I'm compiling a PDF using iText and Flying Saucer, and unfortunately, I can't seem to get any output from Flying Saucer when compiling. I'd really like to be able to see what's going on internally so as to be able to debug the current problem I'm facing.
How can I turn on java.util.logging for Flying Saucer? I'm currently using SLF4J/Logback.
Found it:
System.getProperties().setProperty("xr.util-logging.loggingEnabled", "true");
XRLog.setLoggingEnabled(true);
Related
The Problem: when running a unity build in Bluestacks you get a black screen. The only solution I have found for it is to disable "OptimzedFramePacing" in PayerSettings when building which fixes the blackscreen, but causes another problem, which is: on android your game gets a little jittery.
I use unity 2020.3.33f1. tested on Bluestacks 5.3 and 5.8
I have tried with empty project with only a few rigidbody2d falling and result is the same.
in the last few days i have searched and read all the topics about this, which are very few considering it looks like a big issue!
Things I have tried but failed:
-fixing bluestack black screen by any other ways. (blitType, Custom main manifest, Changing Graphic API)
-changing OptimzedFramePacing only if we run in bluestack, which is impossible because OptimzedFramePacing can not be set at runtime.
I know OptimzedFramePacing=false should result in a little jitter. is there a way to fix bluestacks blackscreen and keep OptimzedFramePacing=true?
or any other solution?
I really appreciate if anyone can help me with this.
Thank you.
we created a simple animation in Maya using keyed blend shapes. Exported it as a .dae.
I've been trying and researching everywhere and it seems like SceneKit will not play this type of animation.
I can see my Morphers in Xcode as well as the animation key, but nothing ever happens when playing this animation.
I've seen a couple threads about that on Autodesk and here, and it looks like no one have solved this issue. So my question is the following: is there anyone out there that was able to play an animation from a .dae file using blend shapes?
Thank you
No, I don't believe this is possible. I went down this same path about a year ago. In the end I used one of my developer code-level tech support tickets AND filed a bug report. I got action on both fronts. Apple said that it SHOULD work. However, it successfully played any kind of transform animations (position, scale, rotation), but wouldn't play any keyed blend shape ones.
Then I had them look at my DAE file from Maya. They said that the exported file was not a valid Collada. They pointed me specifically to what was wrong with the way Maya exported it, and even told me what would need to be changed in order to make it work.
I went to the Collada DAE file format spec and confirmed the Apple engineer was correct about what was wrong with the exported file. I opened a case with AutoDesk. After a few initial questions, I never heard back.
Upon making the change Apple mentioned, it still wouldn't work. But get this -- after making their changes, the Preview app on the Mac would play the animation correctly! But never in Xcode.
Here is an Apple Dev Forum link to my posting there: https://forums.developer.apple.com/message/308819#308819
Here's the same project I was using: https://bitbucket.org/drewster77/scenekitimportedanimtest
If you get it working, please post the solution here!
I was using this library which is https://github.com/CosmicMind/Material. Everything is already working well aside from one which requires a bit of optimization,
I've tried this one which works pretty well with improved lighting in the dark, it is pretty much useful for devices that don't have flash such as iPads.
https://github.com/ooper-shlab/AVCamManual-Swift
I can't seem to get where the lighting optimization happens in the code. I would've help if I have figured out.
The preview really would look a lot darker using the Capture API of material.
Screenshots of each can be seen below:
The demo for Material's Capture Api:
The demo for AVFoundation:
Based on the given answer above by #Jojo Narté, the correct usage of the API would be to set the Capture.capturePreset value to .presetPhoto.
So after trying to do some trial and error on the code of AVFoundation.
Commenting codes until I could see which block of code is responsible for the lighting.
I was able to find out that it was the AVCaptureSession.sessionPreset which was originally set to = AVCaptureSessionPresetHigh, after setting it to
AVCaptureSession.sessionPreset = AVCaptureSessionPresetPhoto
Now it's better and looks like the default on ios camera app.
I have been trying to use JavaFX to draw a Ferris Wheel for a class project. Every time I run the program, it does not show the wheel(the rest of the project is not finished yet). I've looked on a few other similar questions,but they were not showing up for bits of code not included in my program. What's wrong with it? If anyone can help, that would be great!
I'm fairly new to OpenGL ES 2.0 on the iPhone and am trying to make a simple animation of bumper cars in a ring. For some reason, I am currently unable to render anything on screen (only the glClear() set color shows up rather any 3D objects) and I think it has something to do with my base effect or possibly my binding/rendering. I'm currently unsure of what the issue is and have been stumped for quite some time now. Would anyone be able to take a look through my project and try to guide me? I just need a footing for the right direction in debugging this issue. Just click the attached link and go to File -> Download to get the entire project.
Edit: I did find an issue under SceneMesh.h where SceneMeshVertex had GLKVector2 texCoords0; declared as GLKVector3 texCoords0; which is wrong. So that has been corrected and updated.
Xcode Project
In SceneModel.m I made a goof. In
-(id)initWithName:(NSString *)modelName mesh:(SceneMesh *)meshReference numberOfVertices:(GLsizei)count; I accidentally reference numberOfVertices instead of count .... woops. That fixed that.