I have a direct3d9 application which can render camera output onto a window. What are the things I should consider to improve the rendering video quality in direct3d 9 ?
Related
I'm currently creating a 2D game on Unity and I have a problem with images with gradients or transparency. Here for example, the beginning of one of my levels before importing it in Unity (PNG-8):
Here when the image is imported into Unity:
We can see that the gradation is very poorly managed by Unity. What are the ways to fix this problem?
Have you tried playing with the image compression settings of the image in Unity?
Usually, I see that sort of gradient display when my images are set to use the 16bits setting.
If you go on the image in Unity's project tab and you will find "Format" in the Inspector tab. You can play around with it and see if any of the other settings will improve the quality.
Unity is bad with 2D texture. You have 2 choice:
1 - Change the Format of the texture to True Color (Result will be as you wish but the size could increase by 4 so it can choke the CPU if it's for a mobile game, I don't recommend it)
2 - Use Crunch Compression to 100%, the result will be the same as the original image but the compression could take a very long time depending on the resolution of the image and if it's a POT.
Closed. This question needs to be more focused. It is not currently accepting answers.
Want to improve this question? Update the question so it focuses on one problem only by editing this post.
Closed 8 years ago.
Improve this question
I am working on detection of 2d data matrix but there is a problem in detection because barcode changes its design in each product so how to detect it? can anybody help me ?
The specification of datamatrix is designed to be identified. You need to look at the code the way it is intended to be looked at. Where I'd start is that the code has a quiet zone and an "L" pattern. That is what you are looking for.
How you go about doing this depends a lot on the general parameters of the image.
The first consideration is lighting and contrast. Can you depend on having a fixed midpoint, where everthing lighter is called white and everything darker black? Or will a simple histogram give a usable midpoint? Or do shadows and uneven lighting cause a value to be called black on the sunny side of the image and the same tone white on the shadow side of an image? On a flatbed scanner it is easy to depend on good contrast, but camera phone photos are more problematic.
The next consideration is size and resolution. For a camera phone application, it is expected that in a low resolution image, a high percentage of the image will contain the barcode, while a scanner may have a lot of image and a little amount of barcode data which needs to be searched for.
Finally comes presentation. Will the barcode appear in 360 degrees of rotation? Will it be flat and level or can it be be skewed, curled and angled? Is there any concern about lens distortion?
Once you can answer the considerations, it should point to what you need to do to identify the barcode. Datamatrix has clocking marks which enable distorted codes to be read, but it is a lot more work to define distortion, so if it is not needed, you wouldn't do it.
This question already has answers here:
Closed 10 years ago.
Possible Duplicate:
Change Backlight Brightness on iPhone Programmatically
How can i adjust brightness in my application in xcode 4 with a UISlider? I can't find any modern code on how to access it.
There is no public API to reduce overall screen's brightness as found under Brightness setting. However if your intent is to just reduce the brightness of you app, you can change the opacity of the view.
How well will a Windows Phone 7 XNA game handle large textures, approximately 8000 x 4000 pixels with lots of colours. For the background to my game I have the choice between making some sort of background streaming system to load small textures when they are needed or to load the background as one massive texture.
Will the phone struggle with this or will I be much better off loading and unloading smaller textures into memory when needed?
Also any format suggestions for these textures?
I believe individual texture size you can have on a WP7 XNA application is 2048x2048. So that will be your largest texture to work with.
From my experience it's best to go with several sprite sheets, separated by their contents or whatever makes sense. I use several ranging from 512x512 to 1536x1024.
Limit of 2048 for initializing a texture listed in MSDN here
I haven't tried XNA with a windows 7 phone myself but I found this article that I think could answer your question
here.
Good Luck with your game
I am developing an application in J2ME which have to processes images continuously taken from mobile camera. Its purpose is to detect the movement of the mobile and move an object on the screen. i am using
videoControl.getSnapshot("encoding=png&width=100&height=100");
to take images. But the problem is that it is taking about 4 sec to capture next image. It is very slow process.
Is there any way to get image faster?
Since mobile camera has 15 fps Video Recording Frame Rate, Cant we use that capability to capture images faster?
Currently I am targeting for Nokia E5 (target can be changed if not supported.)