I have a problem with visible lines appearing at the edges of the Skybox.
http://project-vanquish.co.cc/index.php <-- Shows the problem
Has anyone got any ideas as to why they are appearing? The textures don't have the white edge.
Rendering code block:
public override void Render(GraphicsDevice device)
{
device.DepthStencilState = DepthStencilState.None;
for (int i = 0; i < 6; i++)
{
this.sides[i].Position = CameraManager.ActiveCamera.Position + this.offsets[i];
EffectManager.ActiveShader.SetParameters(this.sides[i]);
foreach (EffectPass pass in EffectManager.ActiveShader.Effect.CurrentTechnique.Passes)
{
pass.Apply();
this.sides[i].Render(device);
}
}
device.DepthStencilState = DepthStencilState.Default;
}
Store your SamplerState:
SamplerState samplerState = device.SamplerStates[0];
Then, set it to AnisotropicClamp (or your preference):
device.SamplerStates[0] = SamplerState.AnisotropicClamp;
then after the render, reset your setting:
device.SamplerStates[0] = samplerState;
Related
I'm trying to have random text and backgrounds pop up when i click the mouse, however, when I click, the text is shown for less than half a second before a new background appears and hides the text
This is how my mouse pressed looks:
String mySentence = "Lose.txt";
String[] lose;
float mx = 20;
int posX = 0;
int posY = 0;
int butterflyX = 100;
int butterflyY = 100;
PImage v1;
PImage bf;
float xpos, ypos;
boolean playing = false;
//sentence
boolean showMySentence = false;
int mySentenceTimer = 0;
PImage [] backgrounds = new PImage[5];
int bg;
int currentBgNumber = 0;
void setup(){
size(800,501);
backgrounds = new PImage[5];
backgrounds[0] = loadImage("field.jpg");
backgrounds[1] = loadImage("galaxy.jpg");
backgrounds[2] = loadImage("tokyo.jpg");
backgrounds[3] = loadImage("water.jpg");
backgrounds[4] = loadImage("paris.jpg");
// mySentence = loadStrings(loseFile);
PFont myFont;
myFont = createFont("Futura", 30,true);
textFont(myFont);
fill(255);
}
void draw(){
image(backgrounds[currentBgNumber], 0, 0);
if (showMySentence) {
fill(255);
textSize(20);
text(mySentence, width/2, height/2);
showMySentence = millis() < mySentenceTimer;
}
void mousePressed() {
currentBgNumber++;
if (currentBgNumber>4)
currentBgNumber=0;
if (random(1) < .5) {
mySentence = "lose.txt" + "!";
mySentenceTimer = millis() + 3000;
showMySentence = true;
}
}
From what I see, after the background runs, the text should run after, but I guess not. I would appreciate it if you could show me what needs to be fixed, thank you :)
As promised (you can copy and paste this snippet in a Processing IDE and it'll run. Then play around until you get the results that you want and adapt it into your own code):
// a couple variables I'll use to manage the text's appearance
String mySentence = "";
boolean showMySentence = false;
int mySentenceTimer = 0;
void setup() {
size(500, 500);
}
void draw() {
// background paints over everything ~60 times per second (or whatever fps you did set up)
background(0);
// this would go at the end of the draw() loop
if (showMySentence) {
fill(255);
textSize(20);
text(mySentence, width/2, height/2);
showMySentence = millis() < mySentenceTimer; // flip the boolean after some time (2 seconds here)
}
}
void mousePressed() {
// this would replace the part of the mouseClicked() method where you draw the sentence
if (random(1) < .5) {
mySentence = "your sentence here";
mySentenceTimer = millis() + 2000; // show text but only for 2 seconds (I guessed that you might want that, but nevermind if that's not the case)
showMySentence = true;
}
}
I'll hang around in case you have further questions. Have fun!
I am using a tee chart library in xamarin (Android). i am facing a problem to daynamic binding data in "Candle Chart"
The Sample Code Like this!
protected override void OnCreate(Bundle bundle)
{
base.OnCreate(bundle);
RequestWindowFeature(WindowFeatures.NoTitle);
SetContentView(Resource.Layout.CandleChart);
//InitializeComponent();
chart = new Steema.TeeChart.TChart(this.ApplicationContext);
chart.Zoom.Style = Steema.TeeChart.ZoomStyles.InChart;
Steema.TeeChart.Themes.BlackIsBackTheme myTheme = new Steema.TeeChart.Themes.BlackIsBackTheme(chart.Chart);
myTheme.Apply();
Type tmp = (Type)Steema.TeeChart.Utils.SeriesTypesOf[12];
Steema.TeeChart.Styles.Series series;
series = chart.Series.Add(tmp);
series.FillSampleValues(); /* Here i want to fill series with my data listed bellow */
chart.Aspect.View3D = Needs3D(chart[0]);
chart.Panel.Transparent = true;
SetContentView(chart);
}
now i want add series data manually
like :
currentItem.Data.Close
currentItem.Data.Open
currentItem.Data.High
currentItem.Data.Low
currentItem.Time
etc.. so, plz help me to achieve this ..
thanks, in advance
==================================================================================
My Code Like as Bellow
private void LoadChart(GraphOutput resGraph)
{
DataSet_Obj.Tables.Add("CandleTable");
DataSet_Obj.Tables["CandleTable"].Columns.Add(new DataColumn("Date", System.Type.GetType("System.DateTime")));
DataSet_Obj.Tables["CandleTable"].Columns.Add(new DataColumn("Open", System.Type.GetType("System.Double")));
DataSet_Obj.Tables["CandleTable"].Columns.Add(new DataColumn("Close", System.Type.GetType("System.Double")));
DataSet_Obj.Tables["CandleTable"].Columns.Add(new DataColumn("High", System.Type.GetType("System.Double")));
DataSet_Obj.Tables["CandleTable"].Columns.Add(new DataColumn("Low", System.Type.GetType("System.Double")));
for (int i = 0; i < resGraph.graphSymbol[0].CandleSticks.Length; i++)
{
DataRow_Obj = DataSet_Obj.Tables["CandleTable"].NewRow();
DataRow_Obj["Date"] = resGraph.graphSymbol[0].CandleSticks[i].CandleTime; //DateTime
DataRow_Obj["Low"] = resGraph.graphSymbol[0].CandleSticks[i].CandleData.Low; //Float
DataRow_Obj["Close"] = resGraph.graphSymbol[0].CandleSticks[i].CandleData.Close; //Float
DataRow_Obj["Open"] = resGraph.graphSymbol[0].CandleSticks[i].CandleData.Open; //Float
DataRow_Obj["High"] = resGraph.graphSymbol[0].CandleSticks[i].CandleData.High; //Float
DataSet_Obj.Tables["CandleTable"].Rows.Add(DataRow_Obj);
DataRow_Obj = null;
}
Tag_Serie_Candle = new Steema.TeeChart.Styles.Candle ();
chart.Series.Add(Tag_Serie_Candle);
chart.Aspect.View3D = Needs3D(chart[0]);
chart.Panel.Transparent = true;
try
{
Tag_Serie_Candle.DataSource = DataSet_Obj.Tables["CandleTable"]; /* here I got Error Like: "Cannot bind to non-supported datasource: CandleTable" */
Tag_Serie_Candle.OpenValues.DataMember = DataSet_Obj.Tables["CandleTable"].Columns["Open"].ToString();
Tag_Serie_Candle.CloseValues.DataMember = DataSet_Obj.Tables["CandleTable"].Columns["Close"].ToString();
Tag_Serie_Candle.DateValues.DataMember = DataSet_Obj.Tables["CandleTable"].Columns["Date"].ToString();
Tag_Serie_Candle.DateValues.DateTime = true;
Tag_Serie_Candle.HighValues.DataMember = DataSet_Obj.Tables["CandleTable"].Columns["High"].ToString();
Tag_Serie_Candle.LowValues.DataMember = DataSet_Obj.Tables["CandleTable"].Columns["Low"].ToString();
Tag_Serie_Candle.LabelMember = "Candle Chart";
Tag_Serie_Candle.CheckDataSource();
chartpie.AddView(chart, new ViewGroup.LayoutParams(ViewGroup.LayoutParams.MatchParent, ViewGroup.LayoutParams.MatchParent));
}
catch (Exception exe)
{
exe.Message.ToString();
}
}
You should do something as in the examples here:
http://www.teechart.net/support/viewtopic.php?f=4&t=2978&p=10547#p10547
http://www.teechart.net/support/viewtopic.php?f=4&t=3291&p=11691#p11691
http://www.teechart.net/support/viewtopic.php?f=4&t=2741&p=11681#p11681
I have found that, at the present moment, this is not working. I added the defect (ID566) list to be fixed as soon as possible (now fixed, see update at the bottom of the reply). If you register at Steema Software's Bugzilla system, you will be able to be in the CC List and be notified about status updates. In the meantime you can manually read values from the DataSet using this code:
Tag_Serie_Candle.DateValues.DateTime = true;
for (int i = 0; i < DataSet_Obj.Tables["CandleTable"].Rows.Count; i++)
{
DataRow row = DataSet_Obj.Tables["CandleTable"].Rows[i];
DateTime dt = Convert.ToDateTime(row["Date"]);
Double open = Convert.ToDouble(row["Open"]);
Double high = Convert.ToDouble(row["High"]);
Double low = Convert.ToDouble(row["Low"]);
Double close = Convert.ToDouble(row["Close"]);
Tag_Serie_Candle.Add(dt, open, high, low, close);
}
UPDATE: As of 11th February 2014, the defect has been fixed. Anyone interested in testing the solution please let me know.
A have several views with WebViews on them. I need to make it in a coverFlowView. For that i make my views toImage, to put after on the coverFlow, but the issue is that i get images with webView not loaded... I tried to make setTimeout, but it doesn't help.
var cover = Titanium.UI.iOS.createCoverFlowView({
images: forflowImages
});
for (var k = start; k < cData.length; k++) {
r = Ti.UI.createView({});
for (var j = 0; j < child.objects.length; j++) {
tmp = Ti.UI.createWebView({
left : 10,
top : 10,
right : 10,
bottom : 10,
width : Ti.UI.FILL,
height : Ti.UI.SIZE,
willHandleTouches: true,
backgroundColor : '#fff2df',
});
tmp.html = obj.html;
no.add(tmp);
r.add(no);
}
}
r.addEventListener("load", function(e) {
blob = r.toImage();
});
forflowImages.push(blob);
}
cover.setImages(forflowImages);
With this code, coverFlowView doesn't have any views.
setTimeout(function() {
blob = r.toImage();
}, 500);
Also doesn't help, i have activity indicator on the page saved, content seems didn't have time to load before toImage function acted.
You are ordering things the wrong way, and you have multiple syntax errors, also you are listeneing for the load event on the wrong type of view, you shold be listeneing on the WebView, try this instead:
var forflowImages = [];
var container = // This should already be in the view stack somewhere
var cover = Titanium.UI.iOS.createCoverFlowView();
function loadListener(e) {
forflowImages.push(e.source.toImage());
if(forFlowImages.length == child.objects.length) {
// We have all the images for cover flow
cover.setImages(forflowImages);
}
}
var containerView = Ti.UI.createView();
for (var j = 0; j < child.objects.length; j++) {
var tmp = Ti.UI.createWebView({html : obj.html);
tmp.addEventListener("load", loadListener);
container.add(tmp);
tmp.repaint();
}
I removed some of your code that was syntactically incorrect and trimmed it down so it would be easy to understand. All this code does is add an event listener that handles the conversion of a webview to an image.
I have a code that draws a bunch of customized shapes from an xml... I want to make each shape select-able /de-selectable by changing the color of the object and changing backk all other colors when things change but my codes broken but i'm not getting any errors or anything it just doesn't work.
var graphicsShape
function drawLayer(layer){
for (var i =0; i < xmlDoc.getElementsByTagName("polygon").length; i++)
{
if (layer == xmlDoc.getElementsByTagName("polygon")[i].childNodes[0].attributes[4].value)
{ drawSegment(i);
}
}
}
// layer = index z
function drawSegment(a){
var vertexList = xmlDoc.getElementsByTagName("polygon")[a].childNodes;
var graphicsObject = new createjs.Graphics();
graphicsShape = new createjs.Shape(graphicsObject);
graphicsObject.setStrokeStyle(1);
graphicsObject.beginStroke(createjs.Graphics.getRGB(0,0,0));
graphicsObject.beginFill(createjs.Graphics.getRGB(255,0,0));
for(var i = 0; i < vertexList.length; i++){
graphicsObject.lineTo(vertexList[i].attributes[2].value, vertexList[i].attributes[3].value)
stage.addChild(graphicsShape);
}
segmentsArray.push(graphicsShape);
//createContainer(segmentsArray[i]);
}
function createArraysForSegments() {
for(var i=0; i <segmentsArray.length; i++){
segmentsData[i] = new Array;
}
}
function ColorChangeAddEventListener() {
for(var i = 0; i < segmentsArray.length; i++){
segmentsArray[i].addEventListener('click', colorChange(i));
}
}
function colorChange(index){
segmentsArray[index].graphics.beginFill('white');
stage.update();
}
i call the functions later
ColorChangeAddEventListener();
drawLayer(0);
stage.update();
if i type segmentsArray[0].alpha =0.5; it works for that shape, but when I put it in segmentsArray[0].addEventsListener('click', function){segmentsArray[0].alpha=0.5;}) that doesn't work
Just setting the beginFill won't affect the current shape, you will also have to segmentsArray[index].graphics.clear() and redraw the shape.
beginFill() is not the setter for a property but rather a command that affects subsequents commands, like drawRect() for example.
I try to create an ImageView in Titanium like this:
var animationView = Titanium.UI.createImageView
(
{
images:animationImages,
duration:50,
repeatCount:0,
width: '90dp',
height: '270dp'
}
);
On android it gets its size as expected, but on IOS, it simply doesn't gets scaled. Is there something, i'm doing wrong? Or should i do it frame by frame by creating the ImageViews manually then changing them with setInterval?
This is actually not a consistent solution, it should be a comment, but since I don't have enough rep I have to write it as an answer.
For starters I would try to give it a top and left properties.
Secondly, are those images retrieved from a remote URL? Remote URLs are only supported in Android. If that is the case you could do a workaround as you said in the question.
Finally, the 'dp' only works for android, so it won't scale at all in iOS, it will simply erase the 'dp' and use the number as "points", on non-retina screens it will be the same number of pixels and on a retina display it will be the double.
I finally decided to create my own animation class, which look like this:
function Animation(data)
{
var width = data.hasOwnProperty("width") ? data.width : Ti.UI.SIZE;
var height = data.hasOwnProperty("height") ? data.height: Ti.UI.SIZE;
var duration = data.hasOwnProperty("duration") ? data.duration : 50;
var imageFiles = data.hasOwnProperty("images") ? data.images : [];
var images = [];
var container = Ti.UI.createView
(
{
width:width,
height: height
}
);
for(var i=0; i<imageFiles.length; i++)
{
var image = Ti.UI.createImageView
(
{
image:imageFiles[i],
width:width,
height:height
}
);
if(i!=0)
image.setVisible(false);
container.add(image);
images.push(image);
}
container.activeImage = 0;
container.intervalId = null;
container.setActiveImage = function(index)
{
if(container.intervalId == null)
container.activeImage = index;
}
container.start = function()
{
var callback = function()
{
for(var i=0; i<images.length; i++)
{
if(i == container.activeImage)
images[i].setVisible(true);
else
images[i].setVisible(false);
}
container.activeImage = (container.activeImage + 1) % images.length;
}
container.intervalId = setInterval ( callback, duration );
}
container.stop = function()
{
clearInterval(container.intervalId);
container.intervalId = null;
}
return container;
}
module.exports = Animation;
And you can use it like this:
var Animation = require('...path to your animation file');
var myAnimation = new Animation
(
{
width:'100dp',
height:'100dp',
duration:50, //duration while one frame is showing
images:['one.png', 'two.png'...], //full paths
}
);
//start:
myAnimation.start();
//stop
myAnimation.stop();