rendering

Can you render a StreamGeometry object in multiple places during an OnRender override?

∥☆過路亽.° 提交于 2019-12-13 04:42:47
问题 We have a StreamGeometry object which we would like to render in about 400 different locations during the OnRender call. The problem is, of course, that a geometry object uses absolute coordinates. While we could of course apply transforms before the render call, that means we'd in essence be creating 400 transforms as well, which just seems like overkill. We just want to say 'Render this in that location, like this (Note: DrawGeometryAtPoint is fictitious)... protected override void OnRender

Render buffer to texture2D object in XNA

亡梦爱人 提交于 2019-12-13 03:45:41
问题 In XNA is there a way to render the contents of a spriteBatch after drawing to a texture object before rendering to the screen? 回答1: You'll need to switch your render target for the spritebatch and then grab the texture out of it. This MSDN article explains it pretty well. http://msdn.microsoft.com/en-us/library/bb976073.aspx 回答2: As Hexxagonal already answered, yes you can. But you might get into trouble, if you are using sprites with translucency. The reason is, that two overlapping sprites

how should i handle (morphing) 4D objects in opengl? [closed]

佐手、 提交于 2019-12-13 03:40:00
问题 Closed . This question needs to be more focused. It is not currently accepting answers. Want to improve this question? Update the question so it focuses on one problem only by editing this post. Closed 4 months ago . i want to try writing a playground similar to this 4D toys, so i started learning opengl. from my current understanding, people use VBOs and uniform transformation matrix for mostly-static objects (like cubes, skeletal animations etc., which usually just involves transformations)

rails rendering index in index with fragment caching

五迷三道 提交于 2019-12-13 02:42:15
问题 In my rails 4 app I have comments for different models with polymorphic association. For the post model I display comments on the index page , but for product model I do it on the show page . I have problems with fine-tuning the rendering and caching on the post index page , since it's comments index in posts index . I provided my solutions both for the post version and product version. I don't use touch:true in comment model since it doesn't make sense on the product show page. Thanks to

Windows Server 2008 Special Fonts during rendering

风流意气都作罢 提交于 2019-12-13 02:34:57
问题 So we have a service running on Server 2008 which kicks off a process (C# app) which does some rendering. The process is running successfully but it is using the system fonts (Arial I believe) instead of fonts which are supposed to be loaded. If I run this process manually by logging into the server, the fonts load successfully and the process renders correctly. I have tried running this process by using CreateProcessWithLogonW but that still doesn't work. I am assuming this has to do with

Strange safari rendering issues, and low performance on other browsers

爱⌒轻易说出口 提交于 2019-12-13 01:53:36
问题 I'm in the middle of development of a website, however I cannot work out what is causing this plethora of issues. In Safari on OS X (7.0.6 on 10.9.4), random elements will disappear and reappear and hovering over the drop down menu, or a button, they suddenly re-appear. It is very strange and erratic. In Chrome (v36.0.1985.143) and Firefox (v31.0) the scrolling performance is poor, but no rendering issue. All onscroll events are clean. I've tried tweaking with just about everything and gotten

How does OpenGL render its triangles?

天大地大妈咪最大 提交于 2019-12-13 00:57:45
问题 I need an algorithm to render pixel perfect triangles without using OpenGL. Where can I get such an algorithm like OpenGL is using? Preferrably single threaded. It must do it like OpenGL does it, because OpenGL doesn't leave gaps or overlapped pixels on two triangles that share an edge. Scanline method makes those errors: http://joshbeam.com/articles/triangle_rasterization/ . I tried this half-space algo too: http://devmaster.net/forums/topic/1145-advanced-rasterization/ but I couldnt make it

technique and speed expectations for opengl text labeling

北城余情 提交于 2019-12-13 00:24:51
问题 I am using opengl (fixed-function pipeline) and I'm drawing potentially hundreds of thousands of points, and labeling each with a text label. This question is about whether I'm doing this in a reasonable way, and what I can expect in terms of speed. The text labels are drawn by creating a texture coordinate rectangle for each character, and texturing the rectangles using a small font bitmap (each character is about 5x13 pixels in the texture). In a test file, I have about 158,000 points,

Google map being returned in div tags via backbone javascript but not displaying

旧时模样 提交于 2019-12-12 18:15:13
问题 I have started playing around with Geolocation, and I can get the co-ordinates etc. I want to show this in a map, but when I return the map to the div nothing gets displayed. Now I looked in the div, and the map is being returned but just not visibile. This is the div in question Notice this seems to be just a link to a tiny map <a style="position: static; overflow-x: visible; overflow-y: visible; float: none; display: inline; " target="_blank" href="http://maps.google.com/maps?ll=51.263519,

A Depth buffer with two different projection matrices

久未见 提交于 2019-12-12 18:13:48
问题 I am using the default OpenGL values like glDepthRangef(0.0,1.0);, gldepthfunc(GL_LESS); and glClearDepthf(1.f); because my projection matrices change the right hand coordinate to the left hand coordinate. I mean, My near plane and the far plane z-values are supposed to be [-1 , 1] in NDC. The problem is when I draw two objects at the one FBO including same RBOs, for example, like this code below, glEnable(GL_DEPTH_TEST); glClearDepthf(1.f); glClearColor(0.0,0.0,0.0,0.0); glClear(GL_DEPTH