rendering

JSF2 slow page loading

◇◆丶佛笑我妖孽 提交于 2019-12-11 18:43:23
问题 I'm working with a JSF2 webapp. When I'm navigating between different pages they normally load fast; less than 100 ms. Sometimes though, for no apparent reason, it takes several seconds. I've been trying to find some common denominator for when this occurs, but it happens regardless of page and regardless if I have visited the page several times before. Also, after a page has been slow to load, the next time I load it, it will load fast again for some time. It all seems to happen randomly. I

mobile safari rendering buttons with border

自古美人都是妖i 提交于 2019-12-11 16:48:08
问题 I have a set of buttons and they are rendering strangely in mobile safari. There is an uneven border around each one. That is how they appear on mobile safari, and below is how they appear in every other browser. The code I have for the buttons is: <div id="buttonbox"> <div id="button1" class="buttons"><a href="one/two-wrong.html?">2 CHOICE1</a></div> <div id="button2" class="buttons"><a href="one/two-wrong.html?">2 CHOICE2</a></div> <div id="button3" class="buttons"><a href="one/two-right

Increasing CPU rendering load in game code

懵懂的女人 提交于 2019-12-11 15:59:09
问题 This is a quasi-coding question, yes, but specifically I'm using Xna if that helps... I have a game. The AI and game-rules logic is so efficient that I have a crap ton of CPU cycles available. My question is: can I make my rendering code more complex so it looks better and uses those free CPU cycles? Or is the rendering loop only so complex on the CPU side for any quality of rendering -- and therefore any graphics quality or frame-rate boost would have to come from the GPU? Thanks for any

How can I render a dxf file with Sphere in OpenSCAD

旧巷老猫 提交于 2019-12-11 15:27:30
问题 I have a rendering problem about importing dxf file. Rendering success: Use linear_extrude() for a dxf file and display a sphere. Only use rotate_extrude() for a dxf file. Rendering fail: Use rotate_extrude() for a dxf file and display a sphere. Here is my source code: module loadFile() { rotate_extrude() import("import_exercise.dxf"); } module loadSphere() { translate([0,0,-30]) sphere(10); } loadFile(); loadSphere(); Here is the error message: ERROR: CGAL error in CGAL_Nef_polyhedron3():

Urdu font rendering issue in android 4.1

烂漫一生 提交于 2019-12-11 13:52:52
问题 One of my letters does not render properly in android 4.1 : The same renders fine on 4.2 and 4.3 : I would like to fix this if possible, any ideas how? 回答1: The bad rendering of "heh" in that example is due to a mistake in the Droid Arabic Naskh font. It was fixed by an update in October 2012. (See report here — https://android.googlesource.com/platform/frameworks/base/+/cd31db60ee6df6dd84bce9925e96b6cccbdf522d) The relevant changes is: Fixed shaping of U+06C1 HEH GOAL. This explains why it

BitmapFont rendering artifacts

橙三吉。 提交于 2019-12-11 13:44:47
问题 I have setup scaling of GUI to occupy whole screen (window). Control widgets are fine, but scaling of fonts is terrible - there are artifacts from neighbouring glyphs (because of some rounding errors I suppose). You can quite clearly see it on a right side of T: I tried setting various values in padding area in Hiero, but all those values affect how font is rendered - they add space between characters in rendering, not just to a texture as I wanted. Any idea how to fix this artifacts? I don't

Rasterisation Algorithm: finding the “ST” coordinates of point in 2D quad and Inverse Projection

依然范特西╮ 提交于 2019-12-11 13:25:49
问题 My goal is to render the image of a quad using the rasterisation algorithm. I have been as far as: creating the quad in 3D projecting the quad's vertices onto the screen using a perspective divide converting the resulting coordinates from screen space to raster space, and comput the bounding box of the quad in raster space looping over all pixels inside this bounding box, and finding out if the current pixel P is contained within the quad. For this I am using a simple test which consist of

swift - UILabel text not renderer when using renderInContext asynchronously

吃可爱长大的小学妹 提交于 2019-12-11 13:13:19
问题 I need to generate an image from a custom view composed by an UIImageView and an UILabel . I can't use the new iOS 7 drawViewHierarchyInRect:afterScreenUpdates: because I have some ugly glitch on iPhone 6/6+ (iOS8 scale glitch when calling drawViewHierarchyInRect afterScreenUpdates:YES) So I did it the old fashion way using renderInContext: which works well but it's quite slow. I'm using image generation to display markers in a GMSMapView (god I missed MapKit ...) but the user experience is

OpenGL ReadPixels (Screenshot) Alpha

…衆ロ難τιáo~ 提交于 2019-12-11 12:44:47
问题 I'm using a Tile Rendering (using glReadPixels) setup to take screenshots of a scene. My output looks correct: But looking at the alpha channel the pixels are still transparent even if the transparent texture is rendered on top of an opaque texture. In particular the "inside" of the car should be completely opaque where we see the ceiling, but partially transparent when going through the back windows. Is there a method for testing the alpha component of each texture at a pixel, not just the

Form elements are not shown?

自闭症网瘾萝莉.ら 提交于 2019-12-11 12:39:33
问题 Created Form in projectfolder/application/forms/Login.php class Form_Login extends Zend_Form { public function _construct() { $this->setMethod('post'); $elements = array(); $element = $this->addElement('text', 'username'); $element->setLabel('Username'); $elements[] = $element; $element = $this->addElement('password', 'password'); $element->setLabel('Password'); $elements[] = $element; $this->addElements( $elements ); $this->setElementDecorators( array( 'ViewHelper' ) ); } } Accessing Form in