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  • Per-pixel collision detection - why does XNA transform matrix return NaN when adding scaling?

    - by JasperS
    I looked at the TransformCollision sample on MSDN and added the Matrix.CreateTranslation part to a property in my collision detection code but I wanted to add scaling. The code works fine when I leave scaling commented out but when I add it and then do a Matrix.Invert() on the created translation matrix the result is NaN ({NaN,NaN,NaN},{NaN,NaN,NaN},...) Can anyone tell me why this is happening please? Here's the code from the sample: // Build the block's transform Matrix blockTransform = Matrix.CreateTranslation(new Vector3(-blockOrigin, 0.0f)) * // Matrix.CreateScale(block.Scale) * would go here Matrix.CreateRotationZ(blocks[i].Rotation) * Matrix.CreateTranslation(new Vector3(blocks[i].Position, 0.0f)); public static bool IntersectPixels( Matrix transformA, int widthA, int heightA, Color[] dataA, Matrix transformB, int widthB, int heightB, Color[] dataB) { // Calculate a matrix which transforms from A's local space into // world space and then into B's local space Matrix transformAToB = transformA * Matrix.Invert(transformB); // When a point moves in A's local space, it moves in B's local space with a // fixed direction and distance proportional to the movement in A. // This algorithm steps through A one pixel at a time along A's X and Y axes // Calculate the analogous steps in B: Vector2 stepX = Vector2.TransformNormal(Vector2.UnitX, transformAToB); Vector2 stepY = Vector2.TransformNormal(Vector2.UnitY, transformAToB); // Calculate the top left corner of A in B's local space // This variable will be reused to keep track of the start of each row Vector2 yPosInB = Vector2.Transform(Vector2.Zero, transformAToB); // For each row of pixels in A for (int yA = 0; yA < heightA; yA++) { // Start at the beginning of the row Vector2 posInB = yPosInB; // For each pixel in this row for (int xA = 0; xA < widthA; xA++) { // Round to the nearest pixel int xB = (int)Math.Round(posInB.X); int yB = (int)Math.Round(posInB.Y); // If the pixel lies within the bounds of B if (0 <= xB && xB < widthB && 0 <= yB && yB < heightB) { // Get the colors of the overlapping pixels Color colorA = dataA[xA + yA * widthA]; Color colorB = dataB[xB + yB * widthB]; // If both pixels are not completely transparent, if (colorA.A != 0 && colorB.A != 0) { // then an intersection has been found return true; } } // Move to the next pixel in the row posInB += stepX; } // Move to the next row yPosInB += stepY; } // No intersection found return false; }

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  • Windows 7 is stuck at "Starting Windows" when I attempt to boot computer

    - by Eli
    Basically, whenever I turn on my computer, it gets to the Starting Windows phase and just stays there. The startup animation still plays, yet it gets nowhere. I have tried booting into safe mode, however it gets stuck at loading CLASSPNP.SYS. It then freezes there and doesn't continue booting. I have tried booting into recovery mode from the hard drive, and it freezes after displaying the background image. I have tried booting from a recovery CD, which works, and I was able to use system restore. However, using system restore did not fix it, and it still is stuck at the Starting Windows screen. I have tried booting a Windows CD (Windows 8 Retail Installer) to see if I could upgrade it to fix this issue, however that froze at a blank screen after it got past the boot logo. I have tried changing around the BIOS settings (including resetting), to no avail. I have tried re-plugging the internal PSU cables (this is a custom-built desktop), yet this has changed nothing. I can boot into a loopback Ubuntu install on the same drive, which works fine, other than the fact that it has issues with some of the USB ports and the network card. This system has worked fine for the past few months, completely stable, and nothing in the configuration has changed before this error started happening. Startup Repair on the Windows recovery CD doesn't find any issues. Unplugging my secondary hard drive or swapping around memory doesn't change anything. The hard drive itself is fine, it hasn't shown any signs of failure and once again, boots my other OS fine. If anyone could help with this, that would be great. I can't seem to find any possible solution to this. If it makes any difference, my system specs are as follows: AMD FX-8320 Gigabyte GA-970A-D3 4GB of DDR3 Radeon HD 6870 550w PSU I'd like to not have to reinstall Windows, for I have more than a terabyte of data that I would have to back up if that becomes the only option. EDIT: I have since tried the following: Tried the solution involving restoring files from RegBackup, which changed nothing. Tried testing everything with Hiren's boot CD, everything comes back as fine. Tried disabling everything unnecessary in the BIOS and unplugging everything unneeded, it still hangs. Tried swapping out every possible combination of RAM, it still has the same result. The RAM is not at fault it seems Tried every GPU I own (which is many!) and it still hangs at the exact same place. Tried minimizing the power consumption as much as possible, even using an old PCI graphics card. It still hangs at the same place in the same way, signifying that it's not the PSU at fault. Tried resetting the BIOS again, still nothing. Tried every possible combination of BIOS options, even downclocking everything, it still hangs in the same spot. Tried upgrading the BIOS from version FB to FD, which changed nothing. Based on this, I would conclude the motherboard to be at fault. Are there any other possibilities? I don't want to spend $150 for a new motherboard. EDIT 2: This is what it gets stuck at when I try to boot into safe mode: Note the slight graphical corruption at the top of the screen. No matter how I set up the system, this seems to be there. In addition, either it has stopped booting into safe mode now, or it takes upwards of 2+ hours, and I haven't left it running for that long.

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  • Mysql queries stuck in "sending data" state

    - by MarkPW
    I'm running a Litespeed web server and a database server (2 x Clovertown 5335) with MySQL 5.1.52-log (running on Cent OS 4.5 and 4.6 32bit respectively). Last week, I upgraded from 5.0.51a-community-log and since then I've been having a problem whereby my database server's load starts increasing for no apparent reason. Running SHOW PROCESSLIST; I see all of my SQL_CACHE queries that use a wildcard in WHERE, backing up and getting stuck in "sending data" state. However, other queries that use SQL_CACHE but no wildcard do not get caught up in this. To get things going again, the first time it happens (after about 24 hours), I have to restart mysql. 4/5 times it will re-occur after about 20 minutes or so and this time and for subsequent occurrences it is not necessary to restart mysql. Simply stopping the web server for a few minutes will suffice while I allow the stuck queries to clear themselves up. I had no such problem with the the previous mysql install. What could be causing the issue and how do I resolve it? Thanks

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  • mac gets stuck in a blue screen during boot

    - by user10826
    Hi, a macbook pro 2008 unibody, after restart gets stuck in a blue screen. I used the Leopard disk and I verified and repaired permissions, which seem to be a problem, because the assistant found some wrong files. After restart I got the same problem. After googling I reset PRAM and the other (I do not remember the name now). Same problem. I check that I can boot in safe mode, although it is a lot slower. So before anything I try to make a time machine backup, hoping that I can be done from safe mode. First question: If it works, is it possible to do a clean leopard install (I do not like Snow) and migrate all user accounts from the backup, although it was done in safe mode? Second question: I read about the feature "archive and install" from the leopard disc. Is it reliable? Because I am afraid of losing all data ... Third question: I think this boot stuck has to do with the load of some program or service. It would explain why the computer does boot on safe mode and not in the normal one. I would then like to check what the computer loads during boot, but in more detail that with the information provided from /system preferecens/account/start, because there I removed everything. Where can I find more advanced information? And, if I remove programs from the safe mode, will it be effective druing the normal boot? Thanks

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  • Web browsing through SSH tunnel gets stuck/clogged

    - by endolith
    I use tools like Tunnelier to log into my home Tomato router through SSH, and then use it as a proxy for web browsing, tunnel for Remote Desktop/VNC, etc. Most days it works great, but some days every page I try to view gets stuck, like the tunnel is clogged. I load a web page and it seems to be loading, then stops, with the little loading icon spinning and nothing happening. I refresh the page, I reboot the router, I reboot the other computers on my home network and turn off any bandwidth-hogging services on them, I've turned on QoS on the router to prioritize SSH. I don't understand what's getting stuck. Rebooting or disconnecting/reconnecting the SSH tunnel improves responsiveness for a minute, but then it gets clogged again. It also seems to help if I don't do anything on the tunnel for a few minutes, then it will be responsive for a bit and then get clogged again. Trying to open a terminal console from Tunnelier is also unresponsive, so it's not just a web browsing problem. Likewise, connecting to http://192.168.1.1 in the browser (to the router's web config through its own tunnel) is also slow/laggy/halting. The realtime bandwidth reported by the router is nowhere near my DSL connection's limits, though it does show big spikes during the laggy times, and the connection is responsive when it shows low bandwidths. How do I troubleshoot something like this?

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  • Ubuntu on VPS becomes unresponsive: BUG: soft lockup - CPU#0 stuck for 22s

    - by Bhante Nandiya
    We have a VPS running Ubuntu, on Xen. The problem is this, about once a day, for about 20-50 minutes, at a random time, the server becomes completely unresponsive to the outside world. After this period, it becomes responsive again, as if nothing had happened, it doesn't lose uptime, it doesn't restart. It just starts responding again as if it had been in suspended animation. These outages occur under conditions of non-exceptional memory and cpu, for example 70% mem, 5% cpu. I have stopped all non-essential services so the usage is very even. These outages don't particularly occur during times of increased memory/cpu (during daily tasks), they sometimes occur at times of very low cpu use (<2%), but in the past also occured during swapping. These blackouts have been occurring both under Ubuntu 12.04 LTS, and Ubuntu 14.04 LTS - no change at all (I upgraded Ubuntu specifically to see if it helped this problem). It is possible to log into our webhosts site, and use their administration console to see error messages from during this time. Presumably, these messages are from the Xen virtualization, the main message goes like this: BUG: soft lockp - CPU#0 stuck for 22s! [ksoftireqd/0:3] (repeats many times) SysRq : Emergency Sync (Sometimes this is the only message in the console) Others seen previously under different load situations include: BUG: soft lockup - CPU#0 stuck for 22s! [swapper/0:0] (repeated many times) or: INFO: rcu_sched detected stall on CPU 0 (t=15000 jiffies) (repeated many times with t getting bigger) From googling around I've tried various kernel parameters such as nohz=off and acpi=off to no avail. All tech support has said is that other Ubuntu installations are not suffering the same problem. Anyone got any ideas or experience with this problem?

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  • Time Machine is getting stuck at "Preparing to Back Up" and my Trash isn't emptying

    - by zarose
    I have encountered two separate problems, but I am putting them in the same question in case they are related. First, my Trash would not empty. It seems to be getting stuck on certain files, because I will reset my Macbook and some of the files will be deleted, and then if I remove a file or two at random, more can be deleted. Some of these files had strange characters in their names. I tried changing the names to single characters, but this did not help. Next, I attempted to backup my Macbook using Time Machine. I plugged in the HDD I've been using for this, but every time I try to start the backup, Time Machine gets stuck at "Preparing to Back Up". I definitely need to know how to fix the Time Machine problem, but I am curious how to solve the trash problem as well, and whether or not these problems are related. EDIT: Console.app logged the following this morning before I left on a trip. I did not bring the HDD with me. 6/5/12 7:41:28.312 AM com.apple.backupd: Starting standard backup 6/5/12 7:41:46.877 AM com.apple.backupd: Error -35 while resolving alias to backup target 6/5/12 7:41:58.368 AM com.apple.backupd: Backup failed with error: 19 6/5/12 7:59:08.999 AM com.apple.backupd: Starting standard backup 6/5/12 7:59:10.187 AM com.apple.backupd: Backing up to: /Volumes/Seagate 3TB Mac/Backups.backupdb 6/5/12 7:59:13.308 AM com.apple.backupd: Event store UUIDs don't match for volume: Macintosh HD 6/5/12 7:59:13.331 AM com.apple.backupd: Event store UUIDs don't match for volume: Blank 6/5/12 7:59:13.683 AM com.apple.backupd: Deep event scan at path:/ reason:must scan subdirs|new event db| 6/5/12 8:23:31.807 AM com.apple.backupd: Backup canceled. 6/5/12 8:23:33.373 AM com.apple.backupd: Stopping backup to allow backup destination disk to be unmounted or ejected. 6/5/12 9:51:21.572 PM com.apple.backupd: Starting standard backup 6/5/12 9:51:22.515 PM com.apple.backupd: Error -35 while resolving alias to backup target 6/5/12 9:51:32.741 PM com.apple.backupd: Backup failed with error: 19

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  • Cisco VoIP stuck as Unregistered?

    - by Shifty
    Question: Why is one VoIP stuck as Unregistered? Background: We have a Cisco UC540 Small Business switch/router/voip combo. This phone was working until I powered everything down to install a larger UPS unit. The phone originally had a status of "Deceased". I removed the registration and tried to add it again. Now it just sits as "Unregistered". I even tried giving it another extension. I am stuck using the Cisco Communication Assistant since this is small business hardware. There is very limited CLI access. Also, from what I heard, if you access the CLI with out cisco permission, you will void any warranty. The phone in question is a Cisco SPA501G. It is connected to a SG300-28P. There are 5 other phones on this switch working just fine. I have tried other ports with no luck. Both the link and PoE lights are lit up. Any ideas?

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  • 2D Mask antialiasing in xna hlsl

    - by mohsen
    I have two texture2d , one of these is a mask texture and have 2kind color and i use that for mask (filter) second texture2D something like float4 tex = tex2D(sprite, texCoord); float4 bitMask = tex2D(mask, texCoord); if (bitMask.a >0) { return float4(0,0,0,0); } else { return float4(tex.b,tex.g,tex.r,1); } but because mask texture is just two color the result is too jagged i want know how i can do some antialiasing for edges that smooth these ty for reading and sry for my bad english

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  • iOS - pass UIImage to shader as texture

    - by martin pilch
    I am trying to pass UIImage to GLSL shader. The fragment shader is: varying highp vec2 textureCoordinate; uniform sampler2D inputImageTexture; uniform sampler2D inputImageTexture2; void main() { highp vec4 color = texture2D(inputImageTexture, textureCoordinate); highp vec4 color2 = texture2D(inputImageTexture2, textureCoordinate); gl_FragColor = color * color2; } What I want to do is send images from camera and do multiply blend with texture. When I just send data from camera, everything is fine. So problem should be with sending another texture to shader. I am doing it this way: - (void)setTexture:(UIImage*)image forUniform:(NSString*)uniform { CGSize sizeOfImage = [image size]; CGFloat scaleOfImage = [image scale]; CGSize pixelSizeOfImage = CGSizeMake(scaleOfImage * sizeOfImage.width, scaleOfImage * sizeOfImage.height); //create context GLubyte * spriteData = (GLubyte *)malloc(pixelSizeOfImage.width * pixelSizeOfImage.height * 4 * sizeof(GLubyte)); CGContextRef spriteContext = CGBitmapContextCreate(spriteData, pixelSizeOfImage.width, pixelSizeOfImage.height, 8, pixelSizeOfImage.width * 4, CGImageGetColorSpace(image.CGImage), kCGImageAlphaPremultipliedLast); //draw image into context CGContextDrawImage(spriteContext, CGRectMake(0.0, 0.0, pixelSizeOfImage.width, pixelSizeOfImage.height), image.CGImage); //get uniform of texture GLuint uniformIndex = glGetUniformLocation(__programPointer, [uniform UTF8String]); //generate texture GLuint textureIndex; glGenTextures(1, &textureIndex); glBindTexture(GL_TEXTURE_2D, textureIndex); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); //create texture glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, pixelSizeOfImage.width, pixelSizeOfImage.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, spriteData); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, textureIndex); //"send" to shader glUniform1i(uniformIndex, 1); free(spriteData); CGContextRelease(spriteContext); } Uniform for texture is fine, glGetUniformLocation function do not returns -1. The texture is PNG file of resolution 2000x2000 pixels. PROBLEM: When the texture is passed to shader, I have got "black screen". Maybe problem are parameters of the CGContext or parameters of the function glTexImage2D Thank you

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  • How can I find a position between 4 vertices in a fragment shader?

    - by c4sh
    I'm creating a shader with SharpDX (DirectX11 in C#) that takes a segment (2 points) from the output of a Vertex Shader and then passes them to a Geometry Shader, which converts this line into a rectangle (4 points) and assigns the four corners a texture coordinate. After that I want a Fragment Shader (which recieves the interpolated position and the interpolated texture coordinates) that checks the depth at the "spine of the rectangle" (that is, in the line that passes through the middle of the rectangle. The problem is I don't know how to extract the position of the corresponding fragment at the spine of the rectangle. This happens because I have the texture coordinates interpolated, but I don't know how to use them to get the fragment I want, because the coordinate system of a) the texture and b) the position of my fragment in screen space are not the same. Thanks a lot for any help.

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  • Applying effects to an existing program that uses BasicEffect

    - by Fibericon
    Using the finished product from the tutorial here. Is it possible to apply the grayscale effect from here: Making entire scene fade to grayscale Or would you basically have to rewrite everything? EDIT: It's doing something now, but the whole grayscale seems extremely blue. It's like I'm looking at it through dark blue sunglasses. Here's my draw function: protected override void Draw(GameTime gameTime) { device.SetRenderTarget(renderTarget); graphics.GraphicsDevice.Clear(Color.CornflowerBlue); //Drawing models, bullets, etc. device.SetRenderTarget(null); spriteBatch.Begin(0, BlendState.Additive, SamplerState.PointWrap, DepthStencilState.Default, RasterizerState.CullNone, grayScale); Texture2D temp = (Texture2D)renderTarget; grayScale.Parameters["coloredTexture"].SetValue(temp); grayScale.CurrentTechnique = grayScale.Techniques["Grayscale"]; foreach (EffectPass pass in grayScale.CurrentTechnique.Passes) { pass.Apply(); } spriteBatch.Draw(temp, new Vector2(GraphicsDevice.PresentationParameters.BackBufferWidth/2, GraphicsDevice.PresentationParameters.BackBufferHeight/2), null, Color.White, 0f, new Vector2(renderTarget.Width/2, renderTarget.Height/2), 1.0f, SpriteEffects.None, 0f); spriteBatch.End(); base.Draw(gameTime); } Another edit: figured out what I was doing wrong. I have Blendstate.Additive in the spriteBatch.Draw() call. It should be Blendstate.Opaque, or it literally tries to add the blank blue image to the grayscale image.

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  • How to efficiently render resizable GUI elements in DirectX?

    - by PolGraphic
    I wonder what would be most efficient way to render the GUI elements. When we're talking about constant-size elements (that can still be moving), the textures' atlas seems to be good. But what with the resizeable elements? Let's say the panel (with textured borders)? Is there any better way than just render 9 rectangles with textures on them (I guess one texture and different textures coordinates for left-top corner, border, middle etc. used in shader)?

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  • RGB values from image into a one dimension array in c#

    - by velocityxyz
    I was wondering if there is a was a way to read rgb values from an image into a one dimensional array in C#. If it doesnt make sense, in java I would do something like this. int[] pixels; BufferedImage image = getClass().getResourceAsStream("asdfghjkl.png"); int w = image.getWidth(); int h = image.getHeight(); pixels = new int[w * h]; image.getRGB(0, 0, w, h, pixels, 0, w) ; So any help would be great, or if you can point me in the right direction, that'd be great

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  • How do I check on non-transparent pixels in a bitmapdata?

    - by Opoe
    I'm still working on my window cleaning game from one of my previous questions I marked a contribution as my answer, but after all this time I can't get it to work and I have to many questions about this so I decided to ask some more about it. As a sequel on my mentioned previous question, my question to you is: How can I check whether or not a bitmapData contains non transparent pixels? Subquestion: Is this possible when the masked image is a movieclip? Shouldn't I use graphics instead? Information I have: A dirtywindow movieclip on the bottom layer and a clean window movieclip on layer 2(mc1) on the layer above. To hide the top layer(the dirty window) I assign a mask to it. Code // this creates a mask that hides the movieclip on top var mask_mc:MovieClip = new MovieClip(); addChild(mask_mc) //assign the mask to the movieclip it should 'cover' mc1.mask = mask_mc; With a brush(cursor) the player wipes of the dirt ( actualy setting the fill from the mask to transparent so the clean window appears) //add event listeners for the 'brush' brush_mc.addEventListener(MouseEvent.MOUSE_DOWN,brushDown); brush_mc.addEventListener(MouseEvent.MOUSE_UP,brushUp); //function to drag the brush over the mask function brushDown(dragging:MouseEvent):void{ dragging.currentTarget.startDrag(); MovieClip(dragging.currentTarget).addEventListener(Event.ENTER_FRAME,erase) ; mask_mc.graphics.moveTo(brush_mc.x,brush_mc.y); } //function to stop dragging the brush over the mask function brushUp(dragging:MouseEvent):void{ dragging.currentTarget.stopDrag(); MovieClip(dragging.currentTarget).removeEventListener(Event.ENTER_FRAME,erase); } //fill the mask with transparant pixels so the movieclip turns visible function erase(e:Event):void{ with(mask_mc.graphics){ beginFill(0x000000); drawRect(brush_mc.x,brush_mc.y,brush_mc.width,brush_mc.height); endFill(); } }

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  • Android Game Development problem with Speed = Distance / Time

    - by Charlton Santana
    I have been coding speed for an object. I have made it so the object will move from one end of the screen to another at a speed depending on the screen size, at the monemt I have made it so it will take one second to pass the screen. So i have worked out the speed in code but when I go to assign the speed it tells me to force close and i do not understand why. Here is the code: MainGame Code: @Override protected void onDraw(Canvas canvas) { setBlockSpeed(getWidth()); } private int blockSpeed; private void setBlockSpeed(int screenWidth){ Log.d(TAG, "screenWidth " + screenWidth); blockSpeed = screenWidth / 100; // 100 is the FPS.. i want it to take 1 second to pass the screen Math.round(blockSpeed); // to make it a whole number block.speed = blockSpeed; // this is line 318!! if i put eg block.speed = 8; it still tells me to force close } Block.java Code: public int speed; public void draw(Canvas canvas) { canvas.drawBitmap(bitmap, x - (bitmap.getWidth() / 2), y - (bitmap.getHeight() / 2), null); if(dontmove == 0){ this.x -= speed; // if it was eg this.x -= 18; it would not have an error } } The exception 06-08 13:22:34.315: E/AndroidRuntime(2801): FATAL EXCEPTION: Thread-11 06-08 13:22:34.315: E/AndroidRuntime(2801): java.lang.NullPointerException 06-08 13:22:34.315: E/AndroidRuntime(2801): at com.charltonsantana.game.MainGame.setBlockSpeed(MainGame.java:318) 06-08 13:22:34.315: E/AndroidRuntime(2801): at com.charltonsantana.game.MainGame.onDraw(MainGame.java:351) 06-08 13:22:34.315: E/AndroidRuntime(2801): at com.charltonsantana.game.MainThread.run(MainThread.java:64)

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  • New to CG shader programming, what program should I use to write and test them?

    - by Notbad
    I have started witting some shaders. First ones were fairly easy to write in notepad but now I need something with a bit more meat. I have checked rendermonnkey that seems to support CG but it is really old and don't know if it is a good option. On the other hand there exist this FX Composer 2.0 but it seems somthing that could really distract me from learning shaders because it seems a pretty deep program. Are there any other possibilities? There's a really nice alternative to write shaders named ShaderToy but just supports GLSL. Any information will be really welcomed. Thanks in advance.

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  • AS3 How to check on non transparent pixels in a bitmapdata?

    - by Opoe
    I'm still working on my window cleaning game from one of my previous questions I marked a contribution as my answer, but after all this time I can't get it to work and I have to many questions about this so I decided to ask some more about it. As a sequel on my mentioned previous question, my question to you is: How can I check whether or not a bitmapData contains non transparent pixels? Subquestion: Is this possible when the masked image is a movieclip? Shouldn't I use graphics instead? Information I have: A dirtywindow movieclip on the bottom layer and a clean window movieclip on layer 2(mc1) on the layer above. To hide the top layer(the dirty window) I assign a mask to it. Code // this creates a mask that hides the movieclip on top var mask_mc:MovieClip = new MovieClip(); addChild(mask_mc) //assign the mask to the movieclip it should 'cover' mc1.mask = mask_mc; With a brush(cursor) the player wipes of the dirt ( actualy setting the fill from the mask to transparent so the clean window appears) //add event listeners for the 'brush' brush_mc.addEventListener(MouseEvent.MOUSE_DOWN,brushDown); brush_mc.addEventListener(MouseEvent.MOUSE_UP,brushUp); //function to drag the brush over the mask function brushDown(dragging:MouseEvent):void{ dragging.currentTarget.startDrag(); MovieClip(dragging.currentTarget).addEventListener(Event.ENTER_FRAME,erase) ; mask_mc.graphics.moveTo(brush_mc.x,brush_mc.y); } //function to stop dragging the brush over the mask function brushUp(dragging:MouseEvent):void{ dragging.currentTarget.stopDrag(); MovieClip(dragging.currentTarget).removeEventListener(Event.ENTER_FRAME,erase); } //fill the mask with transparant pixels so the movieclip turns visible function erase(e:Event):void{ with(mask_mc.graphics){ beginFill(0x000000); drawRect(brush_mc.x,brush_mc.y,brush_mc.width,brush_mc.height); endFill(); } }

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  • Android Game Development problem whith size and speed

    - by Charlton Santana
    I have been coding speed for an object. I have made it so the object will move from one end of the screen to another at a speed depending on the screen size, at the monemt I have made it so it will take one second to pass the screen. So i have worked out the speed in code but when I go to assign the speed it tells me to force close and i do not understand why. Here is the code: MainGame Code: @Override protected void onDraw(Canvas canvas) { setBlockSpeed(getWidth()); } private int blockSpeed; private void setBlockSpeed(int screenWidth){ Log.d(TAG, "screenWidth " + screenWidth); blockSpeed = screenWidth / 100; // 100 is the FPS.. i want it to take 1 second to pass the screen Math.round(blockSpeed); // to make it a whole number block.speed = blockSpeed; // if i dont put blockSpeed and put eg 8 it still tells me to force close } Block.java Code: public int speed; public void draw(Canvas canvas) { canvas.drawBitmap(bitmap, x - (bitmap.getWidth() / 2), y - (bitmap.getHeight() / 2), null); if(dontmove == 0){ this.x -= speed; } }

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  • Do I lose/gain performance for discarding pixels even if I don't use depth testing?

    - by Gajoo
    When I first searched for discard instruction, I've found experts saying using discard will result in performance drain. They said discarding pixels will break GPU's ability to use zBuffer properly because GPU have to first run Fragment shader for both objects to check if the one nearer to camera is discarded or not. For a 2D game I'm currently working on, I've disabled both depth-test and depth-write. I'm drawing all objects sorted by their depth and that's all, no need for GPU to do fancy things. now I'm wondering is it still bad if I discard pixels in my fragment shader?

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  • Easy Method to Change Color on UI Elements

    - by A13X
    This isn't a language-specific thing as far as I'm concerned. I was wondering what may be a quick way to change the COLOR of a certain on-screen element such as a button and its associated text. I would assume there is a trick to making a graphics engine so maybe individuals pixels or groups of sprites can have their colors easily shifted. A lot of game interface buttons and such have this so you know when an event like a click has occurred. Any pseudo code would be helpful and I am working in Android (not XML fluff), but again, this probably is not a very specific question, just an inquiry on how to go about this.

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  • Per-pixel per-component alpha blending in Windows

    - by Crend King
    I have a 24-bit bitmaps with R, G, B color channels and a 24-bit bitmap with R, G, B alpha channels. I want to alpha blend the first bitmap to a HDC in GDI or RenderTarget in Direct2D with the alpha channels respectively. For example, suppose for one pixel, the bitmap color is (192, 192, 192), the HDC color is (0, 255, 255) and the alpha channels are (30, 40, 50). The final HDC color should be (22, 245, 242). I know I can BitBlt the HDC to a memory HDC first, do alpha blending by manually calculating the color of each pixel and finally BitBlt back. I just want to avoid the additional blitting and leave APIs do their job (faster since they are in kernel space). The first idea comes to my mind is to split the source bitmap into 3 red-only, green-only and blue-only 8-bit bitmaps, do normal alpha blending, then composite the 3 output bitmaps into the HDC. But I don't find a way to do the splitting and composition natively in Windows (would Direct2D layer help?). Also, the splitting and compositing may require many additional copying. The performance overhead would be too high. Or maybe do the alpha blending in 3 passes. Each pass apply the blending for one channel, while maintaining the other 2 unchanged. Thanks for any comment. EDIT: I found this question, and the answer should be good reference to this problem. However, besides AC_SRC_OVER, there is no other blending operation supported. Why don't Microsoft improve their API?

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  • OpenGL Pixel Format Attributes (NSOpenGLPixelFormatAttibutes) explanation?

    - by nacho4d
    Hi, I am not new to OpenGL, but not an expert. Many tutorials teach how to draw, 3D, 2D, projections, orthogonal, etc, but How about setting a the view? (NSOpenGLView in Cocoa, Macs). For example I have this: - (id) initWithFrame: (NSRect) frame { GLuint attribs[] = { //PF: PixelAttibutes NSOpenGLPFANoRecovery, NSOpenGLPFAWindow, NSOpenGLPFAAccelerated, NSOpenGLPFADoubleBuffer, NSOpenGLPFAColorSize, 24, NSOpenGLPFAAlphaSize, 8, NSOpenGLPFADepthSize, 24, NSOpenGLPFAStencilSize, 8, NSOpenGLPFAAccumSize, 0, 0 }; NSOpenGLPixelFormat* fmt = [[NSOpenGLPixelFormat alloc] initWithAttributes: (NSOpenGLPixelFormatAttribute*) attribs]; return self = [super initWithFrame:frame pixelFormat: [fmt autorelease]]; } And I don't understand very well their usage, specially when combining them. For example: If I want my view to be capable of full screen should I write NSOpenGLPFAFullScreen only ? or both? (by capable I mean not always in full screen) Regarding Double Buffer, what is this exactly? (Below: Apple's definition) If present, this attribute indicates that only double-buffered pixel formats are considered. Otherwise, only single-buffered pixel formats are considered Regarding Color: if NSOpenGLPFAColorSize is 24 and NSOpenGLPFAColorSize is 8 then it means that alpha and RGB components are treated differently? what happen if I set the former to 32 and the later to 0? Etc, etc,In general how do I learn to set my view from scratch? Thanks in advance. Ignacio.

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