Mapbox Studio - layer ordering / z-index - mapbox

I am following the source quickstart tutorial. I have followed the tutorial all the way through, and am having trouble displaying the earthquake data (red circles) above the land vectors.
According to the symbol drawing order documentation:
“Higher” layers obscure “lower” ones.
However I'm not finding this to be the case. Please see attached screenshot:
The 'earthquakes' layer is the 'higher' layer, I think. I am using the 'Comic!' base map styles. Since the road lines also appear to 'mask off' the land vectors and show the earthquake data below, I'm wondering if this is causing the issue, but looking through the styles there's nothing obvious I can see.
Thanks for any help.

The documentation is correct, however the comp-op family of CartoCSS properties affect how the colors of different layers interact with each other. In this case, the marker-comp-op: screen from the quickstart example was designed to work well over a darker satellite background, but becomes nearly invisible over solid white.
If you remove the marker-comp-op property or change it to a different compositing operation such as multiply the earthquake markers should show up fine.

Related

How to color individual parts of curve in unity, real time?

So I have a mesh curve that I've imported from Blender. What I want to do is to place individual points on the curve (at fixed distance) and then based on a specific number, color them.
Let's say for instance number 1000 is color red and number 10 is color blue (based on color gradient). These numbers get updated real time, so I want my color to get updated real time.
I have no idea how to approach this problem. I've looked up some ideas but couldn't find anything useful.
Thank you.
Bad news, it's by no means easy to do this.
Unity is a game engine - it's just not relevant to that type of problem you know?
I believe the only real solution would be to do it at the shader level.
As you know writing shaders is a whole engineering field in itself. I suggest, just google things like "Unity3d color gradient, shader" in the first instance.
For example,
http://answers.unity3d.com/questions/1108472/3-color-linear-gradient-shader.html
One thing you can conceivably do. Make the rope white. Apply lights to it! So, colored narrow beam lights or carefully placed diffuse lights. Perhaps in conjunction with layers for the lighting. It's not inconceivable it could work, enjoy!
Note - in fact the OP solved the problem just using colored lights - a solution in some cases.
Please note, the GL api is perfect here also.
user2299169 gives an outstanding link in the comments above:
http://gamedev.stackexchange.com/questions/96964/how-to-correctly-draw-a-line-in-unity
GL Doco: https://docs.unity3d.com/ScriptReference/GL.LINES.html
Thanks user2299169.

Unity sprites don't render properly

I recently came across a problem I can't solve which involves not being able to draw my sprites properly. I have tried a lot of different things and couldn't find any solution.
Here is how the image should look like in unity:
And here is how it actually looks like:
If someone could tell me how to fix this, I would be very grateful.
Presumably the top image is a screenshot of your image manipulation program, many of which use the chequerboard pattern to mean transparency. As such, the image you have exported is a gradient going from almost solid white at the bottom to transparent at the top. This is why the image appears as such in Unity.
Also, if you're wondering why the image appears as though it has bands of different colours, this is due to a problem called colour banding. This can be fixed by using a technique called Dither (which adds some noise to the image), but how you do so will depend on which image manipulation program you are using.

Leafleftjs - OpenstreetMap : Bring road names on top of Overlay layers

I am new to OpenstreetMap and Leafletjs. I am trying to implement a map displaying journey time information on motorways (also called highways in some part of the world) by using different colors to show road congestion and the problem I'm facing is, once the map tiles are rendered, it comes with all information, like town/city names, road names etc.
On the basis of road information that I receive, I create road colorings in an overlay that sits on top of the tile layer. The problem is, once that happens, the road colorings cover the road names that appear on the tile layer. The problem can be seen in the image displayed below.
Is there a way, I could extract the road names so that I could put it in a layer above the road coloring layer so that road names appear on top of road colorings.
Thanks for any sort of help, Looking forward to some replies.
Thanks
In theory, you could create two sets of tiles: one with the road lines, another with the shields (labels). Render the shields tiles with a transparent background. Then hack Leaflet around to have a second tile layer above the overlay layer.
However... that's a whole bunch of hassle for a fairly simple problem. So: why not render the road numbers alongside the roads, rather than on top of them? That way, your overlay line won't obscure the numbers. Here's an example of a style that does this (disclaimer: my site!).
Assuming you're using Mapnik to render your tiles, you'll want to use TextSymbolizer rather than ShieldSymbolizer. Customising the style is (of course) much easier if you're using TileMill rather than pure Mapnik XML.
As you say, the roadnames (here ref icon symbolizers) are part of the OSM raster map tiles and can't changed easily.
So the easiest solution would be to switch to a mapstyle without labels.
Another idea would be to add more alpha to your cusom GPS track, so it get's more 'hollow' and fits better in the mapstyle. But the default OSM style isn't good for adding informations on top, as this basemap is already to detailed. Maybe it makes sense to use another one:
http://wiki.openstreetmap.org/wiki/Featured_tiles

Simple form with pixel manipulation in Qt

I'm completely newbie to Qt
i want to create a 800X600 window that just show some circle and be able to manipulate pixels of the form. there is no interaction between user and form(no click, no dblclick,...) it just shows some circles with one color and lines with different pixel colors(each line may have different pixel colors)
also i want to be able to change the coordination system, i mean change it from top-left to the center of the window. could anyone help me do that with some sample code?
thanks in advance for your reply.
Please try downloading the Qt Creator (IDE), then reading through the tutorials. There's a whole host of very useful information provided for free, including a lot of the code samples you are looking for.
The following examples might also be of particular interest:
Animation Framework Examples
Graphics View Examples
Painting Examples

Page Flashing On Scroll

Any ideas why this page: http://mpdteam.net/projects.html is flashing when it scrolls? I've determined it's due to the background of the main content container, but why? is it a eye-trick, an image flaw, a browser flaw, or a code flaw? The code is easily viewable with view source or dev tools.
Let me know if you need anymore info. thanks.
(also, feel free to re-tag. i'm having a mind-blank for good tags)
It's because it uses finely spaced grey and white lines.
It is perhaps an example of the Moiré pattern, although this is more typically reserved for two overlapping grids at different angles.
I always assumed on a PC this occurred because of the redraw time between the two colours, and how finely spaced the lines are. The lines not perfectly aligning with pixels (e.g. anti-aliasing) would further enhance the flickering effect.
To fix it, try changing the size of the bands (e.g. try zooming out or in on the current page, and moving the browser, and note how you get reduced and even none of the described flickering effect).
Alternatively, you may want to apply a blur such that the difference between bands was softened (not sure if this would necessarily help).
Another suggestion that research yields is that it is due to background redrawing/scaling. However, a fixed background (as compared to a repeating one) isn't particularly applicable to your page.
In any case, for an in-depth discussion of some of the concepts involved, check out this awesome page (http://www.techmind.org/lcd/)