I'm using a slight variation of the AlphaKeyGroup class included in the toolkit, for grouping in my LongListSelector. Everything works fine, except the GlobeGroupKey. While on the emulator, the key is displayed as it should (like the one on the people app) when deployed to my device it looks a bit different. Notice the White Background and the PhoneAccentBrush colored curves of the globe key in the device snapshot.
Emulator
Device
I'm declaring the Key for the group as it is in the AlphaKeyGroup:
private const string GlobeGroupKey = "\uD83C\uDF10";
Anyone knows whats going on and how it can be fixed?
Related
I'm having problems with the lighting in my proyect, I'm just using normal direct light.
light = new THREE.PointLight( 0xfefffe);
But the problem is that with the 0.12.3 version of nwjs the objects in the scene are black (like if there was no lights) and sometimes the start flickering in red, black and green.
If I change the original libEGL.dll and libGLESv2.dll with the ones in the 0.13.0 version of nwjs it works fine but only in some hardware... I don't know whtas going on, what can I do to make everything work just fine?
Thanks
So, this is what hardware limitation it seems. I used PowerVr device driver *.dll ( EGL and opengles ) for solution. Curious to know this problem happen on ubuntu/linux devices?
Since you are creating material which take light vector as input check on the basic material and see the result.
Plus try to make the custom material shader which has (ambient,specular, (diffused optional) ) and then see result on machine.
Since the dll contains the implemenation of gles stuff onto window machine I believe you see this issue on window itself.
Black only comes when it require light vec into fragment shader and it is not been passed so texture2D result with light of undefined give you blackish output
I'm currently working on a project for an interactive visitor space and one of the interactive screens will be two landscape 4K screens side by side with an extended/stretched desktop.
So, the total screen resolution will be 7680px x 2180px. The application will be browser based and will allow multiple users to work with a media library and bring pictures and videos onto the screen and stretch, pan and play them and all that good stuff.
My problem is in testing this solution as we go through development. The actual screens are in Laguna Beach, CA and we are based in London. We can work with 1080p touchscreens, however there is nothing like testing on the real thing and I foresee difficulties.
Does anyone have any ideas how I could emulate this screen size, which would at least allow a little more confidence? I'm thinking of virtual machines, but not sure if this will even work.
Any help appreciated.
Many thanks
Pete
Try following this. http://kb.vmware.com/selfservice/microsites/search.do?language=en_US&cmd=displayKC&externalId=1003
Good luck!
i developed a game for the iphone4. Now i got problems with the iphone5 and the 4inch screen. My game is on the left side of the 4inch screen and i have a big black border on the right side. But the buttons from the game are in the middle of screen, they have same position like on the iphone4. I checked everythin but i dont know why the background-images and the sprites are on the left side and the buttons are in the middle. I want that everything is in the middle or on the left side. It would be great if anybody could help me!! Thanks!!
COCOS2d-iPhone:
If you're using the latest beta, the only change you should need to
make is export all your images at twice the size and use the "-hd"
suffix, similar to Apple's "#2x". The documentation also says you need
to set the content scale factor of the director.
You can find the documentation here.
and more detail here.
COCS2d-X:
Cocos2D-x has a very easy solution for multi-resolution problem.
In fact you just need to set your DesignResolution and then just imagine your target device will has this resolution.
If target device really has this resolution ( or some other but with same ratio) cocos2d will handle to fix screen and your game looks same in all devices.
And when ratio of target device is different, you have many option ( as cocos2d language, policy) to manage that.
For example if you use Exact fit policy, cocos2d will force your game ( and design) to fit target device screen (without that black boarder).
Exact fit
The entire application is visible in the specified area without trying
to preserve the original aspect ratio. Distortion can occur, and the
application may appear stretched or compressed.
For more detail just take a look at this link : http://www.cocos2d-x.org/projects/cocos2d-x/wiki/Multi_resolution_support
I'm totally new to iOS/objective-c and I got assigned a project to remove a few bugs in an iOS app and add some features.
What I'm trying to do at the moment is sync up a slider which represents a percentage with a newly added text field that can be fine tuned along with the slider. The key is that both are essentially synced up at the same time; if the user changes the slider to 75.2% for example, that same value must show up in the text field - and vice-versa.
I've done a lot of Googling around for this, but haven't been able to find much unfortunately. The class that manages everything is somehow synced up with .xib file. What would be nice to know is how one syncs these two together as well, and sets properties/events in the iOS Interface Builder which somehow effect the class.
So, how do these two aspects of iPhone development work?
I appreciate your time.
In my application I need to distinguish between different displays, which I do by using the NSScreenNumber key of the deviceDescription dictionary provided by NSScreen. So far everything worked flawlessly, but now all of a sudden I sometimes get a different screen ID for my main screen (it's a laptop and I haven't attached a second screen in months, its always the same hardware). The id used to be 69676672 but now most of the time I get 2077806975.
At first I thought I might be misinterpreting the NSNumber somehow, but that doesn't seem to be the case, I also checked by using the CGMainDisplayID() function and I get the same value. What is even weirder is that some of the Apple applications still seem to get the old ID: Eg. the desktop image is referenced in its config file using the screen ID and when updating the desktop image the desktop image app by Apple uses the "correct" (=old) ID.
I am starting to wonder if there might have been a change in a recent update (10.7.1 or 10.7.2) that led to the change, has anybody else noticed something similar or had this issue before?
Here is the code that I use:
// This is in an NSScreen category
- (NSNumber *) uniqueScreenID {
return [[self deviceDescription] objectForKey:#"NSScreenNumber"];
}
And for getting an int:
// Assuming screen points to an instance of NSScreen
NSLog(#"Screen ID: %i", [[screen uniqueScreenID] intValue]);
This is starting to get frustrating, appreciate any help/ideas, thanks!
For Mac's that have built-in graphics and discrete graphics cards (such as MacBook Pro models with on-board Intel graphics and a separate graphics card), the display ID can change when the system automatically switches between the two. You can disable "Automatic graphics switching" in the Energy Saver prefs panel to test whether this is the cause of your screen number changes (when disabled, will always use the discrete graphics card).
On such systems, the choice of which graphics is in use at a particular time is tied to the applications that are currently running and their needs. I believe any use of OpenGL by an application would cause a switch to the discrete graphics card, for instance.
If you need to notice when such a switch occurs while your application is running, you can register a callback (CGDisplayRegisterReconfigurationCallback) and examine the changes that occur (kCGDisplayAddFlag, kCGDisplayRemoveFlag, etc). If you're trying to match a display to one previously used/encountered, you would need to go beyond just comparing display id's.