Search Results

Search found 8165 results on 327 pages for '3d graphics'.

Page 125/327 | < Previous Page | 121 122 123 124 125 126 127 128 129 130 131 132  | Next Page >

  • NES Programming - Nametables?

    - by Jeffrey Kern
    Hello everyone, I'm wondering about how the NES displays its graphical muscle. I've researched stuff online and read through it, but I'm wondering about one last thing: Nametables. Basically, from what I've read, each 8x8 block in a NES nametable points to a location in the pattern table, which holds graphic memory. In addition, the nametable also has an attribute table which sets a certain color palette for each 16x16 block. They're linked up together like this: (assuming 16 8x8 blocks) Nametable, with A B C D = pointers to sprite data: ABBB CDCC DDDD DDDD Attribute table, with 1 2 3 = pointers to color palette data, with < referencing value to the left, ^ above, and ' to the left and above: 1<2< ^'^' 3<3< ^'^' So, in the example above, the blocks would be colored as so 1A 1B 2B 2B 1C 1D 2C 2C 3D 3D 3D 3D 3D 3D 3D 3D Now, if I have this on a fixed screen - it works great! Because the NES resolution is 256x240 pixels. Now, how do these tables get adjusted for scrolling? Because Nametable 0 can scroll into Nametable 1, and if you keep scrolling Nametable 0 will wrap around again. That I get. But what I don't get is how to scroll the attribute table wraps around as well. From what I've read online, the 16x16 blocks it assigns attributes for will cause color distortions on the edge tiles of the screen (as seen when you scroll left to right and vice-versa in SMB3). The concern I have is that I understand how to scroll the nametables, but how do you scroll the attribute table? For intsance, if I have a green block on the left side of the screen, moving the screen to right should in theory cause the tiles to the right to be green as well until they move more into frame, to which they'll revert to their normal colors.

    Read the article

  • Why isn't our c# graphics code working any more?

    - by Jared
    Here's the situation: We have some generic graphics code that we use for one of our projects. After doing some clean-up of the code, it seems like something isn't working anymore (The graphics output looks completely wrong). I ran a diff against the last version of the code that gave the correct output, and it looks like we changed one of our functions as follows: static public Rectangle FitRectangleOld(Rectangle rect, Size targetSize) { if (rect.Width <= 0 || rect.Height <= 0) { rect.Width = targetSize.Width; rect.Height = targetSize.Height; } else if (targetSize.Width * rect.Height > rect.Width * targetSize.Height) { rect.Width = rect.Width * targetSize.Height / rect.Height; rect.Height = targetSize.Height; } else { rect.Height = rect.Height * targetSize.Width / rect.Width; rect.Width = targetSize.Width; } return rect; } to static public Rectangle FitRectangle(Rectangle rect, Size targetSize) { if (rect.Width <= 0 || rect.Height <= 0) { rect.Width = targetSize.Width; rect.Height = targetSize.Height; } else if (targetSize.Width * rect.Height > rect.Width * targetSize.Height) { rect.Width *= targetSize.Height / rect.Height; rect.Height = targetSize.Height; } else { rect.Height *= targetSize.Width / rect.Width; rect.Width = targetSize.Width; } return rect; } All of our unit tests are all passing, and nothing in the code has changed except for some syntactic shortcuts. But like I said, the output is wrong. We'll probably just revert back to the old code, but I'm curious if anyone has any idea what's going on here. Thanks.

    Read the article

  • How can I keep a graphics object centered (like a circle) when zooming in or out on it?

    - by sonny5
    using System; using System.Drawing; using System.Collections; using System.ComponentModel; using System.Windows.Forms; using System.Data; using System.Drawing.Drawing2D; using System.Drawing.Imaging; namespace testgrfx { public class Form1 : System.Windows.Forms.Form { float m_Scalef; float m_Scalefout; Rectangle m_r1; private System.Windows.Forms.Button button2; private System.Windows.Forms.Button button3; private System.ComponentModel.Container components = null; private void InitializeComponent() { m_Scalef = 1.0f; // for zooming purposes Console.WriteLine("opening m_Scalef= {0}",m_Scalef); m_Scalefout = 1.0f; Console.WriteLine("opening m_Scalefout= {0}",m_Scalefout); m_r1 = new Rectangle(50,50,100,100); this.AutoScrollMinSize = new Size(600,700); this.components = new System.ComponentModel.Container(); this.button2 = new System.Windows.Forms.Button(); this.button2.BackColor = System.Drawing.Color.LightGray; this.button2.Location = new System.Drawing.Point(120, 30); this.button2.Name = "button2"; this.button2.Size = new System.Drawing.Size(72, 24); this.button2.TabIndex = 1; this.button2.Text = "Zoom In"; this.button2.Click += new System.EventHandler(this.mnuZoomin_Click); this.Controls.Add(button2); this.button3 = new System.Windows.Forms.Button(); this.button3.BackColor = System.Drawing.Color.LightGray; this.button3.Location = new System.Drawing.Point(200, 30); this.button3.Name = "button3"; this.button3.Size = new System.Drawing.Size(72, 24); this.button3.TabIndex = 2; this.button3.Text = "Zoom Out"; this.button3.Click += new System.EventHandler(this.mnuZoomout_Click); this.Controls.Add(button3); //InitMyForm(); } public Form1() { InitializeComponent(); Text = " DrawLine"; BackColor = SystemColors.Window; // Gotta load these kind at start-up ... not with button assignments this.Paint+=new PaintEventHandler(this.Form1_Paint); } static void Main() { Application.Run(new Form1()); } /// Clean up any resources being used. protected override void Dispose( bool disposing ) { if( disposing ) { if (components != null) { components.Dispose(); } } base.Dispose( disposing ); } // autoscroll2.cs does work private void Form1_Paint(object sender, System.Windows.Forms.PaintEventArgs e) { Graphics dc = e.Graphics; dc.PageUnit = GraphicsUnit.Pixel; dc.PageScale = m_Scalef; Console.WriteLine("opening dc.PageScale= {0}",dc.PageScale); dc.TranslateTransform(this.AutoScrollPosition.X/m_Scalef, this.AutoScrollPosition.Y/m_Scalef); Pen pn = new Pen(Color.Blue,2); dc.DrawEllipse(pn,m_r1); Console.WriteLine("form_paint_dc.PageUnit= {0}",dc.PageUnit); Console.WriteLine("form_paint_dc.PageScale= {0}",dc.PageScale); //Console.Out.NewLine = "\r\n\r\n"; // makes all double spaces } private void mnuZoomin_Click(object sender, System.EventArgs e) { m_Scalef = m_Scalef * 2.0f; Console.WriteLine("in mnuZoomin_Click m_Scalef= {0}",m_Scalef); Invalidate(); // to trigger Paint of entire client area } // try: System.Drawing.Rectangle resolution = Screen.GetWorkingArea(someForm); private void Form1_MouseDown(object sender, System.Windows.Forms.MouseEventArgs e) { // Uses the mouse wheel to scroll Graphics dc = CreateGraphics(); dc.TranslateTransform(this.AutoScrollPosition.X/m_Scalef, this.AutoScrollPosition.Y/m_Scalef); Console.WriteLine("opening Form1_MouseDown dc.PageScale= {0}", dc.PageScale); Console.WriteLine("Y wheel= {0}", this.AutoScrollPosition.Y/m_Scalef); dc.PageUnit = GraphicsUnit.Pixel; dc.PageScale = m_Scalef; Console.WriteLine("frm1_moudwn_dc.PageScale= {0}",dc.PageScale); Point [] mousep = new Point[1]; Console.WriteLine("mousep= {0}", mousep); // make sure to adjust mouse pos.for scroll position Size scrollOffset = new Size(this.AutoScrollPosition); mousep[0] = new Point(e.X-scrollOffset.Width, e.Y-scrollOffset.Height); dc.TransformPoints(CoordinateSpace.Page, CoordinateSpace.Device,mousep); Pen pen = new Pen(Color.Green,1); dc.DrawRectangle(pen,m_r1); Console.WriteLine("m_r1= {0}", m_r1); Console.WriteLine("mousep[0].X= {0}", mousep[0].X); Console.WriteLine("mousep[0].Y= {0}", mousep[0].Y); if (m_r1.Contains(new Rectangle(mousep[0].X, mousep[0].Y,1,1))) MessageBox.Show("click inside rectangle"); } private void Form1_Load(object sender, System.EventArgs e) { } private void mnuZoomout_Click(object sender, System.EventArgs e) { Console.WriteLine("first line--mnuZoomout_Click m_Scalef={0}",m_Scalef); if(m_Scalef > 9 ) { m_Scalef = m_Scalef / 2.0f; Console.WriteLine("in >9 mnuZoomout_Click m_Scalef= {0}",m_Scalef); Console.WriteLine("in >9 mnuZoomout_Click__m_Scalefout= {0}",m_Scalefout); } else { Console.WriteLine("<= 9_Zoom-out B-4 redefining={0}",m_Scalef); m_Scalef = m_Scalef * 0.5f; // make it same as previous Zoom In Console.WriteLine("<= 9_Zoom-out after m_Scalef= {0}",m_Scalef); } Invalidate(); } } // public class Form1 }

    Read the article

  • Connecting PC to TV via HDMI/DVI: Windows XP doesn't allow the appropriate screen resolution

    - by Jørgen
    I have a computer that is connected to the living room TV (a Panasonic) via HDMI. There is no other monitor connected. My problem is that the computer, which is running Windows XP, does not allow me to set the proper resolution for the TV. Both the graphics adapter and the TV should support the 1280x720 resolution, but it cannot be selected - the only available options are 1280x600 and 800x600, both in the "native" Windows dialog box and the custom Intel graphics options dialog box. Do anyone have a suggestion for a solution for this? Things I've thought of: Setting the resolution directly in the registry (where?) Installing some "custom" monitor driver (the TV manufacturer does not appear to provide any, currently the "generic" one is used) Details on the setup: Connection: DVI output on the computer via a passive DVI-HDMI adapter to the HDMI input on the TV, audio is run on a separate link, the TV is able to combine video and audio without any problem, the problem is there regardless of whether or not the audio is connected. The connection is several meters long through some walls, for this reason using a VGA cable instead is not an option. Note that the report explicitly says that the TV supports 1280x720. Still, I am not allowed to select it in Graphics Options, only 1280x600 and 800x600 is available. For 800x600, there's a lot of black around the edges; for 1280x600, the screen is "zoomed" so the edges of the monitor image (like the taskbar) is not visible. Other: The computer is running Windows XP. More recent versions of Windows are not an option (I have no licence). Linux is probably not an option (some of the video streaming sites I plan to use do not support it, I think) I wrote the rest of the details below. Thanks for any help!! TV: Panasonic TX-L32X10Y, European version; a 720p 32" quite "regular" LCD TV. Allowed resolutions according to manual: Signal name: 640x480 @60HZ Horizontal frequency: 31.47 kHz Vertical frequency: 60Hz Signal name: 750/720) /60p Horizontal frequency: 45.00 kHz Vertical frequency: 60Hz Signal name: 1,125 (1,080) / 60p Horizontal frequency: 67.50 kHz Vertical frequency: 60Hz (this is exactly how the manual presents it. PC via D-SUB (VGA cable) and "regular" HDMI have more alternatives.) Messing with the "zoom" settings on the TV does not affect the available resolution options on the computer. Computer: The following is a printout from one of the graphics adapter option pages. I think it covers most of it. The computer is a Dell. INTEL(R) EXTREME GRAPHICS 2 REPORT Report Date: 04/17/2011 Report Time[hr:mm:ss]: 20:18:02 Driver Version: 6.14.10.4396 Operating System: Windows XP* Professional, Service Pack 3 (5.1.2600) Default Language: English DirectX* Version: 9.0 Physical Memory: 1021 MB Minimum Graphics Memory: 1 MB Maximum Graphics Memory: 96 MB Graphics Memory in Use: 6 MB Processor: x86 Processor Speed: 2593 MHZ Vendor ID: 8086 Device ID: 2572 Device Revision: 02 * Accelerator Information * Accelerator in Use: Intel(R) 82865G Graphics Controller Video BIOS: 2972 Current Graphics Mode: 1280 by 600 True Color (60 Hz) * Devices Connected to the Graphics Accelerator * Active Digital Displays: 1 * Digital Display * Monitor Name: Plug and Play Monitor Display Type: Digital Gamma Value: 2.20 DDC2 Protocol: Supported Maximum Image Size: Horizontal: Not Available Vertical: Not Available Monitor Supported Modes: 1280 by 720 (50 Hz) 1280 by 720 (60 Hz) Display Power Management Support: Standby Mode: Not Supported Suspend Mode: Not Supported Active Off Mode: Not Supported (disclaimer: this question was also asked at the Wikipedia Reference Desk some time ago and might show up in a Google search. I got no useful answers there.)

    Read the article

  • How do I do JavaScript Array Animation

    - by Henry
    I'm making a game but don't know how to do Array Animation with the png Array and game Surface that I made below. I'm trying to make it so that when the Right arrow key is pressed, the character animates as if it is walking to the right and when the Left arrow key is pressed it animates as if it is walking to the left (kind of like Mario). I put everything on a surface instead of the canvas. Everything is explained in the code below. I couldn't find help on this anywhere. I hope what I got below makes sense. I'm basically a beginner with JavaScript. I'll be back if more is needed: <!doctype html5> <html> <head></head> <script src="graphics.js"></script> <script src="object.js"></script> <body onkeydown ="keyDown(event)" onkeyup ="keyUp(event)" ></body> <script> //"Surface" is where I want to display my animation. It's like the HTML // canvas but it's not that. It's just the surface to where everything in the //game and the game itself will be displayed. var Surface = new Graphics(600, 400, "skyblue"); //here's the array that I want to use for animation var player = new Array("StandsRight.png", "WalksRight.png", "StandsLeft.png","WalksLeft.png" ); //Here is the X coordinate, Y coordinate, the beginning png for the animation, //and the object's name "player." I also turned the array into an object (but //I don't know if I was supposed to do that or not). var player = new Object(50, 100, 40, 115, "StandsRight.png","player"); //When doing animation I know that it requires a "loop", but I don't // know how to connect it so that it works with the arrays so that //it could animate. var loop = 0; //this actually puts "player" on screen. It makes player visible and //it is where I would like the animation to occur. Surface.drawObject(player); //this would be the key that makes "player" animation in the righward direction function keyDown(e) { if (e.keyCode == 39); } //this would be the key that makes "player" animation in the leftward direction function keyUp(e){ if (e.keyCode == 39); } //this is the Mainloop where the game will function MainLoop(); //the mainloop functionized function MainLoop(){ //this is how fast or slow I could want the entire game to go setTimeout(MainLoop, 10); } </script> </html> From here, are the "graphic.js" and the "object.js" files below. In this section is the graphics.js file. This graphics.js part below is linked to the: script src="graphics.js" html script section that I wrote above. Basically, below is a seperate file that I used for Graphics, and to run the code above, make this graphics.js code that I post below here, a separate filed called: graphics.js function Graphics(w,h,c) { document.body.innerHTML += "<table style='position:absolute;font- size:0;top:0;left:0;border-spacing:0;border- width:0;width:"+w+";height:"+h+";background-color:"+c+";' border=1><tr><td> </table>\n"; this.drawRectangle = function(x,y,w,h,c,n) { document.body.innerHTML += "<div style='position:absolute;font-size:0;left:" + x + ";top:" + y + ";width:" + w + ";height:" + h + ";background-color:" + c + ";' id='" + n + "'></div>\n"; } this.drawTexture = function(x,y,w,h,t,n) { document.body.innerHTML += "<img style='position:absolute;font-size:0;left:" + x + ";top:" + y + ";width:" + w + ";height:" + h + ";' id='" + n + "' src='" + t + "'> </img>\n"; } this.drawObject = function(o) { document.body.innerHTML += "<img style='position:absolute;font-size:0;left:" + o.X + ";top:" + o.Y + ";width:" + o.Width + ";height:" + o.Height + ";' id='" + o.Name + "' src='" + o.Sprite + "'></img>\n"; } this.moveGraphic = function(x,y,n) { document.getElementById(n).style.left = x; document.getElementById(n).style.top = y; } this.removeGraphic = function(n){ document.getElementById(n).parentNode.removeChild(document.getElementById(n)); } } Finally, is the object.js file linked to the script src="object.js"" in the html game file above the graphics.js part I just wrote. Basically, this is a separate file too, so thus, in order to run or test the html game code in the very first section I wrote, a person has to also make this code below a separate file called: object.js I hope this helps: function Object(x,y,w,h,t,n) { this.X = x; this.Y = y; this.Velocity_X = 0; this.Velocity_Y = 0; this.Previous_X = 0; this.Previous_Y = 0; this.Width = w; this.Height = h; this.Sprite = t; this.Name = n; this.Exists = true; } In all, this game is made based on a tutorial on youtube at: http://www.youtube.com/watch?v=t2kUzgFM4lY&feature=relmfu I'm just trying to learn how to add animations with it now. I hope the above helps. If not, let me know. Thanks

    Read the article

  • Will Apple abandon OpenCL?

    - by John
    I am developing OpenCL applications, amongst others for MacOS. The new Macbook pro 13 inch comes with an Intel HD Graphics 3000 card so it seams reasonable to assume all their mainstream computers like Macbook and Mac mini will also come out with this Intel graphics card soon. OpenCL is not available for Intel graphics cards. Intel having a terrible reputation in developing graphics drivers and Apple knowing this makes me wonder Apple is abandoning OpenCL already again. Especially considering OpenCL should run anywhere, not only on high end systems. Developing applications only for the high end Macs with dedicated graphics hardware or for previous generation hardware with the Geforce 320M would not be a feasible option for me. Does anybody have any thoughts on this?

    Read the article

  • Will Apple abandon OpenCL?

    - by John
    I am developing OpenCL applications, amongst others for MacOS. The new Macbook pro 13 inch comes with an Intel HD Graphics 3000 card so it seams reasonable to assume all their mainstream computers like Macbook and Mac mini will also come out with this Intel graphics card soon. OpenCL is not available for Intel graphics cards. Intel having a terrible reputation in developing graphics drivers and Apple knowing this makes me wonder Apple is abandoning OpenCL already again. Especially considering OpenCL should run anywhere, not only on high end systems. Developing applications only for the high end Macs with dedicated graphics hardware or for previous generation hardware with the Geforce 320M would not be a feasible option for me. Does anybody have any thoughts on this?

    Read the article

  • label to display graphics card or total system ram through registry possibly?

    - by NightsEVil
    hi all i have this great code that i love that will display the kind of processor model and speed like so RegistryKey Rkey = Registry.LocalMachine; Rkey = Rkey.OpenSubKey("HARDWARE\\DESCRIPTION\\System\\CentralProcessor\\0"); Labelproc.Text = (string)Rkey.GetValue("ProcessorNameString"); and i was wondering if theres a way to do this for the kind of graphics card and the total installed system ram (in separate labels)

    Read the article

  • 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.

    Read the article

  • Looking at desktop virtualization, but some users need 3D support. Is HP Remote Graphics a viable solution?

    - by Ryan Thompson
    My company is looking at desktop virtualization, and are planning to move all of the desktop compute resources into the server room or data center, and provide users with thin clients for access. In most cases, a simple VNC or Remote Desktop solution is adequate, but some users are running visualizations that require 3D capability--something that VNC and Remote Desktop cannot support. Rather than making an exception and providing desktop machines for these users, complicating out rollout and future operations, we are considering adding servers with GPUs, and using HP's Remote Graphics to provide access from the thin client. The demo version appears to work acceptably, but there is a bit of a learning curve, it's not clear how well it would work for multiple simultaneous sessions, and it's not clear if it would be a good solution to apply to non-3D sessions. If possible, as with the hardware, we want to deploy a single software solution instead of a mishmash. If anyone has had experience managing a large installation of HP Remote Graphics, I would appreciate any feedback you can provide.

    Read the article

  • How to draw a 3D donut chart in OpenGL?

    - by paulbeesley
    I would like to draw a chart in OpenGL similar to the donut graph at the bottom-right of this example. I have experience with drawing 2D charts such as the main chart in the example but what confuses me about the one I want to draw is the correct type of primitive to use when drawing the 3D chart. I have considered using GL_QUAD_STRIP and GL_POLYGON but neither seem quite right for the task. Where should I begin? I will be using JOGL with Java to draw the chart, if that helps at all. Also, I don't necessarily need to extrude certain slices of the chart as shown in the example.

    Read the article

  • how to convert a 2d path to a 3d shape in Three.js?

    - by VirtualWorld
    i need to have the 3d of this: http://jsfiddle.net/dAdKm/ but when i use this code: var shape = new THREE.Shape(); shape.moveTo(20,20); shape.bezierCurveTo(20, 100, 150, 100, 150, 20); shape.moveTo(20,20); shape.lineTo(20, 100); shape.lineTo(150, 100); shape.lineTo(150, 20); var shape3d = shape.extrude(extrudeSettings); var shapePoints = shape.createPointsGeometry(); var shapeSpacedPoints = shape.createSpacedPointsGeometry(); var material = new THREE.MeshBasicMaterial({ color: 0x0000ff }); var shapeMesh = new THREE.Mesh(shape3d, material); the result is not same as 2d context result, why? what is the problem?

    Read the article

  • How do you calculate the reflex angle given to vectors in 3D space?

    - by Reimund
    I want to calculate the angle between two vectors a and b. Lets assume these are at the origin. This can be done with theta = arccos(a . b / |a| * |b|) However arccos gives you the angle in [0, pi], i.e. it will never give you an angle greater than 180 degrees, which is what I want. So how do you find out when the vectors have gone past the 180 degree mark? In 2D I would simply let the sign of the y-component on one of the vectors determine what quadrant the vector is in. But what is the easiest way to do it in 3D?

    Read the article

  • how to use XML sent by html form?

    - by user32167
    i have html form with textarea in which i paste some XML, for example: <network ip_addr="10.0.0.0/8" save_ip="true"> <subnet interf_used="200" name="lan1" /> <subnet interf_used="254" name="lan2" /> </network> When user submit form, that data is send to Java server, so in headers i get something like that: GET /?we=%3Cnetwork+ip_addr%3D%2210.0.0.0%2F8%22+save_ip%3D%22true%22%3E%0D%0A%3Csubnet+interf_used%3D%22200%22+name%3D%22lan1%22+%2F%3E%0D%0A%3Csubnet+interf_used%3D%22254%22+name%3D%22lan2%22+%2F%3E%0D%0A%3C%2Fnetwork%3E HTTP/1.1 how can i use that in my Java applications? I need to make some calculations on that data and re-send new generated XML.

    Read the article

  • How can I test if a point lies within a 3d shape with its surface defined by a point cloud?

    - by Ben
    Hi I have a collection of points which describe the surface of a shape that should be roughly spherical, and I need a method with which to determine if any other given point lies within this shape. I've previously been approximating the shape as an exact sphere, but this has proven too inaccurate and I need a more accurate method. Simplicity and speed is favourable over complete accuracy, a good approximation will suffice. I've come across techniques for converting a point cloud to a 3d mesh, but most things I have found have been very complicated, and I am looking for something as simple as possible. Any ideas? Many thanks, Ben.

    Read the article

  • [java] how to use XML sent by html form?

    - by user32167
    i have html form with textarea in which i paste some XML, for example: <network ip_addr="10.0.0.0/8" save_ip="true"> <subnet interf_used="200" name="lan1" /> <subnet interf_used="254" name="lan2" /> </network> When user submit form, that data is send to Java server, so in headers i get something like that: GET /?we=%3Cnetwork+ip_addr%3D%2210.0.0.0%2F8%22+save_ip%3D%22true%22%3E%0D%0A%3Csubnet+interf_used%3D%22200%22+name%3D%22lan1%22+%2F%3E%0D%0A%3Csubnet+interf_used%3D%22254%22+name%3D%22lan2%22+%2F%3E%0D%0A%3C%2Fnetwork%3E HTTP/1.1 how can i use that in my Java applications? I need to make some calculations on that data and re-send new generated XML.

    Read the article

  • Level editor for 3D games with open format or API?

    - by furtelwart
    I would like to experiment with machine generated levels for a 3D game. I'm very open which game this will be. I just like the idea to run through a generated map. For this approach, it would be great if I can use an API or an open format for level designs. Is there an open source level system that can be used in several game engines (ego shooter or whatever)? I don't know if I explained my point clearly, so please add a comment with your question. I will try to clearify my point.

    Read the article

  • C# 2D Vector Graphics Game using DirectX or OpenGL?

    - by Brian
    Hey Guys, So it has been a while since I have done any game programming in C#, but I have had a recent bug to get back into it, and I wanted some opinions on what configuration I should use. I wanted to use C# as that is what I use for work, and have become vary familiar with. I have worked with both DirectX and OpenGL in the past, but mostly in 3D, but now I am interested in writing a 2D game with all vector graphics, something that resembles the look of Geometry Wars or the old Star Wars arcade game. Key points I am interested in: • Ease of use/implementation. • Easy on memory. (I plan on having a lot going on at once) • Looks good, I don't want curve to look pixelated. • Maybe some nice effects like glow or particle. I am open to any and all suggestions, maybe even something I have not thought of... Thanks in advance!

    Read the article

  • What would be a good starting point for development of a 3D application for representation of struct

    - by Lela Dax
    I was thinking QT on OpenGL. Multiplatform ability and being able to be closed (at no cost) at a later point would be important points. But I'm very interested in finding a way that is not only viable but also has the least amount of reinvention of the wheel. e.g. "Why not Ogre? A ready powerful 3D engine without reinventing that part". But I'm very uncertain in what is the optimal collection of tools for that job.

    Read the article

< Previous Page | 121 122 123 124 125 126 127 128 129 130 131 132  | Next Page >