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  • Drop Down not even showing up in IE6

    - by blackessej
    I've got a drop down menu here that just plain won't show up in IE6. The site works perfectly in every other browser. Seems daft to lose sleep over IE6, I know, but the site is for a demographic who could very well still be using it. Here's the CSS: html { height:100%; } body, p, a, ul, li, ol, h1, h2, h3, h4, h5, h6 { margin:0; padding:0; } body { behavior:url("csshover3.htc"); font-size:14px; font-family:Arial, Helvetica, sans-serif; background-color:#d3d3d3; height:100%; } h1 { font-size:18px; color:#752eca; text-decoration:none; } h2 { font-size:14px; color:#909090; text-decoration:none!important; } p { text-indent:20px; color:#000; } p a { color:#000; text-decoration:underline; } p.foot { text-indent:0px; } p.link { font-size:18px; color:#30F; text-decoration:underline!important; } a { color:#4d2288; text-decoration:none; outline:none; } a:visited { color:#4d2288; } p a:hover { text-decoration:underline!important; } ul#nav { padding:5px; margin:0px auto; width:100%; } ul#nav li a { display:block; font-weight:bold; padding:2px 10px; background:#bacddb; } ul#nav li a:hover { background:#888; color:#fff; } li { list-style:none; float:left; position:relative; width:225px; text-align:center; margin:0px auto; margin-right:4px; border:1px solid #4d2288; } li ul { display:none; position:relative; width:auto; top:0; left:0; margin-left:-1px; } li>ul { top:auto; left:auto; border-top:none; } li:hover ul, li.over ul { display:block; } ul#nav li.current a { background:#b8ab28; } ul#nav li.current a:hover { background:#888; } img { margin:10px 0 5px; } *html img { margin:20px; } .coltextimg { position:relative; float:left; background-position:left bottom; padding:0px 20px 10px 0px; border:none; } #maincontent { width:940px; margin:0px auto; postition:absolute; } *html #maincontent { margin-left:42px; } #header { float:left; width:100%; height:auto!important; height:100%; min-height:100%; margin:0px auto; background-image:url(images/banner_test.jpg); background-repeat:no-repeat; border:2px solid #752eca; -webkit-border-top-left-radius:10px; -webkit-border-top-right-radius:10px; -moz-border-radius-topleft:10px; -moz-border-radius-topright:10px; border-top-left-radius:10px; border-top-right-radius:10px; } .colmask { position:relative; margin-top:160px; clear:both; float:left; width:100%; overflow:hidden; } .colright, .colmid { float:left; width:100%; position:relative; } .col1, .col2 { float:left; position:relative; padding:10px 0 1em 0; overflow:hidden; } .twocol { background:#fff; } .twocol .colmid { right:45%; background:#fff; } .twocol .col1 { width:51%; left:47%; text-align:justify; z-index:0; } .twocol .col2 { width:41%; left:51%; text-align:justify; z-index:0; } .twocol .colimg { border:2px solid #a0a0a0; } .twocol .colvid1 { width:360px; height:240px; } .twocol .colvid2 { width:360px; height:240px; } #footer { text-align:center; font-size:9px; padding:10px 0 1em 0; clear:both; width:100%; height:100%; } *html #footer { height:43px; } #footer p a { text-decoration:none; } #lyr_ddmenu { position:absolute; z-index:1; height:10px; top:120px; float:left; width:1000px; margin:0px auto; padding:5px; } #contact { position:absolute; float:right; font-size:10px; } A.Controls:link { color:#666666; text-decoration:none; font-weight:bold; } A.Controls:visited { color:#666666; text-decoration:none; font-weight:bold; } A.Controls:active { color:#666666; text-decoration:none; font-weight:bold; } A.Controls:hover { color:#be0000; text-decoration:none; font-weight:bold; } And here's the html I'm having the specific problem with: <div id="maincontent"> <div id="header"> <div id="lyr_ddmenu"> <ul id="nav"> <li class="current"><href here...</a> <ul class="sub"> <li><href here...</a></li> <li><href here...</a></li> <li><href here...</a></li> <li><href here...</a></li> <li><href here...</a></li> </ul></li> <li><href here...</a></li> <ul class="sub"> <li><href here...</a></li> <li><href here...</a></li> <li><href here...</a></li> <li><href here...</a></li> </ul></li> <li><href here...</a></li> <li><href here...</a></li> <ul class="sub"> <li><href here...</a></li> </ul></li> </ul> </div> Thanks!

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  • How to change image through click - javascript

    - by Elmir Kouliev
    I have a toolbar that has 5 table cells. The first cell looks clear, and the other 4 have a shade over them. I want to make it so that clicking on the table cell will also change the image so that the shade will also change in respect to the current table cell that is selected. <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <title>X?B?RL?R V? HADIS?L?R</title> <head> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8" /> <link rel="stylesheet" href="N&SAz.css" /> <link rel="shortcut icon" href="../../Images/favicon.ico" /> <script type="text/javascript"> var switchTo5x = true; </script> <script type="text/javascript" src="http://w.sharethis.com/button/buttons.js"></script> <script type="text/javascript"> stLight.options({ publisher: "581d0c30-ee9d-4c94-9b6f-a55e8ae3f4ae" }); </script> <script src="../../jquery-1.7.2.min.js" type="text/javascript"> </script> <script type="text/javascript"> $(document).ready(function () { $(".fade").css("display", "none"); $(".fade").fadeIn(20); $("a.transition").click(function (event) { event.preventDefault(); linkLocation = this.href; $("body").fadeOut(500, redirectPage); }); function redirectPage() { window.location = linkLocation; } }); $(document).ready(function () { $('.preview').hide(); $('#link_1').click(function () { $('#latest_story_preview1').hide(); $('#latest_story_preview2').hide(); $('#latest_story_preview3').hide(); $('#latest_story_preview4').hide(); $('#latest_story_main').fadeIn(800); }); $('#link_2').click(function () { $('#latest_story_main').hide(); $('#latest_story_preview2').hide(); $('#latest_story_preview3').hide(); $('#latest_story_preview4').hide(); $('#latest_story_preview1').fadeIn(800); }); $('#link_3').click(function () { $('#latest_story_main').hide(); $('#latest_story_preview1').hide(); $('#latest_story_preview3').hide(); $('#latest_story_preview4').hide(); $('#latest_story_preview2').fadeIn(800); }); $('#link_4').click(function () { $('#latest_story_main').hide(); $('#latest_story_preview1').hide(); $('#latest_story_preview2').hide(); $('#latest_story_preview4').hide(); $('#latest_story_preview3').fadeIn(800); }); $('#link_5').click(function () { $('#latest_story_main').hide(); $('#latest_story_preview1').hide(); $('#latest_story_preview2').hide(); $('#latest_story_preview3').hide(); $('#latest_story_preview4').fadeIn(800); }); $(".fade").css("display", "none"); $(".fade").fadeIn(1200); $("a.transition").click(function (event) { event.preventDefault(); linkLocation = this.href; $("body").fadeOut(500, redirectPage); }); }); </script> </head> <body id="body" style="background-color:#FFF;" onload="document"> <div style="margin:0px auto;width:1000px;" id="all_content"> <div id="top_content" style="background-color:transparent;"> <ul id="translation_list"> <li> <a href=""> AZ </a> </li> <li> <a href="#"> RUS </a> </li> <li> <a href="#"> ENG </a> </li> </ul> <div id="share_buttons"> <span class='st_facebook' displayText='' title="Facebook"></span> <span class='st_twitter' displayText='' title="Twitter"></span> <span class='st_linkedin' displayText='' title="Linkedin"></span> <span class='st_googleplus' displayText='' title="Google +"></span> <span class='st_email' displayText='' title="Email"></span> </div> <img src="../../Images/RasulGuliyev.png" width="330" height="80" id="top_logo"> <br /> <br /> <div class="fade" id="navigation"> <ul> <font face="Verdana, Geneva, sans-serif"> <li> <a href="../../index.html"> ANA S?HIF? </a> </li> <li> <a href="../biographyAZ.html"> BIOQRAFIYA </a> </li> <li style="background-color:#9C1A35;"> <a href="#"> X?B?RL?R V? HADIS?L?R </a> </li> <li> <a> PROQRAM </a> </li> <li> <a> SEÇICIL?R </a> </li> <li> <a> ?LAQ?L?R</a> </li> </font> </ul> </div> <font face="Tahoma, Geneva, sans-serif"> <br /> <div id="navigation2"> <ul> <a> <li><i> HADIS?L?R </i></li> </a> <a> <li><i>VIDEOLAR</i> </li> </a> </ul> </div> <div id="news_section" style="background-color:#FFF;"> <h3 style="font-weight:100; font-size:22px; font-style:normal; color:#7C7C7C;">Son X?b?rl?r</h3> <div class="fade" id="Latest-Stories"> <table id="stories-preview" width="330" height="598" border="0" cellpadding="0" cellspacing="0"> <tr> <td> <a id="link_1" href="#"><img src="../../Images/N&EImages/images/Article-Nav-Bar1_01.gif" width="330" height="114" alt=""></a> </td> </tr> <tr> <td> <a id="link_2" href="#"> <img src="../../Images/N&EImages/images/Article-Nav-Bar1_02.gif" width="330" height="109" alt=""> </a> </td> </tr> <tr> <td> <a id="link_3" href="#"> <img src="../../Images/N&EImages/images/Article-Nav-Bar1_03.gif" width="330" height="132" alt=""></a> </td> </tr> <tr> <td> <a id="link_4" href="#"><img src="../../Images/N&EImages/images/Article-Nav-Bar1_04.gif" width="330" height="124" alt=""></a> </td> </tr> <tr> <td> <a id="link_5" href="#"><img src="../../Images/N&EImages/images/Article-Nav-Bar1_05.gif" width="330" height="119" alt=""></a> </td> </tr> </table> <div class="fade" id="latest_story_main"> <!--START--> <img src="../../Images/N&EImages/GuliyevFace.jpeg" style="padding:4px; margin-top:6px; border-style:groove; border-width:thin; margin-left:90px;" /> <a href="#"> <h2 style="font-weight:100; font-style:normal;"> "Bizim V?zif?miz Az?rbaycan Xalqinin T?zyiq? M?ruz Qalmamasini T?min Etm?kdir" </h2> </a> <h5 style="font-weight:100; font-size:12px; color:#888; opacity:.9;"> <img src="../../Images/ClockImage.png" />IYUN 19, 2012 BY RASUL GULIYEV - R?SUL QULIYEV</h5> <p style="font-size:14px; font-style:normal;">ACP-nin v? Müqavim?t H?r?katinin lideri, eks-spiker R?sul Quliyev "Yeni Müsavat"a müsahib? verib. O, son vaxtlar ACP-d? bas ver?n kadr d?yisiklikl?ri, bar?sind? dolasan söz-söhb?tl?r v? dig?r m?s?l?l?r? aydinliq g?tirib. Müsahib?ni t?qdim edirik. – Az?rbaycanda siyasi günd?mi ?hat? ed?n m?s?l?l?rd?n biri d? Sülh?ddin ?kb?rin ACP-y? s?dr g?tirilm?sidir. Ideya v? t?s?bbüs kimin idi? – ?vv?ll?r d? qeyd <a href="#"> [...]</a> </p> <!--FIRST STORY END --> </div> <div class="preview" id="latest_story_preview1"> <!--START--> <img src="../../Images/N&EImages/GuliyevFace2.jpeg" style="padding:4px; margin-top:6px; border-style:groove; border-width:thin; margin-left:90px;" /> <a href="#"> <h2 style="font-weight:100; font-style:normal;"> "S?xsiyy?ti Alçaldilan Insanlarin Qisasi Amansiz Olur" </h2></a> <h5 style="font-weight:100; font-size:12px; color:#888; opacity:.9;"> <img src="../../Images/ClockImage.png" />IYUN 12, 2012 BY RASUL GULIYEV - R?SUL QULIYEV</h5> <p style="font-size:14px; font-style:normal;">R?sul Quliyev: "Az?rbaycanda müxalif?tin görün?n f?aliyy?ti ?halinin hökum?td?n naraziliq potensialini ifad? etmir" Eks-spiker Avropa görüsl?rinin yekunlarini s?rh etdi ACP lideri R?sul Quliyevin Avropa görüsl?ri basa çatib. S?f?rin yekunlari bar?d? R?sul Quliyev eksklüziv olaraq "Yeni Müsavat"a açiqlama verib. Norveçd? keçiril?n görüsl?rd? Açiq C?miyy?t v? Liberal Demokrat partiyalarinin s?drl?ri Sülh?ddin ?kb?r, Fuad ?liyev v? Müqavim?t H?r?kati Avropa <a href="#"> [...]</a> </p> <!--SECOND STORY END --> </div> <div class="preview" id="latest_story_preview2"> <!--START--> <img src="../../Images/N&EImages/GuliyevFace3.jpeg" style="padding:4px; margin-top:6px; border-style:groove; border-width:thin; margin-left:90px;" /> <a href="#"> <h2 style="font-weight:100; font-style:normal;"> R?sul Quliyevin Iyunun 4, 2012-ci ild? Bryusseld?ki Görüsl?rl? ?laq?dar Çixisi </h2></a> <h5 style="font-weight:100; font-size:12px; color:#888; opacity:.9;"> <img src="../../Images/ClockImage.png" />IYUN 4, 2012 BY RASUL GULIYEV - R?SUL QULIYEV</h5> <p style="font-size:14px; font-style:normal;">Brüssel görüsl?ri – Az?rbaycanda xalqin malini ogurlayan korrupsioner Höküm?t liderl?rinin xarici banklarda olan qara pullari v? ?mlaklarinin dondurulmasina çox qalmayib. Camaatin hüquqlarini pozan polis, prokuratura v? m?hk?m? isçil?rin? v? onlarin r?hb?rl?rin? viza m?hdudiyy?tl?ri qoymaqda reallasacaq. R?sul Quliyevin Iyunun 4, 2012-ci ild? Bryusseld?ki Görüsl?rl? ?laq?dar Çixisi Rasul Guliyev's Speech on June 4, 2012 about Brussels Meetings <a href="#">[...]</a> </p> <!--THIRD STORY END --> </div> <div class="preview" id="latest_story_preview3"> <!--START--> <img src="../../Images/N&EImages/GuliyevGroup1.jpeg" style="padding:4px; margin-top:6px; border-style:groove; border-width:thin; margin-left:90px;" /> <a href="#"> <h2 style="font-weight:100; font-style:normal;"> R?sul Quliyevin Avropa Parlamentind? v? Hakimiyy?t Qurumlarinda Görüsl?ri Baslamisdir </h2></a> <h5 style="font-weight:100; font-size:12px; color:#888; opacity:.9;"> <img src="../../Images/ClockImage.png" />MAY 31, 2012 BY RASUL GULIYEV - R?SUL QULIYEV</h5> <p style="font-size:14px; font-style:normal;">Aciq C?miyy?t Partiyasinin lideri, eks-spiker R?sul Quliyev Avropa Parlamentind? görüsl?rini davam etdirir. Bu haqda "Yeni Müsavat"a R.Quliyev özü m?lumat verib. O bildirib ki, görüsl?rd? Liberal Demokrat Partiyasinin s?dri Fuad ?liyev v? R.Quliyevin Skandinaviya ölk?l?ri üzr? müsaviri Rauf K?rimov da istirak edirl?r. Eks-spiker deyib ki, bu görüsl?r 2013-cü ild? keçiril?c?k prezident seçkil?rind? saxtalasdirmanin qarsisini almaq planinin [...]</p> <!--FOURTH STORY END --> </div> <div class="preview" id="latest_story_preview4"> <!--START--> <img src="../../Images/N&EImages/GuliyevGroup2.jpeg" style="padding:4px; margin-top:6px; border-style:groove; border-width:thin; margin-left:90px;" /> <a href="#"> <h2 style="font-weight:100; font-style:normal;"> Norveçin Oslo S?h?rind? Parlament Üzvl?ri il? v? Xarici Isl?r Nazirliyind? Görüsl?r </h2></a> <h5 style="font-weight:100; font-size:12px; color:#888; opacity:.9;"> <img src="../../Images/ClockImage.png" />MAY 30, 2012 BY RASUL GULIYEV - R?SUL QULIYEV</h5> <p style="font-size:14px; font-style:normal;">R?sul Quliyev Norveçin Oslo s?h?rind? Parlament üzvl?ri v? Xarici isl?r nazirliyind? görüsl?r keçirmisdir. Bu görüsl?rd? Az?rbaycandan Liberal Demokrat Partiyasinin s?dri Fuad ?liyev, Avro-Atlantik Surasinin s?dri Sülh?ddin ?kb?r v? Milli Müqavim?t H?r?katinin Skandinaviya ölk?l?ri üzr? nümay?nd?si Rauf K?rimov istirak etmisdir. Siyasil?r ilk ?vv?l mayin 22-d? Norveç Parlamentinin Avropa Surasinda t?msil ed?n nümay?nd? hey?tinin üzvül?ri Karin S. [...]</a> </p> <!--FIFTH STORY END --> </div> <hr /> </div> <!--LATEST STORIES --> <div class="fade" id="article-section"> <h3 style="font-weight:100; font-size:22px; font-style:normal; color:#7C7C7C;">Çecin X?b?rl?r</h3> <div class="older-article"> <img src="../../Images/N&EImages/GuliyevGroup2.jpeg" style="padding:4px; margin-top:6px; border-style:groove; border-width:thin; margin-left:90px;" /> <a href="#"> <h2 style="font-weight:100; font-style:normal;"> Norveçin Oslo S?h?rind? Parlament Üzvl?ri il? v? Xarici Isl?r Nazirliyind? Görüsl?r </h2></a> <h5 style="font-weight:100; font-size:12px; color:#888; opacity:.9;"> <img src="../../Images/ClockImage.png" />MAY 30, 2012 BY RASUL GULIYEV - R?SUL QULIYEV</h5> <p style="font-size:14px; font-style:normal;">R?sul Quliyev Norveçin Oslo s?h?rind? Parlament üzvl?ri v? Xarici isl?r nazirliyind? görüsl?r keçirmisdir. Bu görüsl?rd? Az?rbaycandan Liberal Demokrat Partiyasinin s?dri Fuad ?liyev, Avro-Atlantik Surasinin s?dri Sülh?ddin ?kb?r v? Milli Müqavim?t H?r?katinin Skandinaviya ölk?l?ri üzr? nümay?nd?si Rauf K?rimov istirak etmisdir. Siyasil?r ilk ?vv?l mayin 22-d? Norveç Parlamentinin Avropa Surasinda t?msil ed?n nümay?nd? hey?tinin üzvül?ri Karin S. [...]</a> </p> </div> <hr /> </div> <!--NEWS SECTION--> </font> <h3 class="fade" id="footer">Rasul Guliyev 2012</h3> </div> </body> </head> </html>

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  • Grid overlayed on image using javascript, need help getting grid coordinates.

    - by Alos
    Hi I am fairly new to javascript and could use some help, I am trying to overlay a grid on top of an image and then be able to have the user click on the grid and get the grid coordinate from the box that the user clicked. I have been working with the code from the following stackoverflow question: Creating a grid overlay over image. link text Here is the code that I have so far: <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> </script> <script type="text/javascript"> var SetGrid = function(el, sz, nr, nc){ //get number of rows/columns according to the 'grid' size //numcols = el.getSize().x/sz; //numrows = el.getSize().y/sz; numcols = 48; numrows = 32; //create table element for injecting cols/rows var gridTable = new Element('table', { 'id' : 'gridTable', 'styles' : { 'width' : el.getSize().x, 'height' : el.getSize().y, 'top' : el.getCoordinates().top, 'left' : el.getCoordinates().left } }); //inject rows/cols into gridTable for (row = 1; row<=numrows; row++){ thisRow = new Element('tr', { 'id' : row, 'class' : 'gridRow' }); for(col = 1; col<=numcols; col++){ thisCol = new Element('td', { 'id' : col, 'class' : 'gridCol0' }); //each cell gets down/up over event... down starts dragging|up stops|over draws area if down was fired thisCol.addEvents({ 'mousedown' : function(){ dragFlag = true; startRow = this.getParent().get('id'); startCol = this.get('id'); }, 'mouseup' : function(){ dragFlag = false; }, 'mouseover' : function(){ if (dragFlag==true){ this.set('class', 'gridCol'+$$('#lvlSelect .on').get('value')); } }, 'click' : function(){ //this.set('class', 'gridCol'+$$('#lvlSelect .on').get('id').substr(3, 1) ); str = $$('#lvlSelect .on').get('id'); alert(str.substr(2, 3)); } }); thisCol.inject(thisRow, 'bottom'); }; thisRow.inject(gridTable, 'bottom'); }; gridTable.inject(el.getParent()); } //sens level selector func var SetSensitivitySelector = function(el, sz, nr, nc){ $$('#lvlSelect ul li').each(function(el){ el.addEvents({ 'click' : function(){ $$('#lvlSelect ul li').set('class', ''); this.set('class', 'on'); }, 'mouseover' : function(){ el.setStyle('cursor','pointer'); }, 'mouseout' : function(){ el.setStyle('cursor',''); } }); }); } //execute window.addEvent('load', function(){ SetGrid($('imagetomap'), 32); SetSensitivitySelector(); }); var gridSize = { x: 48, y: 32 }; var img = document.getElementById('imagetomap'); img.onclick = function(e) { if (!e) e = window.event; alert(Math.floor(e.offsetX/ gridSize.x) + ', ' + Math.floor(e.offsetY / gridSize.y)); } </script> <style> #imagetomapdiv { float:left; display: block; } #gridTable { border:1px solid red; border-collapse:collapse; position:absolute; z-index:5; } #gridTable td { opacity:0.2; filter:alpha(opacity=20); } #gridTable .gridCol0 { border:1px solid gray; background-color: none; } #gridTable .gridCol1 { border:1px solid gray; background-color: green; } #gridTable .gridCol2 { border:1px solid gray; background-color: blue; } #gridTable .gridCol3 { border:1px solid gray; background-color: yellow; } #gridTable .gridCol4 { border:1px solid gray; background-color: orange; } #gridTable .gridCol5 { border:1px solid gray; background-color: red; } #lvlSelect ul {float: left; display:block; position:relative; margin-left: 20px; padding: 10px; } #lvlSelect ul li { width:40px; text-align:center; display:block; border:1px solid black; position:relative; padding: 10px; list-style:none; opacity:0.2; filter:alpha(opacity=20); } #lvlSelect ul li.on { opacity:1; filter:alpha(opacity=100); } #lvlSelect ul #li0 { background-color: none; } #lvlSelect ul #li1 { background-color: green; } #lvlSelect ul #li2 { background-color: blue; } #lvlSelect ul #li3 { background-color: yellow; } #lvlSelect ul #li4 { background-color: orange; } #lvlSelect ul #li5 { background-color: red; } </style> </div> <div id="lvlSelect"> <ul> <li value="0" id="li0">0</li> <li value="1" id="li1">1</li> <li value="2" id="li2">2</li> <li value="3" id="li3">3</li> <li value="4" id="li4">4</li> <li value="5" id="li5" class="on">5</li> </ul> </div> In this example the grid box changes color when the image is grid box is clicked, but I would like to be able to have the coordinates of the box. Any help would be great. Thank you

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  • Creating a grid overlay over image.

    - by neteus
    Hi everybody, I made a script (using mootools library) that is supposed to overlay an image with a table grid and when each grid cell is clicked/dragged over its background color changes 'highlighting' the cell. Current code creates a table and positions it over the element (el, image in this case). Table was used since I am planning to add rectangle select tool later on, and it seemed easiest way to do it. <html> <head> <title></title> <script type="text/javascript" src="mootools.js"></script> <script type="text/javascript"> var SetGrid = function(el, sz, nr, nc){ //get number of rows/columns according to the 'grid' size numcols = el.getSize().x/sz; numrows = el.getSize().y/sz; //create table element for injecting cols/rows var gridTable = new Element('table', { 'id' : 'gridTable', 'styles' : { 'width' : el.getSize().x, 'height' : el.getSize().y, 'top' : el.getCoordinates().top, 'left' : el.getCoordinates().left } }); //inject rows/cols into gridTable for (row = 1; row<=numrows; row++){ thisRow = new Element('tr', { 'id' : row, 'class' : 'gridRow' }); for(col = 1; col<=numcols; col++){ thisCol = new Element('td', { 'id' : col, 'class' : 'gridCol0' }); //each cell gets down/up over event... down starts dragging|up stops|over draws area if down was fired thisCol.addEvents({ 'mousedown' : function(){ dragFlag = true; startRow = this.getParent().get('id'); startCol = this.get('id'); }, 'mouseup' : function(){ dragFlag = false; }, 'mouseover' : function(){ if (dragFlag==true){ this.set('class', 'gridCol'+$$('#lvlSelect .on').get('value')); } }, 'click' : function(){ //this.set('class', 'gridCol'+$$('#lvlSelect .on').get('id').substr(3, 1) ); str = $$('#lvlSelect .on').get('id'); alert(str.substr(2, 3)); } }); thisCol.inject(thisRow, 'bottom'); }; thisRow.inject(gridTable, 'bottom'); }; gridTable.inject(el.getParent()); } //sens level selector func var SetSensitivitySelector = function(el, sz, nr, nc){ $$('#lvlSelect ul li').each(function(el){ el.addEvents({ 'click' : function(){ $$('#lvlSelect ul li').set('class', ''); this.set('class', 'on'); }, 'mouseover' : function(){ el.setStyle('cursor','pointer'); }, 'mouseout' : function(){ el.setStyle('cursor',''); } }); }); } //execute window.addEvent('load', function(){ SetGrid($('imagetomap'), 32); SetSensitivitySelector(); }); </script> <style> #imagetomapdiv { float:left; display: block; } #gridTable { border:1px solid red; border-collapse:collapse; position:absolute; z-index:5; } #gridTable td { opacity:0.2; filter:alpha(opacity=20); } #gridTable .gridCol0 { border:1px solid gray; background-color: none; } #gridTable .gridCol1 { border:1px solid gray; background-color: green; } #gridTable .gridCol2 { border:1px solid gray; background-color: blue; } #gridTable .gridCol3 { border:1px solid gray; background-color: yellow; } #gridTable .gridCol4 { border:1px solid gray; background-color: orange; } #gridTable .gridCol5 { border:1px solid gray; background-color: red; } #lvlSelect ul {float: left; display:block; position:relative; margin-left: 20px; padding: 10px; } #lvlSelect ul li { width:40px; text-align:center; display:block; border:1px solid black; position:relative; padding: 10px; list-style:none; opacity:0.2; filter:alpha(opacity=20); } #lvlSelect ul li.on { opacity:1; filter:alpha(opacity=100); } #lvlSelect ul #li0 { background-color: none; } #lvlSelect ul #li1 { background-color: green; } #lvlSelect ul #li2 { background-color: blue; } #lvlSelect ul #li3 { background-color: yellow; } #lvlSelect ul #li4 { background-color: orange; } #lvlSelect ul #li5 { background-color: red; } </style> </head> <body> <div id="imagetomapdiv"> <img id="imagetomap" src="1.png"> </div> <div id="lvlSelect"> <ul> <li value="0" id="li0">0</li> <li value="1" id="li1">1</li> <li value="2" id="li2">2</li> <li value="3" id="li3">3</li> <li value="4" id="li4">4</li> <li value="5" id="li5" class="on">5</li> </ul> </div> </body> </html> A 'working' example: http://72.14.186.218/~alex/motion.php There are two problems: while it works just fine in FF, IE and Chrome do not create the table if the page is refreshed. If you go back to directory root and click on the link to the file the grid table is displayed, if you hit 'refresh' button -- the script runs but the table is not injected. Secondly, although the table HTML is injected in IE, it does not display it. I tried adding nbsp's to make sure its not ignored -- to no avail. Any suggestions on improving code or help with the issues is appreciated. Thanks!

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  • CSS Positioning

    - by Davey
    Trying to mess with this wordpress theme and can't figure out why the sidebar is stacking underneath the content block. Any help would be very appreciated. http://www.buffalostreetbooks.com/events CSS: body { font-family: Arial, Helvetica, Verdana, Sans-serif; font-size: 10pt; background-color: #692022; background-image:url("http://www.buffalostreetbooks.com/wp-content/themes/autumn-leaves/images/repeatflower.png"); } body,h1#blog-title { margin: 0; padding: 0; } a { color: blue; } a:hover { color: #FF8C00; } a img { border: 0 none; } #wrapper { width: 960px; margin: 0 auto; background-color: #F4FBF4; border-left: 1px solid #ccc; border-right: 1px solid #ccc; } #header { background-image:url("http://www.buffalostreetbooks.com/wp-content/themes/autumn-leaves/images/headertime.png"); width:768px; height: 200px; } #inner-header { padding: 125px 1em 0; } h1#blog-title { font-size: 2em; } h1#blog-title a { color: #800000; } .entry-title a { color: #CD853F; } h1#blog-title a, .entry-title a, #footer a { text-decoration: none; } h1#blog-title a:hover, .entry-title a:hover, #footer a:hover { text-decoration: underline; } div.skip-link { display: none; } #menu { border-bottom: 1px solid #ccc; } #menu a { color: #000; } #menu a:hover { text-decoration: underline; } #menu li.current_page_item a, #menu li.current_page_item a:hover { background-color: #DFC28B; text-decoration: none; } #content { padding: 1em; width:600px; } .entry-title { font-size: 1.5em; margin: 1em 0 0 0; } abbr.published { color: #666; border: 0 none; } .entry-meta, .entry-date { color: #666; } #comments-list .avatar { float: left; margin-right: 1em; } #comments-list .n { font-weight: bold; } .entry-meta, .comment-meta { font-style: italic; } #comments-list p { clear: left; } #primary { padding-left: 1em; font-size: 0.9em; border-left: 1px solid #ccc; border-bottom: 1px solid #ccc; background-color: #FFFACD; } #footer { text-align: center; font-size: 0.8em; border-top: 1px solid #ccc; border-bottom: 1px solid #ccc; margin-bottom: 1em; } #inner-footer { padding: 1em 0; } .entry-meta, .entry-meta a, .comment-meta, .comment-meta a, .sidebar, .sidebar a, #footer, #footer a { color: #666; } /* LAYOUT: Two-Column (Right) DESCRIPTION: Two-column fluid layout with one sidebars right of content */ div#container { margin:0 0 0 0; width:960px; height:100%; } div#content { margin:0 0 0 0; } div.sidebar { overflow:hidden; width:280px; min-height:500px; clear:both; } div#secondary { clear:right; } div#footer { clear:both; width:100%; } /* Just some example content */ div#menu { height:2em; width:100%; } div#menu ul,div#menu ul ul { line-height:2em; list-style:none; margin:0; padding:0; } div#menu ul a { display:block; margin-right:1em; padding:0 0.5em; text-decoration:none; } div#menu ul ul ul a { font-style:italic; } div#menu ul li ul { left:-999em; position:absolute; } div#menu ul li:hover ul { left:auto; } .entry-title,.entry-meta { clear:both; } div#primary { } form#commentform .form-label { margin:1em 0 0; } form#commentform span.required { background:#fff; color:#c30; } form#commentform,form#commentform p { padding:0; } input#author,input#email,input#url,textarea#comme nt { padding:0.2em; } div.comments ol li { margin:0 0 3.5em; } textarea#comment { height:13em; margin:0 0 0.5em; overflow:auto; width:66%; } .alignright,img.alignright{ float:right; margin:1em 0 0 1em; } .alignleft,img.alignleft{ float:left; margin:1em 1em 0 0; } .aligncenter,img.aligncenter{ display:block; margin:1em auto; text-align:center; } div.gallery { clear:both; height:180px; margin:1em 0; width:100%; } p.wp-caption-text{ font-style:italic; } div.gallery dl{ margin:1em auto; overflow:hidden; text-align:center; } div.gallery dl.gallery-columns-1 { width:100%; } div.gallery dl.gallery-columns-2 { width:49%; } div.gallery dl.gallery-columns-3 { width:33%; } div.gallery dl.gallery-columns-4 { width:24%; } div.gallery dl.gallery-columns-5 { width:19%; } div#nav-above { margin-bottom:1em; } div#nav-below { margin-top:1em; } div#nav-images { height:150px; margin:1em 0; } div.navigation { height:1.25em; } div.navigation div.nav-next { float:right; text-align:right; } div.sidebar h3 { font-size:1.2em; } div.sidebar input#s { width:7em; } div.sidebar li { list-style:none; margin:0 0 2em; } div.sidebar li form { margin:0.2em 0 0; padding:0; } div.sidebar ul ul { margin:0 0 0 2em; } div.sidebar ul ul li { list-style:disc; margin:0; } div.sidebar ul ul ul { margin:0 0 0 0.5em; } div.sidebar ul ul ul li { list-style:circle; } div#menu ul li,div.gallery dl,div.navigation div.nav-previous { float:left; } input#author,input#email,input#url,div.navigation div { width:50%; } div.gallery *,div.sidebar div,div.sidebar h3,div.sidebar ul { margin:0; padding:0; }

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  • How do you create a cbuffer or global variable that is gpu modifiable?

    - by bobobobo
    I'm implementing tonemapping in a pixel shader, for hdr lighting. The vertex shader outputs vertices with colors. I need to find the max color and save it in a global. However when I try and write the global in my hlsl code, //clamp the max color below by this color clamp( maxColor, output.color, float4( 1e6,1e6,1e6,1e6 ) ) ; I see: error X3025: global variables are implicitly constant, enable compatibility mode to allow modification What is the correct way to declare a shader global in d3d11 that the vertex shader can write to, and the pixel shader can read? I realize this is a bit tough since the vertex shaders are supposed to run in parallel, and introducing a shader global that they all write to means a lock..

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  • ViewBag dynamic in ASP.NET MVC 3 - RC 2

    - by hajan
    Earlier today Scott Guthrie announced the ASP.NET MVC 3 - Release Candidate 2. I installed the new version right after the announcement since I was eager to see the new features. Among other cool features included in this release candidate, there is a new ViewBag dynamic which can be used to pass data from Controllers to Views same as you use ViewData[] dictionary. What is great and nice about ViewBag (despite the name) is that its a dynamic type which means you can dynamically get/set values and add any number of additional fields without need of strongly-typed classes. In order to see the difference, please take a look at the following examples. Example - Using ViewData Controller public ActionResult Index() {     List<string> colors = new List<string>();     colors.Add("red");     colors.Add("green");     colors.Add("blue");                 ViewData["listColors"] = colors;     ViewData["dateNow"] = DateTime.Now;     ViewData["name"] = "Hajan";     ViewData["age"] = 25;     return View(); } View (ASPX View Engine) <p>     My name is     <b><%: ViewData["name"] %></b>,     <b><%: ViewData["age"] %></b> years old.     <br />         I like the following colors: </p> <ul id="colors"> <% foreach (var color in ViewData["listColors"] as List<string>){ %>     <li>        <font color="<%: color %>"><%: color %></font>    </li> <% } %> </ul> <p>     <%: ViewData["dateNow"] %> </p> (I know the code might look cleaner with Razor View engine, but it doesn’t matter right? ;) ) Example - Using ViewBag Controller public ActionResult Index() {     List<string> colors = new List<string>();     colors.Add("red");     colors.Add("green");     colors.Add("blue");     ViewBag.ListColors = colors; //colors is List     ViewBag.DateNow = DateTime.Now;     ViewBag.Name = "Hajan";     ViewBag.Age = 25;     return View(); } You see the difference? View (ASPX View Engine) <p>     My name is     <b><%: ViewBag.Name %></b>,     <b><%: ViewBag.Age %></b> years old.     <br />         I like the following colors: </p> <ul id="colors"> <% foreach (var color in ViewBag.ListColors) { %>     <li>         <font color="<%: color %>"><%: color %></font>     </li> <% } %> </ul> <p>     <%: ViewBag.DateNow %> </p> In my example now I don’t need to cast ViewBag.ListColors as List<string> since ViewBag is dynamic type! On the other hand the ViewData[“key”] is object.I would like to note that if you use ViewData["ListColors"] = colors; in your Controller, you can retrieve it in the View by using ViewBag.ListColors. And the result in both cases is Hope you like it! Regards, Hajan

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  • Unity3D and Texture2D. GetPixel returns wrong values

    - by Heisenbug
    I'm trying to use Texture2D set and get colors, but I encountered a strange behavior. Here's the code to reproduce it: Texture2D tex = new Texture2D(2,2, TextureFormat.RGBA32 ,false); Color col = new Color(1.0f,0.5f,1.0f,0.5f); //col values: 1.00, 0.500, 1.00, 0.500 tex.setPixel(0,0,col); Color colDebug = tex.getPixel(0,0); //col values: 1.00, 0.502, 1.00, 0.502 The Color retrieved with getPixel is different from the Color set before. I initially thought about float approximation, but when inspectin col the value stored are correct, so can't be that reason. It sounds weird even a sampling error because the getValue returns a value really similar that not seems to be interpolated with anything else. Anyway I tried even to add these lines after building the texture but nothing change: this.tex.filterMode = FilterMode.Point; this.tex.wrapMode = TextureWrapMode.Clamp; this.tex.anisoLevel = 1; What's my mistake? What am I missing? In addition to that. I'm using tex to store Rect coordinates returned from atlas generation, in order to be able of retriving the correct uv coordinate of an atlas inside a shader. Is this a right way to go?

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  • Calibrating Displays in Boot Camp 3.0 on MacBook with external display

    - by Brian Reiter
    The LED display on my MacBook Pro is very blue-ish without correction. In OS X the advanced mode of the display color calibration tool is excellent and I can largely color-correct the display. Windows 7 incorporates a color calibration tool but it is less powerful. It largely consists of a software gamma correction tool and color charts to use with the hardware controls on your display (which don't exist on a notebook or an apple external display). How can I color-correct Windows in Boot Camp to match the OS X correction without using a Spyder or other special calibration hardware?

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  • Nimbus Tweaking Help Needed

    - by Geertjan
    I was reading this new article on Synthetica and NetBeans RCP this morning, when I remembered this screenshot from Henry Arousell from Sweden: Here, Nimbus is heavily being used, highlighting 6 areas where Henry would really benefit from any help regarding how the foreground properties should be set: The color of the main menu (and its subsequent unfolded menu options) The TopComponent tab colors (as you can see from the screenshot, they've managed to change the foreground colors of the ones in the editor mode by setting the Nimbus property "TextText"). They cannot manipulate TopComponents in other modes, though. Table header foreground colors The foreground color of any provided composite component, like a JFileChooser or the ICEPdf viewer or any other panel with label components. The progress bar message color. The status bar message color, A Nimbus expert is needed to help here, though it seems to me that some of the solutions have already been identified, or are similar, in the article pointed out above.

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  • Find odd and even rows using $.inArray() function when using jQuery Templates

    - by hajan
    In the past period I made series of blogs on ‘jQuery Templates in ASP.NET’ topic. In one of these blogs dealing with jQuery Templates supported tags, I’ve got a question how to create alternating row background. When rendering the template, there is no direct access to the item index. One way is if there is an incremental index in the JSON string, we can use it to solve this. If there is not, then one of the ways to do this is by using the jQuery’s $.inArray() function. - $.inArray(value, array) – similar to JavaScript indexOf() Here is an complete example how to use this in context of jQuery Templates: <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml" > <head runat="server">     <style type="text/css">         #myList { cursor:pointer; }                  .speakerOdd { background-color:Gray; color:White;}         .speaker { background-color:#443344; color:White;}                  .speaker:hover { background-color:White; color:Black;}         .speakerOdd:hover { background-color:White; color:Black;}     </style>     <title>jQuery ASP.NET</title>     <script src="http://ajax.aspnetcdn.com/ajax/jQuery/jquery-1.4.4.min.js" type="text/javascript"></script>     <script src="http://ajax.aspnetcdn.com/ajax/jquery.templates/beta1/jquery.tmpl.min.js" type="text/javascript"></script>     <script language="javascript" type="text/javascript">         var speakers = [             { Name: "Hajan1" },             { Name: "Hajan2" },             { Name: "Hajan3" },             { Name: "Hajan4" },             { Name: "Hajan5" }         ];         $(function () {             $("#myTemplate").tmpl(speakers).appendTo("#myList");         });         function oddOrEven() {             return ($.inArray(this.data, speakers) % 2) ? "speaker" : "speakerOdd";         }     </script>     <script id="myTemplate" type="text/x-jquery-tmpl">         <tr class="${oddOrEven()}">             <td> ${Name}</td>         </tr>     </script> </head> <body>     <table id="myList"></table> </body> </html> So, I have defined stylesheet classes speakerOdd and speaker as well as corresponding :hover styles. Then, you have speakers JSON string containing five items. And what is most important in our case is the oddOrEven function where $.inArray(value, data) is implemented. function oddOrEven() {     return ($.inArray(this.data, speakers) % 2) ? "speaker" : "speakerOdd"; } Remark: The $.inArray() method is similar to JavaScript's native .indexOf() method in that it returns -1 when it doesn't find a match. If the first element within the array matches value, $.inArray() returns 0. From http://api.jquery.com/jQuery.inArray/ So, now we can call oddOrEven function from inside our jQuery Template in the following way: <script id="myTemplate" type="text/x-jquery-tmpl">     <tr class="${oddOrEven()}">         <td> ${Name}</td>     </tr> </script> And the result is I hope you like it. Regards, Hajan

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  • Using themes in visio

    - by JohnW
    I'm looking for a good reference on how to properly use themes in Visio. Here's been my experience so far: Create a flowchart diagram - nothing fancy, just all black & white. No formatting applied to any object. Select & apply a theme to the diagram. Despite the theme showing a set of matching colors, the diagram now has a single color applied to all objects. Right-click the object, format, fill, and pick a color from the set of matching theme colors. End up with an amalgamation of the original theme color I picked (blue) and the new color (green). With enough 'playing' with the object, I can get it to look OK, but it feels like I'm missing something, that it shouldn't be this hard to get a matching color. Any advice would be appreciated. :)

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  • Google Chrome for Mac, CSS colors and display profiles

    - by Trevor Burnham
    So, I'm aware that some browsers correct the colors in images in accordance with system settings, and that browsers differ in how they do this. But I'm very surprised when a color specified in a stylesheet appears different from one browser to another on the same system. With the latest Safari and Firefox, if I draw a div with background: #885500, I get a box with that color (as confirmed by the native DigitalColor Meter app): But when I load the same page in Chrome (Mac version 12.0.742.91) on the same system, a MacBook Pro with the default "Color LCD" display profile set, I get a noticeably different-colored box (DigitalColor Meter reports #a34d00—much more red, a bit less green): I tried a few different color profiles, and found that the color reported by DigitalColor Meter changed under Chrome. It stays constant in Safari. What's going on? Is it that Chrome is adjusting its colors depending on the system's display profile, or is it that Safari and Firefox are doing so? Does this happen under other operating systems, or is it purely a Mac phenomenon? And is there any way, from CSS/JavaScript, to detect/prevent this behavior so that colors are consistent across modern browsers on the same system?

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  • XNA 4.0 - Normal mapping shader - strange texture artifacts

    - by Taylor
    I recently started using custom shader. Shader can do diffuse and specular lighting and normal mapping. But normal mapping is causing really ugly artifacts (some sort of pixeling noise) for textures in greater distance. It looks like this: Image link This is HLSL code: // Matrix float4x4 World : World; float4x4 View : View; float4x4 Projection : Projection; //Textury texture2D ColorMap; sampler2D ColorMapSampler = sampler_state { Texture = <ColorMap>; MinFilter = Anisotropic; MagFilter = Linear; MipFilter = Linear; MaxAnisotropy = 16; }; texture2D NormalMap; sampler2D NormalMapSampler = sampler_state { Texture = <NormalMap>; MinFilter = Anisotropic; MagFilter = Linear; MipFilter = Linear; MaxAnisotropy = 16; }; // Light float4 AmbientColor : Color; float AmbientIntensity; float3 DiffuseDirection : LightPosition; float4 DiffuseColor : Color; float DiffuseIntensity; float4 SpecularColor : Color; float3 CameraPosition : CameraPosition; float Shininess; // The input for the VertexShader struct VertexShaderInput { float4 Position : POSITION0; float2 TexCoord : TEXCOORD0; float3 Normal : NORMAL0; float3 Binormal : BINORMAL0; float3 Tangent : TANGENT0; }; // The output from the vertex shader, used for later processing struct VertexShaderOutput { float4 Position : POSITION0; float2 TexCoord : TEXCOORD0; float3 View : TEXCOORD1; float3x3 WorldToTangentSpace : TEXCOORD2; }; // The VertexShader. VertexShaderOutput VertexShaderFunction(VertexShaderInput input, float3 Normal : NORMAL) { VertexShaderOutput output; float4 worldPosition = mul(input.Position, World); float4 viewPosition = mul(worldPosition, View); output.Position = mul(viewPosition, Projection); output.TexCoord = input.TexCoord; output.WorldToTangentSpace[0] = mul(normalize(input.Tangent), World); output.WorldToTangentSpace[1] = mul(normalize(input.Binormal), World); output.WorldToTangentSpace[2] = mul(normalize(input.Normal), World); output.View = normalize(float4(CameraPosition,1.0) - worldPosition); return output; } // The Pixel Shader float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { float4 color = tex2D(ColorMapSampler, input.TexCoord); float3 normalMap = 2.0 *(tex2D(NormalMapSampler, input.TexCoord)) - 1.0; normalMap = normalize(mul(normalMap, input.WorldToTangentSpace)); float4 normal = float4(normalMap,1.0); float4 diffuse = saturate(dot(-DiffuseDirection,normal)); float4 reflect = normalize(2*diffuse*normal-float4(DiffuseDirection,1.0)); float4 specular = pow(saturate(dot(reflect,input.View)), Shininess); return color * AmbientColor * AmbientIntensity + color * DiffuseIntensity * DiffuseColor * diffuse + color * SpecularColor * specular; } // Techniques technique Lighting { pass Pass1 { VertexShader = compile vs_2_0 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } Any advice? Thanks!

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  • Encode two integers into colour values and compare them in a HLSL shader

    - by Ben Slinger
    I am writing a 2D point and click adventure game in Monogame, and I'd like to be able to create an image mask for every room which defines which parts of the background a character can walk behind, and at which Y value a character needs to be at for the background to be drawn above the character. I haven't done any shader work before but after doing some reading I thought the following solution should work: Create a mask for the room with different walk behind areas painted in a colour that defines the baseline Y value (Walk Behind Mask) Render all objects to a RenderTarget2D (Base Texture) Render all objects to a different RenderTarget2D, but changing every pixel of each object to a colour that defines its Y value (Position Mask) Pass these two textures plus the image mask into the shader, and for each pixel compare the colour of the image mask to the colour of the Position Mask to the Walk Behind Mask - if the Position Mask pixel is larger (thus lower on the screen and closer to the camera) than the Walk Behind Mask, draw the pixel from the Base Texture, otherwise draw a transparent pixel (allowing the background to show through). I've got it mostly working, but I'm having trouble packing and unpacking the Y values into colours and retrieving them correctly in the shader. Here are some code examples of how I'm doing it so far: (When drawing to the Position Mask RenderTarget2D) Color posColor = new Color(((int)Position.Y >> 16) & 255, ((int)Position.Y >> 8) & 255, (int)Position.Y & 255); So as far as I can tell, this should be taking the first 3 bytes of the position integer and encoding them into a 4 byte colour (ignoring the alpha as the 4th byte). This seems to work fine, as when my character is at Y = 600, the resulting Color from this is: {[Color: R=0, G=2, B=88, A=255, PackedValue=4283957760]}. I then have an area in my Walk Behind Mask that I only want the character to be displayed behind if his Y value is lower than 655, so I've painted it with R=0, G=2, B=143, A=255. Now, I think I have the shader OK as well, here's what I have: sampler BaseTexture : register(s0); sampler MaskTexture : register(s1); sampler PositionTexture : register(s2); float4 mask( float2 coords : TEXCOORD0 ) : COLOR0 { float4 color = tex2D(BaseTexture, coords); float4 maskColor = tex2D(MaskTexture, coords); float4 positionColor = tex2D(PositionTexture, coords); float maskCompare = (maskColor.r * pow(2,24)) + (maskColor.g * pow(2,16)) + (maskColor.b * pow(2,8)); float positionCompare = (positionColor.r * pow(2,24)) + (positionColor.g * pow(2,16)) + (positionColor.b * pow(2,8)); return positionCompare < maskCompare ? float4(0,0,0,0) : color; } technique Technique1 { pass NoEffect { PixelShader = compile ps_3_0 mask(); } } This isn't working, however - currently all characters are displayed behind the walk behind area, regardless of their Y value. I tried printing out some debug info by grabbing the pixel from both the Position Mask and the Walk Under Mask under the current mouse position, and it seems like maybe the colours aren't being rendered to the Position Mask correctly? When calculating the colour in that code above I'm getting R=0, G=2, B=88, A=255, but when I mouseover my character I get R=0, G=0, B=30, A=255. Any ideas what I'm doing wrong? It seems like maybe I'm losing some information when rendering to the RenderTarget2D, but I'm now knowledgeable enough to figure out what's happening. Also, I should probably ask, is this an efficient way to do this? Will there be a performance impact? Edit: Whoops, turns out there was a bug that I'd introduced myself, I was drawing out the Position Mask with the position Color, left over from some early testing I was doing. So this solution is working perfectly, though I'm still interested in whether this is an efficient solution performance wise.

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  • How to generate a round-numbers graph in Excel?

    - by tcheregati
    folks! Now, I have an Excel file with measurements I made of some color patches (I work at a Press company), with a device called spectrophotometer. Here it is: https://docs.google.com/open?id=0B0i8fdSf2ihzRlFYNWd4anItenM Density and Hue are two characteristics of each color patch. The thing is: I'm looking at a non-linear increase between the 25 Color Density measurements I took, but I NEED to know exactly how the color's Hue changes as the color's Density increases. For that, I needed Excel to give me round numbers for the X axis (for example 0,70 to 1,50 in 0,05 increments). And for that, obviously, I needed Excel to calculate the probable Hue Values corresponding to those ghost/round/not-given values of Density (like a kind of advanced rule of three). So, can anyone help me on that? Thanks a lot!

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  • Why is Spritebatch drawing my Textures out of order?

    - by Andrew
    I just started working with XNA Studio after programming 2D games in java. Because of this, I have absolutely no experience with Spritebatch and sprite sorting. In java, I could just layer the images by calling the draw methods in order. For a while, my Spritebatch was working fine in deferred sorting mode, but when I made a change to one of my textures, it suddenly started drawing them out of order. I have searched for a solution to this problem, but nothing seems to work. I have tried adding layer depths to the sprites and changing the sort mode to BackToFront or FrontToBack or even immediate, but nothing seems to work. Here is my drawing code: protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Gray); Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null); for (int x = 0; x < 5; x++) { for (int y = 0; y < 5; y++) { region[x, y].draw(((float)w / aw)); // Draws the Tile-Based background } } player.draw(spriteBatch, ((float)w / aw));//draws the character (This method is where the problem occurs) enemy.draw(spriteBatch, (float)w/aw); // draws a basic enemy Game1.spriteBatch.End(); base.Draw(gameTime); } player.draw method: public void draw(SpriteBatch sb, float ratio){ //draws the player base (The character without hair or equipment) sb.Draw(playerbase[0], new Rectangle((int)(pos.X - (24 * ratio)), (int)(pos.Y - (48 * ratio)), (int)(48 * ratio), (int)(48 * ratio)), new Rectangle(orientation * 48, animFrame * 48, 48, 48), Color.White,0,Vector2.Zero,SpriteEffects.None,0); //draws the player's hair sb.Draw(playerbase[3], new Rectangle((int)(pos.X - (24 * ratio)), (int)(pos.Y - (48 * ratio)), (int)(48 * ratio), (int)(48 * ratio)), new Rectangle(orientation * 48, animFrame * 48, 48, 48), Color.White, 0, Vector2.Zero, SpriteEffects.None, 0); //draws the player's shirt sb.Draw(equipment[0], new Rectangle((int)(pos.X - (24 * ratio)), (int)(pos.Y - (48 * ratio)), (int)(48 * ratio), (int)(48 * ratio)), new Rectangle(orientation * 48, animFrame * 48, 48, 48), Color.White, 0, Vector2.Zero, SpriteEffects.None, 0); //draws the player's pants sb.Draw(equipment[1], new Rectangle((int)(pos.X - (24 * ratio)), (int)(pos.Y - (48 * ratio)), (int)(48 * ratio), (int)(48 * ratio)), new Rectangle(orientation * 48, animFrame * 48, 48, 48), Color.White, 0, Vector2.Zero, SpriteEffects.None, 0); //draws the player's shoes sb.Draw(equipment[2], new Rectangle((int)(pos.X - (24 * ratio)), (int)(pos.Y - (48 * ratio)), (int)(48 * ratio), (int)(48 * ratio)), new Rectangle(orientation * 48, animFrame * 48, 48, 48), Color.White, 0, Vector2.Zero, SpriteEffects.None, 0); } the game has a top-down perspective much like the early legend of zelda games. It draws sections of the texture depending on which direction the character is facing and the animation frame. However, instead of drawing the character in the order the draw methods are called, it ends up drawing the character out of order. Please help me with this problem.

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  • Highlighting rows and columns in an HTML table using JQuery

    - by nikolaosk
    A friend of mine was seeking some help regarding HTML tables and JQuery. I have decided to write a few posts demonstrating the various techniques I used with JQuery to achieve the desired functionality. ?here are other posts in my blog regarding JQuery.You can find them all here.I have received some comments from visitors of this blog that are "complaining" about the length of the blog posts. I will not write lengthy posts anymore...I mean I will try not to do so..We will demonstrate this with a step by step example. I will use Visual Studio 2012 Ultimate. You can also use Visual Studio 2012 Express Edition. You can also use VS 2010 editions. 1) Launch Visual Studio. Create an ASP.Net Empty Web application. Choose an appropriate name for your application.2) Add a web form, default.aspx page to the application.3) Add a table from the HTML controls tab control (from the Toolbox) on the default.aspx page4) Now we need to download the JQuery library. Please visit the http://jquery.com/ and download the minified version.5) We will add a stylesheet to the application (Style.css)5) Obviously at some point we need to reference the JQuery library and the external stylesheet. In the head section ? add the following lines.   <link href="Style.css" rel="stylesheet" type="text/css" />       <script src="jquery-1_8_2_min.js" type="text/javascript"></script> 6) Now we need to highlight the rows when the user hovers over them.7) First we need to type the HTML markup<body>    <form id="form1" runat="server">    <div>        <h1>Liverpool Legends</h1>        <table style="width: 50%;" border="1" cellpadding="10" cellspacing ="10">            <thead>                <tr><th>Defenders</th><th>MidFielders</th><th>Strikers</th></tr>            </thead>            <tbody>            <tr>                <td>Alan Hansen</td>                <td>Graeme Souness</td>                <td>Ian Rush</td>            </tr>            <tr>                <td>Alan Kennedy</td>                <td>Steven Gerrard</td>                <td>Michael Owen</td>            </tr>            <tr>                <td>Jamie Garragher</td>                <td>Kenny Dalglish</td>                <td>Robbie Fowler</td>            </tr>            <tr>                <td>Rob Jones</td>                <td>Xabi Alonso</td>                <td>Dirk Kuyt</td>            </tr>                </tbody>        </table>            </div>    </form></body>8) Now we need to write the simple rules in the style.css file.body{background-color:#eaeaea;}.hover { background-color:#42709b; color:#ff6a00;} 8) Inside the head section we also write the simple JQuery code.  <script type="text/javascript"> $(document).ready(function() { $('tr').hover( function() { $(this).find('td').addClass('hover'); }, function() { $(this).find('td').removeClass('hover'); } ); }); </script>9) Run your application and see the row changing background color and text color every time the user hovers over it. Let me explain how this functionality is achieved.We have the .hover style rule in the style.css file that contains some properties that define the background color value and the color value when the mouse will be hovered on the row.In the JQuery code we do attach the hover() event to the tr elements.The function that is called when the hovering takes place, we search for the td element and through the addClass function we apply the styles defined in the .hover class rule in the style.css file.I remove the .hover rule styles with the removeClass function. Now let's say that we want to highlight only alternate rows of the table.We need to add another rule in the style.css.alternate { background-color:#42709b; color:#ff6a00;} The JQuery code (comment out the previous JQuery code) follows  <script type="text/javascript">        $(document).ready(function() {                     $('table tr:odd').addClass('alternate');        });    </script>  When I run my application through VS I see the following result You can do that with columns as well. You can highlight alternate columns as well.The JQuery code (comment out the previous JQuery code) follows  <script type="text/javascript">        $(document).ready(function() {                      $('td:nth-child(odd)').addClass('alternate');        });    </script>  In this script I use the nth-child() method in the JQuery code.This method retrieves all the elements that are nth children of their parent.Have a look at the picture below to see the resultsYou can also change color to each individual cell when hovered on.The JQuery code (comment out the previous JQuery code) follows    <script type="text/javascript">        $(document).ready(function() {          $('td').hover(                  function() {                 $(this).addClass('hover');               },                function() {                    $(this).removeClass('hover');                }                );        });    </script> Have a look at the picture below to see the results. Hope it helps!!!

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  • Strange rendering in XNA/Monogame

    - by Gerhman
    I am trying to render G-Code generated for a 3d-printer as the printed product by reading the file as line segments and the drawing cylinders with the diameter of the filament around the segment. I think I have managed to do this part right because the vertex I am sending to the graphics device appear to have been processed correctly. My problem I think lies somewhere in the rendering. What basically happens is that when I start rotating my model in the X or Y axis then it renders perfectly for half of the rotation but then for the other half it has this weird effect where you start seeing through the outer filament into some of the shapes inside. This effect is the strongest with X rotations though. Here is a picture of the part of the rotation that looks correct: And here is one that looks horrible: I am still quite new to XNA and/Monogame and 3d programming as a whole. I have no idea what could possibly be causing this and even less of an idea of what this type of behavior is called. I am guessing this has something to do with rendering so have added the code for that part: protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Black); basicEffect.World = world; basicEffect.View = view; basicEffect.Projection = projection; basicEffect.VertexColorEnabled = true; basicEffect.EnableDefaultLighting(); GraphicsDevice.SetVertexBuffer(vertexBuffer); RasterizerState rasterizerState = new RasterizerState(); rasterizerState.CullMode = CullMode.CullClockwiseFace; rasterizerState.ScissorTestEnable = true; GraphicsDevice.RasterizerState = rasterizerState; foreach (EffectPass pass in basicEffect.CurrentTechnique.Passes) { pass.Apply(); GraphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, vertexBuffer.VertexCount); } base.Draw(gameTime); } I don't know if it could be because I am shading something that does not really have a texture. I am using this custom vertex declaration I found on some tutorial that allows me to store a vertex with a position, color and normal: public struct VertexPositionColorNormal { public Vector3 Position; public Color Color; public Vector3 Normal; public readonly static VertexDeclaration VertexDeclaration = new VertexDeclaration ( new VertexElement(0, VertexElementFormat.Vector3, VertexElementUsage.Position, 0), new VertexElement(sizeof(float) * 3, VertexElementFormat.Color, VertexElementUsage.Color, 0), new VertexElement(sizeof(float) * 3 + 4, VertexElementFormat.Vector3, VertexElementUsage.Normal, 0) ); } If any of you have ever seen this type of thing please help. Also, if you think that the problem might lay somewhere else in my code then please just request what part you would like to see in the comments section.

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  • Wise settings for Git

    - by Marko Apfel
    These settings reflecting my Git-environment. It a result of reading and trying several ideas of input from others. Must-Haves Aliases [alias] ci = commit st = status co = checkout oneline = log --pretty=oneline br = branch la = log --pretty=\"format:%ad %h (%an): %s\" --date=short df = diff dc = diff --cached lg = log -p lol = log --graph --decorate --pretty=oneline --abbrev-commit lola = log --graph --decorate --pretty=oneline --abbrev-commit --all ls = ls-files ign = ls-files -o -i --exclude-standard Colors [color] ui = auto [color "branch"] current = yellow reverse local = yellow remote = green [color "diff"] meta = yellow bold frag = magenta bold old = red bold new = green bold whitespace = red reverse [color "status"] added = green changed = red untracked = cyan Core [core] autocrlf = true excludesfile = c:/Users/<user>/.gitignore editor = 'C:/Program Files (x86)/Notepad++/notepad++.exe' -multiInst -notabbar -nosession –noPlugin Nice to have Merge and Diff [merge] tool = kdiff3 [mergetool "kdiff3"] path = c:/Program Files (x86)/KDiff3/kdiff3.exe [mergetool "p4merge"] path = c:/Program Files (x86)/Perforce Merge/p4merge.exe cmd = p4merge \"$BASE\" \"$LOCAL\" \"$REMOTE\" \"$MERGED\" keepTemporaries = false trustExitCode = false keepBackup = false [diff] guitool = kdiff3 [difftool "kdiff3"] path = c:/Program Files (x86)/KDiff3/kdiff3.exe [difftool "p4merge"] path = C:/Users/<user>/My Applications/Perforce Merge/p4merge.exe cmd = \"p4merge.exe $LOCAL $REMOTE\" .

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  • Spritebatch drawing sprite with jagged borders

    - by Mutoh
    Alright, I've been on the making of a sprite class and a sprite sheet manager, but have come across this problem. Pretty much, the project is acting like so; for example: Let's take this .png image, with a transparent background. Note how it has alpha-transparent pixels around it in the lineart. Now, in the latter link's image, in the left (with CornflowerBlue background) it is shown the image drawn in another project (let's call it "Project1") with a simpler sprite class - there, it works. The right (with Purple background for differentiating) shows it drawn with a different class in "Project2" - where the problem manifests itself. This is the Sprite class of Project1: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; namespace WindowsGame2 { class Sprite { Vector2 pos = new Vector2(0, 0); Texture2D image; Rectangle size; float scale = 1.0f; // --- public float X { get { return pos.X; } set { pos.X = value; } } public float Y { get { return pos.Y; } set { pos.Y = value; } } public float Width { get { return size.Width; } } public float Height { get { return size.Height; } } public float Scale { get { return scale; } set { if (value < 0) value = 0; scale = value; if (image != null) { size.Width = (int)(image.Width * scale); size.Height = (int)(image.Height * scale); } } } // --- public void Load(ContentManager Man, string filename) { image = Man.Load<Texture2D>(filename); size = new Rectangle( 0, 0, (int)(image.Width * scale), (int)(image.Height * scale) ); } public void Become(Texture2D frame) { image = frame; size = new Rectangle( 0, 0, (int)(image.Width * scale), (int)(image.Height * scale) ); } public void Draw(SpriteBatch Desenhista) { // Desenhista.Draw(image, pos, Color.White); Desenhista.Draw( image, pos, new Rectangle( 0, 0, image.Width, image.Height ), Color.White, 0.0f, Vector2.Zero, scale, SpriteEffects.None, 0 ); } } } And this is the code in Project2, a rewritten, pretty much, version of the previous class. In this one I added sprite sheet managing and, in particular, removed Load and Become, to allow for static resources and only actual Sprites to be instantiated. using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; namespace Mobby_s_Adventure { // Actually, I might desconsider this, and instead use static AnimationLocation[] and instanciated ID and Frame; // For determining the starting frame of an animation in a sheet and being able to iterate through // the Rectangles vector of the Sheet; class AnimationLocation { public int Location; public int FrameCount; // --- public AnimationLocation(int StartingRow, int StartingColumn, int SheetWidth, int NumberOfFrames) { Location = (StartingRow * SheetWidth) + StartingColumn; FrameCount = NumberOfFrames; } public AnimationLocation(int PositionInSheet, int NumberOfFrames) { Location = PositionInSheet; FrameCount = NumberOfFrames; } public static int CalculatePosition(int StartingRow, int StartingColumn, SheetManager Sheet) { return ((StartingRow * Sheet.Width) + StartingColumn); } } class Sprite { // The general stuff; protected SheetManager Sheet; protected Vector2 Position; public Vector2 Axis; protected Color _Tint; public float Angle; public float Scale; protected SpriteEffects _Effect; // --- // protected AnimationManager Animation; // For managing the animations; protected AnimationLocation[] Animation; public int AnimationID; protected int Frame; // --- // Properties for easy accessing of the position of the sprite; public float X { get { return Position.X; } set { Position.X = Axis.X + value; } } public float Y { get { return Position.Y; } set { Position.Y = Axis.Y + value; } } // --- // Properties for knowing the size of the sprite's frames public float Width { get { return Sheet.FrameWidth * Scale; } } public float Height { get { return Sheet.FrameHeight * Scale; } } // --- // Properties for more stuff; public Color Tint { set { _Tint = value; } } public SpriteEffects Effect { set { _Effect = value; } } public int FrameID { get { return Frame; } set { if (value >= (Animation[AnimationID].FrameCount)) value = 0; Frame = value; } } // --- // The only things that will be constantly modified will be AnimationID and FrameID, anything else only // occasionally; public Sprite(SheetManager SpriteSheet, AnimationLocation[] Animations, Vector2 Location, Nullable<Vector2> Origin = null) { // Assign the sprite's sprite sheet; // (Passed by reference! To allow STATIC sheets!) Sheet = SpriteSheet; // Define the animations that the sprite has available; // (Passed by reference! To allow STATIC animation boundaries!) Animation = Animations; // Defaulting some numerical values; Angle = 0.0f; Scale = 1.0f; _Tint = Color.White; _Effect = SpriteEffects.None; // If the user wants a default Axis, it is set in the middle of the frame; if (Origin != null) Axis = Origin.Value; else Axis = new Vector2( Sheet.FrameWidth / 2, Sheet.FrameHeight / 2 ); // Now that we have the axis, we can set the position with no worries; X = Location.X; Y = Location.Y; } // Simply put, draw the sprite with all its characteristics; public void Draw(SpriteBatch Drafter) { Drafter.Draw( Sheet.Texture, Position, Sheet.Rectangles[Animation[AnimationID].Location + FrameID], // Find the rectangle which frames the wanted image; _Tint, Angle, Axis, Scale, _Effect, 0.0f ); } } } And, in any case, this is the SheetManager class found in the previous code: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; namespace Mobby_s_Adventure { class SheetManager { protected Texture2D SpriteSheet; // For storing the sprite sheet; // Number of rows and frames in each row in the SpriteSheet; protected int NumberOfRows; protected int NumberOfColumns; // Size of a single frame; protected int _FrameWidth; protected int _FrameHeight; public Rectangle[] Rectangles; // For storing each frame; // --- public int Width { get { return NumberOfColumns; } } public int Height { get { return NumberOfRows; } } // --- public int FrameWidth { get { return _FrameWidth; } } public int FrameHeight { get { return _FrameHeight; } } // --- public Texture2D Texture { get { return SpriteSheet; } } // --- public SheetManager (Texture2D Texture, int Rows, int FramesInEachRow) { // Normal assigning SpriteSheet = Texture; NumberOfRows = Rows; NumberOfColumns = FramesInEachRow; _FrameHeight = Texture.Height / NumberOfRows; _FrameWidth = Texture.Width / NumberOfColumns; // Framing everything Rectangles = new Rectangle[NumberOfRows * NumberOfColumns]; int ID = 0; for (int i = 0; i < NumberOfRows; i++) { for (int j = 0; j < NumberOfColumns; j++) { Rectangles[ID] = new Rectangle ( _FrameWidth * j, _FrameHeight * i, _FrameWidth, _FrameHeight ); ID++; } } } public SheetManager (Texture2D Texture, int NumberOfFrames): this(Texture, 1, NumberOfFrames) { } } } For even more comprehending, if needed, here is how the main code looks like (it's just messing with the class' capacities, nothing actually; the result is a disembodied feet walking in place animation on the top-left of the screen and a static axe nearby): using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; using System.Threading; namespace Mobby_s_Adventure { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; static List<Sprite> ToDraw; static Texture2D AxeSheet; static Texture2D FeetSheet; static SheetManager Axe; static Sprite Jojora; static AnimationLocation[] Hack = new AnimationLocation[1]; static SheetManager Feet; static Sprite Mutoh; static AnimationLocation[] FeetAnimations = new AnimationLocation[2]; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; this.TargetElapsedTime = TimeSpan.FromMilliseconds(100); this.IsFixedTimeStep = true; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // Loading logic ToDraw = new List<Sprite>(); AxeSheet = Content.Load<Texture2D>("Sheet"); FeetSheet = Content.Load<Texture2D>("Feet Sheet"); Axe = new SheetManager(AxeSheet, 1); Hack[0] = new AnimationLocation(0, 1); Jojora = new Sprite(Axe, Hack, new Vector2(100, 100), new Vector2(5, 55)); Jojora.AnimationID = 0; Jojora.FrameID = 0; Feet = new SheetManager(FeetSheet, 8); FeetAnimations[0] = new AnimationLocation(1, 7); FeetAnimations[1] = new AnimationLocation(0, 1); Mutoh = new Sprite(Feet, FeetAnimations, new Vector2(0, 0)); Mutoh.AnimationID = 0; Mutoh.FrameID = 0; } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // Update logic Mutoh.FrameID++; ToDraw.Add(Mutoh); ToDraw.Add(Jojora); base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Purple); // Drawing logic spriteBatch.Begin(); foreach (Sprite Element in ToDraw) { Element.Draw(spriteBatch); } spriteBatch.Draw(Content.Load<Texture2D>("Sheet"), new Rectangle(50, 50, 55, 60), Color.White); spriteBatch.End(); base.Draw(gameTime); } } } Please help me find out what I'm overlooking! One thing that I have noticed and could aid is that, if inserted the equivalent of this code spriteBatch.Draw( Content.Load<Texture2D>("Image Location"), new Rectangle(X, Y, images width, height), Color.White ); in Project2's Draw(GameTime) of the main loop, it works. EDIT Ok, even if the matter remains unsolved, I have made some more progress! As you see, I managed to get the two kinds of rendering in the same project (the aforementioned Project2, with the more complex Sprite class). This was achieved by adding the following code to Draw(GameTime): protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Purple); // Drawing logic spriteBatch.Begin(); foreach (Sprite Element in ToDraw) { Element.Draw(spriteBatch); } // Starting here spriteBatch.Draw( Axe.Texture, new Vector2(65, 100), new Rectangle ( 0, 0, Axe.FrameWidth, Axe.FrameHeight ), Color.White, 0.0f, new Vector2(0, 0), 1.0f, SpriteEffects.None, 0.0f ); // Ending here spriteBatch.End(); base.Draw(gameTime); } (Supposing that Axe is the SheetManager containing the texture, sorry if the "jargons" of my code confuse you :s) Thus, I have noticed that the problem is within the Sprite class. But I only get more clueless, because even after modifying its Draw function to this: public void Draw(SpriteBatch Drafter) { /*Drafter.Draw( Sheet.Texture, Position, Sheet.Rectangles[Animation[AnimationID].Location + FrameID], // Find the rectangle which frames the wanted image; _Tint, Angle, Axis, Scale, _Effect, 0.0f );*/ Drafter.Draw( Sheet.Texture, Position, new Rectangle( 0, 0, Sheet.FrameWidth, Sheet.FrameHeight ), Color.White, 0.0f, Vector2.Zero, Scale, SpriteEffects.None, 0 ); } to make it as simple as the patch of code that works, it still draws the sprite jaggedly!

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  • Painting with pixel shaders

    - by Gustavo Maciel
    I have an almost full understanding of how 2D Lighting works, saw this post and was tempted to try implementing this in HLSL. I planned to paint each of the layers with shaders, and then, combine them just drawing one on top of another, or just pass the 3 textures to the shader and getting a better way to combine them. Working almost as planned, but I got a little question in the matter. I'm drawing each layer this way: GraphicsDevice.SetRenderTarget(lighting); GraphicsDevice.Clear(Color.Transparent); //... Setup shader SpriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.None, RasterizerState.CullNone, lightingShader); SpriteBatch.Draw(texture, fullscreen, Color.White); SpriteBatch.End(); GraphicsDevice.SetRenderTarget(darkMask); GraphicsDevice.Clear(Color.Transparent); //... Setup shader SpriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.None, RasterizerState.CullNone, darkMaskShader); SpriteBatch.Draw(texture, fullscreen, Color.White); SpriteBatch.End(); Where lightingShader and darkMaskShader are shaders that, with parameters (view and proj matrices, light pos, color and range, etc) generate a texture meant to be that layer. It works fine, but I'm not sure if drawing a transparent quad on top of a transparent render target is the best way of doing it. Because I actually just need the position and params. Concluding: Can I paint a texture with shaders without having to clear it and then draw a transparent texture on top of it?

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  • Why doesn't my cube hold a position?

    - by Christian Frantz
    I gave up a previous method of creating cubes so I went with a list to hold my cube objects. The list is being populated from an array like so: #region MAP float[,] map = { {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0} }; #endregion MAP for (int x = 0; x < mapWidth; x++) { for (int z = 0; z < mapHeight; z++) { cubes.Add(new Cube(device, new Vector3(x, map[x,z], z), Color.Green)); } } The cube follows all the parameters of what I had before. This is just easier to deal with. But when I debug, every cube has a position of (0, 0, 0) and there's just one black cube in the middle of my screen. What could I be doing wrong here? public Vector3 cubePosition { get; set; } public Cube(GraphicsDevice graphicsDevice, Vector3 Position, Color color) { device = graphicsDevice; color = Color.Green; Position = cubePosition; SetUpIndices(); SetUpVerticesArray(); } That's the cube constructor. All variables are being passed correctly I think

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  • error trying to display semi transparent rectangle

    - by scott lafoy
    I am trying to draw a semi transparent rectangle and I keep getting an error when setting the textures data. The size of the data passed in is too large or too small for this resource. dummyRectangle = new Rectangle(0, 0, 8, 8); Byte transparency_amount = 100; //0 transparent; 255 opaque dummyTexture = new Texture2D(ScreenManager.GraphicsDevice, 8, 8); Color[] c = new Color[1]; c[0] = Color.FromNonPremultiplied(255, 255, 255, transparency_amount); dummyTexture.SetData<Color>(0, dummyRectangle, c, 0, 1); the error is on the SetData line: "The size of the data passed in is too large or too small for this resource." Any help would be appreciated. Thank you.

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  • Incorrect lighting results with deferred rendering

    - by Lasse
    I am trying to render a light-pass to a texture which I will later apply on the scene. But I seem to calculate the light position wrong. I am working on view-space. In the image above, I am outputting the attenuation of a point light which is currently covering the whole screen. The light is at 0,10,0 position, and I transform it to view-space first: Vector4 pos; Vector4 tmp = new Vector4 (light.Position, 1); // Transform light position for shader Vector4.Transform (ref tmp, ref Camera.ViewMatrix, out pos); shader.SendUniform ("LightViewPosition", ref pos); Now to me that does not look as it should. What I think it should look like is that the white area should be on the center of the scene. The camera is at the corner of the scene, and it seems as if the light would move along with the camera. Here's the fragment shader code: void main(){ // default black color vec3 color = vec3(0); // Pixel coordinates on screen without depth vec2 PixelCoordinates = gl_FragCoord.xy / ScreenSize; // Get pixel position using depth from texture vec4 depthtexel = texture( DepthTexture, PixelCoordinates ); float depthSample = unpack_depth(depthtexel); // Get pixel coordinates on camera-space by multiplying the // coordinate on screen-space by inverse projection matrix vec4 world = (ImP * RemapMatrix * vec4(PixelCoordinates, depthSample, 1.0)); // Undo the perspective calculations vec3 pixelPosition = (world.xyz / world.w) * 3; // How far the light should reach from it's point of origin float lightReach = LightColor.a / 2; // Vector in between light and pixel vec3 lightDir = (LightViewPosition.xyz - pixelPosition); float lightDistance = length(lightDir); vec3 lightDirN = normalize(lightDir); // Discard pixels too far from light source //if(lightReach < lightDistance) discard; // Get normal from texture vec3 normal = normalize((texture( NormalTexture, PixelCoordinates ).xyz * 2) - 1); // Half vector between the light direction and eye, used for specular component vec3 halfVector = normalize(lightDirN + normalize(-pixelPosition)); // Dot product of normal and light direction float NdotL = dot(normal, lightDirN); float attenuation = pow(lightReach / lightDistance, LightFalloff); // If pixel is lit by the light if(NdotL > 0) { // I have moved stuff from here to above so I can debug them. // Diffuse light color color += LightColor.rgb * NdotL * attenuation; // Specular light color color += LightColor.xyz * pow(max(dot(halfVector, normal), 0.0), 4.0) * attenuation; } RT0 = vec4(color, 1); //RT0 = vec4(pixelPosition, 1); //RT0 = vec4(depthSample, depthSample, depthSample, 1); //RT0 = vec4(NdotL, NdotL, NdotL, 1); RT0 = vec4(attenuation, attenuation, attenuation, 1); //RT0 = vec4(lightReach, lightReach, lightReach, 1); //RT0 = depthtexel; //RT0 = 100 / vec4(lightDistance, lightDistance, lightDistance, 1); //RT0 = vec4(lightDirN, 1); //RT0 = vec4(halfVector, 1); //RT0 = vec4(LightColor.xyz,1); //RT0 = vec4(LightViewPosition.xyz/100, 1); //RT0 = vec4(LightPosition.xyz, 1); //RT0 = vec4(normal,1); } What am I doing wrong here?

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