I have a high speed camera that I am displaying in a WPF control. The camera's SDK provides me with an array of bytes representing the image data. I'm looking for the most efficient way to bind to these images on a Canvas control. These images are displayed side-by-side from a collection capped at 20 images.
My current method does work ...
I earlier asked a question about arrays in scheme (turns out they're called vectors but are basically otherwise the same as you'd expect).
Is there an easy way to do multidimensional arrays vectors in PLT Scheme though? For my purposes I'd like to have a procedure called make-multid-vector or something.
By the way if this doesn't alrea...
I have a very complex 3d surface I need to apply a 2d mesh to. What I need is something like the Solidworks Wrap tool : http://www.rickyjordan.com/2009/01/the-solidworks-secret-weapon-the-wrap-tool.html
Due to the complexity of the 3d surface normal texture UV unwrapping won't work. For instance, if I want to map a O and the 3d surface ...
As a quick overview: I'm trying to make a game of pool using Box2D as a basis. Now my question:
How should I set up the billiard balls and edges so that they act normally? The balls sometimes seem to stick to the edges for no apparent reason. I've got four static wall objects with a restitution of 1 around the edges of the table.
Ea...
I'm looking for a way to determine the optimal X/Y/Z rotation of a set of vertices for rendering (using the X/Y coordinates, ignoring Z) on a 2D canvas.
I've had a couple of ideas, one being pure brute-force involving performing a 3-dimensional loop ranging from 0..359 (either in steps of 1 or more, depending on results/speed requiremen...
char in[100], *temp[10],var[10][10];
int i, n = 0,
double val[10];
var[0][]="ANS";
I want to assign a string to var[0][0,1,2] which is 'ANS', but does not work and i cannot figure where i am wrong about this
...
Hello.
I'm looking for a way to define a Bone animation system, I need a basic one, since my objective is to apply it for inverse kinematics, much like Flash supports.
The desirable feature is that: I can set bones (as position in 2D, defined by 2 dots) each having an ID. So I can make an animation based on frames, ie:
['l_leg', [10...
How would you go about mapping mouse coordinates to world coordinates in a 2d context?
For example, you have an image which you can drag. Next, you apply a rotation to that image and redraw it. Now when you drag the image it does not get translated correctly. For example after rotating 90 degrees, dragging up would cause the image to t...
I'm working on a 2D Platform game, and I was wondering what's the best (performance-wise) way to implement Surface (Collision) Detection.
So far I'm thinking of constructing a list of level objects constructed of a list of lines, and I draw tiles along the lines.
I'm thinking every object holds the ID of the surface that he walks on...
Hi,
Apologies if this is considered a repeat question, but the answers I've seen on here are too complex for my needs.
I simply need to find out if a line segment intersects a circle. I don't need to find the distance to the line from the circle center, I don't need to solve for the points of intersection.
The reason I need something...
I have a class Grid which produces a graph paper like grid on in the drawing area. I then have 5 other classes for different shapes to draw with; Line, Polygon, Ellipse, Curve, Arc
Now, these 5 classes use an instance of Grid because Grid has a resolution and a scale. Inside Grid I have:
public function set resolution(x:Number):void {
...
Hey, I have a texture loaded with glTextImage2D.
I want to get the texture's size after it was loaded to the VRAM, what do I need to do?
My internal format is RGBA and the texture's format varies.
...
I have a 2D list of vectors (say 20x20 / 400 points) and I am drawing these points on a screen like so:
for row in grid:
for point in row:
pygame.draw.circle(window, white, (particle.x, particle.y), 2, 0)
pygame.display.flip() #redraw the screen
This works perfectly, however it's much slower then I expected.
I want to...
public void MoveMyButton (int x) //where the button suppose to move to
{
TranslateAnimation anim=new TranslateAnimation(this.getLeft() ,x, this.getTop() ,20));
anim.setFillAfter(true);
anim.setDuration(1000);
this.setAnimation(anim);
anim.start();
}
button's x at start is 1.
I call the method to move it to 100, and it goes from 1 to 1...
Hello.
I am writting a collision detection engine for my game and I have some problems.
Indeed, since I have several fixed rectangle and one moving (the player), I need to know which side of the fixed one was collided at first by the player, to replace him correctly.
The fixed rectangle are NOT in a grid so they can be placed anywhere...
Need to put the frequency of each number occurrence into a 1D array and output the result. The 2D to 1D part is throwing me off, I'm not terribly comfortable with arrays yet.
public static void main( String[] args ){
int matrix [][]=new int[20][2];
for (int row=0;row<matrix.length;row++){
for (int column=0;column<matrix[row]...
Hey guys,
I have been having a few issues implementing my narrow phase collision detection. Broadphase is working perfectly.
I have a group of polygons, that have a stl::vector array of points for their vertices in clockwise order. Every cycle, I check to see whether they're colliding.
I have borrowed the following Point in Polygon ...
I have given some points (2D-coordinates) and want to find the smallest circle, that includes all of this points. The algorithm doesn't have to be very efficient (while it would be nice naturally).
...
Hi,
I'm writing a very simple graphics library, and I'm trying to figure out how to do alpha blending. I tried it a few times, but my results were less than satisfactory. According to Wikipedia, I should do:
Value = (1-alpha)*Value0 + alpha*value1
This, however is not working at all. Maybe I'm doing something wrong?
The code I've inc...
Hi everyone, some of you know how fill a quads in 2D using barycentric
coordinates?At the present, I'm splitting the quads into 2 triangles,
but that way is inefficient because I have to iterate over the second
bounding box which repeats pixel that were filled previously (by
example, to fill the 2nd triangle I traversed the 1st triangle ...