How to enable the stencil buffer in cocos2d-x v3.10? - cocos2d-x

I've seen other posts on the web which say to do:
[__glview layoutSubviews];
But you can't do this in 3.10 - glView is a cocos2d-x pointer.
How do we enable it? I am trying to use UIScrollview, and the moment I do ui::ScrollView::create() , the console shows a message "Stencil buffer is not enabled" and the scroll view doesn't seem to display.

You should override a method in your AppDelegate class.
void AppDelegate::initGLContextAttrs()
{
//set OpenGL context attributions,now can only set six attributions:
//red,green,blue,alpha,depth,stencil
GLContextAttrs glContextAttrs = {8, 8, 8, 8, 24, 8};
GLView::setGLContextAttrs(glContextAttrs);
}

Related

flutter_map WMS with custom CRS fails to load map image: Failed to decode Image data

I'm trying to create a simple flutter map widget that gets layers from a WMS server.
The server is this.
And you can see the its capabilities here.
Specifically, I want to use the layer "AMS_1956-1957".
As this layer is served in the CRS EPSG:4258, I'm creating a custom CRS for this FlutterMap to use (as it's stated in the documentation that only WGS84 (EPSG:4326) and Google Mercator (EPSG:3857) projections are supported).
I'm creating this custom CRS following the instructions here.
I'm getting the Proj4 definition string for this CRS (EPSG:4258) from here, as stated in the documentation: "+proj=longlat +ellps=GRS80 +towgs84=0,0,0,0,0,0,0 +no_defs"
So the code for creating the custom CRS is this:
var resolutions = <double>[32768, 16384, 8192, 4096, 2048, 1024, 512, 256, 128];
var maxZoom = (resolutions.length - 1).toDouble();
var epsg4258CRS = Proj4Crs.fromFactory(
code: 'EPSG:4258',
proj4Projection: proj4.Projection.add("EPSG:4258",
'+proj=longlat +ellps=GRS80 +towgs84=0,0,0,0,0,0,0 +no_defs'),
resolutions: resolutions,
);
Then I'm using this CRS in my FlutterMap widget as follows (again, based in the documentation).
#override
Widget build(BuildContext context) {
return FlutterMap(
options: MapOptions(
center: LatLng(41.61, -2.52),
zoom: 3.0,
),
layers: [
TileLayerOptions(
wmsOptions: WMSTileLayerOptions(
baseUrl: 'https://www.ign.es/wms/pnoa-historico?',
layers: ['AMS_1956-1957'],
crs: epsg4258CRS,
),
),
MarkerLayerOptions(
markers: [
Marker(
width: 5.0,
height: 5.0,
point: LatLng(41.61, -2.52),
builder: (ctx) => Container(
child: const FlutterLogo(),
),
),
],
),
],
);
}
}
The pointer is shown, so I guess it's doing something, but no map image is shown, and it returns the following error:
ImageCodecException: Failed to decode image data. Image source:
https://www.ign.es/wms/pnoa-historico?&service=WMS&request=GetMap&layers=AMS_1956-1957&styles=&format=image%2Fpng&srs=EPSG%3A4258&version=1.1.1&transparent=true&width=256&height=256&bbox=180,-90,180,-90
Ok, the WMS is working, as I can access it via QGIS, for example.
If I open the "image source" url created by flutter via browser it doesn't seem to work.
Plus, the bbox values in the url doesn't seem to make much sense, as they lie outside of the CRS boundaries. And the centering and zoom values I'm giving it doesn't seem to make any effect either...
If I try to open the url with different bbox values closer to the boundaries of the layer it shows something at least:
https://www.ign.es/wms/pnoa-historico?&service=WMS&request=GetMap&layers=AMS_1956-1957&styles=&format=image%2Fpng&srs=EPSG%3A4258&version=1.1.1&transparent=true&width=256&height=256&bbox=-9.5,2.5,12,44
Although I don't really fully understand what these numbers refer to (max x, min x, max y, min y?? // top-left corner, bottom-right corner // etc. ??)
Any help on what might be happening here will be much appreciated, thank you!

How to show pointCloudMarkup programmatically?

Forge RCDB URL is https://forge-rcdb.autodesk.io/configurator?id=5a361b2b58144b5ed2936ddf
I am
using only
https://github.com/Autodesk-Forge/forge-rcdb.nodejs/blob/master/src/client/viewer.components/Viewer.Extensions.Dynamic/Viewing.Extension.PointCloudMarkup/PointCloudMarkup/PointCloudMarkup.js
without
https://github.com/Autodesk-Forge/forge-rcdb.nodejs/blob/master/src/client/viewer.components/Viewer.Extensions.Dynamic/Viewing.Extension.PointCloudMarkup/Viewing.Extension.PointCloudMarkup.js
Because I do not use react and I do not need UI panel.
My code is following.
Autodesk.Viewing.theExtensionManager.registerExtension('pointCloudMarkup', PointCloudMarkup)
viewer.loadExtension('pointCloudMarkup')
pointCloudMarkup = viewer.getExtension('pointCloudMarkup')
pointCloudMarkup.addMarkup({
fragId: 1445, # fragId of some dbid
point: {x: -4507.00927734375, y: -2092.884033203125, z: 3426.5} # world vector of fragId:1445
})
But nothing happened.
Could you give me some information?
For example.
I am wondering about arguments for
constructor()
https://github.com/Autodesk-Forge/forge-rcdb.nodejs/blob/master/src/client/viewer.components/Viewer.Extensions.Dynamic/Viewing.Extension.PointCloudMarkup/PointCloudMarkup/PointCloudMarkup.js#L17
addMarkup()
https://github.com/Autodesk-Forge/forge-rcdb.nodejs/blob/master/src/client/viewer.components/Viewer.Extensions.Dynamic/Viewing.Extension.PointCloudMarkup/PointCloudMarkup/PointCloudMarkup.js#L367
PointCloudMarkup is not an extension, it's an object so you cannot register it as such and load it. You need to implement your own extension and instantiate an instance inside it, like it's done in PointCloudMarkupExtension but without react specific things. For more details about writing simple extensions take a look here:
How to write custom extensions for the Large Model Viewer
Loading External Extensions in the Forge Viewer
The PointCloudMarkup constructor takes the following parameters:
constructor (viewer, options = {
maxPoints: default is 10000,
vertexShader: `vertexShaderImplementation` (optional),
fragmentShader: `fragmentShaderImplementation` (optional),
texture (optional),
shaderParams, (optional)
}) {
An example for addMarkup is provided in the source here:
const markupInfo = {
fragId: hitTest.fragId,
point: hitTest.point,
dbId: hitTest.dbId
}
this.pointCloudMarkup.addMarkup(
markupInfo)

Limit rendered image size in icepdf

While rendering a bunch of PDFs to images, icepdf seemingly randomly bombs out with an OutOfMemoryError. Trying to track this down I find two things:
Close to the OOM it rendered an A0 page or similarly large document pages
With eclipse memory analyzer I find 1/2GB images in memory.
This suggests to limit the output image size to something managable. I wonder what the easiest way is to do this?
I looked at icepdf's Page object but there it is strongly recommended to just always use Page.BOUNDARY_CROPBOX and other uses seem not to be documented in the Javadoc.
How can I limit the output image size of Document.getPageImage or what other measure could I use to prevent the OOM (other than just increasing the Xmx, which I can't). Reduction of image quality is an option. But it should apply only to "oversize" images, not to all.
I tried already to use a predefined image using Document.paintPage(), but this was not sufficient.
Debug finally allowed me to zoom in on a document that is problematic. I get a log like:
2016-12-09T14:23:35Z DEBUG class org.icepdf.core.pobjects.Document 1 MEMFREE: 712484296 of 838860800
2016-12-09T14:23:35Z DEBUG class org.icepdf.core.pobjects.Document 1 LOADING: ..../F1-2.pdf
2016-12-09T14:23:37Z WARN class org.icepdf.core.pobjects.graphics.ScaledImageReference 1 Error loading image: 9 0 R Image stream= {Type=XObject, Length=8 0 R, Filter=FlateDecode, ColorSpace=DeviceGray, Decode=[1, 0], Height=18676, Width=13248, Subtype=Image, BitsPerComponent=1, Name=Im1} 9 0 R
so this would be Height=18676, Width=13248 which is really huge.
I guess that the OOM happens already during loading of the image, so later scaling does not help. Also it seems that the property org.icepdf.core.imageReference=scaled does not hit early enough.
For me it would be fine to just ignore oversized images like this. Any chance?
Image loading is by far the most memory expensive memory task when decoding PDF content. At this time there isn't an esasy way to turn off image loading for really large image however I'll give you a few code hints if you want to implement this your self.
The ImageReferenceFactory.java class is the factory behind the system property org.icepdf.core.imageReference, you'll see that the default for getImageReferenced() is ImageStreamReference. You can create a new ImageReference type like this:
public static org.icepdf.core.pobjects.graphics.ImageReference
getImageReference(ImageStream imageStream, Resources resources, GraphicsState graphicsState,
Integer imageIndex, Page page) {
switch (scaleType) {
case SCALED:
return new ScaledImageReference(imageStream, graphicsState, resources, imageIndex, page);
case SMOOTH_SCALED:
return new SmoothScaledImageReference(imageStream, graphicsState, resources, imageIndex, page);
case MIP_MAP:
return new MipMappedImageReference(imageStream, graphicsState, resources, imageIndex, page);
case SKIP_LARGE:
return new SkipLargeImageReference(imageStream, graphicsState, resources, imageIndex, page);
default:
return new ImageStreamReference(imageStream, graphicsState, resources, imageIndex, page);
}
}
Next you can extend the class ImageStreamReference with your new SkipLargeImageReference class. Then override the call() method as follows and it will skip the loading of any image over the defined MAX_SIZE .
public BufferedImage call() {
BufferedImage image = null;
if (imageStream.getWidth() < MAX_SIZE && imageStream.getHeight() < MAX_SIZE){
long start = System.nanoTime();
try {
image = imageStream.getImage(graphicsState, resources);
} catch (Throwable e) {
logger.log(Level.WARNING, "Error loading image: " + imageStream.getPObjectReference() +
" " + imageStream.toString(), e);
}
long end = System.nanoTime();
notifyImagePageEvents((end - start));
return image;
}
return null;
}
On a side note: To minimize the the amount of memory needed to decode an image make sure you are using org.icepdf.core.imageReference=default as this will decode the image only once. org.icepdf.core.imageReference=scaled will actually decode the image at full size and then do the scale which can create a very large memory spike. We are experimenting with NIO's direct ByteBuffers which looks promising to moving the decode memory usage off the heap, so hopefully this will get better in the future.

How to know 720p or 1080p on windows phone 8?

Usually, I used Application.Current.Host.Content.ScaleFactor to checking my device's resolution, but now the value is the same for 720p and 1080p.
So then what differentiates them ? Thank you !
Here is a code snippet that gives the correct scale factor, even for 1080p devices:
public int ScaleFactor
{
get
{
object physicalScreenResolutionObject;
if (DeviceExtendedProperties.TryGetValue("PhysicalScreenResolution", out physicalScreenResolutionObject))
{
var physicalScreenResolution = (Size)physicalScreenResolutionObject;
return (int)(physicalScreenResolution.Width / 4.8);
}
return Application.Current.Host.Content.ScaleFactor;
}
}
Here are the corresponding resolutions for each scale factor values:
100 => WVGA (480*800)
150 => 720p (720*1280)
160 => WXGA (768*1280)
225 => 1080p (1080*1980)
Source: Handle 1080p in Windows Phone like a Pro!
follow the guidance as detailed in this post
http://blogs.windows.com/windows_phone/b/wpdev/archive/2013/11/22/taking-advantage-of-large-screen-windows-phones.aspx
Here is something from the Nokia Developer blog.
public static Size DisplayResolution
{
get
{
if (Environment.OSVersion.Version.Major<8)
return new Size(480,800);
int scaleFactor=(int) GetProperty(System.Windows.Application.Current.Host.Content, "ScaleFactor");
switch (scaleFactor)
{
case 100:
return new Size(480, 800);
case 150:
return new Size(720, 1280);
case 160:
return new Size(768, 1280);
}
return new Size(480, 800);
}
}
private static object GetProperty(object instance, string name)
{
var getMethod= instance.GetType().GetProperty(name).GetGetMethod();
return getMethod.Invoke(instance, null);
}
Hope this helps!
XamlEssentials is a neat set of helpers for building XAML-based applications. Recently, it added some helper utilities to make it easy to deal with large-resolution screens.
The static property DisplayHelper.CurrentResolution returns an enum letting you know if the resolution is DisplayResolutions.WVGA, DisplayResolutions.WXGA, DisplayResolutions.HD720p, or DisplayResolutions.HD1080p.
The static property DisplayHelper.IsPhablet helps to determine if the screen size is greater than 5", which lets you render differently even if you're on a 6" 720p screen, like the Lumia 1320.
The static method ResourceHelper.AddPhabletStyle() lets you add a specific ResourceDictionary only if the screen is greater than 5 inches, so you can easily change the layout of a page depending on the size of the screen.
XamlEssentials also has other helpers that make dealing with the new additions to GDR3 easier. You can read more about those helpers here.
You can easily add XamlEssentials to your project from NuGet, or you can download the source from GitHub.
HTH!

Cocoon JS and Kinetic JS

I am developing an educational game for children (D&D, colors, shapes, numbers, etc) and I am using KineticJS for that purpose. It runs fine on Ipad 4 and Iphone 5, but on Android devices it runs with a very low framerate (Galaxy Tab 2 and Galaxy S2). I tried to compile the app with Cocoon JS to enable canvas acceleration, but it gets stuck on launch screeen (with phonegap build it runs fine).
Do I have to make any changes in the Kinetic source code to build on CocoonJS? Are there any alternatives to improve Kinetic performance on android devices?
Cocoonjs cannot render the parent container (its a div). You need to overwrite the prototype of Kinetic.
Kinetic.Stage.prototype._buildDOM = function() {
this.content = this.attrs.container;
this.hitCanvas = new Kinetic.Canvas(0, 0, true);
this.bufferCanvas = new Kinetic.SceneCanvas({
pixelRatio: 1
});
this.bufferHitCanvas = new Kinetic.HitCanvas();
this._resizeDOM();
};
Kinetic.Stage.prototype._getContentPosition = function() {
var rect = this.content.getBoundingClientRect ? this.content.getBoundingClientRect() : { top : 0, left : 0 };
return { top: rect.top, left: rect.left };
};
Then build your main stage as this.
this.stage = new Kinetic.Stage({width: 960, height: 500, container: document.body});