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  • How can I fade something to clear instead of white?

    - by Raven Dreamer
    I've got an XNA game which essentially has "floating combat text": short-lived messages that display for a fraction of a second and then disappear. I've recently added a gradual "fade-away" effect, like so: public void Update() { color.A -= 10; position.X += 3; if (color.A <= 10) isDead = true; } Where color is the Color int the message displays as. This works as expected, however, it fades the messages to white, which is very noticeable on my indigo background. Is there some way to fade it to transparent, rather than white? Lerp-ing towards the background color isn't an option, as there's a possibility there will be something between the text and the background, which would simply be the inverse of the current problem.

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  • Adobe Flash or After Effects: How to make a piece of virtual paper blow away?

    - by Allen G
    About a month ago I saw a portfolio website in Flash that featured a stack of cards, and each time you clicked on it, they sort of blew all over the place, thus exposing the backs as videos and pictures. Although I could easily take a bunch of 3D planes and tween them to turn and flip, these cards actually seemed to 'bend'. How is this effect achieved? Sorry I don't have the link to the example. Thanks!

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  • Absorbtion 2d image effect

    - by Ed.
    I want to create a specyfic 2d image effect. It consists in modifying a sprite so it looks like it is being zoomed to a point or "absorbed" by that point. I'm not really sure what is the technical name of this effect so I cannot explain it correctly. Here you can see a video of what I'm talking about, it is the effect when the character absorbs the three glyphs. http://www.youtube.com/watch?v=PIo-GddsMcU&t=4m45s What is the name of this effect? How can I implement it with XNA for 2D textures/sprites?

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  • How can I implement an Iris Wipe effect?

    - by Vandell
    For those who doesn't know: An iris wipe is a wipe that takes the shape of a growing or shrinking circle. It has been frequently used in animated short subjects, such as those in the Looney Tunes and Merrie Melodies cartoon series, to signify the end of a story. When used in this manner, the iris wipe may be centered around a certain focal point and may be used as a device for a "parting shot" joke, a fourth wall-breaching wink by a character, or other purposes. Example from flasheff.com Your answer may or may not include a coding sample, a language agnostic explanation is considered enough.

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  • jQuery: Counter, Tricky problem with effects for brainy people.

    - by Marius
    Hello there! I made this counter that I think is cool because it only makes visible changes to the numbers being changed between each time it is triggered. This is the code // counter $('a').click(function(){ var u = ''; var newStr = ''; $('.counter').each(function(){ var len = $(this).children('span').length; $(this).children('span').each(function(){ u = u + $(this).text(); }); v = parseInt(u) + 1; v = v + ''; for (i=v.length - 1; i >= 0; i--) { if (v.charAt(i) == u.charAt(i)) { break; } } slce = len - (v.length - (i + 1)) updates = $(this).children('span').slice(slce); $(updates).fadeTo(100,0).delay(100).each(function(index){ f = i + 1 + index; $(this).text(v.charAt(f)); }).fadeTo(100,1); }); }); Markup: <span class="counter"> <span></span><span></span><span></span><span></span><span></span><span></span><span style="margin-right:4px;">9</span><span>9</span><span>9</span><span>9</span> </span> <a href="">Add + 1</a> The problem is that I previously used queue() function to delay() $(this).text(v.charAt(f)); by 100ms, (without queue the text()-function would not be delayed because it isnt in the fx catergory) so that the text would be updated before the object had faded to opacity = 0. That would look stupid. When adding multiple counters, only one of the counters would count. When removing the queue function, both counters would work, but as you can imagine, the delay of the text() would be gone (as it isnt fx-category). It is probably a bit tricky to make out how I can have multiple counters, and still delay the text()-function by 100ms, but I was hoping there is somebody here with spare brain capacity for these things ;) You can see a (NSFW) problem demo here: Just look underneath the sharing icons and you will notice that the text changes WHILE the objects fade out. Looking for some help to sove this problem. I would like to call the text() function once the text has faded to opacity 0, then fade in once the text() has executed. Thank you for your time.

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  • 3 Monitors 2 different graphic cards

    - by Michael
    I am looking to add a third monitor to my workstation. I currently have 2 monitors connected to a geforce gt 120. I am wanting to find the cheapest solution on adding another monitor, I have a old ati x300 laying around and wanting to know if I would be able to use that to power the other monitor and if it would conflict with my other graphic card (I am not a gamer). What I want to do is have the at x300 power 1 monitor via dvi and the gt 120 power 2 monitors via vga and dvi. Thanks edit: im running windows 7 64bit

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  • Painting with pixel shaders

    - by Gustavo Maciel
    I have an almost full understanding of how 2D Lighting works, saw this post and was tempted to try implementing this in HLSL. I planned to paint each of the layers with shaders, and then, combine them just drawing one on top of another, or just pass the 3 textures to the shader and getting a better way to combine them. Working almost as planned, but I got a little question in the matter. I'm drawing each layer this way: GraphicsDevice.SetRenderTarget(lighting); GraphicsDevice.Clear(Color.Transparent); //... Setup shader SpriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.None, RasterizerState.CullNone, lightingShader); SpriteBatch.Draw(texture, fullscreen, Color.White); SpriteBatch.End(); GraphicsDevice.SetRenderTarget(darkMask); GraphicsDevice.Clear(Color.Transparent); //... Setup shader SpriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.None, RasterizerState.CullNone, darkMaskShader); SpriteBatch.Draw(texture, fullscreen, Color.White); SpriteBatch.End(); Where lightingShader and darkMaskShader are shaders that, with parameters (view and proj matrices, light pos, color and range, etc) generate a texture meant to be that layer. It works fine, but I'm not sure if drawing a transparent quad on top of a transparent render target is the best way of doing it. Because I actually just need the position and params. Concluding: Can I paint a texture with shaders without having to clear it and then draw a transparent texture on top of it?

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  • I want to upgrade my GPU to MSI NVIDIA N630GT-MD4GD3 4 GB DDR3 Graphic card

    - by jatin singh
    Hello every body this is my first post here.. I want to know about my motherboard's PCI express version , my motherboard as I don't have 10 reputation so I am providing image link here http://i.stack.imgur.com/6PWV9.png I have PCI express slot and I want to upgrade it to MSI NVIDIA N630GT-MD4GD3 4 GB DDR3 Graphic card.. this GPU has PCI exp version 2. Here in my city,the shopkeeper said that we have to check if the PCI express of my board is compatible to that GPU but I want to purchase it from flipkart because they sell it for less money (sorry for bad English :/) I mailed to my computers company (Acer) but they didn't reply to any of my mail so my friend told me about Super User.

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  • working as expectedJQuery load function with fading effects not working as expected

    - by Roland
    I have the following scenario jQuery('#content').fadeOut('slow',function(){ jQuery('#content').load("detail.php?product="+imgID+"&category="+cat); jQuery('#content').fadeIn('fast'); }); My problem however is that all the effects happen and when the effects are done, then only the contents of the PHP file loads into content, is there a better way so that the content is not slow in loading

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  • How do display a "mucus spreading" effect in a 2D environment?

    - by nathan
    Here is an example of such a mucus spreading. The substance is spread around the source (in this example, the source would be the main alien building). The game is starcraft, the purple substance is called creep. How this kind of substance spreading would be achieved in a top down 2D environment? Recalculating the substance progression and regenerate the effect on the fly each frame or rather use a large collection of tiles or something else?

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  • Graphic driver for Targa Now NT9231

    - by Lumio
    I thought of installing Xubuntu on my elder Targa Now nettop and didn't think about the driver option. So now I'm here with a fresh Xubuntu installation and looking for graphic drivers. I found someone who might have had a "good" result with SiS - and the package is already installed, but I can't get my xorg.conf right. This is how my xorg.conf looks like right now: Section "Device" Identifier "Configured Video Device" Driver "sis" EndSection Section "Monitor" Identifier "Screen 0" Modeline "1024x768_60.00" 64.11 1024 1080 1184 1344 768 769 772 795 -HSync +Vsync #HorizSync 30.0-62.0 #VertRefresh 50.0-70.0 EndSection Section "Screen" Identifier "Default Screen" Monitor "Configured Monitor" Device "Configured Video Device" DefaultDepth 24 SubSection "Display" Depth 24 Modes "1024x768" "800x600" EndSubSection EndSection Thanks for every help given!

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  • Pokemon Yellow wrap transitions

    - by Alex Koukoulas
    So I've been trying to make a pretty accurate clone of the good old Pokemon Yellow for quite some time now and one puzzling but nonetheless subtle mechanic has puzzled me. As you can see in the uploaded image there is a certain colour manipulation done in two stages after entering a wrap to another game location (such as stairs or entering a building). One easy (and sloppy) way of achieving this and the one I have been using so far is to make three copies of each image rendered on the screen all of them with their colours adjusted accordingly to match each stage of the transition. Of course after a while this becomes tremendously time consuming. So my question is does anyone know any better way of achieving this colour manipulation effect using java? Thanks in advance, Alex

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  • How do produce a "mucus spreading" effect in a 2D environment?

    - by nathan
    Here is an example of such a mucus spreading. The substance is spread around the source (in this example, the source would be the main alien building). The game is starcraft, the purple substance is called creep. How this kind of substance spreading would be achieved in a top down 2D environment? Recalculating the substance progression and regenerate the effect on the fly each frame or rather use a large collection of tiles or something else?

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  • Different graphic cards drivers while booting from external media

    - by goran
    I am booting a certain system of mine with ubuntu 9.10 from external HDD. I am satisfied with the setup and it works fine, however I would like to modify it so that I can choose which graphic card drivers to load during the boot time. Specifically I would like to choose between: nvidia proprietary driver ati proprietary driver generic driver Currently if I am using proprietary drivers then dont boot into X, delete xorg.conf, start gdm and reconfigure the system using jockey (for hardware drivers). What would be the steps to make this (semi-)automatic and avoid restarting X?

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  • How can I replicate the look and limitations of the Super NES?

    - by Mikalichov
    I am looking to produce graphics with the same limitations / look that in the Super Nes era. I am specifically looking for graphics similar to Chrono Trigger / FF6. It would be a lot easier to do if I had an idea of the resolution / dpi I am supposed to use. I found that the technical specs for the SNES are: Progressive: 256 × 224, 512 × 224, 256 × 239, 512 × 239 Interlaced: 512 × 448, 512 × 478 But even by using these resolutions, it is pointless if I set it at 72dpi, as I will still have possibly very detailed graphics (that is the main thing, I don't want detailed graphics, I want to go pixelated). I figured it might be related to the sprite size limit, i.e.: Sprites can be 8 × 8, 16 × 16, 32 × 32, or 64 × 64 pixels, each using one of eight 16-color palettes and tiles from one of two blocks of 256 in VRAM. Up to 32 sprites and 34 8 × 8 sprite tiles may appear on any one line. This would work for sprites (characters, objects), but what about maps? Are they built entirely from 8x8 tiles? And then, at what resolution is the end result displayed? It might seem like I am giving the question and answers at the same time, but all of these are suppositions I am making, so could someone confirm or correct them?

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  • 3 Monitors 1 graphic card

    - by Michael
    I have a Nvidia GT 120 graphic card. It has a vga, dvi and hdmi output. Can I have 3 monitors with this? One for each port. Also if not, can I use dvi and hdmi and have 2 monitors. I know I can do 2 with the vga and dvi but I am wondering about dvi and hdmi. Also my last question is, if I can have 2 monitors with the dvi and hdmi, can I use a hdmi to dvi and still have the same success? Thanks

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  • Realtek "Microphone Effects" no longer working

    - by abc
    I have a mic plugged into my computer, and I was able to use the "microphone effects" tab here to enable/disable noise suppression and acoustic echo cancellation. Noise suppression off and acoustic echo cancellation on were the most recent settings I had on before the problem occurred. I disabled my mic in the windows 7 "recording devices" tab, then re-enabled it. When it came back, these options were grayed out, and remained so even after a reboot. I am not sure why this is or how to fix it, all other options are still the same (Settings are identical to when it was working). Any ideas whats wrong or how to fix it? edit: can't post image due to being new.

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  • Calculating distance from viewer to object in a shader

    - by Jay
    Good morning, I'm working through creating the spherical billboards technique outlined in this paper. I'm trying to create a shader that calculates the distance from the camera to all objects in the scene and stores the results in a texture. I keep getting either a completely black or white texture. Here are my questions: I assume the position that's automatically sent to the vertex shader from ogre is in object space? The gpu interpolates the output position from the vertex shader when it sends it to the fragment shader. Does it do the same for my depth calculation or do I need to move that calculation to the fragment shader? Is there a way to debug shaders? I have no errors but I'm not sure I'm getting my parameters passed into the shaders correctly. Here's my shader code: void DepthVertexShader( float4 position : POSITION, uniform float4x4 worldViewProjMatrix, uniform float3 eyePosition, out float4 outPosition : POSITION, out float Depth ) { // position is in object space // outPosition is in camera space outPosition = mul( worldViewProjMatrix, position ); // calculate distance from camera to vertex Depth = length( eyePosition - position ); } void DepthFragmentShader( float Depth : TEXCOORD0, uniform float fNear, uniform float fFar, out float4 outColor : COLOR ) { // clamp output using clip planes float fColor = 1.0 - smoothstep( fNear, fFar, Depth ); outColor = float4( fColor, fColor, fColor, 1.0 ); } fNear is the near clip plane for the scene fFar is the far clip plane for the scene

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  • How many BasicEffects do you have in a Game? What is the best way to render multiple objects/shapes at once?

    - by Deukalion
    I'm trying to understand 3D rendering and it seems that everytime you render a new object (A 3D Cube or something) you need to have a new BasicEffect for each Box you render unless you want the exact same texture? ...so if I have over a hundred boxes with each different textures, I need at least as many BasicEffects? Will that not be "too much" for the CPU/GPU in the end or result in lagging? Is there any good way to render multiple objects (cubes or other shapes) at the same time? I've tried changing the BasicEffect.Texture with each cube drawn, but it resulting in changing the first Cube's texture too. Any suggestions would be really appreciated, I'm really new to 3D in XNA so I'm trying to wrap my head around the best methods for example render a Map with objects (of shapes).

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  • Breathing for game/movie characters

    - by dtldarek
    Breathing (the movement of chest and face features): I'd like to ask if it is hard to model and whether it is computationaly expensive. I recently noticed the great effect it has in Madagascar 3 movie, but (please, correct me if I am wrong) don't remember seeing it in any games (except maybe steam cloud in cold/winter setting) and very few animated movies does that to noticable degree (e.g. when it is necessary by the plot or situation). I'd greatly appreciate answers from both movie graphics and game graphics perspective.

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  • Content Graphic Was Pushed Down - Need Help...

    - by Tran
    Hello everyone, I modified html codes generated by Firework, and now graphic was pused down I dont know how to fix it. Sorry Im still using tables, mixing up with css to create the list items....please help....What I did was extend the original graphic to make it taller to fit the list menu http://imageoneads.com/work/inventory.htm Thanks ahead

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  • Brightness Adjustment on Desktop Computer

    - by DjBmNukez
    I have Ubuntu 12.10 I need an application/software that can increase and decrease my brightness. I know I can do it through my pc monitor but I don't want that. I want to control it through a software. I personally cannot find an application about this issue. I know that it is possible because the OS has the Fading effects before Screen Savers. I want to control brightness through a software for desktop pc.

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  • NVidia Graphic Card troubleshooting

    - by Berry Langerak
    My dad has a HP pavilion laptop, which is over 6 years old. It contains an onboard graphic card, a NVidia GeForce 8400M GS. Since a week or two, he's getting BSOD in Windows Vista. Also, the screen was acting up; strange lines and figures keep creeping up, but only once in a while -- not always. Thinking that it might be the drivers he had recently upgraded, I decided to downgrade the driver, with no luck at all. I then continued to deinstall the driver, and reinstalling the current stable version, but alas, to no prevail. Windows kept crashing during the course of the last two weeks, and thinking it might be Windows breaking up, I decided to upgrade his Vista installation to Windows 7, as I've been hearing good things about it. Alas, even that didn't help, and it seems the strange lines and figures keep popping up. I've opened the laptop itself, thinking it might simply be overheating because of clogging in the vents, but that's not the case, it's clean as a whistle. Now for the actual question; does anyone have a decent flowchart on how to troubleshoot such issues? It might well be the videocard itself, as the strange lines and figures sometimes even appear during BIOS and POST, but I'm not sure.

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  • Pixel Shader Effect Examples

    - by Chris Nicol
    I've seen a number of pixel-shader effect examples, stuff like swirl on an image. But I'm wondering if anyone knows of any examples or tutorials for more practical uses of shader effects? I'm not saying that a swirl effect doesn't have it's uses, it's just that many of the examples I've found have the basic effect explained and don't go into how it might be used subtly with another effect or transition to produce a wonderful effect. There's a video here, that outlines all the WPF Effects Library, but I'm not sure how I would use some of them in a practical context. For example, when Flash 8 came out with effects like blur, I found a wonderful video that showed how to use the blur effect to create a cool effect with speeding text, that video inspired many ideas of what I could do with the effects in Flash 8. I'm looking for something similar with Pixel Shader Effects.

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