I am looking for a solution on the comment to detect the browser Edge44 in Linux.
I have Ubuntu and i made a test in browserstack, but it does not have Edge44.
Edge 44 is the same as Edge 18. The difference lies in the naming convention. Edge 44 refers to the 'Edge version' whereas Edge 18 is the 'EdgeHTML' version. More on this here.
I believe they do offer Edge 18? Googling around gave me this - https://www.browserstack.com/list-of-browsers-and-platforms/live
Related
I'm currently experiencing a weird issue that looks like Z-Fighting with Direct3D 9. I suspect that my problem is actually a Z buffer precision issue.
I noticed that absolutely no depth artifacts appear in Debug builds (I'm using Visual Studio 2012). The bug only occurs in Release builds.
The depth buffer format I'm currently using is 24-bits padded with 8 (D3DFMT_D24X8). When I use only 16-bits, the exact artifacts appear in both Debug AND Release builds. So what does that mean? Is DirectX rejecting 24-bits depth buffers? And if that's the case, why would you even do this?
Aside from all that, I tried setting 32-bits, but it just crashes and returns a null-pointer for the D3D device.
Many thanks in advance.
Here's a screenshot of my problem :
Ok, so I eventually found a work-around. I divided my scene into regions of depth, and I'm rendering all of them one by one after clearing the Z-buffer between each passes.
I currently have two passes (0.1m to 5m, and 5m to 10km). This seems to work pretty well for now.
The same project compiled on the identical versions of Windows 10 and Visual Studio 2015 but on different hardware (Asus laptop and Surface Pro 4) produces different results: some elements (like MapPolyline and borders of MapPolygon) are not drawn along with the whole streets outlines and such (see the attached screenshots)
Expected behavior
Problematic behavior
Does anybody experience similar behavior and/or know how to fix that?
I think this is the same bug as reported here http://answers.microsoft.com/en-us/windows/forum/apps_windows_10-win_maps/windows-10-maps-app-sometimes-does-not-show-the/7183916a-9567-4d49-ab92-297eec8737ab?auth=1 Microsoft is working on a fix...
I have made a simple, mouse-controlled taskbar using a shell script. It's working very well, and uses rxvt-unicode to make the "graphics".
Unfortunately, however, I moved this script from my netbook to my laptop, and when I changed the size of the terminal window and updated the code, I discovered that my mouse reporting stopped working beyond column 95 (it always returns ! no matter where it is clicked beyond 95).
I discovered that there is a "limit" with mouse reporting, at column 95. My program now requires 123 columns, where before it was happening to fit into under 95.
I looked up the problem, and only found one reference to the 95 column limit. Most of what I found actually refered to a 223 column limit. If I had a 223 limit, I'd be utterly fine, but I do not understand how to get it switched over.
Basically, I do not understand enough of the problem to apply what I'm reading on google. Usually I can do my own fishing, but this problem got me.
I'm using this guide to tell me what escape sequence to use (I picked X10, click-only, reporting, or escape sequence \033[?9h).
how to get MouseMove and MouseClick in bash?
I found this that mentioned a 95 column limit, but made little sense of it:
Emacs, unicode, xterm mouse escape sequences, and wide terminals
I am using small code snippets, more or less based on this:
http://www.imbe.net/bizen?Linux/Mouse_In_A_Terminal
I found other others that did not minus 223, but rather 255. My code seemed unaffected by this change.
I have solved my problem. What I never understood was that some of the mouse reporting settings can be active at the same time. When \033[?1015h and \033[?9h were combined, I started to get mouse reporting beyond the 95 mark. The 1015 is suitable for urxvt. I believe 1005h is used in xterm.
Is there an equivalent GL_RGBA4 texture format for D3D11, I can't seem to find it.
There is DXGI_FORMAT_B5G6R5_UNORM and DXGI_FORMAT_B5G5R5A1_UNORM 16 bit formats, but not the 4444 one.
Even D3D9 has all of them, so I don't understand why D3D11 would not...
Never mind i'm using the old D3D11 SDK and it is called "DXGI_FORMAT_B4G4R4A4_UNORM" in the Windows 8 SDK.
Does anyone know the current state of SVG SMIL animation support in the popular browsers? It looks like Safari, Chrome, and Opera support it. Firefox has confusing reports in their dev pages about SMIL support having been added, but I don't see it as of v3.6:
https://bugzilla.mozilla.org/show_bug.cgi?id=216462
I am ignoring IE since they don't even support SVG at all, and probably never will, much less SMIL.
The other thing - just comparing this test page between Safari, Chrome, and Opera:
http://srufaculty.sru.edu/david.dailey/svg/ovaling.svg
looks like Opera is the only one that renders it correctly. Should we not be using SMIL - kind of looks half-baked in all the browsers (sadly)? Blast.
Thanks
http://www.codedread.com/svg-support.php has a rough comparison, and mentions SMIL in Firefox starting version 3.7.
About IE, maybe Wednesday changes everything, see: live.visitmix.com/MIX10/Sessions/EX30
Gecko's limitations are:
no <animateColor> — not planned
no wallclock timing — not planned
animation of transform lists is inefficient/incomplete — should be fixed by about Dec 2011
excessive CPU use — some improvements should be available by about Dec 2011
Other than that, I suspect that Gecko is the most spec-conformant of the major browsers. (In particular try some of the following tests with other browsers: http://mxr.mozilla.org/mozilla-central/source/layout/reftests/svg/smil/syncbase/)
It does fire DOM events and always has (in fact, this is one of the causes for slow performance). However, as required by the SMIL specification, DOM events are not fired during a seek.
Unlike other browsers, it fully supports animation sandwich priorities for syncbase timing, it provides correct behaviour for frozen to-animation and many other areas not supported in other browsers.
An up to date overview of current browser support is found on http://caniuse.com/svg-smil
Currently (21-okt-2012), all major desktop and mobile browsers has at least partial support for svg-smil with the notable exception of IE9.
There is no SMIL at all in Firefox 3.6. IE 9 will do SVG, but it won't do SMIL. Microsoft believes that there are spec issues to work out before they add SMIL - and to a degree they are right, IMO. How SMIL will interact with other animations is currently an unresolved issue.
I just looked at that ovaling.svg demo again in Firefox 4 nightly (roughly at beta 2 stage) on Linux. It did drain my CPU to 77 %, whereas Opera only used 44 %. Or put differently, Opera 10.60 only used one of my two CPU-cores, Firefox used 1 and a half. The animation was really smooth in Firefox but did stutter a bit in Opera.
On my Thinkpad z61p running Linux, I do not think Firefox does any GPU acceleration (yet), but when that kicks in I suppose the CPU load would be a lot less.
Chrome 5 fails miserably. The animation won't run in any really useful way at all.
In my very short experience Opera's support is most complete and correct (I've played with different kinds of animation timings and behaviours and haven't noticed any bugs. Opera is the only one that fires DOM events when animations start/repeat/end).
Gecko is OK, although it doesn't fire events, and misinterpreted few more complex animations.
WebKit is the worst. Animations must have both from and to, otherwise it's easy to find bugs in additive/accumulative animations (animation state isn't reset properly or resets to wrong state). Removing animation node from DOM doesn't reset position of animated elements. It seems to have overly simplified tracking of animation state. I've managed to crash Mobile Safari.
Animation speed—at least on desktop OS X—seems to be in the same league, although animation in Opera seems to be a little less smooth than in others.
At the moment, the answer is very clear to me (I've only bothered testing with these three):
Opera
Firefox
Chrome
Opera is the only browser that can handle my game at the moment. The other two seem to lack quite basic support for my yet quite simple animations and dom manipulation of animations. However, I haven't spent more than an hour on cross browser compatibility work yet.
I'm doing kind of a proof of concept for only using on SVG 1.1 Full and SMIL animations in a game (no js animation at all). What I've tested (successfully in Opera) so far is:
motion along a path with quadratic and cubic beziers (and continuations with 's' and 't' elements)
changes to path during motion
collision detection along a path and "radar vision" using SVGSVGElement.getIntersectionList samples
zoom and pan on a g element representing the game world
detecting hits on certain graphical elements of an actor
dynamic speed control