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I have an OpenGL based game for the Mac.
Mac OS X 10.5 compatibility required, going back to pretty much any Mac that can reasonably handle Leopard, going back to G4 Powerbooks.
I'm building my sprite sheets/texture atlases, for feeding to OpenGL, and need to set a maximum texture size.
Q. What's the maximum texture size that a 5 year old Mac can reasonably accommodate? Would I be safe making my sprite sheets 1024x1024?
Q2. Would all such hardware be able to handle non-power of two textures?
Cheers.
[edited]
I found the following (very useful!) resource:
http://homepage.mac.com/arekkusu/bugs/GLInfo_1058.html
From this list, supporting 10.5.8 as a minimum requirement, it would appear that everything I need the game to run on supports a maximum texture size of 2048x2048, which makes me very happy, as the use of larger sprite sheets negates the need for NPOT textures.
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I have recently taken up film photography. Part of the workflow is to scan the images using a flatbed scanner. Unfortunately this process is very slow. Using some software (Silverfast) you make a prescan, zoom in make a more detailed pre scan, click ad drag around a rectangle which highlights the frame, do this for 12 frames, then set the software to do the full res scans.
I want to automate this process. Rather than layout where each frame is, I want to scan the whole film strip, and then use ML.Net to find each frame (X,Y coordinates of the top left corner) which I will then pass to ImageMagick to extract the actual image.
I want to use ML.Net because I am a .Net developer and may have the opportunity to use this experience later. So although example using OpenCV would be welcome, ML.Net would be preferable.
I am a bit of noob when it comes to ML stuff. My first thought is to try train a neural net, inputting the scan image and outputting the X and Y values. However that seems naive (as the image is 100s of MB in size). I imagine the there are better tool then just a raw neural net.
My searching on 'ML object recognition' didn't seem to help as the examples I found were about finding the Dog or Person in an image not a 'frame'; which could be a dog or a person.
Even a pointer in the right direction, of the correct name for this problem would be a great help.
So, what are the type of tool/functions I should I be using to try and solve this type of problem using ML.net?
This is not so much a machine learning problem as it is an image processing problem. I would think ML.Net is quite overkill.
What you probably want is an image processing library and utilize some form of edge detection or "region of interest" detection.
For example, look at this question:
Detect display corners with Emgu
Maybe I misunderstand what you want to do and you actually would benefit from machine learning; then you probably should pre process your images with an image processing library before feeding them to your model.
Hope it helps.
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I am starting development on a HTML5 game using the canvas. Things are going alright so far, but I have some things I am a little puzzled on, mostly having to do with performance of such game. So instead of me running into a bunch of problem deep down the development process, I would be grateful to find out now.
I have before worked in languages such as OpenGL and learned how important it is to render things in an efficient order, this is something that can give a factor of hundreds better performance than just randomly drawing stuff to the screen switching back and forth between textures/shaders etc. Is this something I should keep in mind with a canvas game, or will things automatically be queued up and rendered in an efficient order?
It is going to be a 2D game, but with quite a few objects on the screen, and most of them dynamically desaturated and changed in brightness (filters). Is performance going to be a serious problem?
What are the alternatives, any javascript game-engine that can help performance? Am I going to get a performance boost by switching to WebGL even though standard canvas has hardware-acceleration?
Yes, you'll get a big performance boost with WebGL.
Consider using the excellent 2D rendering system called Pixi.
It renders sprites to WebGL with a fallback to Canvas.
Or, you can make your own low-level WebGL sprite rendering system using game-shell and gl-modules. gl-now is a good entry point into these modules. You can use them to build your own game engine.
Phaser, is an complete HTML5 game engine that currently has a lot of traction, and uses Pixi under the hood for rendering. A better place than Stackoverflow to look for help about all these issues is http://www.html5gamedevs.com.
I have two modes to continue programming a hexagonal map in this moment, and I don't know what way is better. Maybe you can help me :)
I used a texture to represent the "grid", so the squad with this texture is static and don't move or edit in runtime.
In the first hand, I have a texture with 7700x6736 pixles, however, his size it's only 3.131KB, when I run in a random engine (Unity in this case) the frame rate it's nice (constants 60fps with VSynk and +100 without VSynk)
This texture is associated in one transparent material to the squad (2 triangles)
With the second mode, I have a 14 textures to 550x496 pixels and 21KB. But with this mode, I need 14 squads (28 triangles against 2) and 14 materials with differents textures, against 1 in the other way.
Too, with this second mode, I need asking the distance of every squad to hide or not hide (a simple occlusion culling)
What is the better way in your opinion?
While your 7k texture works on your dev machine it may be not supported in some of the platforms you'll target. I'd use a 2048^2 as a safe maximum, or even a 1024^2.
The second problem is that it may use 3MB as a JPG/PNG compressed file, but in your video memory it will be as an uncompressed one (unless you use some texture-specific compression, but you may have problems with platform support again).
Additionally - you should consider if you really need the Non Power Of Two textures, officially they should be supported ATM, but you can still get into problems on some older hardware.
In general your solution depends on the platforms that you want to target, and especially if you plan to target mobile devices (and which ones).
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I visited lofavor website and I saw a very cute animation there. Can someone tell me what is this animation? It's obvious that it's not flash or JavaScript animation. The element is SVG. But how can I create an animation like that with SVG?
It is a little complicated animation than simple Rotate, Translation or Scaling. Please give me any tip or keyword to have a research on this. Do I have to code all the transitions or is there any WYSIWYG way to do this?
It's SVG Transform animation and yes you have to code it. For more information you can check SVG Transform.
If you check the DOM element, which I think you did, you would see g elements with transform attribute and a matrix which defines the Rotation, Translation or Scale.
There is also a masking technique for that red ribbon which rolls at first. A good start to work with SVG is SVG Essential book.
I'm developing in j2me and using canvas to drawing some images.
Now, my question is : what is difference of below sample codes in speed of drawing?
drawing after clipping area rectangle:
g.clipRect(x, y, myImage.getWidth(), myImage.getHeight());
g.drawImage(myImage, x , y, Graphics.TOP | Graphics.LEFT);
g.setClip(0, 0, screenWidth, screenHeight);
drawing without clip:
g.drawImage(myImage, x, y, Graphics.TOP | Graphics.LEFT);
is the first one is faster? I'm drawing on screen a lot.
Well the direct answer to your question would be Mu I'm afraid - because you appear to approach the issue from the wrong direction.
Thing is, clipping API is not intended for performance considerations / optimizations. You can find full coverage of its purpose in API documentation (available online), it does not state anything related to performance impact:
Clipping
The clip is the set of pixels in the destination of the Graphics object that may be modified by graphics rendering operations.
There is a single clip per Graphics object. The only pixels modified by graphics operations are those that lie within the clip. Pixels outside the clip are not modified by any graphics operations.
Operations are provided for intersecting the current clip with a given rectangle and for setting the current clip outright...
Attempting to use clipping API for imaginary performance considerations will make your code a nightmare to understand for future maintainers. Note this future maintainer may be you yourself, just few weeks / months / years later - I for one had my nose broken on my own code written some time ago without clearly understandable intent - trust me, it hurts the same as messing with poor code written by anyone else.
Don't get me wrong - there is a chance that clipping may have substantial performance impact in some particular case on specific device - why not, everything is possible given the variety of MIDP implementations. Know what? there is even a chance of it having an opposite impact on some other device, why not.
If (if) that happens, if (if) you'll somehow get a clear, solid, tested and proven justification of specific performance impact - then (then), go ahead, implement whatever tricks necessary to reach required performance, no matter how perverse they may be (BTDTGTTS). Until then, though, drop any baseless assumptions that just may come to your mind.
Until then... Just. Drop. It.
Developers love to optimize code and with good reason. It is so satisfying and fun. But knowing when to optimize is far more important. Unfortunately, developers generally have horrible intuition about where the performance problems in an application will actually be... Most performance tuning reminds me of the old joke about the guy who's looking for his keys in the kitchen even though he lost them in the street, because the light's better in the kitchen... (Brian Goetz)
This will almost certainly vary between platforms, and will depend on how much you're actually drawing.
I suggest you measure performance yourself by logging the number of paints per second, or the average duration of a paint method, and painting this on screen.
Drawing without clip should be faster on any platform for the simple reason that you are not calling two clip methods. But I might ask, why are you using clip to begin with?
You usually use clipping when you have an animation sprite or an icon variation in the same file. In this case you can create a file for each frame/icon. It will increase your jar file size and will use more heap space to hold these images on memory, but will be drawn faster.