This is really confusing the heck out of me. Take a look at this screenshot:
Sometimes, the GtkFrames in my program look like on the left side, and sometimes they look like on the right side - or even a mix of the two! The program is exactly the same. Just running the same program multiple times yields very different looks of the GtkFrames in the program! How can that be?
It seems that there are two different designs of GtkFrame:
The first one has its label centered at the top of the frame and
smoothly dissolves towards the
bottom so that the frame doesn't completely enclose the GtkFrame's
contents.
The second design has its label left-aligned at the top of the frame
and draws a border around the complete GtkFrame.
The problem is now that GTK+ seems to choose one of the two designs entirely at random. I don't see any pattern in which design I'm going to get. It appears to happen completely at random which is really confusing me.
Can somebody shed a light onto this mystery? What is going on here? Is there a way to force GTK+ to use a certain design?
I'm using GTK+ 2.24.10 with the Adwaita theme on Linux Mint.
Related
I am developing on a linux system using latest (at the moment) SDL2 (2.0.8) + openGL ES 2.0 (GLSL 1.0) eventually targeting a raspberry pi 3 board. I have so far done a few things like drawing text with freetype, drawing lines, text boxes (editable), text lists, waveform boxes (all i need to pass to a function is an array of vertices) and other shapes with glDrawArrays(). Now, there are things that need to be refreshed at, let's say, 10 times per sec and others that need 1 time per second. What would be the best approach to skip re-rendering everything at the rate of 10 times per sec? Because obviously openGL works by drawing everything from scratch on every 'frame'. However i know and you know that other approaches exist that include: rendering on top of the screen you already have or taking a screenshot and rendering on top of it only the fast changing things as well as other solutions. What do you thing would be the best approach to skip re-doing everything before calling SDL_GL_SwapWindow() ? How can i take a screen shot and render it on the invisible buffer then render only the fast changing objects and then call SDL_GL_SwapWindow() ?
This is a screen shot of the app so far drawing basic things
Thanks in advance.
i eventually had to realize that i should not have posted the question in the first place but since this is a place where people learn from others i now feel somewhat nicer :) . So, the thing i had to do was to simply stop clearing the invisible buffer (i will call it that for simplicity) and render on top of it only controls that change. Those that change are updated by covering the area that they take by a rectangle and then draw new stuff on that area. I have already done it and the frame rate just 'exploded'. I do not really think that there is a better approach since the way i do it requires no action at all. All i had to do was to add a few if conditions that selectively rendered or skipped every time the execution reached the point where functions iterate through the controls that have to be drawn on screen and therefore decide what to render and what not. However a well thought set of structures is required for every control instead of declaring and defining endlessly global variables which will only makes things confusing and difficult to maintain.
Regards to all.
I have been looking at Epic Games' Fortnites Website and I am trying to figure out how they achieved the 3D effect on the page:
Epic Games' Fortnite website - scrolled down to 3rd slide
Does any one have any idea how to do it? I would really like something similar to a project I'm working on. I have found Three.js, but I am quite sure that is not the solution they went with.
For these types of questions, i can only recommend to install spector.js and have a look yourself. In short: everything you see is 100% faked.
I mean, that's always the case. In fact, if you want to build something like that, your first question should always be: how much of this can I fake and still get away with that?
In this example, it turns out: everything. Just open the devtools and click through all the assets in the network-tab. You will find these two textures:
looks familiar, right?
So what they appear to be doing is they are using three.js with some custom shaders to handle the translations, the flickering of the lights and the highlighting. These effects are computed using the normal-map and an additional mask-texture which I couldn't quite figure out what it does. But again, if you look at the scene in spector.js you can see the shaders used for every drawcall.
The only thing that is a bit more complex is the little robot-friend in the bottom left corner. But again, it's not 3d as in meshes and so on but rather a set of flat textured quads running a bones-animation thing.
I think that makes it a really great website after all.
Given that epic is building the unreal-engine I would suspect the original renders were done there. And I agree, the lighting looks really amazing :)
It is a simple parallax effect using animated sprite sheets.
Parallax effect is achieved by using several layers of images/video on top of one another in different Z-depth.
You can achieve the moving part by using the mousemove event to track the cursor.
Good day, I was wondering on how can I implement an effect like the ones on the sweepstakes where you scratch the grey part and reveal a number underneath it. I was wondering how can I implement that in unity, I don't have any clue where to start, thanks in advance.
the idea is, I have 2 overlapping objects, A and B, whereas when I click on a part of B it will be removed and will show a part of A, both A and B are sprite images though
This is not really related to Unity as such. This relates more to a general technical solution for a visual representation you would like to do.
So, let's skip the Unity part.
But even then the question is very general and hard to respond to. There are many ways to achieve this, depending on the result you want.
You could apply a quad object, with a grey texture on top of whatever number box you have and then either use shaders to show the number as you "scratch it". Or you could remove the grey square when clicking it (different behaviour). Or you could do the old school approach and replace pixels, as you "scratch" the box.
Only to mention a few ideas.
But still, the question is very general and hard to answer as it pertains to a general idea, and not so much a concrete question.
Look into how to build Fog of war shader. I would achieve this by rendering A and B with two separate cameras then as you scratch it off it would reveal B in the scratched area.
I've been tracing my code and comparing notes between my own code and some sample code
I'm working from this sample code: http://mbostock.github.io/d3/talk/20111116/bundle.html
My source example is here: http://www.nogumallowed.com/test5.php
My problem is the path lines. They work, they connect, but I love in the source how the lines have more seemingly random curves to them. I can'y figure out how to recreate that. Mine all flow incredibly well, but look rather plain in comparison.
Can anyone offer any insights? I've been coming back to this for a few days, and haven't figured it out yet. The documentation hasn't tipped me in the right direction yet either.
I'm just scratching the surface of "comfortable with D3", but there's still A LOT for me to learn on it before I give myself a D3 Jedi.
It doesn't look like your clustering code (if you have any) is working very well. The subjects should be clustered together into related groups, but it doesn't appear like yours are. For instance, your node "John Sly" is connected to almost very other node except the few on either side of it. It seems to me that those nine or so highly connected nodes should be distributed around the circle, not bunched next to each other.
I've been studying 3D graphics on my own for a while now and I want to get a greater understanding of just how everything works. What I would like to do is to create a simple game without using DirectX or OpenGL. I understand most of the math I believe, but the problem I am running up against is I do not know how to get control of the pixels being displayed in a window.
How do I specify what color I want each pixel in my window to be?
I understand I will probably run into issues with buffers and image shearing and probably terrible efficiency problems, but I want to create my own program so that I could see from the very lowest level, of the high level language, how the rendering process works. I really have no idea where to start though. I've figured out how to output BMPs, but I would like to have a running program spitting out 20+ frames per second. How do I accomplish this?
You could pick a environment that allows you to fill an array with values for pixels and display it as a bitmap. This way you come closest to poking RGB values in video memory. WPF, Silverlight, HTML5/Javascript can do this. If you do not make it full screen these technologies should suffice for now.
In WPF and Silverlight, use the WriteableBitmap.
In HTML5, use the canvas
Then it is up to you to implement the logic to draw lines, circles, bezier curves, 3D projections.
This is a lot of fun and you will learn a lot.
I'm reading between the lines that you're more interested in having full control over the rendering process from a low level, rather than having a specific interest in how to achieve that on one specific platform.
If that's the case then you will probably get a good bang for your buck looking at a library like SDL which provides you with a frame buffer that you can render to directly but abstracts away a lot of the platform specifics issues. It has been around for quite a while and there are some good tutorials to give you an idea of whether it's the kind of thing you're looking for - see this tutorial and the subsequent one in the same series, which should be enough to get you up and running.
You say you want to create some kind of a rendering engine, meaning desinging you own Pipeline and matrice classes. Which you are to use to transform 3D coordinates to 2D points.
When you have got the 2D points you've been looking for. You can use say for instance on windows, you can select a brush and draw you triangle values while coloring them at the same time.
I do not know why you would need Bitmaps, but if you want to practice say Texturing you can also do that yourself although off course on a weak computer this might take your frames per second significantly.
If you aim is to understand how rendering works on the lowest level. This is with no doubt a good practice.
Jt Schwinschwiga