TransLucency | Turns Windows Explorer and Taskbar to a custom set
kandi X-RAY | TransLucency Summary
kandi X-RAY | TransLucency Summary
TransLucency (Set Windows Explorer and the Taskbar to Custom Transparency). Donations go a long way To close the application you can run the executable again while its running and will close previous instance and not start another returning windows explorer and taskbar to 100% opacity.
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QUESTION
I want to write a piece of code to create a list of random potions for D&D 5e from a few given parameter lists. And I was almost done, every bit of code working properly apart from a single line of code.
I expect an output of this sort: "The liquid is: Yellow with flecks of colour.". Instead, I get this: " with flecks of colour.". Basically, the entire part with: "The liquid is: " gets omitted. Weirdly enough it works fine in one single case, when the colour is "Dark Red".
Here is the minimal working example:
...ANSWER
Answered 2022-Jan-03 at 02:18That could be the problem with line endings. If you created the file in Windows (thus you have "\r\n"
line endings) and use this file in Linux, the getline
would work differently. It will use '\n'
as a delimiter, but will treat '\r'
as a separate string. As the result you may get some appearences equal to "\r"
. At the end of the day you could output that:
QUESTION
When I use this:
...ANSWER
Answered 2021-Aug-19 at 02:24You're barking up the wrong tree completely. Leave isTranslucent
alone! Do not set any navigation bar properties directly! Use UINavigationBarAppearance to perform your configuration. For example:
QUESTION
Until now, I've been handling translucency by sorting my translucent triangles back to front. This works very well for quads, but I'd like to incorporate translucency in my models now.
I've thought of separating the translucent tris out and sorting them in the same way as my quads. Sorting by their centroids, then streaming the results into an IBO for just them each frame. But the number of triangles in a model, and the need to transform them on the CPU according to a table of bones, and blend shapes, and some other things in my vertex shader... This doesn't seem like a good solution in performance or sanity.
My models are about 4K tris each, with maybe 20 in a scene at worst, and I'd really like to lean into a simple cute style that relies on translucency, which doesn't have to be physically accurate, or draw objects behind 4 or more layers of translucency.
What technique might work well for my situation, in 2021? I'm using OpenGL 3.3 but I'll use another version if new features exist for this.
...ANSWER
Answered 2021-Apr-20 at 12:34Afaik, there's no easy solution to what you want to do. However, there are some things that you can do:
- Don't sort triangles at all, and only sort individual draw calls. This is the easiest solution and is utilised by most games, if they use translucent/transparent objects in the first place. Of course, this might not have the best looks (though it works well with convex shapes), but it will have very good performance.
- Order-independet transparency: There are some pixel shader based techniques for rendering transparent/translucent objects without having to sort anything at all. These techniques usually are approximations (there are also some non-approximate algorithms) and tend work the best for things like smoke (where small errors aren't as noticable), or when not many transparent/translucent triangles overlap each other anyway.
- Compute Shaders: You can use a compute shader to transform your individual vertices according to your animation, and then use another compute shader to sort the triangles on the GPU. That is probably the most straight-forward improvement of what you'd otherwise do on the CPU, and there are many examples for sorting stuff on the GPU out there. But, if you've never worked with compute shaders before, it might be a bit hard to wrap your head around their strengths and limitations at first.
- Ray Tracing: This would probably be the most complex way to solve that problem, since you'll need specific hardware, generate corresponding data structures and a few new shaders, and on top of that, even with modern hardware, ray tracing is quite costly (though probably still faster than sorting triangles on the CPU each frame). But it also doesn't need your triangles to be sorted and will actually work perfectly well even if different translucent objects are intersecting/interleaving each other.
QUESTION
Newbie question. I have a byte array (of total length 1920 X 1080 X 4), with every 4 bytes holding constant alpha value of 0x80 (~ 50% translucency) and RGB triplet, I would like to convert it to a bitmap using BitmapFactory. BitmapFactory always returns a null bitmap in the code below.
...ANSWER
Answered 2021-Apr-09 at 22:07BitmapFactory.decodeByteArray doesn't accept unsupported formats, so, ensure that the rgbImage byte data is one of the supported image formats. Follow the link to see which ones:
https://developer.android.com/guide/topics/media/media-formats#image-formats
In addition, althouh not the cause of the failure, outWidth / outHeight are not meant to be populated by you, instead these are populated by BitmapFactory when inJustDecodeBounds is set to True in order to find out an image dimensions without decoding it. Setting them does nothing at all, as these are output parameters. Also note that when setting inJustDecodeBounds to True, the return value will be always Null, as the request becomes for the image dimensions and not the image itself.
Also note that for the length argument in decodeByteArray, you can pass rgbImage.length instead of 1920 * 1080 * 4, if such buffer has the same length.
QUESTION
I call SFSafariViewController
from my app to open myurl
. I changed the bar tint color of SFSafariViewController
. This works fine using:
ANSWER
Answered 2021-Jan-14 at 12:41I observe SFSafariViewController
properly respecting the light and dark variants of the UIColor
set as preferredBarTintColor
. Your definition of teal025 in the UIColor extension defines a single color variant (0x008080) and does not have a separate dark mode color.
To resolve define your teal025 in a Color asset catalog and load the value using:
preferredBarTintColor = UIColor.init(named:"teal025")
Make sure to define both dark and light variants in the color asset by selecting "Any,Dark" for the setting Appearance
, then set appropriate colors for each.
Or, use the dynamicProvider initializer of UIColor to return dark and light mode variants at run time, something like this:
QUESTION
Beginner here so this question might be a little dumb, my apologies.
I'm trying to make a menu for a game i'm working on, and i'm using Scene2d.
I know how parent and child classes work, but i got stuck trying to understand the Actor
class.
I created a class called "Actor1" which extends from Actor
, overrides the draw
method and simply draws the default libgdx image:
ANSWER
Answered 2020-Sep-08 at 22:16No, when it talks about parents, it is not talking about class hierarchy. It's talking about the Group Actor instance that contains this Actor. Group is a subclass of Actor that can have Actor children. If you add an Actor directly to a Stage, its parent is the root
Group, which sits at (0, 0), so your Actor's position is relative to the world.
But you can add an Actor to a Group, and then its position is relative to its parent's position. And the alphaParent
parameter is the transparency level of the parent.
In the draw()
method, you must always set the color of the Batch before you draw, because there is no guarantee of what color it is currently set at. And you should apply the Actor's parent alpha if you want the children of a Group to properly fade in and out along with the parent.
A typical draw method looks like this:
QUESTION
The game 3D-scene has many objects (background, asteroids, rockets):
...ANSWER
Answered 2020-May-20 at 07:04You cannot have both, Blending and the benefits of the Depth Test. You have to do draw the scene in 2 passes. First draw the opaque objects with depth test on and blending off, then draw the transparent objects with depth test on but no writing to the depth buffer, and blending on, in sorted order from the back to the front. See Transparency Sorting.
- enable depth test and disable blending
QUESTION
I have the problem that I get a error from this two lines
...ANSWER
Answered 2020-Apr-24 at 17:25You need to pass the TranslucentJframe
into the SetFrame
listener.
Change button.addActionListener(new SetFrame());
To this button.addActionListener(new SetFrame(this));
Then define the field in SetFrame
:
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