My application keeps failing to compile when I try to create a Vertex Layout in direct3D 10. Heres the code:
// Create the vertex input layout.
D3D10_INPUT_ELEMENT_DESC vertexDesc[] =
{
{"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0},
{"COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D10_INPUT_PER_VERTEX_DATA, 0}
};
// Create the input layout
D3D10_PASS_DESC PassDesc;
mTech->GetPassByIndex(0)->GetDesc(&PassDesc);
HR(md3dDevice->CreateInputLayout(vertexDesc, 2, PassDesc.pIAInputSignature,
PassDesc.IAInputSignatureSize, &mVertexLayout));
It fails in CreateInputLayout(), I was also under the impression that HR() is meant to catch problems such as these and make suggestions in these cases, however it doesn't appear to do that. Although as with many cases I may be completely wrong on that. The prompt that comes up is :
Unhandled exception at 0x757fd36f in CourseworkApp.exe: 0x0000087A: 0x87a.
I think this is mainly related to errors with pointers but I am unsure. Any help would be much appreciated.
You should make your color format "DXGI_FORMAT_R8G8B8A8_UNORM" and change "HR(md3dDevice->CreateInputLayout..." to "if(FAILED(md3dDevice->CreateInputLayout...)) {//Handle errors}".
I think that might help fix the problem.
Related
I would have a question to ask, hoping for your advice. In my project I'm working on the different entities that will be present, one of them is the "TreeEntity". It is visibly composed of four parts. "Leaves, Shadow, Stump, Trunk". All four parts have only one id and are randomly chosen when a new "TreeEntity" is called. In addition, leaves and shadow each have four different states, based on the age of the tree. The shadow will have to rotate around the trunk based on the time. Now, since the engine of my project would like to create it as universal as possible, so that it can also be used in other projects or other people, I am facing a dead end.
I have this result at the moment (premise, all the images used are for testing purposes only):
As can be seen, the shadow is very detached from the trunk. This, theoretically, would be possible to fix it, modifying the image used:
Or write a huge dictionary with all the precise anchors written for each image that make up leaves, shadow, stump and trunk.
But doing so would be detrimental to my goal. So, the advice I would like to ask you, is whether in pyglet or otherwise, regardless of the shadow used (which in this case is random) is it possible to choose an anchor point that places it in the right place? Or do you have to modify the image or create a dictionary?
My question arises from the fact that I have seen several times images for example of shadows or something else that is like the one I inserted here, but in that case the shadows were in their correct place. The same game from here I took the pictures to test and I'm inspired by one or two mechanics has the shadows placed in the right place. So I don't know which way to go sincerely.
At the moment, all four parts have a universal anchor dictated by a small dictionary:
__statdict = {
"leaves": {
"cell": (3, 1),
"anchor_x": "center",
"anchor_y": "bottom"
},
"shadow": {
"cell": (4, 1),
"anchor_x": "left",
"anchor_y": "bottom"
},
"stump": {
"cell": (1, 1),
"anchor_x": "center",
"anchor_y": "bottom"
},
"trunk": {
"cell": (1, 1),
"anchor_x": "center",
"anchor_y": "bottom"
}
}
And when loading resources, anchor is assigned:
if self.__statdict[name]["anchor_x"] == "center":
ancx = texture.width // 2
elif self.__statdict[name]["anchor_x"] == "right":
ancx = texture.width
else:
ancx = 0
if self.__statdict[name]["anchor_y"] == "center":
ancy = texture.height // 2
elif self.__statdict[name]["anchor_y"] == "top":
ancy = texture.height
else:
ancy = 0
texture.anchor_x = ancx
texture.anchor_y = ancy
I have tried to be as complete as possible. Thanks for your help. Maybe maybe I'm having problems for nothing and the solution is simpler than I thought, so I apologize if this were the case.
Update (1):
Is it possible, via pyglet or a module to accompany it, given the direction of a sprite (in this case on the right), to know what is the position of the first pixel that is not an alpha? Something like this: "The direction of the SpriteShadow is to the right. The first pixel that has an rbg value with alpha equal to 255 is ay = 20 (relative to the width of the sprite). Then I move the SpriteShadow to the left with respect to the general anchor of 20 pixels "
Is there a way to dynamically build an SVG using sprites in amcharts 4?
Example: screenhot
There are 20 different types which are represented by colors.
Each pin can contain a multitude of types.
So an example can be that a pin has 3 types and will consist out of 3 colors.
I have an SVG path which is a circle.
With regular JS and SVG i can create a path for each type and change the stroke color, strokedasharray and strokedashoffset.
This results in the nice circle with 3 colors.
However this seems to be impossible to do with amcharts 4.
For starters, strokedashoffset is not even a supported property for a sprite. Why would you bother supporting strokedasharray and then ignore strokedashoffet?!
The second problem is finding out how to pass data to the sprite.
This is an example of a data object I pass to the mapImageSeries class.
[{
amount: 3,
client: undefined,
colorsArr: {0: "#FFB783", 1: "#FD9797", 2: "#77A538"},
dashArray: "500,1000",
dashOffset: 1500,
divided: 500,
global: true,
groupId: "minZoom-1",
hcenter: "middle",
id: "250",
latitude: 50.53398,
legendNr: 8,
longitude: 9.68581,
name: "Fulda",
offsetsArr: {0: 0, 1: 500, 2: 1000},
scale: 0.5,
title: "Fulda",
typeIds: (3) ["4", "18", "21"],
typeMarker: " type-21 type-18 type-4",
vcenter: "bottom",
zoomLevel: 5
}]
It seems impossible to pass the colors down to the sprite.
var svgPath = 'M291,530C159,530,52,423,52,291S159,52,291,52s239,107,239,239c0,131.5-106.3,238.3-237.7,239'
var mainPin1 = single.createChild(am4core.Sprite)
mainPin1.strokeWidth = 100
mainPin1.fill = am4core.color('#fff')
mainPin1.stroke = am4core.color('#ff0000')
mainPin1.propertyFields.strokeDasharray = 'dashArray'
mainPin1.propertyFields.strokeDashoffset = 'dashOffset'
mainPin1.path = svgPath
mainPin1.scale = 0.04
mainPin1.propertyFields.horizontalCenter = 'hcenter'
mainPin1.propertyFields.verticalCenter = 'vbottom'
With what you've provided, simulating your custom SVGs is beyond the scope of what can be answered, so I'll try tackling:
applying stroke-dashoffset despite lack of innate library support. (I see you've added a feature request on GitHub for it, so why the library doesn't include it, when/if it will, can be left for discussion there.)
passing data/colors to the Sprite
For both we're going to have to wait until the instances of Sprites are ready along with their data. Presuming your single variable is a reference to a MapImageSeries.mapImages.template, we can set up an "inited" event like so:
single.events.once("inited", function(event){
// ...
});
Our data and data placeholders don't really support nested arrays/objects in general, since your colors are nested within a field, we can find them via:
event.target.dataItem.dataContext.colorsArr
You can then set the fill and stroke on the Sprite or event.target.children.getIndex(0) manually from there (in my demo below, the index will be 1 because mainPin1 is not the first/only child created on the MapImage template).
As for stroke-dashoffset, you can access the actual rendered SVGElement via sprite.group.node and just use setAttribute.
I forked our map image demo from our map image data guide and added all the above to it here:
https://codepen.io/team/amcharts/pen/6a3d87ff3bdee7b85000fe775af9e583
being new to Flot i am struggling a bit. My goal is the present a bar with different data elements in it that must have a different color per element. I want to provide the color per data element.
Any hints on how this can be done?
Example:
[0,100][0,200][0,100][0,200]
All elements with value 100 should be blue and all elements with 200 should be green.
A nice one would be,
[0,100,blue][0,200,green][0,100,blue][0,200,green]
But this off course does not work, it is just an explanation what i want to achieve!
Doing this with multiple data series seems does not work in my case.
Any hints on how this can be done?
You can do it with multiple series, as this is how I have done something like this :)
So in your plot method you would have something like this:
$.plot($('#placeholder'), []); // The array would hold your data
You can also further extend this to provide some options to flot to tell it what to make your chart look like. To do that you pass an object of options after the array.
However, im not quite sure what you need in terms of the Graph, your example gave some numbers but the x coordinate was all 0, im not sure if you just want a bar graph?
Anyway, heres the code of how you would get it to display a bar graph, with one green line and one blue line:
var flotOptions = {
series: {
lines: { show: true, fill: false, lineWidth: 15 }
}
},
var data = [{
color: '#001EFF',
data: [[0, 0], [0, 100]]
}, {
color: '#00FF0E',
data: [[5, 0], [5, 200]]
}];
$.plot($('#placeholder'), data, flotOptions);
I would recommend making it so that the data is automatically generated on a server side, then you can check in javascript, and add the color depending on the y value in the data array of each series.
I have also created a jsFiddle of this for you, so you can go take a look and play around with it. As I have said im not quite sure what you want but this is a good start for you. Good luck!!
I'm new to using Dart, and I've been trying to port over some javascript code that I had which worked with svg, creating a path with some segments in it, but I'm struggling to understand how the API for it works.
The following code won't run, but it perhaps illustrates what I'd like to do:
Element i = query("#divsvg");
svg.SvgSvgElement s = new svg.SvgSvgElement();
i.append(s);
svg.PathElement p = new svg.PathElement();
p.pathSegList.add(
p.createSvgPathSegArcAbs(200, 200, 50, 50, 180, false, false)
);
s.children.add(p);
However, as far as I understand from the documentation:
createSvgPathSegArcAbs creates an un-parented path segment
pathSegList is final, so you can't add to it after construction
The PathElement constructor doesn't seem to take any arguments
Am I missing something about how Dart works, or something in the documentation for the svg library? I've spent a few hours looking at the docs, googling, and looking at the tests, but I haven't found anything that seems to cover this (the tests seem to create things using HTML code, rather than the API).
Anything that points me in the right direction will be very much appreciated!
Update
I've spent more time looking at the functions, and the 'finality' of the pathSegList shouldn't prevent it from being changed (it's not const), just replaced.
However, various functions like "add" are explicitly implemented with exceptions if you try and call them, while a few functions (like append) are implemented natively.
According to the debugger:
p.pathSegList.append(
p.createSvgPathSegArcAbs(200, 200, 50, 50, 180, false, false)
);
Will append a path segement, but this will not be present in the 'innerHTML' attribute nor in the final page HTML...
I'm starting to think that the svg support is simply not a "finished", and am getting a bit tempted to just port to canvas, and/or WebGL.
I was able to create a path element and add path segments to it using the appendItem method of PathSegList:
var div = query('#container');
var svgElement = new svg.SvgSvgElement();
div.append(svgElement);
path = new svg.PathElement();
svgElement.append(path);
segList = path.pathSegList;
segList.appendItem(path.createSvgPathSegMovetoAbs(50, 50));
segList.appendItem(path.createSvgPathSegArcAbs(200, 200, 50, 50, 180, false, false));
segList.appendItem(path.createSvgPathSegClosePath());
I am streaming small movies (1-3MB) off my website into my iPhone app. I have a slicehost webserver, I think it's a "500MB slice". Not sure off the top of my head how this translates to bandwidth, but I can figure that out later.
My experience with MPMoviePlayerLoadStateDidChangeNotification is not very good.
I get much more reliable results with the old MPMoviePlayerContentPreloadDidFinishNotification
If I get a MPMoviePlayerContentPreloadDidFinishNotification, the movie will play without stuttering, but if I use MPMoviePlayerLoadStateDidChangeNotification, the movie frequently stalls.
I'm not sure which load state to check for:
enum {
MPMovieLoadStateUnknown = 0,
MPMovieLoadStatePlayable = 1 << 0,
MPMovieLoadStatePlaythroughOK = 1 << 1,
MPMovieLoadStateStalled = 1 << 2,
};
MPMovieLoadStatePlaythroughOK seems to be what I want (based on the description in the documentation):
MPMovieLoadStatePlaythroughOK
Enough data has been buffered for playback to continue uninterrupted.
Available in iOS 3.2 and later.
but that load state NEVER gets set to this in my app.
Am I missing something? Is there a better way to do this?
Just making sure that you noticed it's a flag, not a value?
MPMoviePlayerController *mp = [aNotification object];
NSLog(#"LoadState: %i", (NSInteger)mp.loadState);
if (mp.loadState & MPMovieLoadStatePlaythroughOK)
{
// Do stuff
}