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  • How to implement escape Sequence in SDL

    - by Sa'me Smd
    Im trying to use the STL library inside the SDL. but it gives me the error "undeclared identifier" Is there any way i can use "\n"or even cout<<endl; Can the function SDL_WarpMousewhich places the mouse cursor on a desired location on screen help me with this. Because i want to put a tile on the next line sequence. I hope you get the Question. Its very vague and messed up question though (sorry for that). EDIT: void putMap(SDL_Surface* tile, SDL_Surface* screen) { for(int y = 0; y < 21; y++) { for(int x = 0; x < 60; x++) { if(maze[x][y] != '#') { apply_surface( x*10 , y*10 , tile, screen); } } cout<<endl; } } c:\documents and settings\administrator\my documents\visual studio 2008\projects\craptest\craptest\main.cpp(605) : error C2065: 'cout' : undeclared identifier c:\documents and settings\administrator\my documents\visual studio 2008\projects\craptest\craptest\main.cpp(605) : error C2065: 'endl' : undeclared identifier This is my apply_surface funtion. void apply_surface( int x, int y, SDL_Surface* source, SDL_Surface* destination ) { //Make a temporary rectangle to hold the offsets SDL_Rect offset; //Give the offsets to the rectangle offset.x = x; offset.y = y; //Blit the surface SDL_BlitSurface( source, NULL, destination, &offset ); }

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  • Cannot get admob working: configChanges error

    - by Jack Commonw
    I know there are some topics about it, but the reason I start this one is I appear not to be able to solve it with solutions given. I want to add admob to my project. I downloaded GoogleAdMobAdsSdk-6.2.1 and added it to my project. When I startup it says You must have AdActivity declared in AndroidManifest with configChanges. So solution found, set it to: android:configChanges="keyboard|keyboardHidden|orientation|screenLayout|uiMode|screenSize|smallestScreenSize" and <uses-sdk android:minSdkVersion="3" android:targetSdkVersion="15" /> Clean it, try again. But now I get an error saying following although my targetSdkVersion is set to be min 12, I really don't know why I am still getting this error: String types not allowed (at 'configChanges' with value 'keyboard|keyboardHidden|orientation| screenLayout|uiMode|screenSize|smallestScreenSize') Any ideas on this? There might be another setting wrong which I looked over?

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  • This is a programmer question, I have a Youtube.apk , I hope to play youtube videos with it's apk..

    - by danny
    hi all: This is a programmer question, I have a Youtube.apk , I hope to play youtube videos with it's apk, but make a problem when I had been play youtube videos , this's problem is : ============================================================================================= I/AndroidRuntime( 373): AndroidRuntime onExit calling exit(-42) I/ActivityManager( 52): Process com.google.android.youtube (pid 373) has died. D/Zygote ( 33): Process 373 exited cleanly (214) I/UsageStats( 52): Unexpected resume of com.android.launcher while already resumed in com.google.android.youtube ============================================================================================== I don't know why to call onExit method??? can anyone answer me !! How to fix this problem? Thanks ~~~

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  • rotate a plane around a diagonal

    - by compie
    I would like to rotate a plane, not around a single (X or Y) axis, but around the diagonal (45 degrees between X and Y). How do I calculate the Rx and Ry given the Rdiagonal? (Rdiagonal is the amount of rotation I would like to achieve around the diagonal axis).

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  • Problem when trying to use simple Shaders + VBOs

    - by Mr.Gando
    Hello I'm trying to convert the following functions to a VBO based function for learning purposes, it displays a static texture on screen. I'm using OpenGL ES 2.0 with shaders on the iPhone (should be almost the same than regular OpenGL in this case), this is what I got working: //Works! - (void) drawAtPoint:(CGPoint)point depth:(CGFloat)depth { GLfloat coordinates[] = { 0, 1, 1, 1, 0, 0, 1, 0 }; GLfloat width = (GLfloat)_width * _maxS, height = (GLfloat)_height * _maxT; GLfloat vertices[] = { -width / 2 + point.x, -height / 2 + point.y, width / 2 + point.x, -height / 2 + point.y, -width / 2 + point.x, height / 2 + point.y, width / 2 + point.x, height / 2 + point.y, }; glBindTexture(GL_TEXTURE_2D, _name); //Attrib position and attrib_tex coord are handles for the shader attributes glVertexAttribPointer(ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices); glEnableVertexAttribArray(ATTRIB_POSITION); glVertexAttribPointer(ATTRIB_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 0, coordinates); glEnableVertexAttribArray(ATTRIB_TEXCOORD); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } I tried to do this to convert to a VBO however I don't see anything displaying on-screen with this version: //Doesn't display anything - (void) drawAtPoint:(CGPoint)point depth:(CGFloat)depth { GLfloat width = (GLfloat)_width * _maxS, height = (GLfloat)_height * _maxT; GLfloat position[] = { -width / 2 + point.x, -height / 2 + point.y, width / 2 + point.x, -height / 2 + point.y, -width / 2 + point.x, height / 2 + point.y, width / 2 + point.x, height / 2 + point.y, }; //Texture on-screen position ( each vertex is x,y in on-screen coords ) GLfloat coordinates[] = { 0, 1, 1, 1, 0, 0, 1, 0 }; // Texture coords from 0 to 1 glBindVertexArrayOES(vao); glGenVertexArraysOES(1, &vao); glGenBuffers(2, vbo); //Buffer 1 glBindBuffer(GL_ARRAY_BUFFER, vbo[0]); glBufferData(GL_ARRAY_BUFFER, 8 * sizeof(GLfloat), position, GL_STATIC_DRAW); glEnableVertexAttribArray(ATTRIB_POSITION); glVertexAttribPointer(ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, position); //Buffer 2 glBindBuffer(GL_ARRAY_BUFFER, vbo[1]); glBufferData(GL_ARRAY_BUFFER, 8 * sizeof(GLfloat), coordinates, GL_DYNAMIC_DRAW); glEnableVertexAttribArray(ATTRIB_TEXCOORD); glVertexAttribPointer(ATTRIB_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 0, coordinates); //Draw glBindVertexArrayOES(vao); glBindTexture(GL_TEXTURE_2D, _name); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } In both cases I'm using this simple Vertex Shader //Vertex Shader attribute vec2 position;//Bound to ATTRIB_POSITION attribute vec4 color; attribute vec2 texcoord;//Bound to ATTRIB_TEXCOORD varying vec2 texcoordVarying; uniform mat4 mvp; void main() { //You CAN'T use transpose before in glUniformMatrix4fv so... here it goes. gl_Position = mvp * vec4(position.x, position.y, 0.0, 1.0); texcoordVarying = texcoord; } The gl_Position is equal to product of mvp * vec4 because I'm simulating glOrthof in 2D with that mvp And this Fragment Shader //Fragment Shader uniform sampler2D sampler; varying mediump vec2 texcoordVarying; void main() { gl_FragColor = texture2D(sampler, texcoordVarying); } I really need help with this, maybe my shaders are wrong for the second case ? thanks in advance.

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  • Tinting iPhone application screen red

    - by btschumy
    I'm trying to place a red tint on all the screens of my iPhone application. I've experimented on a bitmap and found I get the effect I want by compositing a dark red color onto the screen image using Multiply (kCGBlendModeMultiply). So the question is how to efficiently do this in real time on the iPhone? One dumb way might be to grab a bitmap of the current screen, composite into the bitmap and then write the composited bitmap back to the screen. This seems like it would almost certainly be too slow. In addition, I need some way of knowing when part of the screen has been redrawn so I can update the tinting. I can almost get the effect I want by putting a red, translucent, fullscreen UIView above everything. That tints everything red within further intervention on my part, but the effect is much "muddier" than results from the composite. So do any wizards out there know of some mechanism I can use to automatically composite the red over the app in similar fashion to what the translucent red UIView does?

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  • Fastest possible way to render 480 x 320 background as iPhone OpenGL ES textures

    - by unknownthreat
    I need to display 480 x 320 background image in OpenGL ES. The thing is I experienced a bit of a slow down in iPhone when I use 512 x 512 texture size. So I am finding an optimum case for rendering iPhone resolution size background in OpenGL ES. How should I slice the background in this case to obtain the best possible performance? My main concern is speed. Should I go for 256 x 256 or other texture sizes here?

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  • R: ca plotting text attributes

    - by chasec
    Does anyone know of a way to control the font size/color/weight of the row and column names when plotting a correspondence plot with the ca package? The following code will produce a very nice looking chart, though if there were more attributes (very heavy, super heavy, something more than super heavy) or more classes of workers (peons, underlings, etc) then the graph will get a little cluttered and hard to tell what was what. It would be nice if you could list all the attributes in a separate color than the categories of workers. library(ca) data("smoke") plot(ca(smoke) , map = "symmetric" , what =c("active","active") , mass = c(T,T) , contrib = "absolute" , col = c("red","blue") , pch = c(15,17,15,17) , labels = c(2,2) , arrows = c(T,F) ) Alternatively, does anyone know if there is a way to reproduce something along these lines with ggplot2? I didn't find anything on the website that seemed comparable, but I don't know much about the package. Thanks, -Chase

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  • Hanging Forms When I Drag And Move My Forms

    - by hosseinsinohe
    I Write a Windows Application By C Sharp. I Use a Picture in Background of my Form (MainForm) And I Use Many Picture in Buttons in This Form,And also I Use Some Panel And Label with Transparent Background Color. My Forms,Panels And Buttons has flicker. I solve this problem by a method in this thread. But Still when other Forms Start over this Form,my Forms hangs when I Drag and Move my Forms over this Form.How can I Solve this Problem to Move And Drags my Forms easily And Speed? Edit:: My Forms Load Data From Access 2007 DataBase file.I Use Datasets,DataGridViews And Other Components to Load And show Data in My Forms.

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  • Optimal pixel format for drawing on iPhone?

    - by Felixyz
    Pretty simple question: when doing some pretty intense drawing with CoreGraphics on the iPhone, how can I specify the pixel format to get optimal performance? Is the format that I get from the context via UIGraphicsGetCurrentContext per definition the best one? I know that RGB565 is supposed to be the fastest to use in OpenGL. Does that go for CoreGraphics as well? General advice?

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  • Convet from line points to shape points

    - by VOX
    I have an array of points that make up a line. However I need to draw the line with the width of n pixels. How can I transform that points for lines to points for polygon (or a shape) so I can directly draw it on canvas. I'm developing two program at the same time, one is j2me and another is .NET CF. j2me doesn't support drawing lines with width. Please take a look at the picture. link text

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  • How does Content-Aware fill work?

    - by CiscoIPPhone
    The upcoming version of Photoshop a feature called Content-Aware fill. This feature will fill a selection of an image based on the surrounding image - to the point it can generate bushes and clouds while being seamless with the surrounding image. See http://www.youtube.com/watch?v=NH0aEp1oDOI for a preview of the Photoshop feature I'm talking about. My question is: How does this feature work algorithmically?

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  • Graphic programming over video playback

    - by ignatius
    I want to make some GUI mockup program for video player, so my idea is just to show some menu pictures over real video being playback. I have working program made with C and SDL just to load pictures and make a slideshow, but i don´t know how to put this over video with transparencies. Do you have a hint? ps. i usually program with python and C, so if there is any solution with this two i highly appreciate. Thanks!

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  • What's happening between onResume and the activity is really displayed?

    - by Johnny
    I didn't nothing in the onResume of my Activity, but it still takes about 5 seconds between the onResume is called and the activity is really displayed. What's happening under there? Here is the code snip: onResume: @Override protected void onResume() { Log.d(TAG, "on resume >>>"); super.onResume(); } logcat: 05-28 10:36:05.621 D/LoginDialogActivity( 447): on resume >>> 05-28 10:36:06.231 I/ARMAssembler( 52): generated scanline__00000077:03010104_00000004_00000000 [ 22 ipp] (41 ins) at [0x3e3358:0x3e33fc] in 5646001 ns 05-28 10:36:10.690 I/ActivityManager( 52): Displayed activity com.aimi.appstore/.ui.activity.LoginDialogActivity: 5169 ms (total 5331 ms) AndroidManifest.xml: <activity android:name=".ui.activity.LoginDialogActivity" android:theme="@android:style/Theme.Dialog" />

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  • How to generate irregular ball shapes?

    - by tomato
    What kind of algorithms would generate random "goo balls" like those in World of Goo. (btw, if you haven't played it yet, highly recommended). I'm using Proccesing, but any generic algorithm would do. I guess it boils down to how to "randomly" make balls that are kind of round, but not perfectly round, and still looking realistic. Thanks in advance!

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  • Convert text box text into Argb argument

    - by Jimmy
    I have been looking into coloring objects like ellipses with code such as SolidBrush trnsRedBrush = new SolidBrush(Color.FromArgb(0x78FF0000)); I'd like to play around further with this by entering FromArgb's argument into a textbox on a form, then using the textbox to set the Brush's color. How would I convert the textbox's text into an argument usable by FromArgb?

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  • iPhone CALayer Stacking Order

    - by Brian
    I'm using CALayers to draw to a UITableViewCell. I'm trying to figure out how layers are ordered with the content of the UITableViewCell. For instance: I add labels to the UITableViewCell in my cellForRow:atIndexPath method In the drawRect method of UITableViewCell I draw some content using the current context Also, in drawRect I add a few sublayers So what would be the order of these elements. I know I have zPosition on the CALayers but I'm not sure if they are always on top of any subviews of the UITableViewCell. And I'm not sure where the content that is drawn in drawRect comes in the order. Any help or links to documentation would be great. I have read through the Core Animation Programming Guide and didn't see anywhere where this would be answered.

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  • Animation effect on C#

    - by Optimizer
    Can someone point me to a C# open source implementaion with a simple image animations. e.g. I feed the input image to animator, and the animation code produces a few dozen of images which if displayed sequentially looks like animation. I am not something extremely fancy - a simple DirectX filter like animations would do. Thank you.

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  • Generate 2D cross-section polygon from 3D mesh

    - by nornagon
    I'm writing a game which uses 3D models to draw a scene (top-down orthographic projection), but a 2D physics engine to calculate response to collisions, etc. I have a few 3D assets for which I'd like to be able to automatically generate a hitbox by 'slicing' the 3D mesh with the X-Y plane and creating a polygon from the resultant edges. Google is failing me on this one (and not much helpful material on SO either). Suggestions?

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  • OpenGL: How to draw Bezier curve of degree higher then 8?

    - by maciekp
    I am trying to draw high order Bezier Curve using OpenGL evaluators: glMap1f(GL_MAP1_VERTEX_3, 0.0, 1.0, 3, 30, &points[0][0]); glMapGrid1f(30, 0, 1); glEvalMesh1(GL_LINE, 0, 30); or glBegin(GL_LINE_STRIP); for (int i = 0; i <= 30; i++) glEvalCoord1f((GLfloat) i/30.0); glEnd(); When number of points exceeds 8, curve disappears. How to draw higher order Bezier curve using evaluators?

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  • Triangular bounding volumes

    - by Cheery
    I've come up with an alternative for beziers that might be easier to ray-trace, perhaps even though a plain vertex shader. Though there's missing a piece. I need to find the parametric surface equation from the surface normals I have for edge vertices. I also have to know it's peak and valley so I can constraint the depth of my bounding triangle. Image explains the overall idea: I build a bounding-volume from a control triangle. Then apply a function to each parametric coordinate of the triangle (s+t+u=1 where s,t,u = 0) to get the height coordinate for that certain point. Simply put, it produces a procedurally generated height-map for the triangle's surface. I just need to find a function that generates the height-map so I can make it work.

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  • Is PyOpenGL a good place to start learning opengl programing?

    - by Isaiah
    I want to start learning OpenGL but I don't really want to have to learn another language to do it. I already am pretty proficient in python and enjoy the language. I just want to know how close it is to the regular api? Will I be able to pretty easily follow tutorials and books without too much trouble? I know C++ gives better performance, but for just learning can I go wrong with PyOpenGL? Thanks alot

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