SnagIt image capture - when capturing image becomes bigger than area to capture - annoying - screenshot

When trying to capture a region on a screen with Snagit - suddenly the area becones magnified and bigger than real size. Result - not capable of capturing the whole visible region because of this magnifier. What can I change in the options to get rid of this?

In the latest Snagit, version 12, there is the Show magnifier option (Preferences) you should turn off to disable the magnifier which is causing you problems

Related

WinRT Surface DirectX Black Screen

I'm having a strange and irritating problem on WinRT Surface tablet when using DirectX (hosted in BackgroundSwapChainPanel). Basically once in a while (like once a day, or few times a week / while testing for few hours every day), half of my 3D scene goes black, like on the picture below (cut vertically or sometimes horizontally):
http://www.zurawcli.vot.pl/dxProblem.JPG
While this happens, the DirectX is still rensponsive and i have full control of the app.
I don't think posting code makes any sense ( i'm simply using standard SwapChain and resizing viewport and back texture whenever screen size changes - actually getting screen size from Core Window). This only happens once in a while : ( when i try to explicitly force this - like by splitting screen between two / switching between apps / and so on, I CANNOT repeat this error - viewport always resizes correctly. Then sometimes just using the app, this will happen.
Did anybody had any experience similliar to this ? Any ideas what is causing this ?
Thanks in advance,
cheers

libgdx tiledmap flicker with Nearest filtering

I am having strange artifacts on a tiledmap while scrolling with the camera clamped on the player (who is a box2d-Body).
Before getting this issue i used the linear filter for the tiledmap which prevents those strange artifacts from happening but results in Texture bleeding (i loaded the tiledmap straight from a .tmx file without padding the tiles).
However now i am using the Nearest filter instead which gets rid of the bleeding but when scrolling the map (by walking the character with the cam clamped on him) it seams like a lot of pixel are flickering around. The flickering results can get better or worse depending on the cameras zoom value.
But when I use the "OrthoCamController" class from the libgdx-Utilities which allows to scroll the map by panning with the mouse/finger i don't get these artifacts at all.
I assume that the flickering might be caused by bad camera-position values received by the box2d-Body's position.
One more thing i should add here: The game instance runs in 1280*720 display mode while my gamecam renders only 800*480. Wen i change the gamecam's rendersolution to 1280*720 i don't get those artifacts but then the tiles are way too tiny.
Has anyone experienced this issue or knows how to fix that? :)
I had a similar problem with this, and found it was due to having too small a decimal value for the camera position.
I think what may be happening is some sort of rounding with certain tile columns/rows in the tilemap renderer.
I fixed this by rounding to a set accuracy, like so:
camera.position.x = Math.round(player.entity.getX() * scalePosition) / scalePosition;
Experiment with various values, but I got it working by using the tile size as the scalePosition value.
About tilesets, I posted a solution here: Getting gaps between tiled textures with libgdx
I've been using that method with Tiled itself. You will have to adjust "margin" and "spacing" when importing tilesets in Tiled to get the effect working.
It's 100% working for me :)

High resolution display give incorrect viewport when snapping (Surface Pro)

I just got to test IE10 on a Surface Pro with 1920*1080 display resolution where "make text and other items larger or smaller" has been set to Large.
On my website I have added the CSS+JS viewport fix in addition to the viewport meta tag, all asking for width: device-width (plus I added a "min-width: 320px;" to the #-ms-viewport definition to ensure it never gets smaller than that).
I added some javascript to display the value of window.screen.width and $(window).width to see what the browser ended up using for viewport in IE10, and to my surprise the screen size of a 1920*1080 resolution display was reported as 1280x720!
Now, I can live with with that (just like small phone screens report 320px width no matter their actual resolution, since it is a good size to make stuff human readable across devices for the same font size), but when the 'Metro IE10' is snapped to the side of the screen, the problem comes: IE10 tries to make a 320px rendering of the website, but it zooms in so the right side of it is hidden.
I tried Microsofts own test page: http://ie.microsoft.com/testdrive/Graphics/MakeItSnappy/
It does the same thing - on the Surface Pro the right side is hidden, and you need to drag left/right to see it, and you cannot even zoom out to view the full width!
But when trying the same thing on my laptop with a 'normal' 1366x768 display (rendered as 100%), the snapped IE10 display has the perfect size.
Ok, I guess this is a Microsoft Windows scaling bug - but my question is: Has anybody else experimented with changing the "make text and other items larger or smaller" to 125% or 150% and making websites adapt correctly?
Check out this fix from developer Matt Stow
http://mattstow.com/responsive-design-in-ie10-on-windows-phone-8.html

How can I scale each and every screen to the browser resolution In a Expression Blend Sketchflow project?

I've been looking all over the place to find the solution to this but haven't had success. I have a Sketchflow project and I want to scale every Screen to the browser resolution on running, as in scaling every element of the current Layout to fit the screen.
Do you want the objects themselves to get bigger to fill the screen or to spread out? For objects to get bigger you can wrap the whole thing in a ViewBox.

Android DDMS screen capture, changing the size of image

When i am capturing the screen shot using DDMS, the default image dimention is 480*200. Can we change this dimention?
i want the captured image in small size (dimention).
I know i can do it later with any photo editor. but i need to take several screen shots and changing each captured image will be an extra overhead for me, so looking for some direct solution.
Thanks.
While possibly not the answer you are looking for, you could capture them all in the default size and then use a batch image resizer like Irfanview (if you are in Windows) to resize everything on one shot.