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I'm a beginner in MonoGame development, and I try to develop a memory game for mobile,for doing that, I want to make some effects like flipping an image, page curling,...
Some advice/tutorials to start please?
If you want to get in touch with monogame shader effects you should first read this article:
https://github.com/mono/MonoGame/wiki/Effects-And-Shaders
Generaly you could easily port shaders made for XNA.
There is some curling shader but it seems it has to be ported to monogame:
Could a vertex shader be used for a page turn effect?
As i remember correctly you have to use vs_4_0_level_9_1 or ps_4_0_level_9_1 for the compile directive in the shader on Win8 mobile. Like this:
technique MyTechnique
{
pass Pass1
{
PixelShader = compile ps_4_0_level_9_1 main();
}
}
PS: You can flip texture using SpriteEffects parameter in SpriteBatch::Draw() method call.
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I am about to make an OS X App for image processing. I need to implement Watershed segmentation algorithm in Objective-c, I've found some opencv c++ code snippets but I am not familiar with c++ so it's hard to make it fully functional.
Any help will be greatly appreciated.
It would probably be easier to learn Objective-C++ and make the few calls you need into OpenCV than reimplement it.
Here is a tutorial on using OpenCV from an iOS project using Objective-C++
https://www.objc.io/issues/21-camera-and-photos/face-recognition-with-opencv/
If you have specific questions about C++, it would be better to look them up in SO or create much more specific questions.
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Hey I am trying to design an interface for android application. Since I am a beginner to Android and Photoshop, I am having a few issues.
Most important of them is that I try to draw on larger than required canvas ( say, A4 siza; because i am not used to precise drawing) and then duplicate those high resolution (300dpi) layers to a smaller canvas with high resolution to create nine-patch files.
But I am unable to copy those layers; nothing shows up on canvas even if I have layers in the side box.
I have tried it multiple times but same result. Kindly guide me how to properly make a nine-patch image?
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What tricks can I do to make my app feel "snappier"?
For example, when I click on a menu button, which loads a different nib file, there is this 1 second delay before the new view shows up, making it feel like the app isn't responsive.
Thank you,
Tee
You could reduce the nib load time by simplifying the content or making some of it load after the view controller appears on-screen.
You can run Instruments on it to try and get an idea of where the choke point is. If it feels unresponsive, compared to other apps, then maybe you're doing something wrong or computationally expensive.
Check that your images are sized correctly. If they're too big that'll up the load time + memory usage.
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It is possible to do that?
please give me a hint.
I would investigate ffmpeg, specifically libavcodec - this will allow you to convert static images in to a movie file (assuming you can get it to compile for iOS).
As far as adding to the iPod library is concerned, you aint going to be able to do that - you can read from the library from within an iOS app, but not write to it.
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I'd like to try and create a program playing a game. I.e. "a bot".
I want to be able to directly access the pixels on the screen. I.e. have my program "see" a game and then "make a move"(or at least draw a picture of what move it would make).
Both Windows and Linux advice is appreciated, though my guess is that it should be easier to do on Linux.
I'm guessing this could be done with some X/Gnome call?
I'm not afraid of C, even complex samples are welcome.
SDL is a cross-platform library that allows you to directly access framebuffer pixels. You can learn about accessing the pixels on screen through the pixel access example on the documentation wiki.
Generally speaking, bots don't see the game graphics but see the underlying data structure instead, unless you are trying to do something related to computer vision.