Search Results

Search found 251972 results on 10079 pages for 'buffer overflow'.

Page 19/10079 | < Previous Page | 15 16 17 18 19 20 21 22 23 24 25 26  | Next Page >

  • Convert image buffer to pdf with ImageMagick in C++

    - by Chris
    Hi, I've downloaded the dll's for ImageMagick and am wondering if anybody knows of some example code to accomplish a simple task: I have generated an image in C++ and have the buffer in RGB format. I need to convert it to PDF format (without writing to a file) before sending it over a TCP socket. Is this doable with ImageMagick (or any other library)?

    Read the article

  • position:absolute within border-radius and overflow:hidden

    - by JaNightmare
    I had a problem with border-radius in webkit browsers and found the solution at the following URL: How to make CSS3 rounded corners hide overflow in Chrome/Opera but iam using a another element with position: absolute; inside this now I need to make the caption with rounded border too, but do not know how note: i can't use another border-radius in caption, because this will have an animation see the code with: <!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd"> <html> <head> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8"> <title>Problem</title> <style type="text/css"> img { border: 0; } a { text-decoration: none; } .wrap-events { float: left; position: relative; width: 500px; height: 250px; } .events { overflow: hidden; -webkit-border-radius: 50px; -moz-border-radius: 50px; border-radius: 50px; } .caption { position: absolute; width: 100%; bottom: 0; color: #FFFFFF; background-color: #151515; font: 12px "Arial", Helvetica, sans-serif; opacity: 0.6; border-radius: 0 0 50px 50px; /* add border-radius to caption */ } .caption p { padding: 10px; } </style> </head> <body> <div class="wrap-events"> <div class="events"> <a href="#"> <img src="http://www.cg-auto.com.br/forum/imagens/imagens_news/26c4dc4359edcfd4c6871ee1fa958539.jpg" alt="image"> </a> <div class="caption"> <p>This is a caption</p> </div> </div> </div> <button id="slide">Slide It!</button> <script type="text/javascript" src="https://ajax.googleapis.com/ajax/libs/jquery/1.7.1/jquery.min.js"></script> <script type="text/javascript"> $('#slide').click(function(){ $('.caption').hide().slideDown(2000); }); </script> </body> </html> cheers

    Read the article

  • Early Z culling - Ogre

    - by teodron
    This question is concerned with how one can enable this "pixel filter" to work within an Ogre based app. Simply put, one can write two passes, the first without writing any colour values to the frame buffer lighting off colour_write off shading flat The second pass is the one that employs heavy pixel shader computations, hence it would be really nice to get rid of those hidden surface patches and not process them pixel-wise. This approach works, except for one thing: objects with alpha, such as billboard trees suffer in a peculiar way - from one side, they seem to capture the sky/background within their alpha region and ignore other trees/houses behind them, while viewed from the other side, they exhibit the desired behavior. To tackle the issue, I thought I could write a custom vertex shader in the first pass and offset the projected Z component of the vertex a little further away from its actual position, so that in the second pass there is a need to recompute correctly the pixels of the objects closest to the camera. This doesn't work at all, all surfaces are processed in the pixel shader and there is no performance gain. So, if anyone has done a similar trick with Ogre and alpha objects, kindly please help.

    Read the article

  • How do I use depth testing and texture transparency together in my 2.5D world?

    - by nbolton
    Note: I've already found an answer (which I will post after this question) - I was just wondering if I was doing it right, or if there is a better way. I'm making a "2.5D" isometric game using OpenGL ES (JOGL). By "2.5D", I mean that the world is 3D, but it is rendered using 2D isometric tiles. The original problem I had to solve was that my textures had to be rendered in order (from back to front), so that the tiles overlapped properly to create the proper effect. After some reading, I quickly realised that this is the "old hat" 2D approach. This became difficult to do efficiently, since the 3D world can be modified by the player (so stuff can appear anywhere in 3D space) - so it seemed logical that I take advantage of the depth buffer. This meant that I didn't have to worry about rendering stuff in the correct order. However, I faced a problem. If you use GL_DEPTH_TEST and GL_BLEND together, it creates an effect where objects are blended with the background before they are "sorted" by z order (meaning that you get a weird kind of overlap where the transparency should be). Here's some pseudo code that should illustrate the problem (incidentally, I'm using libgdx for Android). create() { // ... // some other code here // ... Gdx.gl.glEnable(GL10.GL_DEPTH_TEST); Gdx.gl.glEnable(GL10.GL_BLEND); } render() { Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); Gdx.gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); // ... // bind texture and create vertices // ... } So the question is: How do I solve the transparency overlap problem?

    Read the article

  • OpenGL : sluggish performance in extracting texture from GPU

    - by Cyan
    I'm currently working on an algorithm which creates a texture within a render buffer. The operations are pretty complex, but for the GPU this is a simple task, done very quickly. The problem is that, after creating the texture, i would like to save it. This requires to extract it from GPU memory. For this operation, i'm using glGetTexImage(). It works, but the performance is sluggish. No, i mean even slower than that. For example, an 8MB texture (uncompressed) requires 3 seconds (yes, seconds) to be extracted. That's mind puzzling. I'm almost wondering if my graphic card is connected by a serial link... Well, anyway, i've looked around, and found some people complaining about the same, but no working solution so far. The most promising advise was to "extract data in the native format of the GPU". Which i've tried and tried, but failed so far. Edit : by moving the call to glGetTexImage() in a different place, the speed has been a bit improved for the most dramatic samples : looking again at the 8MB texture, it knows requires 500ms, instead of 3sec. It's better, but still much too slow. Smaller texture sizes were not affected by the change (typical timing remained into the 60-80ms range). Using glFinish() didn't help either. Note that, if i call glFinish() (without glGetTexImage), i'm getting a fixed 16ms result, whatever the texture size or complexity. It really looks like the timing for a frame at 60fps. The timing is measured for the full rendering + saving sequence. The call to glGetTexImage() alone does not really matter. That being said, it is this call which changes the performance. And yes, of course, as stated at the beginning, the texture is "created into the GPU", hence the need to save it.

    Read the article

  • Table overflow working in Chrome and IE but not Firefox

    - by Craig
    I am trying to get a layout that always takes up the entire screen, no more, no less. The layout has a header row, a 200px wide left bar (scrollable), and a scrollable content area. This works in Chrome and IE, but in Firefox the scroll bars never show nor work. Any thoughts? <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN"> <html> <head> <style type="text/css"> * { margin: 0; padding: 0; } html, body { height: 100%; background-color: yellow; overflow: hidden; } #viewTable { width: 100%; height: 100%; background-color: red; } #header { height: 72px; background-color: blue; } #leftcol { vertical-align: top; width: 200px; height: 100%; background-color: green; } #menu { height: 100%; overflow: auto; } #rightcol { vertical-align: top; width: auto; height: 100%; background-color: purple; } #content { height: 100%; overflow: auto; } </style> </head> <body> </body> <table id="viewTable" border="0" cellpadding="0" cellspacing="0"> <tr> <td colspan="2" id="header"> Header </td> </tr> <tr> <td id="leftcol"> <div id="menu"> 0<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 100<br/> </div> </td> <td id="rightcol"> <div id="content"> 0<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 1<br/> 100<br/> </div> </td> </tr> </table> hi </html> I would have preferred to use CSS, but could not find any way to do it. The hi should no show, it is simply there to verify it does not. Thank you!

    Read the article

  • Why do we keep using CSV?

    - by Stephen
    Why do we keep using CSV? I recently made a shift to working the health domain and despite the wonderful work in data transfer standards, all data transfer is in CSV, both for reporting to external organisations, and for data migrations when implementing new systems. Unfortunately the use of CSV is the cause of the endless repetition of the same stupid errors, with the same waste of developer time. (bad escaping, failing to handle null fields etc.) I know we can do better, and anything between JSON and XML (depending on the instance) would be fine. (Most of the time this is data going from one MS SQLserver 2005 to another!) I feel as if each time I see this happening I am literally watching one developer waste anothers time. So why do we keep shafting each other? When will we stop?

    Read the article

  • NHibernate won't persist DateTime SqlDateTime overflow

    - by chris raethke
    I am working on an ASP.NET MVC project with NHibernate as the backend and am having some trouble getting some dates to write back to my SQL Server database tables. These date fields are NOT nullable, so the many answers here about how to setup nullable datetimes have not helped. Basically when I try to save the entity which has a DateAdded and a LastUpdated fields, I am getting a SqlDateTime overflow exception. I have had a similar problem in the past where I was trying to write a datetime field into a smalldatetime column, updating the type on the column appeared to fix the problem. My gut feeling is that its going to be some problem with the table definition or some type of incompatible data types, and the overflow exception is a bit of a bum steer. I have attached an example of the table definition and the query that NHibernate is trying to run, any help or suggestions would be greatly appreciated. CREATE TABLE [dbo].[CustomPages]( [ID] [uniqueidentifier] NOT NULL, [StoreID] [uniqueidentifier] NOT NULL, [DateAdded] [datetime] NOT NULL, [AddedByID] [uniqueidentifier] NOT NULL, [LastUpdated] [datetime] NOT NULL, [LastUpdatedByID] [uniqueidentifier] NOT NULL, [Title] [nvarchar](150) NOT NULL, [Term] [nvarchar](150) NOT NULL, [Content] [ntext] NULL ) exec sp_executesql N'INSERT INTO CustomPages (Title, Term, Content, LastUpdated, DateAdded, StoreID, LastUpdatedById, AddedById, ID) VALUES (@p0, @p1, @p2, @p3, @p4, @p5, @p6, @p7, @p8)',N'@p0 nvarchar(21),@p1 nvarchar(21),@p2 nvarchar(33),@p3 datetime,@p4 datetime,@p5 uniqueidentifier,@p6 uniqueidentifier,@p7 uniqueidentifier,@p8 uniqueidentifier',@p0=N'Size and Colour Chart',@p1=N'size-and-colour-chart',@p2=N'This is the size and colour chart',@p3=''2009-03-14 14:29:37:000'',@p4=''2009-03-14 14:29:37:000'',@p5='48315F9F-0E00-4654-A2C0-62FB466E529D',@p6='1480221A-605A-4D72-B0E5-E1FE72C5D43C',@p7='1480221A-605A-4D72-B0E5-E1FE72C5D43C',@p8='1E421F9E-9A00-49CF-9180-DCD22FCE7F55' In response the the answers/comments, I am using Fluent NHibernate and the generated mapping is below public CustomPageMap() { WithTable("CustomPages"); Id( x => x.ID, "ID" ) .WithUnsavedValue(Guid.Empty) . GeneratedBy.Guid(); References(x => x.Store, "StoreID"); Map(x => x.DateAdded, "DateAdded"); References(x => x.AddedBy, "AddedById"); Map(x => x.LastUpdated, "LastUpdated"); References(x => x.LastUpdatedBy, "LastUpdatedById"); Map(x => x.Title, "Title"); Map(x => x.Term, "Term"); Map(x => x.Content, "Content"); } <?xml version="1.0" encoding="utf-8"?> <hibernate-mapping xmlns="urn:nhibernate-mapping-2.2" default-lazy="false" assembly="MyNamespace.Core" namespace="MyNamespace.Core"> <class name="CustomPage" table="CustomPages" xmlns="urn:nhibernate-mapping-2.2"> <id name="ID" column="ID" type="Guid" unsaved-value="00000000-0000-0000-0000-000000000000"><generator class="guid" /></id> <property name="Title" column="Title" length="100" type="String"><column name="Title" /></property> <property name="Term" column="Term" length="100" type="String"><column name="Term" /></property> <property name="Content" column="Content" length="100" type="String"><column name="Content" /></property> <property name="LastUpdated" column="LastUpdated" type="DateTime"><column name="LastUpdated" /></property> <property name="DateAdded" column="DateAdded" type="DateTime"><column name="DateAdded" /></property> <many-to-one name="Store" column="StoreID" /><many-to-one name="LastUpdatedBy" column="LastUpdatedById" /> <many-to-one name="AddedBy" column="AddedById" /></class></hibernate-mapping>

    Read the article

  • HTML overflow:hidden doesn't format text correctly

    - by Rens Groenveld
    I'm working on a website for an American Football team. They have these newsitems on their front page which they can manage through a CMS system. I have a problem with alligning the text inside those news items. Two of the news items look like this: As you can see, the right newsitem text are displayed nicely. But the left cuts it off really bad. You can only see the top half of the text at the last sentence. I use overflow: hidden; to make sure the text doesn't make the div or newsitem bigger. Does anyone have any idea how to solve this through HTML and CSS or should I cut it off serverside with PHP? Here's my code (HTML): <div class="newsitem"> <div class="titlemessagewrapper"> <h2 class="titel" align="center"><?php echo $row['homepagetitel']; ?></h2> <div class="newsbericht"> <?php echo $row['homepagebericht']; ?> </div> </div> <div class="newsfooter"> <span class="footer_author"><a href=""><?php echo get_gebruikersnaam_by_id($row['poster_id']); ?></a></span> <span class="footer_comment"><a href="">Comments <span>todo</span></a></span> <a href="" class="footer_leesmeer">Lees meer</a> </div> </div> And here is the CSS: .newsitem{ float: left; height: 375px; width: 296px; margin: 20px 20px 0px 20px; background-color: #F5F5F5; } .newsitem .titel{ color:#132055; font-size:1.2em; line-height:1.3em; font-weight:bold; margin:10px 5px 5px 5px; padding:0 0 6px 0; border-bottom:1px dashed #9c0001; } .titlemessagewrapper{ height: 335px; overflow: hidden; } .newsitem .newsbericht{ padding:5px 5px 5px 5px; font-size: 0.8em; margin-bottom: 5px; } .newsitem .newsfooter{ width: 100%; height: 25px; background-color: #132055; margin: 0px auto; font-size: 0.8em; padding-top: 5px; margin-top: 10px; border: 1px solid #9c0001; }

    Read the article

  • Why are my scene's depth values not being written to my DepthStencilView?

    - by dotminic
    I'm rendering to a depth map in order to use it as a shader resource view, but when I sample the depth map in my shader, the red component has a value of 1 while all other channels have a value of 0. The Texture2D I use to create the DepthStencilView is bound with the D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE flags, the DepthStencilView has the DXGI_FORMAT_D32_FLOAT format, and the ShaderResourceView's format is D3D11_SRV_DIMENSION_TEXTURE2D. I'm setting the depth map render target, then i'm drawing my scene, and once that is done, I'm the back buffer render target and depth stencil are set on the output merger, and I'm using the depth map shader resource view as a texture in my shader, but the depth value in the red channel is constantly 1. I'm not getting any runtime errors from D3D, and no compile time warning or anything. I'm not sure what I'm missing here at all. I have the impression the depth value is always being set to 1. I have not set any depth/stencil states, and AFAICT depth writing is enabled by default. The geometry is being rendered correctly so I'm pretty sure depth writing is enabled. The device is created with the appropriate debug flags; #if defined(DEBUG) || defined(_DEBUG) deviceFlags |= D3D11_CREATE_DEVICE_DEBUG | D3D11_RLDO_DETAIL; #endif This is how I create my depth map. I've omitted error checking for the sake of brevity D3D11_TEXTURE2D_DESC td; td.Width = width; td.Height = height; td.MipLevels = 1; td.ArraySize = 1; td.Format = DXGI_FORMAT_R32_TYPELESS; td.SampleDesc.Count = 1; td.SampleDesc.Quality = 0; td.Usage = D3D11_USAGE_DEFAULT; td.BindFlags = D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE; td.CPUAccessFlags = 0; td.MiscFlags = 0; _device->CreateTexture2D(&texDesc, 0, &this->_depthMap); D3D11_DEPTH_STENCIL_VIEW_DESC dsvd; ZeroMemory(&dsvd, sizeof(dsvd)); dsvd.Format = DXGI_FORMAT_D32_FLOAT; dsvd.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D; dsvd.Texture2D.MipSlice = 0; _device->CreateDepthStencilView(this->_depthMap, &dsvd, &this->_dmapDSV); D3D11_SHADER_RESOURCE_VIEW_DESC srvd; srvd.Format = DXGI_FORMAT_R32_FLOAT; srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; srvd.Texture2D.MipLevels = texDesc.MipLevels; srvd.Texture2D.MostDetailedMip = 0; _device->CreateShaderResourceView(this->_depthMap, &srvd, &this->_dmapSRV);

    Read the article

  • Why distant objects draw in front of close objects?

    - by cad
    I am rendering two cubes in the space using XNA 4.0 and the layering of objects only works from certain angles. Here is what I see from the front angle (everything ok) Here is what I see from behind This is my draw method. Cubes are drawn by serverManager and serverManager1 protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); switch (_gameStateFSM.State) { case GameFSMState.GameStateFSM.INTROSCREEN: spriteBatch.Begin(); introscreen.Draw(spriteBatch); spriteBatch.End(); break; case GameFSMState.GameStateFSM.GAME: spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend); // Text screenMessagesManager.Draw(spriteBatch, firstPersonCamera.cameraPosition, fpsHelper.framesPerSecond); // Camera firstPersonCamera.Draw(); // Servers serverManager.Draw(GraphicsDevice, firstPersonCamera.viewMatrix, firstPersonCamera.projMatrix); serverManager1.Draw(GraphicsDevice, firstPersonCamera.viewMatrix, firstPersonCamera.projMatrix); // Room //roomManager.Draw(GraphicsDevice, firstPersonCamera.viewMatrix); spriteBatch.End(); break; case GameFSMState.GameStateFSM.EXITGAME: break; default: break; } base.Draw(gameTime); fpsHelper.IncrementFrameCounter(); } serverManager and serverManager1 are instances of the same class ServerManager that draws a cube. The draw method for ServerManager is: public void Draw(GraphicsDevice graphicsDevice, Matrix viewMatrix, Matrix projectionMatrix) { cubeEffect.World = Matrix.CreateTranslation(modelPosition); // Set the World matrix which defines the position of the cube cubeEffect.View = viewMatrix; // Set the View matrix which defines the camera and what it's looking at cubeEffect.Projection = projectionMatrix; // Enable textures on the Cube Effect. this is necessary to texture the model cubeEffect.TextureEnabled = true; cubeEffect.Texture = cubeTexture; // Enable some pretty lights cubeEffect.EnableDefaultLighting(); // apply the effect and render the cube foreach (EffectPass pass in cubeEffect.CurrentTechnique.Passes) { pass.Apply(); cubeToDraw.RenderToDevice(graphicsDevice); } } Obviously there is something I am doing wrong. Any hint of where to look? (Maybe z-buffer or occlusion tests?)

    Read the article

  • QuickReport.ExportToFilter throws "stack overflow" error when used in TWebModule

    - by M Schenkel
    I have a web application using the TWebModule component. It runs as a module on Apache. The code below throws a "Stack Overflow" error on the ExportToFilter. The same exact code works fine from a Winforms Application and even a service for that matter. I have seen other discussions on this which indicate it has something to do with threading. var mFileName: String; AExportFilter:; begin mFileName := 'c:\temp\calendar.pdf'; AExportFilter:=TQRPDFDocumentFilter.Create(mFileName); try WebSchdHistCalendarForm := TWebSchdHistCalendarForm.create(nil); WebSchdHistCalendarForm.quickrep1.ShowProgress := False; WebSchdHistCalendarForm.quickrep1.ExportToFilter(AExportFilter ); finally AExportFilter.Free; WebSchdHistCalendarForm.Free; end;

    Read the article

  • SqlDateTime overflow on INSERT when date is correct using a Linq to SQL DataContext

    - by Jan Hoefnagels
    Dear Linq experts, I get an SqlDateTime overflow error (Must be between 1/1/1753 12:00:00 AM and 12/31/9999 11:59:59 PM.) when doing an INSERT using an Linq DataContext connected to SQL Server database when I do the SubmitChanges(). When I use the debugger the date value is correct. Even if I temporary update the code to set the date value to DateTime.Now it will not do the insert. Did anybody found a work-around for this behaviour? Maybe there is a way to check what SQL the datacontext submits to the database.

    Read the article

  • StructureMap Class Chaining - Stack Overflow or other errors

    - by Jason Young
    This has completely baffled me on a number of configurations. I keep reading the documentation, and I just don't get it. Here is my registration code: ForRequestedType<SimpleWorkItemProcessor>().TheDefault.Is.OfConcreteType<SimpleWorkItemProcessor>(); ForRequestedType<WorkItemRetryProcessor>().TheDefault.Is.OfConcreteType<WorkItemRetryProcessor>() .CtorDependency<IWorkItemProcessor>().Is(x => x.OfConcreteType<SimpleWorkItemProcessor>()) .WithCtorArg("busyDelay").EqualTo(TimeSpan.FromMilliseconds(20)) .WithCtorArg("overallTimeout").EqualTo(TimeSpan.FromSeconds(60)); ForRequestedType<WorkItemQueue>().TheDefault.Is.OfConcreteType<WorkItemQueue>() .CtorDependency<IWorkItemProcessor>().Is(x => x.OfConcreteType<WorkItemRetryProcessor>()); As it is, it says there's no default instance for IWorkItemProcessor (which is correct). Switching the last line to this: ForRequestedType<IWorkItemProcessor>().TheDefault.Is.OfConcreteType<WorkItemQueue>() .CtorDependency<IWorkItemProcessor>().Is(x => x.OfConcreteType<WorkItemRetryProcessor>()); ...Makes a stack overflow exception. How do you chain classes together that both implement an interface, and take in that same interface in their constructor?

    Read the article

  • glPushName + glPopName stack overflow and underflow

    - by soxs060389
    Can anybody please explain me how to use glPushName and glPopName. I like to use them instead of glLoadName, but I laways get GL_STACK_OVERFLOW and GL_STACK_UNDERFLOW errors. (First, under then overflow). Example code would help me too. Thanks for any advice. Note #1: My Rendering/selection_rednering code consists of multiple glBegin(...)/glEnd() blocks, if this is any problem plus various Rotations and Transformations. Note #2: I know that GL selection / picking is deprecated, but I have to implement it within a Application which was developed a with OpenGL2.1 a while ago.

    Read the article

  • Java OpenGL color material darkens when depth test is disabled

    - by Jeff Storey
    I've been working with the depth buffer in OpenGL (JOGL) to ensure certain items are rendered in front of others by disabling the depth buffer (detailed in my previous question http://stackoverflow.com/questions/2516086/java-opengl-saving-depth-buffer). This works, except when I set the color of an item that is being drawn when the depth test is disabled, none of the material shininess shows up. The item is rendered as a darker version of the original color (it seems like there is no lighting effect really applied to it). Is there a reason why this would be happening? and how might I prevent this? thanks, Jeff

    Read the article

< Previous Page | 15 16 17 18 19 20 21 22 23 24 25 26  | Next Page >