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If it is a desktop application, then get a book on Programming Windows Forms, for whichever of the .NET languages you wish to use.
If it is a web application, investigate WPF, Silverlight and Asp.Net, to start with.
Bearing in mind that touch will be involved at some point, it would seem that Silverlight is likely to get that functionality before most other .NET technologies.
Hope this helps.
Henry Minute
Do not read medical books! You could die of a misprint. - Mark Twain
Girl: (staring) "Why do you need an icy cucumber?"
“I want to report a fraud. The government is lying to us all.”
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ty henry.
But onething i forgot to mention is that the application is linux-based.
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In that case check out the Mono project, a *nix implementation of .NET. They also have Moonlight (I think that is the right name) an implementation of SilverLight.
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Greeting Good People,
Does anyone have an idea of what XNA 3.0 is capable of graphically? I want to build a football game that will run on high-end pcs (e.g. 2.0 Ghz Quad Core Processors, 512MB+ dedicated video ram, Nvidia GeForce 9600M GT graphics/video card, 4 GB+ total ram, 17"+ screen with HD capabilities, 500GB hard drive, etc...). I would like the game to really look good.
However, I have not yet been able to find information on XNA's graphical abilities. I am new to game development and wanted to see if that is the engine I should use. More importantly, I wanted to see what it is capable of as far as games go. For example, is Madden 2007+ or BackBreaker possible in XNA 3.0?
Thanks,
Blitz
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Hi guys,
I want to draw an icon from an icon file on the screen (lets say main form).
Can you show me a fragment of code (C++ preferably) that will load an icon file and display the second sub-icon from it (in the .ico I have one icon in three dimensions. I want to see the second dimension).
Thanks in advance!
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Have Microsoft brought out a managed version of the latest DirectX 10 release (March 2009) or do they only do that once it's finalised?
TIA.
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So that's a no? You can only get a managed API through XNA?
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Klempie wrote: So that's a no?
Yes.
Klempie wrote: You can only get a managed API through XNA?
For DirectX 10, yes. I haven't coded for XNA and did simple stuff with managed DirectX 9 but I think there are differences between XNA API and DirectX API. I'm not sure about that.
Eslam Afifi
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Hello,
I want to create a sphere triangulation with given some input data like double radius, int stacks, int slices, double phiStart, double phiSweep, double thetaStart and double thetaSweep.
How can we create vertices(List of x,y,z points) for sphere with the given data?
I am very new to this 3D world and seeking help to learn and move forward. Please tell me how to do it or give me some help link so i get hint for the algorithm?
Thanks in advance.
modified on Monday, April 13, 2009 7:17 AM
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Sacha Barber has an article[^] where he generates sphere tessellate in WPF. Forget about the TextureCoordinates part for now and focus on the Positions and TriangleIndices.
Eslam Afifi
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Thanks a lot Eslam.
I was looking for very much similar solution.
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Hi,
I have found lot of code to draw rubber rectangles on shapes and controls which are not rotated.
How do I draw a rubber rectangle which is rotated at a particular angle? How do I handle mouse interactions for that?
With my current logic, I am maintaining a BaseRect (which consists of the unrotated rect).
Then based on the angle of rotation, I rotate each of the vertex about the center of the BaseRect to obtain the rotated Rectangle.
When the user resizes the rotated rectangle, I change the BaseRect accordingly and redraw the rectangle with the new vertices.
Now since the size of the rectangle has changed, so does the center. Due to this, when I recalculate the rectangle's vertices, after the user has finished dragging, the rectangle gets translated.
How do I solve this?
Ratish Philip
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You have to do a translation when the user finishes dragging, which cancels the translation(s) you're seeing.
I solved this problem a while back, and this is what it looks like I did from reviewing the code:
When the user resizes a rotated rectangle, the center changes, which is one source of unwanted translation. (I.e. you're rotating around a constantly-changing center.) To solve this part, use a fixed rotatePoint while the user is resizing. This fixed point is initially the center of the rectangle.
When resizing happens, set prePoint to the rectangle Location minus the rotatePoint. When resizing is done, set postPoint to the rectangle Location minus the new rectangle center. Then subtract (postPoint - prePoint) from the rectangle Location to (hopefully) cancel out the translation.
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i need to know know how to implement singly and doubly linkedlist using openGL and they run on visual studio...........
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You do know that OpenGL is a 3D graphics library?
"Republicans are the party that says government doesn't work and then they get elected and prove it." -- P.J. O'Rourke I'm a proud denizen of the Real Soapbox[ ^] ACCEPT NO SUBSTITUTES!!!
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hello everyone i really need your help here....
i have implemented a program that is clipping the polygon against a square..
what i need to do now is to use the vertices that got created after clipping to fill in the polygon
void OnFillPolygon()
{
wglMakeCurrent(m_hDC,m_hRC);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
::SwapBuffers(m_hDC);
glPushMatrix();
glColor3f( 1.0, 0.0, 0.0 );
glPolygonMode( GL_FRONT, GL_FILL );
glBegin( GL_POLYGON );
glVertex2i( 10, 10 );
glVertex2i( 100, 10 );
glVertex2i( 150, 50 );
glVertex2i( 100, 100 );
glVertex2i( 50, 80 );
glVertex2i( 10, 10 );*/
glEnd();
glPopMatrix();
wglMakeCurrent(m_hDC,NULL);
wglMakeCurrent(m_hDC,m_hRC);
glFlush();
::SwapBuffers(m_hDC);
}
this is just specifying exact vertex values...
what should i do so that those were the vertices after clipping.....?
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Hello, using the IFilterGraph2 to render some video. when i try fullscreen, it gives me no response. my code is something like
private IFilterGraph2 graphBuilder;
IGraphFilter2 graphBuilder = (IFilterGraph2)new FilterGraph();
IVideoWindow windowOwner = (IVideoOwner)graphBuilder;
windowOwner.put_fullScreen(OABool.True);
but it doesnt work.
the primary motive is that i have a primary and secondary monitor. so i wish such that each time i play a video, the secondary monitor displays it as full screen.
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In our application we use large custom cursors. I use CreateIconIndirect() function to create a cursor from a bitmap (of size around 328 & 65) and then use the SetCursor function.
The cursors display and work fine in our application and also in remote desktop connections. However these large cursors cause webex to crash in the remote browser.
Is the a size limit on the cursor supported on desktop sharing applications like webex?
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Your best, and only, source of information on this would be WebEx Support.
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Hello,
i am trying to implement boudary function but i am trying to run it .. it just crashes on me with no reason...what am i doing wrong?
i think there is a problem with getPixel part...
please help
void CtestopenglView::setPixel(GLint x, GLint y)
{
glBegin(GL_POINTS);
glVertex2d(x, y);
glEnd();
}
void CtestopenglView::getPixel(GLint x ,GLint y, GLint &color)
{
glReadPixels(x, y, 1, 1, GL_RGB, GL_UNSIGNED_BYTE, &color);
}
void CtestopenglView::boundFill(int x, int y, int fillColor, int borderColor)
{
int interiorColor;
getPixel (x, y, interiorColor);
if ((interiorColor != borderColor) && (interiorColor!= fillColor))
{
setPixel(x,y);
boundFill(x + 1, y, fillColor, borderColor);
boundFill(x - 1, y, fillColor, borderColor);
boundFill(x, y + 1, fillColor, borderColor);
boundFill(x, y - 1, fillColor, borderColor);
}
glFlush();
}
thank you
modified on Thursday, March 5, 2009 11:41 PM
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Are you sure boundFill actually terminates properly. If it doesn't, you'll wind up the stack and crash or eventually hit the edge of the image and crash.
"Republicans are the party that says government doesn't work and then they get elected and prove it." -- P.J. O'Rourke
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when i tried running it ... it did crash
i know there is a way to fill in the polygon using something like poligonmode...
but i am not sure how to use that correctly..
what i am doing is using GL_LINES to draw a polygon and then need to fill it in.
how can i do that if not based on that function
or what changes should i make to the function itself.
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If you want a filled polygon, why not just let OpenGL draw it as filled, which is the default. Start with glBegin(GL_POLYGON)...glColor..(), bunch of glVertex..() calls...glEnd(). Just be advised that the polygon has to be convex, it it's not, you need to break it until into as many convex polygons as needed.
"Republicans are the party that says government doesn't work and then they get elected and prove it." -- P.J. O'Rourke
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Hey,
There doesn't seem to be any exit condition if you reach the edge of the image so you will be accessing memory you aren't meant to.
Either that or you are overflowing the stack and boom!
At university studying Software Engineering - if i say this line to girls i find they won't talk to me
Dan
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