rendering

Ogre3D, Multiple Monitors, and the Mouse Cursor

只谈情不闲聊 提交于 2019-12-05 14:24:39
I am developing an application that requires multihead rendering in OpenGL. Right now, I can render to multiple screens, but the travel of my mouse cursor is limited to a single screen. However, I'd like to be able to use the mouse cursor on all of the rendered screens. Has anyone run into this same issue, and if so, how did you go about resolving it? I found a working solution for this. First, I had to instantiate my Ogre::RenderWindow objects in windowed mode rather than full-screen mode -- full-screen mode was emulated easy enough by instantiating the Ogre::RenderWindow objects without

Rails: Rendering Models?

蓝咒 提交于 2019-12-05 13:32:22
I can think of a million not-so-automatic ways to render a model in Rails, but I'm wondering if there's some built-in way to do it. I'd like to be able to this <%=@thing -%> obviously with partials you can do it (I mean, calling render :partial), but I'm wondering if there's some standard way to associate views with models. [Thanks in advance, weppos, for fixing the tags on this question :)] If you pass a model directly to render it will attempt to render a partial for it. <%= render @thing %> That is the same as. <%= render :partial => 'things/thing', :object => @thing %> If you pass an array

Scala: Draw table to console

删除回忆录丶 提交于 2019-12-05 12:27:38
问题 I need to display a table in a console. My simple solution, if you would call it a "solution", is as follows: override def toString() = { var res = "\n" var counter = 1; res += stateDb._1 + "\n" res += " +----------------------------+\n" res += " + State Table +\n" res += " +----------------------------+\n" for (entry <- stateDb._2) { res += " | " + counter + "\t | " + entry._1 + " | " + entry._2 + " |\n" counter += 1; } res += " +----------------------------+\n" res += "\n" res } We don't

Rendering problems after updated gradle dependencies

匆匆过客 提交于 2019-12-05 09:51:08
I just updated build.gradle(Module: app) dependecies, and after that had rendering problems on Android Studio. What is wrong, before updating dependencies everythink worked correctly Here is how it is now: dependencies { compile fileTree(include: ['*.jar'], dir: 'libs') compile 'com.android.support:design:23.0.0' compile 'com.android.support:appcompat-v7:23.0.0' compile 'com.google.android.gms:play-services:7.8.0' compile 'com.android.support:support-v4:23.0.0' compile 'com.android.support:recyclerview-v7:23.0.0' } my_activity.xml <?xml version="1.0" encoding="utf-8"?> <android.support.design

Why do BITMAPS load “upwards”?

强颜欢笑 提交于 2019-12-05 09:39:42
问题 If you have a really really large JPG and a BMP embedded on HTML and you load it into Firefox, you will notice that the JPG will load "downwards" (paint from left to right, then down) and the BMP will load "upwards" (paint from right to left, then up). Just curious. :) 回答1: I wrote a bitmap parser a while back, and if I remember correctly, bitmaps store the image backwards. That is, it stores the lower rows first and the higher rows last. The data arrives to your browser in-order, so that's

OpenGL software rendering alternatives

喜你入骨 提交于 2019-12-05 09:19:50
I need to software render OpenGL in Windows and have already found about Mesa3D , which doesn't provide DLLs and I'm having some pain to build... Are there alternatives available? That depends on what OpenGL version you wish to accelerate. Depending on your needs, there are some alternatives available. I've listed those I'm aware of below: OpenGL 1.0 & 1.1 Windows (since Windows NT 3.5) actually includes an OpenGL software implementation to begin with. If you haven't installed any other software rasterizer, this ought to be your default implementation. The Microsoft software rasterizer

Chrome not displaying images though assets are being delivered to browser

▼魔方 西西 提交于 2019-12-05 07:54:54
I am having an issue only with Chrome (so far that I can tell). On this website: www.elliott-web.com the homepage displays a random image on load. After several reloads I get no image showing up, but when checking the http requests I see the image is there. Similarly, on the portfolio page if you click forward and backward through the images, eventually an image will no longer show up. Again, looks like the image is there but it's not being displayed. Thought maybe it has to do w/ Chrome's caching? I don't think it's webkit because I'm not having this problem in Safari. Anyone else seen this

three.js textures working with CanvasRenderer, but show up as black with WebGLRenderer

穿精又带淫゛_ 提交于 2019-12-05 07:48:29
问题 I'm drawing an image to a canvas (using the cityTexture method in http://haldean.github.com/citycanvas/city.js) and then using that as a texture. This works perfectly when I use three.js's CanvasRenderer, but the textures show up as black when using a WebGLRenderer. I'm generating the textures as squares with side lengths of 256. Demo and code is here, with a CanvasRenderer on top, and a WebGLRenderer on the bottom: http://haldean.github.com/citycanvas/3d.html This wouldn't be an issue,

Issue with Ajax.ActionLink incorrectly rendering links when using htmlAttributes

◇◆丶佛笑我妖孽 提交于 2019-12-05 07:41:30
问题 Does anyone know of any issues with rendering incorrect querystrings when using htmlAttributes in an Ajax.ActionLink? It seems that if I put even an empty array in for the htmlAttributes, the link gets rendered incorrectly. Here's my code. When I do this (note the new { }): <%= Ajax.ActionLink("Delete", "Delete", "Milestone", new RouteValueDictionary { { "id", Model.Id } }, new AjaxOptions { HttpMethod = "GET", UpdateTargetId = "ModalDeleteContainer", OnSuccess = "modalDelete" }, new { })%>

How to render a VisualElement to a Vector Based Image?

一笑奈何 提交于 2019-12-05 07:24:02
问题 I am working on a Chart Control, I need to implement the Chart Snapshot feature for capturing a vector based image in high quality of Curves and Texts, in any requested size. Can anyone suggest me any solution or a pointer to resolve this problem. Any kind of help in deeply appreciated. 回答1: If you have to save your image in a vector format you can using tracing. Potrace is an open source bitmap-to-vector tracer library (but considers that bitmap tracing is imperfect). Also considers that wpf