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  • What is the fastest way to display an image in QT on X11 without OpenGL?

    - by msh
    I need to display a raw image in a QT widget. I'm running X11 on a framebuffer, so OpenGL is not available. Both the image and the framebuffer are in the same format - RGB565, but I can change it to any other format if needed. I don't need blending or scaling. I just need to display pixels as is. I'm using QPainter::drawImage, but it converts QImage to QPixmap and this conversion seems to be very slow. Also it is backed by Xrender and I think there is unnecessary overhead required to support blending in Xrender which I don't really need Is there any better way? If it is not available in QT, I can use Xlib or any other library or protocol. I can modify the driver, X server or anything else.

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  • Creating an OpenGL texture with alpha using NSBitmapImageRep

    - by BROK3N S0UL
    I am loading a PNG using: theImage = [NSBitmapImageRep imageRepWithContentsOfFile:imagePath]; from which I can successfully create a gl texture and render correctly without any transparency. However, when I switch blending on using: glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE); The texture renders with the correct transparent background, but the image colours are incorrect. I have tried several options in the blend function, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_DST_ALPHA, etc. I was taught maybe I need to reorder the bits in the image data, maybe the channels have been mixed up, but I would not expect it to render correctly when blending is off in that case. Alternatively, I could use libPNG I guess, but I would like to try using a NSBitmapImageRep if it is possible.

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  • PHP GD issues with ImageCreateTrueColor and PNGs

    - by DrPheltRight
    I am resizing PNG images using the GD image library function ImageCopyResampled(). It all works fine, I can even keep alpha blending transparency with the use of ImageCreateTrueColor() rather than using ImageCreate() to create the resized image. The problem is, that if I use ImageCreateTrueColor() rather than ImageCreate() the file size of PNG files increases from something like 80kb to 150kb. If I use ImageCreate() the file size stays around the same size, but colors screw! So my question is, how can I retain alpha blending when resizing PNG images without increasing the file size? Oh and I am reducing the dimensions of the PNGs.

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  • A Quick HLSL Question (How to modify some HLSL code)

    - by electroflame
    Thanks for wanting to help! I'm trying to create a circular, repeating ring (that moves outward) on a texture. I've achieved this, to a degree, with the following code: float distance = length(inTex - in_ShipCenter); float time = in_Time; ///* Simple distance/time combination */ float2 colorIndex = float2(distance - time, .3); float4 shipColor = tex2D(BaseTexture, inTex); float4 ringColor = tex2D(ringTexture, colorIndex); float4 finalColor; finalColor.rgb = (shipColor.rgb) + (ringColor.rgb); finalColor.a = shipColor.a; // Use the base texture's alpha (transparency). return finalColor; This works, and works how I want it to. The ring moves outward from the center of the texture at a steady rate, and is constrained to the edges of the base texture (i.e. it won't continue past an edge). However, there are a few issues with it that I would like some help on, though. They are: By combining the color additively (when I set finalColor.rgb), it makes the resulting ring color much lighter than I want (which, is pretty much the definition of additive blending, but I don't really want additive blending in this case). I would really like to be able to pass in the color that I want the ring to be. Currently, I have to pass in a texture that contains the color of the ring, but I think that doing it that way is kind of wasteful and overly-cumbersome. I know that I'm probably being an idiot over this, so I greatly appreciate the help. Some other (possibly relevant) information: I'm using XNA. I'm applying this by providing it to a SpriteBatch (as an Effect). The SpriteBatch is using BlendState.NonPremultiplied. Thanks in advance! EDIT: Thanks for the answers thus far, as they've helped me get a better grasp of the color issue. However, I'm still unsure of how to pass a color in and not use a texture. i.e. Can I create a tex2D by using a float4 instead of a texture? Or can I make a texture from a float4 and pass the texture in to the tex2D? DOUBLE EDIT: Here's some example pictures: With the effect off: With the effect on: With the effect on, but with the color weighting set to full: As you can see, the color weighting makes the base texture completely black (The background is black, so it looks transparent). You can also see the red it's supposed to be, and then the white-ish it really is when blended additively.

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  • MySQL at the DOAG Conference this week in Nuremberg

    - by Bertrand Matthelié
    Planning to attend the DOAG Conference this week in Nuremberg? There will be several MySQL presentations, including the three following ones from Oracle team members: Oracle GoldenGate: Bindeglied zwischen Oracle & MySQL Datenbanken Ileana Somesan Wednesday November 21, 12:00 NoSQL and SQL: Blending the Best of Both Worlds Andrew MorganWednesday November 21, 14:00 MySQL Replikation Carsten ThalheimerWednesday November 21,  16:00 We look forward to seeing you there!

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  • How can I achieve this lighting with OpenGL?

    - by Smallbro
    I'm currently trying to implement a type of "smooth" lighting. How can I achieve lighting which looks like this: http://dl.dropbox.com/u/1668516/concept/warp3.png Using OpenGl. I've attempted to use blending modes and have come very close to making it work but it came out like this: https://pbs.twimg.com/media/A1071viCEAAlFmJ.png and I also wasn't able to change the alpha of the black background which I want to be able to do. Could I get a few pointers in the right direction?

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  • Delphi - Populate an imagelist with icons at runtime 'destroys' transparency

    - by ben
    Hi again, I've spended hours for this (simple) one and don't find a solution :/ I'm using D7 and the TImageList. The ImageList is assigned to a toolbar. When I populate the ImageList at designtime, the icons (with partial transparency) are looking fine. But I need to populate it at runtime, and when I do this the icons are looking pretty shitty - complete loose of the partial transparency. I just tried to load the icons from a .res file - with the same result. I've tried third party image lists also without success. I have no clue what I could do :/ Thanks 2 all ;) edit: To be honest I dont know exactly whats going on. Alpha blending is the correkt term... Here are 2 screenies: Icon added at designtime: Icon added at runtime: Your comment that alpha blending is not supported just brought the solution: I've edited the image in an editor and removed the "alpha blended" pixels - and now it looks fine. But its still strange that the icons look other when added at runtime instead of designtime. If you (or somebody else ;) can explain it, I would be happy ;) thanks for you support!

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  • How to handle alpha in a manual "Overlay" blend operation?

    - by quixoto
    I'm playing with some manual (walk-the-pixels) image processing, and I'm recreating the standard "overlay" blend. I'm looking at the "Photoshop math" macros here: http://www.nathanm.com/photoshop-blending-math/ (See also here for more readable version of Overlay) Both source images are in fairly standard RGBA (8 bits each) format, as is the destination. When both images are fully opaque (alpha is 1.0), the result is blended correctly as expected: But if my "blend" layer (the top image) has transparency in it, I'm a little flummoxed as to how to factor that alpha into the blending equation correctly. I expect it to work such that transparent pixels in the blend layer have no effect on the result, opaque pixels in the blend layer do the overlay blend as normal, and semitransparent blend layer pixels have some scaled effect on the result. Can someone explain to me the blend equations or the concept behind doing this? Bonus points if you can help me do it such that the resulting image has correctly premultiplied alpha (which only comes into play for pixels that are not opaque in both layers, I think.) Thanks! // factor in blendLayerA, (1-blendLayerA) somehow? resultR = ChannelBlend_Overlay(baseLayerR, blendLayerR); resultG = ChannelBlend_Overlay(baseLayerG, blendLayerG); resultB = ChannelBlend_Overlay(baseLayerB, blendLayerB); resultA = 1.0; // also, what should this be??

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  • What is the most Linux friendly video card chipset/manufacturer on the market?

    - by rrc7cz
    I've wasted an absurd amount of time trying to get my nVidia card to function properly in Linux (Ubuntu & Fedora). I've decided to purchase a new video card that will "just work" with any Linux I throw at it. Making things even easier, I'm not a gamer, though I do appreciate some of the 3D or alpha blending effects seen in modern GUIs. What cards and/or manufacturers do you recommend for the maximum acceleration with minimum problems?

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  • OpenGL ES 2.0: Vertex and Fragment Shader for 2D with Transparency

    - by Bunkai.Satori
    Could I knindly ask for correct examples of OpenGL ES 2.0 Vertex and Fragment shader for displaying 2D textured sprites with transparency? I have fairly simple shaders that display textured polygon pairs but transparency is not applied despite: texture map contains transparency information Blending is enabled: glEnable(GL_BLEND); glEnable(GL_DEPTH_TEST); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); My Vertex Shader: uniform mat4 uOrthoProjection; uniform vec3 Translation; attribute vec4 Position; attribute vec2 TextureCoord; varying vec2 TextureCoordOut; void main() { gl_Position = uOrthoProjection * (Position + vec4(Translation, 0)); TextureCoordOut = TextureCoord; } My Fragment Shader: varying mediump vec2 TextureCoordOut; uniform sampler2D Sampler; void main() { gl_FragColor = texture2D(Sampler, TextureCoordOut); }

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  • How Curiosity Took Its Self Portrait [Video]

    - by Jason Fitzpatrick
    There was enough confusion among the public as to how exactly the Curiosity Rover was able to photograph itself without the camera arm intruding into the photo that NASA released this video detailing the process. For those readers familiar with photograph blending and stitching using multiple photo sources, this should come as no surprise. For the unfamiliar, it’s an interesting look at how dozens of photos can be blended together so effectively that the arm–robotic or otherwise–of the photographer can be taken right out. Hit up the link below to read more about how NASA practiced on Earth for the shot and to see a high-res copy of the actual self portrait. Mars Rover Self-Portrait Shoot Uses Arm Choreography [NASA] Secure Yourself by Using Two-Step Verification on These 16 Web Services How to Fix a Stuck Pixel on an LCD Monitor How to Factory Reset Your Android Phone or Tablet When It Won’t Boot

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  • Isometric drawing "Not Tile Stuff" on isometric map?

    - by Icebone1000
    So I got my isometric renderer working, it can draw diamond or jagged maps...Then I want to move on...How do I draw characters/objects on it in a optimal way? What Im doing now, as one can imagine, is traversing my grid(map) and drawing the tiles in a order so alpha blending works correctly. So, anything I draw in this map must be drawed at the same time the map is being drawn, with sucks a lot, screws your very modular map drawer, because now everything on the game (but the HUD) must be included on the drawer.. I was thinking whats the best approach to do this, comparing the position of all objects(not tile stuff) on the grid against the current tile being draw seems stupid, would it be better to add an id ON the grid(map)? this also seems terrible, because objects can move freely, not per tile steps (it can occupies 2 tiles if its between them, etc.) Dont know if matters, but my grid is 3D, so its not a plane with objects poping out, its a bunch of pilled cubes.

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  • Will I have an easier time learning OpenGL in Pygame or Pyglet? (NeHe tutorials downloaded)

    - by shadowprotocol
    I'm looking between PyGame and Pyglet, Pyglet seems to be somewhat newer and more Pythony, but it's last release according to Wikipedia is January '10. PyGame seems to have more documentation, more recent updates, and more published books/tutorials on the web for learning. I downloaded both the Pyglet and PyGame versions of the NeHe OpenGL tutorials (Lessons 1-10) which cover this material: lesson01 - Setting up the window lesson02 - Polygons lesson03 - Adding color lesson04 - Rotation lesson05 - 3D lesson06 - Textures lesson07 - Filters, Lighting, input lesson08 - Blending (transparency) lesson09 - 2D Sprites in 3D lesson10 - Moving in a 3D world What do you guys think? Is my hunch that I'll be better off working with PyGame somewhat warranted?

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  • Introducing UPK 3.6 Simulation Help (You Say It and We Do It!)

    - by kathryn.lustenberger(at)oracle.com
    We would like to thank everyone that participated in the recent documentation survey that was conducted over the last several months. Your feedback is valuable and we appreciate the time you took to provide it. Many of you commented that you would like to have "UPKs for UPK" in the documentation. In response, we are pleased to announce the availability of Simulation Help. This unique help system is a blending of the text-based Developer help and a collection of approximately 200 simulations that show authors how to create, record, refine, localize, and publish content using the Developer. You can access Simulation Help at any time using the following link: http://download.oracle.com/technology/products/upk/index.html Save this link as a favorite or bookmark in your browser for easy access anytime. We have also provided a link to a short one-question survey so you can tell us what you think of the new Simulation Help. http://www.surveymonkey.com/s/BJT7LV6 Thanks again for your valuable feedback on the product documentation!

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  • Introducing UPK 3.6 Simulation Help (You Say It and We Do It!)

    - by marc.santosusso
    We would like to thank everyone that participated in the recent documentation survey that was conducted over the last several months. Your feedback is valuable and we appreciate the time you took to provide it. Many of you commented that you would like to have "UPKs for UPK" in the documentation. In response, we are pleased to announce the availability of Simulation Help. This unique help system is a blending of the text-based Developer help and a collection of approximately 200 simulations that show authors how to create, record, refine, localize, and publish content using the Developer. You can access Simulation Help at any time using the following link: http://download.oracle.com/technology/products/upk/index.html Save this link as a favorite or bookmark in your browser for easy access anytime. We have also provided a link to a short one-question survey so you can tell us what you think of the new Simulation Help. http://www.surveymonkey.com/s/BJT7LV6 Thanks again for your valuable feedback on the product documentation!

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  • SDL to SFML simple question

    - by ultifinitus
    Hey! I've been working on a game in c++ for about a week and a half, and I've been using SDL. However, my current engine only needs the following from whatever library I use: enable double buffering load an image from path into something that I can apply to the screen apply an image to the screen with a certain x,y enable transparency on an image (possibly) image clipping, for sprite sheets. I am fairly sure that SFML has all of this functionality, I'm just not positive. Will someone confirm my suspicions? Also I have one or two questions regarding SFML itself. Do I have to do anything to enable hardware accelerated rendering? How quick is SFML at blending alpha values? (sorry for the less than intelligent question!)

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  • Simultaneous Animation for a GameObject - Unity3D

    - by Fahim Ali Zain
    Its my second week with Unity. I am doing a 2D game and I have a small GameObject which should change its sprite along with following a definite path defined in Animation Curves. I did both of them in separate .anim files since the transform animation had many keyframes, i thought it wont be good to put the '2' sprite keyframe repeatedly along side the transform keyframe. But the problem is, I cant get it both working together at the same time. I dont want any blending because the animation is timed well already. Also, I tried deleting the sprite change animation and tried it under script changing the SpriteRenderer.Sprite property under Update(); but it works only when the Animator component is disabled in the GameObject. Any Solutions ? :)

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  • Multiple volumetric lights

    - by notabene
    I recently read this GPU GEMS 3 article Volumetric Light Scattering as a Post-Process. I like the idea to add volumetric light property to realtime render i'm working on. Question is will it work for multiple lights? Our renderer uses one render pass per light and uses additive blending to sum incoming light. I'm mostly convinced that it have to work nice. Do you agree? Maybe there can be problem where light rays crosses each other.

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  • Resources for 2D rendering using OpenGL?

    - by nightcracker
    I noticed that there is quite some difference between 3D and 2D rendering using OpenGL, the techniques are different - pixel-perfect placing is a lot more desirable, among other things. Are there any good (complete) references on using OpenGL for rendering 2D graphics? There are quite a few "tutorials" around on the net that help you open a window, set up a half-decent environment and draw a sprite, but no real good information on rotation, blending, lightning, drawing order, using the z-buffer, particles, "complex" primitives (circles, stars, cross symbols), ensuring pixel-perfect rendering, instancing and many other staple 2D effects/techniques. Any books, great blogs, anything? Any particular awesome libraries to read?

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  • Order independent transparency in particle system

    - by Stepan Zastupov
    I'm writing a particle system and would like to find a trick to achieve proper alpha blending without sorting particles because: Each particle is a point sprite in a single mesh and I can't use scene graph ability to sort transparent nodes. The system node should be properly sorted, though. Particle position is computed on shader from initial velocity, acceleration and time. In order to sort the system I would have to perform all this computations on CPU, which is something I want to avoid. Sorting hundreds of particles against camera position and uploading it on GPU each frame seams to be quiet heavy operation. Alpha testing seems to be fast enough on GLES 2.0 and works fine for non-transparent but "masked" textures. Still, it's not enough for semi-transparent particles. How would you handle this?

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  • Android : glowing/pulsing line/triangle

    - by AndroidGecko
    I would like to create a simple Android app using Opengl ES 2.0 that is showing a simple shape (like line or triangle) that is glowing and pulsing like Nexus X logo in this video : http://youtu.be/jBKVAfZUFqI?t=59s What should I look for? So far I googled around for glowing effects and found techniques like "bloom" or "additive blending". Are they relevant here? how I would implement pulsing glow with them? Any links to relevant works very appreciated Thanks! P.S - I am very familiar with Android SDK; just started with OpenGL ES

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  • Rendering transparent textures in directX

    - by Vibhore Tanwer
    I am working with a directX application with WPF, I am facing a problem with videos and images that contains transparent pixels, I have to draw a color in background an then a video/image over it. What I expect is background color should be visible while playing video only non transparent pixels should be visible but what I get is a black background behind the video. I am using following settings on device to achieve alpha blending : device.RenderState.SourceBlend = Blend.SourceAlpha; device.RenderState.DestinationBlend = Blend.InvSourceAlpha; device.RenderState.AlphaBlendEnable = true; What am I missing here? What is the best approach to handle transparent videos? Any help will be of great value to me.

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  • How to give parallax backgrounds more depth

    - by user28015
    I have 3 tiled images of some sort of galaxy/space in the background of a 2D Game: The first one has an alpha of 100%, the second an alpha of 80% and the last one has an alpha of 60%. I scroll the the one in the background slower than the other ones of course. classic parallax. In the foreground I have some particles flying towards the player to simulate some dust / stars flying by. (I know that stars don't fly by, but I think we all have seen this in a lot of games). But I can't quite achieve the depth effect I am looking for. I want it to look "deeper". I did read something about using blending modes for the backgrounds, but that would require to render them as objects right? So the question is: What is a good technique to do a scrolling parallax background in GameMaker?

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  • Drawing application on OpenGL for iOS (iPad)

    - by Alesia
    Some help is needed. I'm developing drawing application on OpenGL (deployment target 4.0) for iOS (iPad). We have 3 drawing tools: pen, marker (with alfa) and eraser. I draw with textures, using blending in orthographic projection. I can't use z-ordering because in this case I have to face a lot of troubles with cutting and erasing. The thing that I need is to make the pen be always on the top. When I first use marker and than pen - it's ok. But if I use pen first and marker over the pen - I can't see pen color under marker. I'd appreciate any help or advice. Thank you veeeeeery much!

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  • Possible / How to render to multiple back buffers, using one as a shader resource when rendering to the other, and vice versa?

    - by Raptormeat
    I'm making a game in Direct3D10. For several of my rendering passes, I need to change the behavior of the pass depending on what is already rendered on the back buffer. (For example, I'd like to do some custom blending- when the destination color is dark, do one thing; when it is light, do another). It looks like I'll need to create multiple render targets and render back and forth between them. What's the best way to do this? Create my own render textures, use them, and then copy the final result into the back buffer. Create multiple back buffers, render between them, and then present the last one that was rendered to. Create one render texture, and one back buffer, render between them, and just ensure that the back buffer is the final target rendered to I'm not sure which of these is possible, and if there are any performance issues that aren't obvious. Clearly my preference would be to have 2 rather than 3 default render targets, if possible.

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