDevice.Viewport.Width; viewHeight = GraphicsDevice.Viewport.Height; // Create the three render targets depthTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Single, DepthFormat.Depth24); normalTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Color, DepthFormat.Depth24); lightTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Color, DepthFormat.Depth24); // Load effects depthNormalEffect = Content.Load<Effect>(@"Effects\PPDepthNormal"); lightingEffect = Content.Load<Effect>(@"Effects\PPLight"); // Set effect parameters to light mapping effect lightingEffect.Parameters["viewportWidth"].SetValue(viewWidth); lightingEffect.Parameters["viewportHeight"].SetValue(viewHeight); // Load point light mesh and set light mapping effect to it lightMesh = Content.Load<Model>(@"Models\PPLightMesh"); lightMesh.Meshes[0].MeshParts[0].Effect = lightingEffect; this.graphicsDevice = GraphicsDevice; } public void Draw() { drawDepthNormalMap(); drawLightMap(); prepareMainPass(); } void drawDepthNormalMap() { // Set the render targets to 'slots' 1 and 2 graphicsDevice.SetRenderTargets(normalTarg, depthTarg); // Clear the render target to 1 (infinite depth) graphicsDevice.Clear(Color.White); // Draw each model with the PPDepthNormal effect foreach (CModel model in Models) { model.CacheEffects(); model.SetModelEffect(depthNormalEffect, false); model.Draw(Camera.ViewMatrix, Camera.ProjectionMatrix, Camera.Position); model.RestoreEffects(); } // Un-set the render targets graphicsDevice.SetRenderTargets(null); } void drawLightMap() { // Set the depth and normal map info to the effect lightingEffect.Parameters["DepthTexture"].SetValue(depthTarg); lightingEffect.Parameters["NormalTexture"].SetValue(normalTarg); // Calculate the view * projection matrix Matrix viewProjection = Camera.ViewMatrix * Camera.ProjectionMatrix; // Set the inverse of the view * projection matrix to the effect Matrix invViewProjection = Matrix.Invert(viewProjection); lightingEffect.Parameters["InvViewProjection"].SetValue(invViewProjection); // Set the render target to the graphics device graphicsDevice.SetRenderTarget(lightTarg); // Clear the render target to black (no light) graphicsDevice.Clear(Color.Black); // Set render states to additive (lights will add their influences) graphicsDevice.BlendState = BlendState.Additive; graphicsDevice.DepthStencilState = DepthStencilState.None; foreach (PPPointLight light in Lights) { // Set the light's parameters to the effect light.SetEffectParameters(lightingEffect); // Calculate the world * view * projection matrix and set it to // the effect Matrix wvp = (Matrix.CreateScale(light.Attenuation) * Matrix.CreateTranslation(light.Position)) * viewProjection; lightingEffect.Parameters["WorldViewProjection"].SetValue(wvp); // Determine the distance between the light and camera float dist = Vector3.Distance(Camera.Position, light.Position); // If the camera is inside the light-sphere, invert the cull mode // to draw the inside of the sphere instead of the outside if (dist < light.Attenuation) graphicsDevice.RasterizerState = RasterizerState.CullClockwise; // Draw the point-light-sphere lightMesh.Meshes[0].Draw(); // Revert the cull mode graphicsDevice.RasterizerState = RasterizerState.CullCounterClockwise; } // Revert the blending and depth render states graphicsDevice.BlendState = BlendState.Opaque; graphicsDevice.DepthStencilState = DepthStencilState.Default; // Un-set the render target graphicsDevice.SetRenderTarget(null); } void prepareMainPass() { foreach (CModel model in Models) foreach (ModelMesh mesh in model.Model.Meshes) foreach (ModelMeshPart part in mesh.MeshParts) { // Set the light map and viewport parameters to each model's effect if (part.Effect.Parameters["LightTexture"] != null) part.Effect.Parameters["LightTexture"].SetValue(lightTarg); if (part.Effect.Parameters["viewportWidth"] != null) part.Effect.Parameters["viewportWidth"].SetValue(viewWidth); if (part.Effect.Parameters["viewportHeight"] != null) part.Effect.Parameters["viewportHeight"].SetValue(viewHeight); } } } } that uses three effect: PPDepthNormal.fx float4x4 World; float4x4 View; float4x4 Projection; struct VertexShaderInput { float4 Position : POSITION0; float3 Normal : NORMAL0; }; struct VertexShaderOutput { float4 Position : POSITION0; float2 Depth : TEXCOORD0; float3 Normal : TEXCOORD1; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; float4x4 viewProjection = mul(View, Projection); float4x4 worldViewProjection = mul(World, viewProjection); output.Position = mul(input.Position, worldViewProjection); output.Normal = mul(input.Normal, World); // Position's z and w components correspond to the distance // from camera and distance of the far plane respectively output.Depth.xy = output.Position.zw; return output; } // We render to two targets simultaneously, so we can't // simply return a float4 from the pixel shader struct PixelShaderOutput { float4 Normal : COLOR0; float4 Depth : COLOR1; }; PixelShaderOutput PixelShaderFunction(VertexShaderOutput input) { PixelShaderOutput output; // Depth is stored as distance from camera / far plane distance // to get value between 0 and 1 output.Depth = input.Depth.x / input.Depth.y; // Normal map simply stores X, Y and Z components of normal // shifted from (-1 to 1) range to (0 to 1) range output.Normal.xyz = (normalize(input.Normal).xyz / 2) + .5; // Other components must be initialized to compile output.Depth.a = 1; output.Normal.a = 1; return output; } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } PPLight.fx float4x4 WorldViewProjection; float4x4 InvViewProjection; texture2D DepthTexture; texture2D NormalTexture; sampler2D depthSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; sampler2D normalSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; float3 LightColor; float3 LightPosition; float LightAttenuation; // Include shared functions #include "PPShared.vsi" struct VertexShaderInput { float4 Position : POSITION0; }; struct VertexShaderOutput { float4 Position : POSITION0; float4 LightPosition : TEXCOORD0; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; output.Position = mul(input.Position, WorldViewProjection); output.LightPosition = output.Position; return output; } float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { // Find the pixel coordinates of the input position in the depth // and normal textures float2 texCoord = postProjToScreen(input.LightPosition) + halfPixel(); // Extract the depth for this pixel from the depth map float4 depth = tex2D(depthSampler, texCoord); // Recreate the position with the UV coordinates and depth value float4 position; position.x = texCoord.x * 2 - 1; position.y = (1 - texCoord.y) * 2 - 1; position.z = depth.r; position.w = 1.0f; // Transform position from screen space to world space position = mul(position, InvViewProjection); position.xyz /= position.w; // Extract the normal from the normal map and move from // 0 to 1 range to -1 to 1 range float4 normal = (tex2D(normalSampler, texCoord) - .5) * 2; // Perform the lighting calculations for a point light float3 lightDirection = normalize(LightPosition - position); float lighting = clamp(dot(normal, lightDirection), 0, 1); // Attenuate the light to simulate a point light float d = distance(LightPosition, position); float att = 1 - pow(d / LightAttenuation, 6); return float4(LightColor * lighting * att, 1); } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } PPShared.vsi has some common functions: float viewportWidth; float viewportHeight; // Calculate the 2D screen position of a 3D position float2 postProjToScreen(float4 position) { float2 screenPos = position.xy / position.w; return 0.5f * (float2(screenPos.x, -screenPos.y) + 1); } // Calculate the size of one half of a pixel, to convert // between texels and pixels float2 halfPixel() { return 0.5f / float2(viewportWidth, viewportHeight); } and finally from the Game class I set up in LoadContent with: effect = Content.Load(@"Effects\PPModel"); models[0] = new CModel(Content.Load(@"Models\teapot"), new Vector3(-50, 80, 0), new Vector3(0, 0, 0), 1f, Content.Load(@"Textures\prova_texture_autocad"), GraphicsDevice); house = new CModel(Content.Load(@"Models\house"), new Vector3(0, 0, 0), new Vector3((float)-Math.PI / 2, 0, 0), 35.0f, Content.Load(@"Textures\prova_texture_autocad"), GraphicsDevice); models[0].SetModelEffect(effect, true); house.SetModelEffect(effect, true); renderer = new PrelightingRenderer(GraphicsDevice, Content); renderer.Models = new List(); renderer.Models.Add(house); renderer.Models.Add(models[0]); renderer.Lights = new List() { new PPPointLight(new Vector3(0, 120, 0), Color.White * .85f, 2000) }; where PPModel.fx is: float4x4 World; float4x4 View; float4x4 Projection; texture2D BasicTexture; sampler2D basicTextureSampler = sampler_state { texture = ; addressU = wrap; addressV = wrap; minfilter = anisotropic; magfilter = anisotropic; mipfilter = linear; }; bool TextureEnabled = true; texture2D LightTexture; sampler2D lightSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; float3 AmbientColor = float3(0.15, 0.15, 0.15); float3 DiffuseColor; #include "PPShared.vsi" struct VertexShaderInput { float4 Position : POSITION0; float2 UV : TEXCOORD0; }; struct VertexShaderOutput { float4 Position : POSITION0; float2 UV : TEXCOORD0; float4 PositionCopy : TEXCOORD1; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; float4x4 worldViewProjection = mul(World, mul(View, Projection)); output.Position = mul(input.Position, worldViewProjection); output.PositionCopy = output.Position; output.UV = input.UV; return output; } float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { // Sample model's texture float3 basicTexture = tex2D(basicTextureSampler, input.UV); if (!TextureEnabled) basicTexture = float4(1, 1, 1, 1); // Extract lighting value from light map float2 texCoord = postProjToScreen(input.PositionCopy) + halfPixel(); float3 light = tex2D(lightSampler, texCoord); light += AmbientColor; return float4(basicTexture * DiffuseColor * light, 1); } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } I don't have any idea on what's wrong... googling the web I found that this tutorial may have some bug but I don't know if it's the LightModel fault (the sphere) or in a shader or in the class PrelightingRenderer. Any help is very appreciated, thank you for reading!

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  • CSS, JS and images are not loading while sharing WAMP over local network

    - by Hardik Thaker
    I have share my wamp over my personal LAN . (Server IP : 192.168.0.100) When I am trying to access wamp server it's working perfectly. But when I open website hosted on server using client machine (192.168.0.103) , it doesn't load CSS - Images and JS files. So I saw console and found that my browser is trying to load : localhost//mysite/css/style.css And failing to load resource. now when I try to load the same resource directly from browser using 192.168.0.100/mysite/css/style.css It's showing me css file ! Now I am confused how to solve this problem so that my browser load that css perfectly ! Please help me ! thanks in advance !

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  • Does Internet Explorer 7 have a CSS parsing issue with the "background-image" property?

    - by user312003
    Having CSS layout issues with Internet Explorer 7 (big surprise). Upon using the Developer Tools to inspect the CSS, I discovered that some properties defined in the stylesheet are not appearing in the parsed CSS structure... THEN I saw THIS being shown as the parsed value for the background-image property: background-image : url(/trunk/httpdocs/images/layout/HCBL_Homepage_01.jpg); WIDTH: 1200px; pretty much obliterating the width that was defined property. The actual code in the CSS file for this element: div#header { width: 1200px; height: 100px; margin-left: auto; margin-right: auto; background-image: url('/trunk/httpdocs/images/layout/HCBL_Homepage_01.jpg'); background-repeat: no-repeat; } If anyone could offer any insight, or provide a link describing this problem (and maybe a workaround...) I would be very appreciative. Also, I am only interested in this from a parsing of the stylesheet and CSS syntax perspective. I am not concerned with rendering and display issues at the moment; I simply want to get IE 7 (and I have a feeling IE 6 will have similar issues) to recognize and parse ALL of the CSS properties that have been defined in the stylesheet. Thanks in advance guys!

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  • How to fix Monogame WP8 Touch Position bug?

    - by Moses Aprico
    Normally below code will result in X:Infinity, Y:Infinity TouchCollection touchState = TouchPanel.GetState(); foreach (TouchLocation t in touchState) { if (t.State == TouchLocationState.Pressed) { vb.ButtonTouched((int)t.Position.X, (int)t.Position.Y); } } Then, I followed this https://github.com/mono/MonoGame/issues/1046 and added below code at the first line in update method. (I still don't know how it's worked, but it fixed the problem) if (_firstUpdate) { typeof(Microsoft.Xna.Framework.Input.Touch.TouchPanel).GetField("_touchScale",System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Static).SetValue(null, Vector2.One); _firstUpdate = false; } And then, when I randomly testing something, there are several area that won't read the user touch. The tile with the purple dude is the area which won't receive user input (It don't even detect "Pressed", the TouchCollection.Count = 0) Any idea how to fix this? UPDATE 1 : The second attempt in recompiling The difference is weird. Dunno why the consistent clickable area is just 2/3 area to the left UPDATE 2 : After trying to rotate to landscape and back to portrait to randomly testing, then the outcome become :

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  • Positioning 1px off in Safari/Mac but works on Safari/Windows

    - by McGirl
    I'm beating my head against a wall on this one; the logo image ("It's All About Revenue") shifts up by one pixel in Safari on Mac, but renders correctly in all other browser/OS combinations I've been able to test. Does anyone have any ideas on why this might be? Here's the site: http://blog.eloqua.com/ Thanks in advance for your help!

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  • What jquery code or plugin would I use to update the position of an element?

    - by Breadtruck
    I am using a jquery plugin from [ FilamentGroup ] called DateRangePicker. I have a simple form with two text inputs for the start and end date that I bind the DateRangePicker to using this $('input.tbDate').daterangepicker({ dateFormat: 'mm/dd/yy', earliestDate: new Date(minDate), latestDate: new Date(maxDate), datepickerOptions: { changeMonth: true, changeYear: true, minDate: new Date(minDate), maxDate: new Date(maxDate) } }); I have a collapsible table above this form that when shown, moves the form and the elements that the daterangepicker plugin is bound to, down lower on the page, but the daterangepicker appears to keep the position from when it was actually created. What code could I put in the daterangepicker's onShow Callback to update its position to be next to the element is was initially bound to? Or is there some specific jquery method or plugin that I could chain to the daterangepicker plugin so that it will update its position correctly. This would come in handy for some other plugins that I use that don't seem to keep their position relative to other elements correctly either.

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  • What's new in ASP.Net 4.5 and VS 2012 - part 2

    - by nikolaosk
    This is the second post in a series of posts titled "What's new in ASP.Net 4.5 and VS 2012".You can have a look at the first post in this series, here. Please find all my posts regarding VS 2012, here. In this post I will be looking into the various new features available in ASP.Net 4.5 and VS 2012.I will be looking into the enhancements in the HTML Editor,CSS Editor and Javascript Editor.In order to follow along this post you must have Visual Studio 2012 and .Net Framework 4.5 installed in your machine.Download and install VS 2012 using this link.My machine runs on Windows 8 and Visual Studio 2012 works just fine.I will work fine in Windows 7 as well so do not worry if you do not have the latest Microsoft operating system.1) Launch VS 2012 and create a new Web Forms application by going to File - >New Web Site - > ASP.Net Web Forms Site.2) Choose an appropriate name for your web site.3) I would like to point out the new enhancements in the CSS editor in VS 2012. In the Solution Explorer in the Content folder and open the Site.cssThen when I try to change the background-color property of the html element, I get a brand new handy color-picker. Have a look at the picture below  Please note that the color-picker shows all the colors that have been used in this website. Then you can expand the color-picker by clicking on the arrows. Opacity is also supported. Have a look at the picture below4) There are also mobile styles in the Site.css .These are based on media queries.Please have a look at another post of mine on CSS3 media queries. Have a look at the picture below In this case when the maximum width of the screen is less than 850px there will be a new layout that will be dictated by these new rules. Also CSS snippets are supported. Have a look at the picture below I am writing a new CSS rule for an image element. I write the property transform and hit tab and then I have cross-browser CSS handling all of the major vendors.Then I simply add the value rotate and it is applied to all the cross browser options.Have a look at the picture below.  I am sure you realise how productive you can become with all these CSS snippets. 5) Now let's have a look at the new HTML editor enhancements in VS 2012You can drag and drop a GridView web server control from the Toolbox in the Site.master file.You will see a smart tag (that was only available in the Design View) that you can expand and add fields, format the web server control.Have a look at the picture below 6) We also have available code snippets. I type <video and then press tab twice.By doing that I have the rest of the HTML 5 markup completed.Have a look at the picture below 7) I have new support for the input tag including all the HTML 5 types and all the new accessibility features.Have a look at the picture below   8) Another interesting feature is the new Intellisense capabilities. When I change the DocType to 4.01 and the type <audio>,<video> HTML 5 tags, Intellisense does not recognise them and add squiggly lines.Have a look at the picture below All these features support ASP.Net Web forms, ASP.Net MVC applications and Web Pages. 9) Finally I would like to show you the enhanced support that we have for Javascript in VS 2012. I have full Intellisense support and code snippets support.I create a sample javascript file. I type If and press tab. I type while and press tab.I type for and press tab.In all three cases code snippet support kicks in and completes the code stack. Have a look at the picture below We also have full Intellisense support.Have a look at the picture below I am creating a simple function and then type some sort of XML like comments for the input parameters. Have a look at the picture below. Then when I call this function, Intellisense has picked up the XML comments and shows the variables data types.Have a look at the picture below Hope it helps!!!

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  • Floating panel in GWT

    - by Maksim
    I'm developing application with GWT 2 and would like to add float panel that stick to the bottom of the page (like in facebook). What is the best way to make that kind of panel?

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  • Google Webmasters tools search queries position

    - by user1592845
    In my website account on Google Webmasters tools, some search queries show average position 1.0. This make me understand that it should be displayed as the first result. When I search for this query I could not able to find my website's page listed as a result?! In some cases I navigate to the third or the fourth result page and I could not find it! What are factors that make my website loss its average position for a search query? and when Google webmasters tools updates their values?

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  • Horizontal menu vertical padding on anchor tag doesn't take affect

    - by Levi
    I am wondering why in the following example the top and bottom padding has no affect on the anchor tag while the left and right does? <ul id="nav"> <li><a href="#">One</a></li> <li><a href="#">Two</a></li> <li><a href="#">Three</a></li> <li><a href="#">Four</a></li> <li><a href="#">Five</a></li> </ul> #nav{ list-style:none; } #nav li{ border:1px solid #666; display:inline; /*If you do it this way you need to set the top and bottom padding to be the same here as under #nav li a padding:8px 0; */ } #nav li a{ padding:8px 16px; } Example: Link So my main question is, why does the top and bottom padding not have an effect on the list items while the left and right do? I did try this out with a float instead of a display:inline on the list item and it worked as I expected it to. So I guess if I had a secondary question it would be what is the difference between a float:left; and a display:inline? I was reading the float spec and it sounds like a float is still a box online inline so somewhat like inline-block? I appreciate any input, this isn't really something I need to know to finish a project or anything, but I would like to know why. Thanks Levi

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