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  • How to get rid of the background gradient of the inline GtkToolbar?

    - by Dima
    When you run the below code, it will show an inline toolbar in a window. Notice how the inline toolbar has a stand-out backbround. Is there a way to apply CSS to get rid of it and make blend with regular window color? #!/usr/bin/python3 from gi.repository import Gtk button_names = [Gtk.STOCK_ABOUT, Gtk.STOCK_ADD, Gtk.STOCK_REMOVE, Gtk.STOCK_QUIT] buttons = [Gtk.ToolButton.new_from_stock(name) for name in button_names] toolbar = Gtk.Toolbar() toolbar.set_show_arrow(False) for button in buttons: toolbar.insert(button, -1) style_context = toolbar.get_style_context() style_context.add_class(Gtk.STYLE_CLASS_INLINE_TOOLBAR) grid = Gtk.Grid() grid.add(toolbar) label = Gtk.Label() grid.add(label) window = Gtk.Window() window.set_size_request(200, 50) window.add(grid) window.connect('delete-event', Gtk.main_quit) window.show_all() Gtk.main()

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  • Isometric algorithm producing tiles in wrong draw order

    - by David
    I've been toying with isometric and I just cant get the tiles to be in the right order. I'm probably missing something obvious and I just can't see it. Even at the risk of looking stupid, here's my code: for (int i = 0; i < Tile.MapSize; i++) { for (int j = 0; j < Tile.MapSize; j++) { spriteBatch.Draw( Tile.TileSetTexture, new Rectangle( (-j * Tile.TileWidth / 2) + (i * Tile.TileWidth / 2), (i * (Tile.TileHeight - 9) / 2) - (-j * (Tile.TileHeight - 9) / 2), Tile.TileWidth, Tile.TileHeight), Tile.GetSourceRectangle(tileID), Color.White, 0.0f, new Vector2(-350, -60), SpriteEffects.None, 1.0f); } } And here's what I end up with: messed up map Yep, bit of an issue. If anyone could help, I'd appreciate it.

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  • VS 2010: New Add Reference dialog, tab layout and options

    - by Fabrice Marguerie
    Microsoft has just published a new free extension for Visual Studio 2010 that provides an improved Add Reference dialog, an improved tab bar, and much more.The new Add Reference dialog comes with a long-awaited feature: it's now searchable!The tab bar allows you to display the close button at the end of the bar and not on each tab. It can also sort tabs by project and alphabetically. Tab color can vary by project or according to regular expressions.I'll let you discover about the other features by yourself (HTML Copy, Triple Click, Current Line Highlighting, etc.).The name of the extension is Visual Studio Pro Power Tools. I believe it's main features will come out-of-the-box with the next version of Visual Studio.

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  • VS 2010: New Add Reference dialog, tab layout and options

    Microsoft has just published a new free extension for Visual Studio 2010 that provides an improved Add Reference dialog, an improved tab bar, and much more.The new Add Reference dialog comes with a long-awaited feature: it's now searchable!The tab bar allows you to display the close button at the end of the bar and not on each tab. It can also sort tabs by project and alphabetically. Tab color can vary by project or according to regular expressions.I'll let you discover about the other features by...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • How to implement soft edge areas with particles

    - by OpherV
    My game is created using Phaser, but the question itself is engine-agnostic. In my game I have several environments, essentially polygonal areas that player characters can move into and be affected by. For example ice, fire, poison etc' The graphic element of these areas is the color filled polygon area itself, and particles of the suitable type (in this example ice shards). This is how I'm currently implementing this - with a polygon mask covering a tilesprite with the particle pattern: The hard edge looks bad. I'd like to improve by doing two things: 1. Making the polygon fill area to have a soft edge, and blend into the background. 2. Have some of the shards go out of the polygon area, so that they are not cut in the middle and the area doesn't have a straight line for example (mockup): I think 1 can be achieved with blurring the polygon, but I'm not sure how to go about with 2. How would you go about implementing this?

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  • Pixel perfect collision with paths (Android)

    - by keysersoze
    Hi I'm writing a game and I'm trying to do some pixel perfect collisions with paths. The player's character has a bitmask which looks for example like this: Currenly my code that handles player's collision with path looks like this: private boolean isTerrainCollisionDetected() { if(collisionRegion.op(player.getBounds(), terrain.getBottomPathBounds(), Region.Op.INTERSECT) || collisionRegion.op(player.getBounds(), terrain.getTopPathBounds(), Region.Op.INTERSECT)) { collisionRegion.getBounds(collisionRect); for(int i = collisionRect.left; i < collisionRect.right; i++) { for(int j = collisionRect.top; j < collisionRect.bottom; j++) { if(player.getBitmask().getPixel(i - player.getX(), j - player.getY()) != Color.TRANSPARENT) { return true; } } } } return false; } The problem is that collisions aren't pixel perfect. It detects collisions in situations like this: The question is: what can I do to improve my collision detection?

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  • GNOME 3.4 released, with smooth & fast magnification

    - by Peter Korn
    The GNOME community released GNOME 3.4 today. This release contains several new accessibility features, along with a new set of custom high-contrast icons which improve the user experience for users needing improved contrast. This release also makes available the AEGIS-funded GNOME Shell Magnifier. This magnifier leverages the powerful graphics functionality built into all modern video cards for smooth and fast magnification in GNOME. You can watch a video of that magnifier (with the previous version of the preference dialog), which shows all of the features now available in GNOME 3.4. This includes full/partial screen magnification, a magnifier lens, full or partial mouse cross hairs with translucency, and several mouse tracking modes. Future improvements planned for GNOME 3.6 include focus & caret tracking, and a variety of color/contrast controls.

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  • Google I/O 2012 - A Master Class in Map Styling

    Google I/O 2012 - A Master Class in Map Styling Scott Shawcroft, Jonah Jones Custom Styled Maps allow developers to customize the look and feel of the underlying Google Maps tiles. This makes it really easy to make a great looking map. You can tailor your map to your message, to your color scheme, or to help emphasize your data. In this class, master maps designers will help you build beautiful, elegant styles that make your maps work for you. For all I/O 2012 sessions, go to developers.google.com From: GoogleDevelopers Views: 23 0 ratings Time: 38:21 More in Science & Technology

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  • How do I draw video frames onto the screen permanently using XNA?

    - by izb
    I have an app that plays back a video and draws the video onto the screen at a moving position. When I run the app, the video moves around the screen as it plays. Here is my Draw method... protected override void Draw(GameTime gameTime) { Texture2D videoTexture = null; if (player.State != MediaState.Stopped) videoTexture = player.GetTexture(); if (videoTexture != null) { spriteBatch.Begin(); spriteBatch.Draw( videoTexture, new Rectangle(x++, 0, 400, 300), /* Where X is a class member */ Color.White); spriteBatch.End(); } base.Draw(gameTime); } The video moves horizontally acros the screen. This is not exactly as I expected since I have no lines of code that clear the screen. My question is why does it not leave a trail behind? Also, how would I make it leave a trail behind?

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  • xbox thumbstick used to rotate sprite, basic formula makes it "stick" or feel "sticky" at 90 degree intervals! how do get smooth rotation?

    - by Hugh
    Context: C#, XNA game I am using a very basic formula to calculate what angle my sprite (spaceship for example) should be facing based on the xbox controller thumbstick ie. you use the thumbstick to rotate the ship! in my main update method: shuttleAngle = (float) Math.Atan2(newGamePadState.ThumbSticks.Right.X, newGamePadState.ThumbSticks.Right.Y); in my main draw method: spriteBatch.Draw(shuttle, shuttleCoords, sourceRectangle, Color.White, shuttleAngle, origin, 1.0f, SpriteEffects.None, 1); as you can see its quite simple, i take the current radians from the thumbstick and store it in a float "shuttleAngle" and then use this as the rotation angle (in radians) arguement for drawing the shuttle. For some reason when i rotate the sprint it feels sticky at 0, 90, 180 and 270 degrees angles, it wants to settle at those angles. its not giving me a smooth and natural rotation like i would feel in a game that uses a similar mechanic. PS: my xbox controller is fine!

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  • What is the practical use of IBOs / degenerate vertex in OpenGL?

    - by 0xFAIL
    Vertices in 3D models CAN get cut in the process of optimizing 3D geometry, (degenerate vertices) by 3D graphics software (Blender, ...) when exporting because they aren't needed when reusing a vertex for multiple triangles. (In the current case 3D data is exported from Blender as .ply and read by a simple application that displays the 3D model) Every vertex has a few attributes like position, color, normal, tangent,... But the data for each vertex that is cut through the vertex sharing is lost and is missing in the vertex shader. Modern shader techniques like Bump or Normal mapping require normals/tangents per vertex which are also cut. To use complex shader techniques IBOs must not be used? Or is there a way to use IBOs and retain the data per vertex that was origionally lost?

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  • Kinect office demo ideas

    - by Tedd Hansen
    I'm thinking of placing a Kinect (connected to a PC) in the office and have something fun on it. Just a small thing people can interact with. Basically I get a depthmap (image) and a color image from the Kinect which I can analyze and do stuff with. My limited imagination came up with: Count people passing by. Measure average width of people passing by. Some ball with physics people can play with. Audible alert when someone is walking too fast. Anyone have any good ideas? :)

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  • YouTube Scalability Lessons

    - by Bertrand Matthelié
    @font-face { font-family: "Arial"; }@font-face { font-family: "Courier New"; }@font-face { font-family: "Wingdings"; }@font-face { font-family: "Calibri"; }@font-face { font-family: "Cambria"; }p.MsoNormal, li.MsoNormal, div.MsoNormal { margin: 0cm 0cm 0.0001pt; font-size: 12pt; font-family: "Times New Roman"; }h2 { margin: 12pt 0cm 3pt; page-break-after: avoid; font-size: 14pt; font-family: "Times New Roman"; font-style: italic; }a:link, span.MsoHyperlink { color: blue; text-decoration: underline; }a:visited, span.MsoHyperlinkFollowed { color: purple; text-decoration: underline; }span.Heading2Char { font-family: Calibri; font-weight: bold; font-style: italic; }div.Section1 { page: Section1; }ol { margin-bottom: 0cm; }ul { margin-bottom: 0cm; } Very interesting blog post by Todd Hoff at highscalability.com presenting “7 Years of YouTube Scalability Lessons in 30 min” based on a presentation from Mike Solomon, one of the original engineers at YouTube: …. The key takeaway away of the talk for me was doing a lot with really simple tools. While many teams are moving on to more complex ecosystems, YouTube really does keep it simple. They program primarily in Python, use MySQL as their database, they’ve stuck with Apache, and even new features for such a massive site start as a very simple Python program. That doesn’t mean YouTube doesn’t do cool stuff, they do, but what makes everything work together is more a philosophy or a way of doing things than technological hocus pocus. What made YouTube into one of the world’s largest websites? Read on and see... Stats @font-face { font-family: "Arial"; }@font-face { font-family: "Cambria"; }p.MsoNormal, li.MsoNormal, div.MsoNormal { margin: 0cm 0cm 0.0001pt; font-size: 12pt; font-family: "Times New Roman"; }div.Section1 { page: Section1; } 4 billion Views a day 60 hours of video is uploaded every minute 350+ million devices are YouTube enabled Revenue double in 2010 The number of videos has gone up 9 orders of magnitude and the number of developers has only gone up two orders of magnitude. 1 million lines of Python code Stack @font-face { font-family: "Arial"; }@font-face { font-family: "Cambria"; }p.MsoNormal, li.MsoNormal, div.MsoNormal { margin: 0cm 0cm 0.0001pt; font-size: 12pt; font-family: "Times New Roman"; }div.Section1 { page: Section1; } Python - most of the lines of code for YouTube are still in Python. Everytime you watch a YouTube video you are executing a bunch of Python code. Apache - when you think you need to get rid of it, you don’t. Apache is a real rockstar technology at YouTube because they keep it simple. Every request goes through Apache. Linux - the benefit of Linux is there’s always a way to get in and see how your system is behaving. No matter how bad your app is behaving, you can take a look at it with Linux tools like strace and tcpdump. MySQL - is used a lot. When you watch a video you are getting data from MySQL. Sometime it’s used a relational database or a blob store. It’s about tuning and making choices about how you organize your data. Vitess- a  new project released by YouTube, written in Go, it’s a frontend to MySQL. It does a lot of optimization on the fly, it rewrites queries and acts as a proxy. Currently it serves every YouTube database request. It’s RPC based. Zookeeper - a distributed lock server. It’s used for configuration. Really interesting piece of technology. Hard to use correctly so read the manual Wiseguy - a CGI servlet container. Spitfire - a templating system. It has an abstract syntax tree that let’s them do transformations to make things go faster. Serialization formats - no matter which one you use, they are all expensive. Measure. Don’t use pickle. Not a good choice. Found protocol buffers slow. They wrote their own BSON implementation, which is 10-15 time faster than the one you can download. ...Contiues. Read the blog Watch the video

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  • How can I modify the knetworkmanager icon in my kde taskbar?

    - by Joe
    I am using kubuntu 12.04 Precise 64 on my notebook. Almost everything works fine. I would like to modify the colors of the icon(s) used by knetworkmanager to indicate wifi online. Right now, I am using the (default?) Oxygen theme. What I want is to make the online icons some color other than gray - probably black, so the contrast is greater and they're easier for me to see (I use reading glasses.) I found an old article on how to do this, but when I added the icons it mentioned, they were ignored. Where are these icons stored? Can I just edit them with something like gimp to change the colors, etc.? TIA

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  • How to acheive a smoother lighting effect

    - by Cyral
    I'm making a tile based game in XNA So currently my lightning looks like this: How can I get it to look like this? Instead of each block having its own tint, it has a smooth overlay. I'm assuming some sort of shader, and to tell it the lighting and blur it some how. But im not an expert with shaders. My current lighting calculates the light, and then passes it to a spritebatch and draws with a color parameter EDIT: No longer uses spritebatch tint, I was testing and now pass parameters to set the light values. But still looking for a way to smooth it

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  • Isometric smooth fog

    - by marcg11
    I'm working on a simple 2d game with direct3d 9. It's a isometric game with diamond tiles and a staggered map. This is what I have: As you se I have some king of fog which is acomplished by having a fog matrix which is true (clear terrain) or false (obscure terran). But the result is very chunky. The fog moves as the player moves by tiles but not by pixels. Basically I check for every tile if there is fog, if so I just change the color of that tile: if(scene->fog[i+mapx][j+mapy] == FOG_NONE) { tile_color = 0x666666FF; } I also would like the fog to be smoother, for that I followed this "tutorial" but I haven't managed to work it it out. http://www.appsizematters.com/2010/07/how-to-implement-a-fog-of-war-part-2-smooth/

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  • The Journey to the Mystical Forest [Wallpaper]

    - by Asian Angel
    MYSTICAL FOREST PATH [DesktopNexus] Latest Features How-To Geek ETC Macs Don’t Make You Creative! So Why Do Artists Really Love Apple? MacX DVD Ripper Pro is Free for How-To Geek Readers (Time Limited!) HTG Explains: What’s a Solid State Drive and What Do I Need to Know? How to Get Amazing Color from Photos in Photoshop, GIMP, and Paint.NET Learn To Adjust Contrast Like a Pro in Photoshop, GIMP, and Paint.NET Have You Ever Wondered How Your Operating System Got Its Name? Sync Blocker Stops iTunes from Automatically Syncing The Journey to the Mystical Forest [Wallpaper] Trace Your Browser’s Roots on the Browser Family Tree [Infographic] Save Files Directly from Your Browser to the Cloud in Chrome and Iron The Steve Jobs Chronicles – Charlie and the Apple Factory [Video] Google Chrome Updates; Faster, Cleaner Menus, Encrypted Password Syncing, and More

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  • which kernels can I safely purge?

    - by ecoologic
    I use the main answer of this question quite often to clear some space, but now I'm in extreme need and I'd like to better understand which kernels are safe to purge, my list is the following 10:50:58-673 - ~> dpkg -l | grep -Eo "^.i +linux-(image|headers)[^ ]+" | cut -c 5- | grep --color -E "$|"`uname -r` linux-headers-2.6.38-15 linux-headers-2.6.38-15-generic linux-headers-2.6.38-15-generic-pae linux-headers-2.6.38-16 linux-headers-2.6.38-16-generic linux-headers-2.6.38-16-generic-pae # current one linux-headers-generic linux-headers-generic-pae linux-headers-server linux-image-2.6.38-15-generic-pae linux-image-2.6.38-16-generic-pae linux-image-generic-pae linux-image-server Is it enough to keep linux-headers-2.6.38-15 linux-headers-2.6.38-15-generic linux-headers-2.6.38-15-generic-pae linux-headers-2.6.38-16 linux-headers-2.6.38-16-generic linux-headers-2.6.38-16-generic-pae # current one Or would this be enough linux-headers-2.6.38-15-generic-pae linux-headers-2.6.38-16-generic-pae # current one Or which other would be the shortest (keeping the previous one too)? And why?

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  • “It’s only test code…”

    - by Chris George
    “Let me hack this in, it’s only test code”, “Don’t worry about getting it reviewed, it’s only test code”, “It doesn’t have to be elegant or efficient, it’s only test code”… do these phrases sound familiar? Chances are if you’ve working with test automation, at one point or other you will have heard these phrases, you have probably even used them yourself! What is certain is that code written under this “it’s only test code” mantra will come back and bite you in the arse! I’ve recently encountered a case where a test was giving a false positive, therefore hiding a real product bug because that test code was very badly written. Firstly it was very difficult to understand what the test was actually trying to achieve let alone how it was doing it, and this complexity masked a simple logic error. These issues are real and they do happen. Let’s take a step back from this and look at what we are trying to do. We are writing test code that tests product code, and we do this to create a suite of tests that will help protect our software against regressions. This test code is making sure that the product behaves as it should by employing some sort of expected result verification. The simple cases of these are generally not a problem. However, automation allows us to explore more complex scenarios in many more permutations. As this complexity increases then so does the complexity of the test code. It is at this point that code which has not been architected properly will cause problems.   Keep your friends close… So, how do we make sure we are doing it right? The development teams I have worked on have always had Test Engineers working very closely with their Software Engineers. This is something that I have always tried to take full advantage of. They are coding experts! So run your ideas past them, ask for advice on how to structure your code, help you design your data structures. This may require a shift in your teams viewpoint, as contrary to this section title and folklore, Software Engineers are not actually the mortal enemy of Test Engineers. As time progresses, and test automation becomes more and more ingrained in what we do, the two roles are converging more than ever. Over the 16 years I have spent as a Test Engineer, I have seen the grey area between the two roles grow significantly larger. This serves to strengthen the relationship and common bond between the two roles which helps to make test code activities so much easier!   Pair for the win Possibly the best thing you could do to write good test code is to pair program on the task. This will serve a few purposes. you will get the benefit of the Software Engineers knowledge and experience the Software Engineer will gain knowledge on the testing process. Sharing the love is a wonderful thing! two pairs of eyes are always better than one… And so are two brains. Between the two of you, I will guarantee you will derive more useful test cases than if it was just one of you.   Code reviews Another policy which certainly pays dividends is the practice of code reviews. By having one of your peers review your code before you commit it serves two purposes. Firstly, it forces you to explain your code. Just the act of doing this will often pick up errors in your code. Secondly, it gets yet another pair of eyes on your code! I cannot stress enough how important code reviews are. The benefits they offer apply as much to product code as test code. In short, Software and Test Engineers should all be doing them! It can be extended even further by getting test code reviewed by a Software Engineer and a Test Engineer, and likewise product code. This serves to keep both functions in the loop with changes going on within your code base.   Learn from your devs I briefly touched on this earlier but I’d like to go into more detail here. Pairing with your Software Engineers when writing your test code is such an amazing opportunity to improve your coding skills. As I sit here writing this article waiting to be called into court for jury service, it reminds me that it takes a lot of patience to be a Test Engineer, almost as much as it takes to be a juror! However tempting it is to go rushing in and start writing your automated tests, resist that urge. Discuss what you want to achieve then talk through the approach you’re going to take. Then code it up together. I find it really enlightening to ask questions like ‘is there a better way to do this?’ Or ‘is this how you would code it?’ The latter question, especially, is where I learn the most. I’ve found that most Software Engineers will be reluctant to show you the ‘right way’ to code something when writing tests because they perceive the ‘right way’ to be too complicated for the Test Engineer (e.g. not mentioning LINQ and instead doing something verbose). So by asking how THEY would code it, it unleashes their true dev-ness and advanced code usually ensues! I would like to point out, however, that you don’t have to accept their method as the final answer. On numerous occasions I have opted for the more simple/verbose solution because I found the code written by the Software Engineer too advanced and therefore I would find it unreadable when I return to the code in a months’ time! Always keep the target audience in mind when writing clever code, and in my case that is mostly Test Engineers.  

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  • UIView with IrrlichtScene - iOS

    - by user1459024
    i have a UIViewController in a Storyboard and want to draw a IrrlichtScene in this View Controller. My Code: WWSViewController.h #import <UIKit/UIKit.h> @interface WWSViewController : UIViewController { IBOutlet UILabel *errorLabel; } @end WWSViewController.mm #import "WWSViewController.h" #include "../../ressources/irrlicht/include/irrlicht.h" using namespace irr; using namespace core; using namespace scene; using namespace video; using namespace io; using namespace gui; @interface WWSViewController () @end @implementation WWSViewController -(void)awakeFromNib { errorLabel = [[UILabel alloc] init]; errorLabel.text = @""; IrrlichtDevice *device = createDevice( video::EDT_OGLES1, dimension2d<u32>(640, 480), 16, false, false, false, 0); /* Set the caption of the window to some nice text. Note that there is an 'L' in front of the string. The Irrlicht Engine uses wide character strings when displaying text. */ device->setWindowCaption(L"Hello World! - Irrlicht Engine Demo"); /* Get a pointer to the VideoDriver, the SceneManager and the graphical user interface environment, so that we do not always have to write device->getVideoDriver(), device->getSceneManager(), or device->getGUIEnvironment(). */ IVideoDriver* driver = device->getVideoDriver(); ISceneManager* smgr = device->getSceneManager(); IGUIEnvironment* guienv = device->getGUIEnvironment(); /* We add a hello world label to the window, using the GUI environment. The text is placed at the position (10,10) as top left corner and (260,22) as lower right corner. */ guienv->addStaticText(L"Hello World! This is the Irrlicht Software renderer!", rect<s32>(10,10,260,22), true); /* To show something interesting, we load a Quake 2 model and display it. We only have to get the Mesh from the Scene Manager with getMesh() and add a SceneNode to display the mesh with addAnimatedMeshSceneNode(). We check the return value of getMesh() to become aware of loading problems and other errors. Instead of writing the filename sydney.md2, it would also be possible to load a Maya object file (.obj), a complete Quake3 map (.bsp) or any other supported file format. By the way, that cool Quake 2 model called sydney was modelled by Brian Collins. */ IAnimatedMesh* mesh = smgr->getMesh("/Users/dbocksteger/Desktop/test/media/sydney.md2"); if (!mesh) { device->drop(); if (!errorLabel) { errorLabel = [[UILabel alloc] init]; } errorLabel.text = @"Konnte Mesh nicht laden."; return; } IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode( mesh ); /* To let the mesh look a little bit nicer, we change its material. We disable lighting because we do not have a dynamic light in here, and the mesh would be totally black otherwise. Then we set the frame loop, such that the predefined STAND animation is used. And last, we apply a texture to the mesh. Without it the mesh would be drawn using only a color. */ if (node) { node->setMaterialFlag(EMF_LIGHTING, false); node->setMD2Animation(scene::EMAT_STAND); node->setMaterialTexture( 0, driver->getTexture("/Users/dbocksteger/Desktop/test/media/sydney.bmp") ); } /* To look at the mesh, we place a camera into 3d space at the position (0, 30, -40). The camera looks from there to (0,5,0), which is approximately the place where our md2 model is. */ smgr->addCameraSceneNode(0, vector3df(0,30,-40), vector3df(0,5,0)); /* Ok, now we have set up the scene, lets draw everything: We run the device in a while() loop, until the device does not want to run any more. This would be when the user closes the window or presses ALT+F4 (or whatever keycode closes a window). */ while(device->run()) { /* Anything can be drawn between a beginScene() and an endScene() call. The beginScene() call clears the screen with a color and the depth buffer, if desired. Then we let the Scene Manager and the GUI Environment draw their content. With the endScene() call everything is presented on the screen. */ driver->beginScene(true, true, SColor(255,100,101,140)); smgr->drawAll(); guienv->drawAll(); driver->endScene(); } /* After we are done with the render loop, we have to delete the Irrlicht Device created before with createDevice(). In the Irrlicht Engine, you have to delete all objects you created with a method or function which starts with 'create'. The object is simply deleted by calling ->drop(). See the documentation at irr::IReferenceCounted::drop() for more information. */ device->drop(); } - (void)viewDidLoad { [super viewDidLoad]; // Do any additional setup after loading the view, typically from a nib. } - (void)viewDidUnload { [super viewDidUnload]; // Release any retained subviews of the main view. } - (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation { return (interfaceOrientation != UIInterfaceOrientationPortraitUpsideDown); } @end Sadly the result is just a black View in the Simulator. :( Hope here is anyone who can explain me how i draw the scene in a UIView. Furthermore I'm getting this Error: Could not load sprite bank because the file does not exist: #DefaultFont How can i fix it ?

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  • How to remove all that country-specific dictionaries (like En_AU, En_CA, de_CH, etc)?

    - by Ivan
    After I've installed some language packs and spell checking dictionaries (I'd like to use with Firefox and OpenOffice) I've got tons of language variations installed. This makes very inconvenient to maintain dictionary additions, for example. Sometimes Firefox decides to switch to Australian, sometimes to UK dictionary, sometimes to US, etc. For me, a Russian, English is just English, and German is just German. I think every English-speaking will understand me, may I write "color" or "colour", "dialog", or "dialogue" (I usually prefer classic UK spelling though, as a matter of a habit (as I was taught at school)). How to remove all those dialects?

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  • Isometric algorithm [fixed]

    - by David
    so i've been toying with isometric and i just cant get the tiles to be in the right order. im probably missing something obvious and i just cant see it... but even at the risk of looking stupid, heres my code. for (int i = 0; i < Tile.MapSize; i++) { for (int j = 0; j < Tile.MapSize; j++) { spriteBatch.Draw( Tile.TileSetTexture, new Rectangle( (-j * Tile.TileWidth / 2) + (i * Tile.TileWidth / 2), (i * (Tile.TileHeight - 9) / 2) - (-j * (Tile.TileHeight - 9) / 2), Tile.TileWidth, Tile.TileHeight), Tile.GetSourceRectangle(tileID), Color.White, 0.0f, new Vector2(-350, -60), SpriteEffects.None, 1.0f); } } and heres what i end up with delicious messed up map yep, bit of an issue. so if anyone could help, i'd appreciate it. edit* works now <_<

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  • Why does my health bar disappear whenever my character takes amage?

    - by iQue
    Im making health bar for my game that looks like this: public void healthBar(Canvas canvas) { float healthScale = happy.getHP() / happy.getMaxHP(); Rect rect = new Rect(20, 20,(120 * (int)healthScale), 40); Paint paint = new Paint(); paint.setColor(Color.RED); canvas.drawRect(20, 20, 220 * healthScale, 40, paint) } this is called every time my game renders. When the game starts it's where I want it, but as soon as my character (happy) takes any damage, it dissapears. And I know that his hp only gets subtracted by 5 every time he gets hit. So this should not happen? example: @Startup: happy.getHP() == 100, happy.getMaxHP == 100. when damaged HP -=5, -> happy.getHP() == 95 -> healthscale == 0,95 -> 220 * 0,95 == new width for Rect(?)

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  • Indexed Drawing in OpenGL not working

    - by user2050846
    I am trying to render 2 types of primitives- - points ( a Point Cloud ) - triangles ( a Mesh ) I am rendering points simply without any index arrays and they are getting rendered fine. To render the meshes I am using indexed drawing with the face list array having the indices of the vertices to be rendered as Triangles. Vertices and their corresponding vertex colors are stored in their corresponding buffers. But the indexed drawing command do not draw anything. The code is as follows- Main Display Function: void display() { simple->enable(); simple->bindUniform("MV",modelview); simple->bindUniform("P", projection); // rendering Point Cloud glBindVertexArray(vao); // Vertex buffer Point Cloud glBindBuffer(GL_ARRAY_BUFFER,vertexbuffer); glEnableVertexAttribArray(0); glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,0,0); // Color Buffer point Cloud glBindBuffer(GL_ARRAY_BUFFER,colorbuffer); glEnableVertexAttribArray(1); glVertexAttribPointer(1,3,GL_FLOAT,GL_FALSE,0,0); // Render Colored Point Cloud //glDrawArrays(GL_POINTS,0,model->vertexCount); glDisableVertexAttribArray(0); glDisableVertexAttribArray(1); // ---------------- END---------------------// //// Floor Rendering glBindBuffer(GL_ARRAY_BUFFER,fl); glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,0,0); glVertexAttribPointer(1,4,GL_FLOAT,GL_FALSE,0,(void *)48); glDrawArrays(GL_QUADS,0,4); glDisableVertexAttribArray(0); glDisableVertexAttribArray(1); // -----------------END---------------------// //Rendering the Meshes //////////// PART OF CODE THAT IS NOT DRAWING ANYTHING //////////////////// glBindVertexArray(vid); for(int i=0;i<NUM_MESHES;i++) { glBindBuffer(GL_ARRAY_BUFFER,mVertex[i]); glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,0,0); glVertexAttribPointer(1,3,GL_FLOAT,GL_FALSE,0,(void *)(meshes[i]->vertexCount*sizeof(glm::vec3))); //glDrawArrays(GL_TRIANGLES,0,meshes[i]->vertexCount); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,mFace[i]); //cout<<gluErrorString(glGetError()); glDrawElements(GL_TRIANGLES,meshes[i]->faceCount*3,GL_FLOAT,(void *)0); glDisableVertexAttribArray(0); glDisableVertexAttribArray(1); } glUseProgram(0); glutSwapBuffers(); glutPostRedisplay(); } Point Cloud Buffer Allocation Initialization: void initGLPointCloud() { glGenBuffers(1,&vertexbuffer); glGenBuffers(1,&colorbuffer); glGenBuffers(1,&fl); //Populates the position buffer glBindBuffer(GL_ARRAY_BUFFER,vertexbuffer); glBufferData(GL_ARRAY_BUFFER, model->vertexCount * sizeof (glm::vec3), &model->positions[0], GL_STATIC_DRAW); //Populates the color buffer glBindBuffer(GL_ARRAY_BUFFER, colorbuffer); glBufferData(GL_ARRAY_BUFFER, model->vertexCount * sizeof (glm::vec3), &model->colors[0], GL_STATIC_DRAW); model->FreeMemory(); // To free the not needed memory, as the data has been already // copied on graphic card, and wont be used again. glBindBuffer(GL_ARRAY_BUFFER,0); } Meshes Buffer Initialization: void initGLMeshes(int i) { glBindBuffer(GL_ARRAY_BUFFER,mVertex[i]); glBufferData(GL_ARRAY_BUFFER,meshes[i]->vertexCount*sizeof(glm::vec3)*2,NULL,GL_STATIC_DRAW); glBufferSubData(GL_ARRAY_BUFFER,0,meshes[i]->vertexCount*sizeof(glm::vec3),&meshes[i]->positions[0]); glBufferSubData(GL_ARRAY_BUFFER,meshes[i]->vertexCount*sizeof(glm::vec3),meshes[i]->vertexCount*sizeof(glm::vec3),&meshes[i]->colors[0]); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,mFace[i]); glBufferData(GL_ELEMENT_ARRAY_BUFFER,meshes[i]->faceCount*sizeof(glm::vec3), &meshes[i]->faces[0],GL_STATIC_DRAW); meshes[i]->FreeMemory(); //glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); } Initialize the Rendering, load and create shader and calls the mesh and PCD initializers. void initRender() { simple= new GLSLShader("shaders/simple.vert","shaders/simple.frag"); //Point Cloud //Sets up VAO glGenVertexArrays(1, &vao); glBindVertexArray(vao); initGLPointCloud(); //floorData glBindBuffer(GL_ARRAY_BUFFER, fl); glBufferData(GL_ARRAY_BUFFER, sizeof(floorData), &floorData[0], GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER,0); glBindVertexArray(0); //Meshes for(int i=0;i<NUM_MESHES;i++) { if(i==0) // SET up the new vertex array state for indexed Drawing { glGenVertexArrays(1, &vid); glBindVertexArray(vid); glGenBuffers(NUM_MESHES,mVertex); glGenBuffers(NUM_MESHES,mColor); glGenBuffers(NUM_MESHES,mFace); } initGLMeshes(i); } glEnable(GL_DEPTH_TEST); } Any help would be much appreciated, I have been breaking my head on this problem since 3 days, and still it is unsolved.

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  • Are there any tweaks for fixing the appearance of Eclipse Juno on ubuntu?

    - by agnul
    As we have previously established ;-) running Eclipse on ubuntu is a bit disappointing on the UI side. Things are even worse now that Juno is out. Are there any tweaks specific to Gtk3 and Juno that help make things better? The new UI maybe needs some getting used to, but I'm not convinced. Padding got much worse with all the extra (useless?) space between panes. The gradient on the toolbar looks ugly, the quick search looks like it needs some more polish, the buttons to switch perspectives maybe would look nicer without the quick search bar, tabs are waaay to big. Not sure the color scheme has been fixed since I'm running a modified theme for the sake of old 3.7 (the infamous white on black tooltips)

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