face mask overlapping with border on spark ar studio - filter

I've added a border on my filter and my face overlaps and it looks like my face is just floating over the border.
I've already tried changing the layers, and turning off the buttons in Advanced Render Options but still overlaps

Related

Adding a Face Tracker Texture over Camera Effect

Hope everyone is having a good day. I recently built a filter with a camera effect over it but i’d also like to add a plane tracker on top of it (a company slogan texture image). I added in my Facetracker > Plane > add Material and it shows up on my preview screen (the development grid) but it doesn’t appear on a preview of the filter (mockup screen with my face). I am not sure why this is happening and I don’t know how to fix it.
If anyone has any has any solutions it would be very helpful. I am open all suggestions.
Thanks so much!
Face Tracker shows up on my grid but not my actual effect/filter
Use this: Facetracker > Canvas> Rectangle > add Material
Click on Rectangle and on the right panel, click on the 100% on the Width and select Fill Width & the same on height but Fill Height
It isn't appearing as planes are for 3D materials for positioning these 3D materials anywhere in the scene
A rectangle provides a space to apply 2D materials and must be a child of a Canvas
Also, You can't have a plane tracker under a face tracker as the plane is an infinite horizontal tool

How to clear transparent pixels in Phaser 3?

I tried to remove them using TexturePacker with option: "Clear transparent pixels" but that removed part of the sprite. And this is what happened:
After that, I restored the deleted part in Aseprite. But the transparent pixels appeared again. Also tried to delete everything around sprites with Wand tool.
How avoiding the texture bleeding issues on WebGL.
Tile Extruder is a node based CLI app that automatically fixes tileset images for WebGL, so they no longer have edge bleeding where the tiles join at the sides. It's easy to build into your workflow and includes sample code showing how to use the extruded tiles in Phaser 3.
tile-extruder --tileWidth 32 --tileHeight 32 --input ./tile_jungle_ground_brown.png --output ./tile_jungle_ground_brown-extruded.png
Note: you'll have to adjust your margin & spacing because of the extrusion. If you had no margin & spacing, then the new margin is 1px and the spacing is 2px.

d3 Draw Only Map Features in Zoomed Bounding Box

I've built a map where on hover over of a certain (x,y) coordinate point, a zoomed in mini-map shows up to the side with the hovered point in the center (using code similar to: http://bl.ocks.org/mbostock/2206590). It works well, but a bit inefficient because it is redrawing the whole map with a new scale and translate every time which I noticed when I took off overflow: hidden from the mini-map in IE.
Is there a built-in way in d3 or TopoJSON to filter map features to only keep those that fall within the bounding box of the zoomed in area?
Thanks!

LibGDX - Sprites to texture using FBO

I am working on a simple painting app using LibGDX, and I am having trouble getting it to "paint" properly with the setup I am using. The way I am trying to do this is to draw with sprites, and add these individual sprites into a background texture, using LibGDX's FBO commands, when it is appropriate.
The problem I am having is something relating to blending, in that when the sprites are added to this texture that I am building, any transparent pixels of the sprite that are on top of pixels that have been drawn to previous will be brightened up substantially, which obviously doesn't look very good. The following is what the result looks like, using a circle with a green>red gradient as the "brush". The top row is part of the background texture now, while the bottom one is still in its purely sprite drawn form.
http://i238.photobucket.com/albums/ff307/Muriako/hmm.png
Basically, the transparent areas of each sprite are brightening anything below them, and I need to make them completely transparent. I have messed around with many different blending mode combinations and couldn't find one that was any better. GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA for example did not have this problem, but instead the transparent pixels of each sprite seem to be lowered in alpha and even take on some of the color from the layer below, which seemed even more annoying.
I will be happy to post any code snippets on request, but my code has become a bit of mess since I started trying to fix these problems, so I would rather only put up the necessary bits as necessary.
What order are you drawing the sprites in? Alpha blending only works with respect to pixels already in the target, so you have to draw all alpha-containing things (and everything "behind" them) in Z order to get the right result. I'm using .glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA);

jqPlot - How to change background colour when selecting range on graph

I'm using jqPlot to render a graph with zooming enabled.
For example:
http://www.jqplot.com/tests/zooming.php
In the example above, when you make a selection on the graph, the graph canvas is painted in grey (apart from the selection). Does anyone know how to customise this colour?
I've been unable to find which jqPlot CSS option to tweak in jquery.jqplot.css.
I am afraid that no css is involved in this particular process of painting. Though there is one class which can point you in the right direction. My suspect is the jqplot-zoom-canvas class. Though I think that the painting is defaulted to grey.
Thus, I see only two options:
Changing the painting directly in the jqplot script.
Or on painting of zoom selection start change the colour of the jqplot-zoom-canvas then change it back to default on painting zoom stop. But I do not know if there are hooks for these sort of events. Therefore, you might actually be left with only the option no. 1.

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