It sounds like you're encountering a common issue with alpha blending in DirectX. Those black edges typically come from how the alpha values are being processed during blending. Here are a couple of things you might want to experiment with: Change Blend State: Keep `DestBlend` as `D3D10_BLEND_INV_SRRead more
It sounds like you’re encountering a common issue with alpha blending in DirectX. Those black edges typically come from how the alpha values are being processed during blending. Here are a couple of things you might want to experiment with:
Change Blend State: Keep `DestBlend` as `D3D10_BLEND_INV_SRC_ALPHA` for your main blend operation. It allows the existing texture color to properly mix with your semi-transparent textures.
Alpha Blending Settings: Your current settings for alpha blending seem to be using `D3D10_BLEND_ONE` for `SrcBlendAlpha` and `DestBlendAlpha` which might not be ideal. Try using `D3D10_BLEND_SRC_ALPHA` and `D3D10_BLEND_INV_SRC_ALPHA` respectively for these settings instead. It might help reduce those black edges.
So your blend desc should look something like this:
Another thing to look into is if your texture’s alpha channel is being handled correctly. Make sure the edge pixels in your PNG aren’t blending to black by ensuring they have appropriate alpha values.
If you’re still having trouble, sometimes enabling multisampling can help smooth things out, although that’s a bit more advanced.
Good luck with your graphics project! Keep tinkering with it, and you’ll get those transparent edges looking right in no time!
It sounds like you're encountering a common issue with button hover animations when using a controller! The key thing you want to change is the way the color transition is handled. Instead of using a slow animation, you can set the button's color directly in the script when the button is selected. HRead more
It sounds like you’re encountering a common issue with button hover animations when using a controller! The key thing you want to change is the way the color transition is handled. Instead of using a slow animation, you can set the button’s color directly in the script when the button is selected.
Here’s a simple approach you could try:
using UnityEngine;
using UnityEngine.UI;
public class ButtonColorChange : MonoBehaviour
{
public Button myButton;
private Color normalColor = Color.white;
private Color hoverColor = Color.red;
private void Start()
{
myButton.GetComponent().color = normalColor; // Set the initial color
}
public void OnSelectButton()
{
myButton.GetComponent().color = hoverColor; // Change to hover color immediately
}
public void OnDeselectButton()
{
myButton.GetComponent().color = normalColor; // Change back to normal color immediately
}
}
In this script, you can call `OnSelectButton` when the player selects the button (e.g., using the controller’s ‘A’ button or whatever is appropriate) and `OnDeselectButton` when they move away from it.
Make sure to link these methods to your button in the Unity Inspector. You can do this by adding the methods to the ‘On Click’ events for your button. Just remember to handle the selection state based on the input, like using Unity’s EventSystem or similar to detect when a button is selected.
This way, you’ll get that instant visual feedback that players expect when hovering over or selecting buttons with a controller! Let me know if you need any more help with this!
Are these two statements really the same? Okay, this is interesting! Let's break it down in a simple way and figure out if they really mean the exact same thing. Let's review what we have: p means "It rains." q means "I'll stay home." Then we have two statements: "If it rains, I'll stay home." (ThisRead more
Are these two statements really the same?
Okay, this is interesting! Let’s break it down in a simple way and figure out if they really mean the exact same thing.
Let’s review what we have:
p means “It rains.”
q means “I’ll stay home.”
Then we have two statements:
“If it rains, I’ll stay home.” (This is p → q)
“Either it doesn’t rain, or I’ll stay home.” (This is ¬p ∨ q)
Checking with some scenarios:
Let’s just check every possibility and see if these statements match up in every case.
It rains (p)
I stay home (q)
If it rains, I’ll stay home (p → q)
Either it doesn’t rain, or I’ll stay home (¬p ∨ q)
Do these match?
True
True
True (It rained and I stayed home, so I’m true to my word.)
True (I stayed home anyway, so this scenario holds.)
✅ Yes!
True
False
False (Oh no! I said I’d stay home if it rained, but I didn’t.)
False (It did rain and I didn’t stay home, so neither condition is true.)
✅ Yes!
False
True
True (It didn’t rain, so my original promise isn’t broken.)
True (It didn’t rain, so this one is immediately true.)
✅ Yes!
False
False
True (It didn’t rain, so I didn’t have to stay home anyway.)
True (It didn’t rain, which makes this one true right away.)
✅ Yes!
Conclusion:
See that? They match perfectly for every single possibility! So yeah, it does look like these two statements mean exactly the same thing. Pretty cool, right?
Quick practical example to convince you even more:
Imagine you tell your friends, “If the pizza guy shows up, I’ll answer the door.” This is the same as saying, “Either the pizza guy won’t come at all, or I’ll answer the door.” It basically covers all scenarios and means exactly the same thing!
Oh man, I totally get your confusion—CESU-8 can really trip people up since it's so close to UTF-8 yet kinda weirdly different. Basically, CESU-8 encodes certain characters (especially emojis and some special characters) using surrogate pairs. That makes it different from standard UTF-8, which encodRead more
Oh man, I totally get your confusion—CESU-8 can really trip people up since it’s so close to UTF-8 yet kinda weirdly different. Basically, CESU-8 encodes certain characters (especially emojis and some special characters) using surrogate pairs. That makes it different from standard UTF-8, which encodes those characters directly.
If you’re working with files that are already encoded in CESU-8 (common in older Java-based systems), you’ll want something that reads them correctly and then re-encodes into proper UTF-8. Python actually makes this fairly easy once you realize CESU-8 isn’t built-in. Luckily there’s a neat hack for Python users using the 'cesu8' codec provided by the external cesu8 package.
First thing first—install the package with pip. Run this from your command line or terminal:
pip install cesu8
Now, to do the actual conversion, here’s a simple Python snippet that should work for your files:
import cesu8
# replace filenames below with actual filenames
with open('cesu8_file.txt', 'rb') as cesu_file:
cesu_bytes = cesu_file.read()
# Decode CESU-8 bytes into regular Python string (unicode)
unicode_str = cesu8.decode(cesu_bytes)
# Now safely write it back out as UTF-8
with open('converted_to_utf8.txt', 'w', encoding='utf-8') as utf8_file:
utf8_file.write(unicode_str)
That’s basically it. This method reads your CESU-8 data properly, converts it into Python’s internal unicode format, and then saves it as a standard UTF-8 file. Pretty straightforward once you get past the odd codec stuff!
About your concern—yeah, if you try directly decoding CESU-8 using standard UTF-8 decoding, you can definitely end up with weirdness like emojis or special characters showing as garbage. But if you’re using a dedicated CESU-8 decoder like this method, the chance of data loss or misinterpretation should be pretty minimal.
Anyway, always make backups of your original files to be safe! Hope this clears things up. Good luck with the encoding! 😄
3D Pixel Art Water Effect with Pulsing Lines Okay, so you're diving into this cool water effect and wanna keep those lines nice and sharp, right? So here's a few ideas to get started: 1. Render with a Shader To create those white horizontal lines in your shader, you might wanna use a simple sine wavRead more
3D Pixel Art Water Effect with Pulsing Lines
Okay, so you’re diving into this cool water effect and wanna keep those lines nice and sharp, right? So here’s a few ideas to get started:
1. Render with a Shader
To create those white horizontal lines in your shader, you might wanna use a simple sine wave function to control their opacity. Something like this:
uniform float time; // keeps track of animation time
varying vec2 vUv;
void main() {
// Control the frequency and amplitude of the pulses
float pulse = sin(time + vUv.y * 10.0) * 0.5 + 0.5;
// Positioning the lines
float lineWidth = 0.01; // Adjust based on your pixel size
float isLine = step(lineWidth, abs(fract(vUv.y * 10.0) - 0.5));
vec3 color = vec3(1.0); // White lines
gl_FragColor = vec4(color * pulse * isLine, 1.0);
}
2. Keep It Pixel-Perfect
To ensure those lines are always 1 pixel wide, you might use screen space coordinates. A simple trick is to calculate the desired width in relation to the screen’s resolution:
float lineWidth = 1.0 / resolution.y; // 'resolution' being your screen height
3. Avoid Anti-Aliasing
You’ll want to set the filters on your textures to nearest neighbor, and if you’re using something like WebGL or OpenGL, turn off antialiasing in your setup.
4. Use Textures for Positioning
If you’re exploring the voronoi texture, it’s really cool for random patterns! You could map this texture’s RG channels to UVs, using the alpha for opacity manipulation. Kinda like:
vec4 voronoiTex = texture2D(voronoiTexture, vUv);
float isLine = step(0.5, voronoiTex.a); // Using alpha for line visibility
5. Stay in View-Space
Yeah, doing it in view-space makes sense! Just make sure your UV coordinates get updated with the camera movement, but keep everything relative to your viewport size. That way the lines stay consistent as you move.
6. Experiment!
Lastly, don’t be shy about tweaking numbers. Mess around with frequencies in the sine function or the pulse speed; you’ll find a rhythm that feels right. And for a bit of flair, try adding some randomness to the line position!
Hope this helps you out! Good luck nailing that pixel art vibe!
How can I blend transparent PNG textures in DirectX 10 without introducing black pixels on the edges?
It sounds like you're encountering a common issue with alpha blending in DirectX. Those black edges typically come from how the alpha values are being processed during blending. Here are a couple of things you might want to experiment with: Change Blend State: Keep `DestBlend` as `D3D10_BLEND_INV_SRRead more
It sounds like you’re encountering a common issue with alpha blending in DirectX. Those black edges typically come from how the alpha values are being processed during blending. Here are a couple of things you might want to experiment with:
So your blend desc should look something like this:
Another thing to look into is if your texture’s alpha channel is being handled correctly. Make sure the edge pixels in your PNG aren’t blending to black by ensuring they have appropriate alpha values.
If you’re still having trouble, sometimes enabling multisampling can help smooth things out, although that’s a bit more advanced.
Good luck with your graphics project! Keep tinkering with it, and you’ll get those transparent edges looking right in no time!
See lessHow can I make color changes instant on button hover in Unity UI animations with controller support?
It sounds like you're encountering a common issue with button hover animations when using a controller! The key thing you want to change is the way the color transition is handled. Instead of using a slow animation, you can set the button's color directly in the script when the button is selected. HRead more
It sounds like you’re encountering a common issue with button hover animations when using a controller! The key thing you want to change is the way the color transition is handled. Instead of using a slow animation, you can set the button’s color directly in the script when the button is selected.
Here’s a simple approach you could try:
In this script, you can call `OnSelectButton` when the player selects the button (e.g., using the controller’s ‘A’ button or whatever is appropriate) and `OnDeselectButton` when they move away from it.
Make sure to link these methods to your button in the Unity Inspector. You can do this by adding the methods to the ‘On Click’ events for your button. Just remember to handle the selection state based on the input, like using Unity’s EventSystem or similar to detect when a button is selected.
This way, you’ll get that instant visual feedback that players expect when hovering over or selecting buttons with a controller! Let me know if you need any more help with this!
See lessProve equivalence of logical statements p → q and ¬p ∨ q using minimal resources
Are these two statements really the same? Okay, this is interesting! Let's break it down in a simple way and figure out if they really mean the exact same thing. Let's review what we have: p means "It rains." q means "I'll stay home." Then we have two statements: "If it rains, I'll stay home." (ThisRead more
Are these two statements really the same?
Okay, this is interesting! Let’s break it down in a simple way and figure out if they really mean the exact same thing.
Let’s review what we have:
Then we have two statements:
Checking with some scenarios:
Let’s just check every possibility and see if these statements match up in every case.
(It rained and I stayed home, so I’m true to my word.)
(I stayed home anyway, so this scenario holds.)
(Oh no! I said I’d stay home if it rained, but I didn’t.)
(It did rain and I didn’t stay home, so neither condition is true.)
(It didn’t rain, so my original promise isn’t broken.)
(It didn’t rain, so this one is immediately true.)
(It didn’t rain, so I didn’t have to stay home anyway.)
(It didn’t rain, which makes this one true right away.)
Conclusion:
See that? They match perfectly for every single possibility! So yeah, it does look like these two statements mean exactly the same thing. Pretty cool, right?
Quick practical example to convince you even more:
Imagine you tell your friends, “If the pizza guy shows up, I’ll answer the door.” This is the same as saying, “Either the pizza guy won’t come at all, or I’ll answer the door.” It basically covers all scenarios and means exactly the same thing!
Hope this helps! 😊
See lessHow to convert between CESU-8 and UTF-8 encoding formats?
Oh man, I totally get your confusion—CESU-8 can really trip people up since it's so close to UTF-8 yet kinda weirdly different. Basically, CESU-8 encodes certain characters (especially emojis and some special characters) using surrogate pairs. That makes it different from standard UTF-8, which encodRead more
Oh man, I totally get your confusion—CESU-8 can really trip people up since it’s so close to UTF-8 yet kinda weirdly different. Basically, CESU-8 encodes certain characters (especially emojis and some special characters) using surrogate pairs. That makes it different from standard UTF-8, which encodes those characters directly.
If you’re working with files that are already encoded in CESU-8 (common in older Java-based systems), you’ll want something that reads them correctly and then re-encodes into proper UTF-8. Python actually makes this fairly easy once you realize CESU-8 isn’t built-in. Luckily there’s a neat hack for Python users using the
'cesu8'
codec provided by the externalcesu8
package.First thing first—install the package with pip. Run this from your command line or terminal:
Now, to do the actual conversion, here’s a simple Python snippet that should work for your files:
That’s basically it. This method reads your CESU-8 data properly, converts it into Python’s internal unicode format, and then saves it as a standard UTF-8 file. Pretty straightforward once you get past the odd codec stuff!
About your concern—yeah, if you try directly decoding CESU-8 using standard UTF-8 decoding, you can definitely end up with weirdness like emojis or special characters showing as garbage. But if you’re using a dedicated CESU-8 decoder like this method, the chance of data loss or misinterpretation should be pretty minimal.
Anyway, always make backups of your original files to be safe! Hope this clears things up. Good luck with the encoding! 😄
See lessHow can I draw a 1 pixel wide grid in a shader using orthographic projection without anti-aliasing for pixel art?
3D Pixel Art Water Effect with Pulsing Lines Okay, so you're diving into this cool water effect and wanna keep those lines nice and sharp, right? So here's a few ideas to get started: 1. Render with a Shader To create those white horizontal lines in your shader, you might wanna use a simple sine wavRead more
3D Pixel Art Water Effect with Pulsing Lines
Okay, so you’re diving into this cool water effect and wanna keep those lines nice and sharp, right? So here’s a few ideas to get started:
1. Render with a Shader
To create those white horizontal lines in your shader, you might wanna use a simple sine wave function to control their opacity. Something like this:
2. Keep It Pixel-Perfect
To ensure those lines are always 1 pixel wide, you might use screen space coordinates. A simple trick is to calculate the desired width in relation to the screen’s resolution:
3. Avoid Anti-Aliasing
You’ll want to set the filters on your textures to nearest neighbor, and if you’re using something like WebGL or OpenGL, turn off antialiasing in your setup.
4. Use Textures for Positioning
If you’re exploring the voronoi texture, it’s really cool for random patterns! You could map this texture’s RG channels to UVs, using the alpha for opacity manipulation. Kinda like:
5. Stay in View-Space
Yeah, doing it in view-space makes sense! Just make sure your UV coordinates get updated with the camera movement, but keep everything relative to your viewport size. That way the lines stay consistent as you move.
6. Experiment!
Lastly, don’t be shy about tweaking numbers. Mess around with frequencies in the sine function or the pulse speed; you’ll find a rhythm that feels right. And for a bit of flair, try adding some randomness to the line position!
Hope this helps you out! Good luck nailing that pixel art vibe!
See less