Graphics Event List not showing my draw function - visual-studio-2012

I'm using SlimDX with Visual Studio 2012 and trying to debug my shader file. My Graphics Event List is not showing my draw call at all. The captured frame in the frame list shows black even though my image clearly is being drawn in the application. Everything else is there in the Graphics Event List. Just no Draw function.

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Recognize dark rectangles with Open CV - Node.js

I'm trying to do some image recognition using Open CV. I want to detect the position of a dark rectangle in a game called Diablo 2.
After detecting the position of the rectangle, I will extract the text of that rectangle using OCR.
I've prepared some examples using Photoshop of where are those rectangles located.
On the left you can see the game screenshot, on the right I've pointed out the dark rectangles using a red rectangle, that's the place I want to detect using OpenCV.
Which OpenCV method should I use to detect those dark rectangles?
I'm not sure if Open CV is capable of doing this kind of pattern recognition, would be great if anyone can point me out how to do it.

Drawing Box using Directx11 but do not show

I am writing a code of drawing a colorful box with Directx11 and the graphics do not show. Here's a screenshot of debugging graphics using visualstudio graphics debugger.
It seems like the vertex buffer or indices buffer is wrong, but I cannot find the problem.
I commit my code to github. Here is the url:
https://github.com/christliu/GraphicsAPI/tree/Effect/DirectX11.
Please tell me where is the problem.

Re-scaling x, y-axis on capture correct coordinate scale on mouse-over in matplotlib

I am rendering a data as shown below using cluster analysis.
As you can see that ports in the range of 0-200 are clubbed together. Is there a way to zoom in on the scale when I mouse over a coordinate and thereby redrawing that section of the graph again in a zoomed window. What i mean is that for the coordinates shown in blue circle, when I mouse over, I want the x, y axis redrawn for 0-10000 using a different scale so that overlapping circles move apart. Is it possible ?. I must confess I find matplotlib little challenging and my apologies if my question is little cryptic. thanks for the help!
Assuming youre using pyplot then this functionality is built right in to the pyplot output.
See the following from the matplotlib documentation.
The Zoom-to-rectangle button
Click this toolbar button to activate this mode. Put your mouse somewhere over an axes and press the left mouse button. Drag the mouse while holding the button to a new location and release. The axes view limits will be zoomed to the rectangle you have defined. There is also an experimental ‘zoom out to rectangle’ in this mode with the right button, which will place your entire axes in the region defined by the zoom out rectangle.
If you need to enable zoom to rectangle functionality without actually clicking then this will be possible by creating a transparent figure positioned in a location of your choice on your plot and then initiating a matplotlib event to be handled when the mouse hovers over this area. This functionality is not built in and will require customisation.
Detail relating to event handling on mouseover events can be found at this URL

Paint red lines on rulers indicating the mouse position (MFC/Direct2D)

I would like to implement red lines moving oh H/V rulers similar to what I see in windows paint brush (8.1) indicating current mouse position. See the example (red line at 560):
What would be the best way to do it. Direct2D Animation? layers? any other simple trick? The thing here is of cause doing it efficiently without repainting the whole area on mouse move.
I currently using MFC/direct2d so I paint myself the area with field and rulers inside the view, so I have full control on graphics here.
There are many ways to attack this problem. The simplest is to rely on your OnPaint function to paint the line in a location based on a member variable. In your OnMouseMove handler, call InvalidateRect on the current location of the line based on the saved variable, update the variable, and call InvalidateRect a second time for the new line position.
The BeginPaint call that is generated in the CPaintDC constructor will set a clipping region based on the invalidation rectangles you provided. Even if your OnPaint tries to paint the entire window, only those parts that have been invalidated will be redrawn. If this is too inefficient, you can cache the ruler in a bitmap and use GetClipBox to determine which part of the bitmap to blit to the screen.

Why is duplicate text being rendered onto the Z buffer of a different texture when using D3DXFont::DrawText?

I've been stumbling over this for a while and was wondering if anyone has run into this problem before.
The application I'm working on is divided into multiple data plots and a single timeline at the bottom of the screen. Each plot (which is actually multiple textures layered on top of each other) as well as the timeline is rendered to a separate texture. The timeline texture is rendered first, followed by each of the plot textures from the top of the screen to the bottom. I am using DXUT and DirectX9 (March 2009).
After adding time text to the timeline texture, I noticed that the text was repeated in the title bar of every data plot. Here's a screencap of a portion of the display, it shows just a single plot, but the text repeats on every plot opened:
It seems like it is tied directly to the DrawText being called in the timeline's render function. I do use relative coordinates as the rect being passed to DrawText, but since I've already set the render target to the desired texture it should only affect the current texture. Not every texture rendered afterward.
Has anyone ever run into any problems similar to this using D3DXFont?
EDIT: After some more experimentation, it looks like it has something to do with the Z buffer. By adding D3DCLEAR_ZBUFFER to the clear on each texture surface, the duplicate text is gone. While the problem seems bypassed for now, I'm still curious as to why the Z buffer for a completely separate texture was being written during my DrawText call.
The Z Buffer state is persistent.
For example,
SetDepthStencilSurface(X)
SetRenderTarget(A)
Draw()
SetRenderTarget(B)
Draw()
Both Draw calls will use the same depth buffer.
The DrawText is not changing the depth buffer that you have set. It assumes you meant to do what you did.

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