scene

Make Rectangle transparent

两盒软妹~` 提交于 2019-12-10 20:34:56
问题 I need to make a drawn rectangle mouse transparent, in order to see the desktop. The following code draws my rectangle. What should I add to get that ? Thanks for help public void start(Stage primaryStage) { Group group = new Group(); Rectangle rect = new Rectangle(20,20,200,200); rect.setArcHeight(15); rect.setArcWidth(15); rect.setStroke(Color.BLACK); group.getChildren().add(rect); Scene scene = new Scene(group, 300, 200); primaryStage.setScene(scene); primaryStage.show(); } 回答1: Since the

threejs: rendering multiple scenes in a single webgl renderer

南笙酒味 提交于 2019-12-09 13:09:02
问题 I am trying to include multiple scene into a single webgl renderer as per code below: renderer.render( scene1, camera ); renderer.render( scene2, camera ); I am facing issue where in the last scene object that is passed to the renderer is being painted and the previous one is not. I confirmed it by swapping the above two lines of code. I am newbie to threejs and would like to know if the above can be achieved? and also if you can guide me towards supporting examples (if any). Thanks! 回答1: The

Drawing thousands of rects quickly

久未见 提交于 2019-12-08 11:28:05
问题 What is the proper way to draw thousands of rects in QT (around 100,000 or more)? I tried: Simple with paintEvent() of QWidget . Drawing objects to QImage then this image to QWidget . Using QGraphicsScene (maybe I didn't use it properly, I just added rects to scene) Every time drawing was really slow and I don't have more ideas on how to do this (maybe with opengl/directx but this doesn't sound like a good idea). I know that there exist applications that do that so there should be some way.

Loading multiple fxml in javafx

拈花ヽ惹草 提交于 2019-12-07 07:53:33
问题 I've been searching for a while and I haven't been able to get what I wanted to do. I've been using the javafx framework to switch fxml in javafx in this thread 'Loading new fxml in the same scene' with some success. I mean, I have a main window, and this window have two different areas, the MAIN area, and the CONTENT area. The MAIN area will remain the same in the whole application, but the CONTENT area, will be changing constantly. My MAIN area has just a toolbar, and depending which button

how can one detect a finished resizing operation in JavaFX?

廉价感情. 提交于 2019-12-07 01:09:02
问题 I have a stage , a scene and a WebView node. When I expand the window to a larger size - things get pretty sluggish due to WebView . What I want to do is fill the new space for WebView only when the resizing of the window has been finished (this is me releasing left mouse button on the resizable control/edge of the window). For now I can just set the max. size of this node to what it is by default - this will stop it from expansion. But how can I detect the actual event of a completed

aafdex-sdk unity3d crash on scene transition - only on Android

╄→尐↘猪︶ㄣ 提交于 2019-12-06 16:01:46
I've been developing an application for emotion recognition using Affectiva's affdex-sdk (v2.2) for Unity 5.4. My application consists of 3 scenes, then I use affectiva's Camera_Detector scene, and use an emotion as trigger to go to the next scene. It runs perfectly in UnityEditor and as a Windows compiled package (x86). However when I deploy it to Android (5.0), crashes occur always at runtime when skipping from Camera_Detector scene to the next scene (scene loads previous to Camera_Detector and in Camera_Detector itself never crash). I'm using (in C#) SceneManager.LoadScene("nextscene"); The

JavaFX change the image in an imageView

旧时模样 提交于 2019-12-06 04:48:37
问题 Basically I have a method to load an Image from database into an imageView and a second method to change the image I'm sucessfully running both methods without getting an exception but after the setImage in changeImage() method what do I need to update and how (scene,stage) is it possible at all. I know that there is no method like repaint() in swing in javafx, so how do I approach this ? public class MainMenuController implements Initializable { /** * Initializes the controller class. */

Loading multiple fxml in javafx

人盡茶涼 提交于 2019-12-05 13:36:57
I've been searching for a while and I haven't been able to get what I wanted to do. I've been using the javafx framework to switch fxml in javafx in this thread ' Loading new fxml in the same scene ' with some success. I mean, I have a main window, and this window have two different areas, the MAIN area, and the CONTENT area. The MAIN area will remain the same in the whole application, but the CONTENT area, will be changing constantly. My MAIN area has just a toolbar, and depending which button in the toolbar you click, the fxml (and the behavior) in the CONTENT area will change. I already

How to create a .mesh file with OGRE?

99封情书 提交于 2019-12-05 10:31:44
I'm relatively new to OGRE graphics engine, so my question may seem too obvious, but searching for relevant information was not successful. Given: I have an OGRE application with a scene created of some meshes, lights, cameras and textures. It is rather simple, I think. That all is represented by a tree of scene nodes(internal object). The goal: To save the full tree of scene nodes or, preferably, an indicated branch of nodes of the tree to a ".mesh" file. To be able load it later as any other mesh. The ".mesh.xml" format is also fine. How it could be done? If not: If the desired thing is not

Save game state after pause. AndEngine

五迷三道 提交于 2019-12-04 13:32:50
问题 i've found that after resuming the game all the engine is reloaded and application is reinitialized. I want to save engine state and in "onResume" resume the game proccess. I've tried to save all the engine (mEngine) and then after resume the game in "onLoadEngine" return saved engine. I think it is a bad solution and it doesn't work What is the best solution for Pause\Resume the game (after power key pressed for example) in andEngine ? 回答1: The solution I found was to serialize the state of