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  • Rendering Texture Quad to Screen or FBO (OpenGL ES)

    - by Usman.3D
    I need to render the texture on the iOS device's screen or a render-to-texture frame buffer object. But it does not show any texture. It's all black. (I am loading texture with image myself for testing purpose) //Load texture data UIImage *image=[UIImage imageNamed:@"textureImage.png"]; GLuint width = FRAME_WIDTH; GLuint height = FRAME_HEIGHT; //Create context void *imageData = malloc(height * width * 4); CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB(); CGContextRef context = CGBitmapContextCreate(imageData, width, height, 8, 4 * width, colorSpace, kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big); CGColorSpaceRelease(colorSpace); //Prepare image CGContextClearRect(context, CGRectMake(0, 0, width, height)); CGContextDrawImage(context, CGRectMake(0, 0, width, height), image.CGImage); glGenTextures(1, &texture); glBindTexture(GL_TEXTURE_2D, texture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageData); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); Simple Texture Quad drawing code mentioned here //Bind Texture, Bind render-to-texture FBO and then draw the quad const float quadPositions[] = { 1.0, 1.0, 0.0, -1.0, 1.0, 0.0, -1.0, -1.0, 0.0, -1.0, -1.0, 0.0, 1.0, -1.0, 0.0, 1.0, 1.0, 0.0 }; const float quadTexcoords[] = { 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0 }; // stop using VBO glBindBuffer(GL_ARRAY_BUFFER, 0); // setup buffer offsets glVertexAttribPointer(ATTRIB_VERTEX, 3, GL_FLOAT, GL_FALSE, 3*sizeof(float), quadPositions); glVertexAttribPointer(ATTRIB_TEXCOORD0, 2, GL_FLOAT, GL_FALSE, 2*sizeof(float), quadTexcoords); // ensure the proper arrays are enabled glEnableVertexAttribArray(ATTRIB_VERTEX); glEnableVertexAttribArray(ATTRIB_TEXCOORD0); //Bind Texture and render-to-texture FBO. glBindTexture(GL_TEXTURE_2D, GLid); //Actually wanted to render it to render-to-texture FBO, but now testing directly on default FBO. //glBindFramebuffer(GL_FRAMEBUFFER, textureFBO[pixelBuffernum]); // draw glDrawArrays(GL_TRIANGLES, 0, 2*3); What am I doing wrong in this code? P.S. I'm not familiar with shaders yet, so it is difficult for me to make use of them right now.

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  • changing sounds when objects meet

    - by blacksheep
    i'd like to change sounds when tapping on an image and drag another image over several others. it is not working properly: the "MoveImage" is not dragable, the tapping is working outside the "TouchImage" and the sounds do not change when tapping on it. (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event{ UITouch *touch = [[event allTouches] anyObject]; CGPoint location = [touch locationInView:touch.view]; if(((CGRectContainsPoint(myTouchImage.frame, location)), (CGRectIntersectsRect(myMoveImage.frame,myImage_1.frame)))) { [sound_E play]; } if (((CGRectContainsPoint(myTouchImage.frame, location)), (CGRectIntersectsRect(myMoveImage.frame,myImage_2.frame)))) { [sound_F play]; } if (((CGRectContainsPoint(myTouchImage.frame, location)), (CGRectIntersectsRect(myMoveImage.frame,myImage_3.frame)))) { [sound_D play]; } if (((CGRectContainsPoint(myTouchImage.frame, location)), (CGRectIntersectsRect(myMoveImage.frame,myImage_4.frame)))) { [sound_Dis play]; } } (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { UITouch *touch = [[event allTouches] anyObject]; CGPoint location = [touch locationInView:touch.view]; if (CGRectContainsPoint(myMoveImage.frame, location)){ CGPoint yLocation = CGPointMake(myMoveImage.center.x,location.y); myMoveImage.center = yLocation; } if(CGRectIntersectsRect(myMoveImage.frame,myImage_1.frame)) { E_NOTE.text = @"E"; } if(CGRectIntersectsRect(myMoveImage.frame,myImage_2.frame)) { F_NOTE.text = @"F"; } if(CGRectIntersectsRect(myMoveImage.frame,myImage_3.frame)) { D_NOTE.text = @"D"; } if(CGRectIntersectsRect(myMoveImage.frame,myImage_4.frame)) { Dis_NOTE.text = @"D#"; } }

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  • Refreshing frame page using javascript

    - by Roland
    I have the following two frames frame 1 with name="top" and frame 2 with name "main". Now in main there is a button called add number, which brings up a normal browser popup, in this popup I have a form that needs to be filled in and then I click submit on this form and then the main frame should reload, the form processing happens within the popup page and then after processing the main frame should refresh. The following code does not work, Am I doing something wrong? window.opener.main.reload();

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  • How'd they do it: Millions of tiles in Terraria

    - by William 'MindWorX' Mariager
    I've been working up a game engine similar to Terraria, mostly as a challenge, and while I've figured out most of it, I can't really seem to wrap my head around how they handle the millions of interactable/harvestable tiles the game has at one time. Creating around 500.000 tiles, that is 1/20th of what's possible in Terraria, in my engine causes the frame-rate to drop from 60 to around 20, even tho I'm still only rendering the tiles in view. Mind you, I'm not doing anything with the tiles, only keeping them in memory. Update: Code added to show how I do things. This is part of a class, which handles the tiles and draws them. I'm guessing the culprit is the "foreach" part, which iterates everything, even empty indexes. ... public void Draw(SpriteBatch spriteBatch, GameTime gameTime) { foreach (Tile tile in this.Tiles) { if (tile != null) { if (tile.Position.X < -this.Offset.X + 32) continue; if (tile.Position.X > -this.Offset.X + 1024 - 48) continue; if (tile.Position.Y < -this.Offset.Y + 32) continue; if (tile.Position.Y > -this.Offset.Y + 768 - 48) continue; tile.Draw(spriteBatch, gameTime); } } } ... Also here is the Tile.Draw method, which could also do with an update, as each Tile uses four calls to the SpriteBatch.Draw method. This is part of my autotiling system, which means drawing each corner depending on neighboring tiles. texture_* are Rectangles, are set once at level creation, not each update. ... public virtual void Draw(SpriteBatch spriteBatch, GameTime gameTime) { if (this.type == TileType.TileSet) { spriteBatch.Draw(this.texture, this.realm.Offset + this.Position, texture_tl, this.BlendColor); spriteBatch.Draw(this.texture, this.realm.Offset + this.Position + new Vector2(8, 0), texture_tr, this.BlendColor); spriteBatch.Draw(this.texture, this.realm.Offset + this.Position + new Vector2(0, 8), texture_bl, this.BlendColor); spriteBatch.Draw(this.texture, this.realm.Offset + this.Position + new Vector2(8, 8), texture_br, this.BlendColor); } } ... Any critique or suggestions to my code is welcome. Update: Solution added. Here's the final Level.Draw method. The Level.TileAt method simply checks the inputted values, to avoid OutOfRange exceptions. ... public void Draw(SpriteBatch spriteBatch, GameTime gameTime) { Int32 startx = (Int32)Math.Floor((-this.Offset.X - 32) / 16); Int32 endx = (Int32)Math.Ceiling((-this.Offset.X + 1024 + 32) / 16); Int32 starty = (Int32)Math.Floor((-this.Offset.Y - 32) / 16); Int32 endy = (Int32)Math.Ceiling((-this.Offset.Y + 768 + 32) / 16); for (Int32 x = startx; x < endx; x += 1) { for (Int32 y = starty; y < endy; y += 1) { Tile tile = this.TileAt(x, y); if (tile != null) tile.Draw(spriteBatch, gameTime); } } } ...

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  • getting the value of a pseudo-element with protractor

    - by bodine
    I'd like to verify the text content of a pseudo-element. The promise returned from using ptor.executeScript("window.getComputedStyle(jQuery('.my-class')[0], ':after').content").then(function(data){ console.log(arguments) // {'0':null} }); I've also tried dropping that in the expectation, but I'd guess that fails for the same reason. Since the CSS Declaration for this is pointing at one of the element's attributes anyway, should I just try to read that attribute?

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  • NTRU Pseudo-code for computing Polynomial Inverses

    - by Neville
    Hello all. I was wondering if anyone could tell me how to implement line 45 of the following pseudo-code. Require: the polynomial to invert a(x), N, and q. 1: k = 0 2: b = 1 3: c = 0 4: f = a 5: g = 0 {Steps 5-7 set g(x) = x^N - 1.} 6: g[0] = -1 7: g[N] = 1 8: loop 9: while f[0] = 0 do 10: for i = 1 to N do 11: f[i - 1] = f[i] {f(x) = f(x)/x} 12: c[N + 1 - i] = c[N - i] {c(x) = c(x) * x} 13: end for 14: f[N] = 0 15: c[0] = 0 16: k = k + 1 17: end while 18: if deg(f) = 0 then 19: goto Step 32 20: end if 21: if deg(f) < deg(g) then 22: temp = f {Exchange f and g} 23: f = g 24: g = temp 25: temp = b {Exchange b and c} 26: b = c 27: c = temp 28: end if 29: f = f XOR g 30: b = b XOR c 31: end loop 32: j = 0 33: k = k mod N 34: for i = N - 1 downto 0 do 35: j = i - k 36: if j < 0 then 37: j = j + N 38: end if 39: Fq[j] = b[i] 40: end for 41: v = 2 42: while v < q do 43: v = v * 2 44: StarMultiply(a; Fq; temp;N; v) 45: temp = 2 - temp mod v 46: StarMultiply(Fq; temp; Fq;N; v) 47: end while 48: for i = N - 1 downto 0 do 49: if Fq[i] < 0 then 50: Fq[i] = Fq[i] + q 51: end if 52: end for 53: {Inverse Poly Fq returns the inverse polynomial, Fq, through the argument list.} The function StarMultiply returns a polynomial (array) stored in the variable temp. Basically temp is a polynomial (I'm representing it as an array) and v is an integer (say 4 or 8), so what exactly does temp = 2-temp mod v equate to in normal language? How should i implement that line in my code. Can someone give me an example. The above algorithm is for computing Inverse polynomials for NTRUEncrypt key generation. The pseudo-code can be found on page 28 of this document. Thanks in advance.

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  • Paramiko and Pseudo-tty Allocation

    - by Jon
    I'm trying to use Paramiko to connect to a remote host and execute a number of text file substitutions. i, o, e = client.exec_command("perl -p -i -e 's/" + initial + "/" + replaced + "/g'" + conf); Some of these commands need to be run as sudo, which results in: sudo: sorry, you must have a tty to run sudo I can force pseudo-tty allocation with the -t switch and ssh. Is it possible to do the same thing using paramiko?

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  • pseudo class a:focus

    - by Les
    Trying to find out more about css pseudo class a:focus Am trying to adapt some code. Have tried a:focus img {border:2px solid rgb(155, 205, 255);} and a:focus img {background:rgb(155, 205, 255);} Neither work. Yet a:hover img {background:rgb(155, 205, 255);} works fine on hover. Does anyone know what I've done wrong? Les

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  • Does IE 7 support the content pseudo-class?

    - by zac
    I am generating pipes in my list using pseudo-classes and it works fine except they are not being rendered in IE 7. The code looks like: .brandLinks a:after { margin: 0 4px; content: "|"; } .brandLinks a:last-child:after { content: " " } Is this just something IE 7 does not do or is my code wonky?

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  • tkinter frame does not show on startup

    - by Jzz
    this is my first question on SO, so correct me please if I make a fool of myself. I have this fairly complicated python / Tkinter application (python 2.7). On startup, the __init__ loads several frames, and loads a database. When that is finished, I want to set the application to a default state (there are 2 program states, 'calculate' and 'config'). Setting the state of the application means that the appropriate frame is displayed (using grid). When the program is running, the user can select a program state in the menu. Problem is, the frame is not displayed on startup. I get an empty application (menu bar and status bar are displayed). When I select a program state in the menu, the frame displays as it should. Question: What am I doing wrong? Should I update idletasks? I tried, but no result. Anything else? Background: I use the following to switch program states: def set_program_state(self, state): '''sets the program state''' #try cleaning all the frames: try: self.config_frame.grid_forget() except: pass try: self.tidal_calculations_frame.grid_forget() except: pass try: self.tidal_grapth_frame.grid_forget() except: pass if state == "calculate": print "Switching to calculation mode" self.tidal_calculations_frame.grid() #frame is preloaded self.tidal_calculations_frame.fill_data(routes=self.routing_data.routes, deviations=self.misc_data.deviations, ship_types=self.misc_data.ship_types) self.tidal_grapth_frame.grid() self.program_state = "calculate" elif state == "config": print "Switching to config mode" self.config_frame = GUI_helper.config_screen_frame(self, self.user) #load frame first (contents depend on type of user) self.config_frame.grid() self.program_state = "config" I understand that this is kind of messy to read, so I simplified things for testing, using this: def set_program_state(self, state): '''sets the program state''' #try cleaning all the frames: try: self.testlabel_1.grid_forget() except: pass try: self.testlabel_2.grid_forget() except: pass if state == "calculate": print "switching to test1" self.testlabel_1 = tk.Label(self, text="calculate", borderwidth=1, relief=tk.RAISED) self.testlabel_1.grid(row=0, sticky=tk.W+tk.E) elif state == "config": print "switching to test1" self.testlabel_2 = tk.Label(self, text="config", borderwidth=1, relief=tk.RAISED) self.testlabel_2.grid(row=0, sticky=tk.W+tk.E) But the result is the same. The frame (or label in this test) is not displayed at startup, but when the user selects the state (calling the same function) the frame is displayed. UPDATE the sample code in the comments (thanks for that!) pointed me in another direction. Further testing revealed (what I think) the cause of the problem. Disabling the display of the status bar made the program work as expected. Turns out, I used pack to display the statusbar and grid to display the frames. And they are in the same container, so problems arise. I fixed that by using only pack inside the main container. But the same problem is still there. This is what I use for the statusbar: self.status = GUI_helper.StatusBar(self.parent) self.status.pack(side=tk.BOTTOM, fill=tk.X) And if I comment out the last line (pack), the config frame loads on startup, as per this line: self.set_program_state("config") But if I let the status bar pack inside the main window, the config frame does not show. Where it does show when the user asks for it (with the same command as above).

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  • Pseudo graphics in C++

    - by xae
    Hello, i looks for pseudo graphics lib for C++ under Visual Studio, lib like in TurboVision in Borland Turbo C++ or NCurser.. Or can i do it with standart c++ libs ? Thanks.

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  • target="_top" emulation using JavaScript

    - by abovesun
    Suppose we have frameset of with 2 frames, one frame is kind a tiny horizontal header and second is kind of "content" frame with 3rd-party html page inside. When user clicks on some link inside "content" frame, the whole page (frameset) should be reloaded with this link, the same behavior if "content" frame has "target=_top" attribute. How to do this using JS?

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  • Inscribe and center an image within a frame

    - by Brennan Roberts
    Given a div of arbitrary aspect ratio, what's the best way to place and style an image (also with an arbitrary aspect ratio) inside such that: It is both inscribed and centered Its dimensions and position are set using relative values so that the image will remain inscribed and centered automatically when the frame is uniformly scaled (javascript should only be required when the image is initially inserted, or if the frame's aspect ratio changes) Extra markup is minimized Here's the result we want: Here's a fiddle template, which is just: Markup Should pillarbox <div class="frame"> <img src="http://www.placekitten.com/200/300" /> </div> Should letterbox <div class="frame"> <img src="http://www.placekitten.com/300/200" /> </div> CSS .frame { width: 200px; height: 200px; border: 2px solid black; margin: 10px 0px 100px 0; }

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  • How to add a Page to Frame using code in WPF

    - by Robert Höglund
    I have a Window where I have put a Frame. I would like to add a Page to the Frame when I click a button that is also on the Window but not in the Frame. There are several buttons in the Window and each click on a button should load a different Page in the Frame. Since I'm a total newbie on this WPF stuff it's quite possible that this approach is not the best and I have thought about replacing the Frame with a Canvas and then make UserControls instead of Pages that will be added to the Canvas. I welcome any ideas and suggestions on how to best solve this. I aiming for a functionality that is similar to the application Billy Hollis demonstrated in dnrtv episode 115. (http://dnrtv.com/default.aspx?showID=115).

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  • iPhone + selecting a portion of UIImage using some rectangular frame and than cropping it

    - by pratik
    Hello, I have requirement of selecting a portion of UIImage displayed on iPhone screen (for e.g. selecting the face from the image of some human being) using some rectangular type of frame. It means a rectangular type of frame can be moved across the image to place it at portion that we want. After placing it, I need to resize the frame in order to have that portion completely fit in the frame. Finally, the UIImage should be cropped so that I have a UIImage only displaying the portion that I selected using the frame. Please help me. Regards, Pratik

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  • wxpython : button covers all in the frame

    - by Prakash
    Below is my code: #!/usr/bin/python # -*- coding: utf-8 -*- import wx class Example(wx.Frame): def __init__(self): #super(Example, self).__init__(parent, title=title, size=(300, 200)) wx.Frame.__init__(self, None, wx.ID_ANY, 'wxButton', pos=(300, 150), size=(320, 250)) self.button1 = wx.Button(self, id=-1, label='Button1', pos=(8, 8), size=(10, 20)) self.button1.Bind(wx.EVT_BUTTON, self.button1Click) self.Centre() self.Show() def button1Click(self,event): #self.button1.Hide() self.SetTitle("Button1 clicked") if __name__ == '__main__': app = wx.App() Example() app.MainLoop() Actually I am expecting the button1 on the frame to have a look like a button - a bit raised and be placed in center of frame - but it is just expanding to the full frame. Also text Button1 looks like a text which does not has a button look like feeling? What wrong am I doing?

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  • javascript fixed timestep gameloop with requestanimation frame

    - by coffeecup
    hello i just started to read through several articles, including http://gafferongames.com/game-physics/fix-your-timestep/ ...://gamedev.stackexchange.com/questions/1589/fixed-time-step-vs-variable-time-step/ ...//dewitters.koonsolo.com/gameloop.html ...://nokarma.org/2011/02/02/javascript-game-development-the-game-loop/index.html my understanding of this is that i need the currentTime and the timeStep size and integrate all states to the next state the time which is left is then passed into the render function to do interpolation i tried to implement glenn fiedlers "the final touch", whats troubling me is that each FrameTime is about 15 (ms) and the update loop runs at about 1500 fps which seems a little bit off? heres my code this.t = 0 this.dt = 0.01 this.currTime = new Date().getTime() this.accumulator = 0.0 this.animate() animate: function(){ var newTime = new Date().getTime() , frameTime = newTime - this.currTime , alpha if ( frameTime > 0.25 ) frameTime = 0.25 this.currTime = newTime this.accumulator += frameTime while (this.accumulator >= this.dt ) { this.prev_state = this.curr_state this.update(this.t,this.dt) this.t += this.dt this.accumulator -= this.dt } alpha = this.accumulator / this.dt this.render( this.t, this.dt, alpha) requestAnimationFrame( this.animate ) } also i would like to know, are there differences between glenn fiedlers implementation and the last solution presented here ? gameloop1 gameloop2 [ sorry couldnt post more than 2 links.. ] edit : i looked into it again and adjusted the values this.currTime = new Date().getTime() this.accumulator = 0 this.p_t = 0 this.p_step = 1000/100 this.animate() animate: function(){ var newTime = new Date().getTime() , frameTime = newTime - this.currTime , alpha if(frameTime > 25) frameTime = 25 this.currTime = newTime this.accumulator += frameTime while(this.accumulator >= this.p_step){ // prevstate = currState this.update() this.p_t+=this.p_step this.accumulator -= this.p_step } alpha = this.accumulator / this.p_step this.render(alpha) requestAnimationFrame( this.animate ) now i can set the physics update rate, render runs at 60 fps and physics update at 100 fps, maybe someone could confirm this because its the first time i'm playing around with game development :-)

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  • How to properly render a Frame Buffer to the BackBuffer in Stage3D / AGAL

    - by bigp
    After doing a render pass with RenderToTarget (RTT), how do you properly render that texture buffer to the screen while maintaining original scale / proportions so it doesn't stretch or lose quality? Can an AGAL VertexShader & FragmentShader be written so it's adaptable to any Texture size and Viewport dimensions? I find I'm getting some "blocky" effects in some of my first attempts at "ping-ponging" between two Texture buffers (to create trailing effects). Perhaps I'm not using the UVs correctly between the rendering-to-target and/or the backbuffer? Is there a simpler way just to "splash" the texture on the backbuffer, or is a Quad absolutely necessary (4 vertices, 2 triangles)? If it needs the Quad, should the Texture buffer be fully drawn (0.0 to 1.0 for vertical and horizontal UVs), or only a percentage of it should, like the example below? Texture Buffer U: 0.0 to viewport.width/texturebuffer.width; Texture Buffer V: 0.0 to viewport.height/texturebuffer.height; Thanks!

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  • URL rewrite and domain frame

    - by Dennis
    I have registered the domain www.posti.sh at nic.sh. The website is on the server www.myskoob.com/postish. Unfortunately, nic.sh does not support frames, i.e. that the domain stays posti.sh as it forwards to www.myskoob.com/postish - so I thought about a URL rewrite on the server. Unfortunately I have no idea how rewriting works - I am thankful for explanations - but I would also like to ask whether this is generally possible. What I need is: The server needs to recognize that the folder postish is accessed Depending on the file that is opened, it needs to rewrite the url to www.posti.sh/<-according filename here- Also, the server needs to understand that a link to www.posti.sh/about.php links to www.myskoob.com/postish/about.php and likewise for other files - at the moment, when I type in posti.sh/about.php it redirects to http://www.myskoob.com/postishabout.php, which does not exist All this should be possible irrespective of whether the url contains a "www" at the beginning or not A plus but not necessary would be that it does not display the .php extensions Would that generally be possible? If not, what would be the alternatives? If anyone knows how to do it, any code and/or way to do it would be much appreciated!

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  • Frame Interpolation issues for skeletal animation

    - by sebby_man
    I'm trying to animate in-between keyframes for skeletal animation but having some issues. Each joint is represented by a quaternion and there is no translation component. When I try to slerp between the orientations at the two key frames, I got a very wacky animation. I know my skinning equation is right because the animation is perfectly fine when the animation is directly on a keyframe rather than in-between two. I'm using glm's built in mix function to do the slerp, so I don't think there are any problems with the actual slerp implementation. There's really one thing left that could be wrong here. I must not be in the correct space to do slerp. Right now the orientations are in joint local space. Do I have to be in world space? In some other space along the way? I have the bind pose matrix and world-space transformation matrix at my disposal if those are needed.

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  • Change alpha to a Frame in libgdx

    - by Rudy_TM
    I have this batch.draw(currentFrame, x, y, this.parent.originX, this.parent.originY, this.parent.width, this.parent.height, this.scaleX, this.scaleY,this.rotation); I want to apply the alpha that it gets from the method, but theres is not overload from the SpriteBatch class that takes the alpha value, is there some wey to apply it? (i did it this way, because this are animation, and i wanted to control them) in my static ones i apply sprite.draw(SpriteBatch, alpha) Thanks

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  • XNA frame rate spikes in full screen mode

    - by ProgrammerAtWork
    I'm loading a simple texture and rotating it in XNA, and this works. But when I run it in full screen 1920x1080 mode I see spikes while my texture is rotating. If I run it windowed with 1920x1080 resolution, I don't get the spikes. The size of the texture does not seem to matter, I tried 512 texture size and 2048 texture size, same thing happens. Spikes in full screen, no spikes in windowed, resolution does not seem to matter, Debug or Release does not seem to do anything either. Anyone got ideas of what could be the problem? Edit: I think this problem has something to do with the vertical retrace. Set this property: _graphicsDeviceManager.SynchronizeWithVerticalRetrace = false; you'll lose vsync but it will not stutter.

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  • Game has noticeable frame drops but when through a profiler it always runs smooth

    - by felipedrl
    I'm trying to optimize my PC game but I can find the bottleneck since every time I run it through a profiler (gDEBugger) it runs smooths. When running outside gDEBugger I get these annoying hiccups. It's not just the graphics, the sound also gets choppy. The drops are inconsistent across runs, i.e, sometimes I run the same scenario and get no drops at all, sometimes I get a few drops, and others the game is consistently slow. The only constant is: when running through gDEBugger I ALWAYS get a smooth run. I'm suspecting something outside my game is interfering and causing these drops, but what in the hell does gDEBugger do that nullifies these drops? A higher process priority? Any ideas? Thanks in advance.

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  • Frame timing for GLFW versus GLUT

    - by linello
    I need a library which ensures me that the timing between frames are more constant as possible during an experiment of visual psychophics. This is usually done synchronizing the refresh rate of the screen with the main loop. For example if my monitor runs at 60Hz I would like to specify that frequency to my framework. For example if my gameloop is the following void gameloop() { // do some computation printDeltaT(); Flip buffers } I would like to have printed a constant time interval. Is it possible with GLFW?

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