Lightmap resolution - aframe

I'm unable to get the high-res light bake to show in Aframe - only the low-res. Is the archilogic high-res lightmap bake compatible with Aframe?
https://appcreator.3d.io/iQrBlG?m=nv
The 3D.io renderer seems much more noisier than the Archilogic viewer.

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QPixmap with .svg "couldn't create image from"?

i try to get an .svg to an QPixmap and i get the Error "couldn't create Image from".
Code:
QString test = "/home/ftp/DM262-WIF-269-0.svg";
QPixmap design(test);
ui->scan_bild->setPixmap(design);
ui->scan_bild->setScaledContents(true);
is there a Resolution for my Problem?
Thx
Felix
The SVG loader of Qt supports only a subset of SVG. It seems that embedding of raster graphics images in SVGs is not supported. (If I remember right embedding of SVGs in other SVGs doesn't work as well. – Too sad.)
To prove that I don't tell something wrong, I tested an icon of our software.
The following image shows how the Explorer Preview plug-in (based on Qt) shows the image:
The same image loaded into Firefox:
When I import this image in GIMP, the embedded image is considered as well.
So, if you don't want to re-design your SVG icon I see only one solution: render the SVGs into raster graphics images (e.g. PNG or JPEG) which are better supported in Qt – may be, with multi-resolution icons (QIcon – High DPI icons) for a better result.

Why is custom image for tab bar item so poor?

"Pika" and "Pikachu" is custom images. How come they are so poor comparing to the "Downloads" tab bar item icon which is from the system? The images is png and a resolution about 25x25px. I have tried differents resolution but all give this poor view. Hope you guys can help - Thank you.
If you follow the Icon and Image Sizes Guidelines for the device you are building for the result should work as expected. In this case you would likely want to use 50x50 (#2x) image sizes if you are creating a UITabBar for the iPhone 5:
Using this the appropriate sized icons should yeild nice sharp icons when the project is built:

Is there a way to create Google Maps KML layer in high resolution for retina display?

So I try to use KML Layer with custom icons for my Google Maps V3 mobile webapp (using jQuery Mobile). The base layer of the map is displayed correctly with sharp resolution and the zoom control is styled in compact mode automatically by the API, so I guess the API has detected the mobile device alright.
However, the custom icons on the KmlLayer appear to be blurry, as a common symptom of displaying low-res marker image on high density mobile display (retina and such), despite the fact that I've already used the double-sized images. I tried to adjust the <scale> tag in the kml file to no avail, since it seems to only affect the icons after being downsampled to 32*32 by Google's server.
So the question is: is there a way to request the Google KmlLayer server to serve high-res tile images? I didn't see any such option in the documentation. Maybe some trick on the KML generation side?
Thank you in advance.
UPDATE: as Chad stated below this is not currently supported. So while I open my photoshop and design the new marker image so that it won't be so much ugly when blurred out, here's the link for the feature request on Google's page.
I am sorry I but I don't think it is available. All you can do is in your KML where you write
<IconStyle id="mystyle">
<Icon>
<href>http://maps.google.com/mapfiles/kml/pushpin/ylw-pushpin.png</href>
<scale>1.0</scale>
</Icon>
</IconStyle>
Make sure you use high resolution icon. I hope it helps.

Unreal Development Kit Layers Not Showing Up

While using the UDK im trying to paint the height map with different texture, so ier setup the layers and texture samples but when i try and add them so i can paint them i get the blue and white boxes. Any help?
Screenshot of materials in the layers
http://i.imgur.com/0SZpw.jpg
Screen shot of the layers panel
http://i.imgur.com/7Pb7s.jpg
I figured out my problem it appears i didn't set my Landscape Material in the Landscape Properties tab
http://www.xavierck.com/landscapetut/tut_008.png

what is the difference between Qt painting and video player?

A video player can interpret a file(mp4,avi...)to picture on screen.
Qt can draw lines,rectangles,pixmap...to picture on screen.
What is the difference between them?
You're comparing apples to oranges. They are completely different.
A video player reads a video stream from a file and decodes it using a decoder (DivX, XviD, x.264, etc.), displaying the output on your screen.
Qt4's object painting allows you to paint pixels onto a QObject. That's basically it.
Video decoders are heavily optimized and some even use GPU acceleration. Qt4's object painting isn't made for rapidly-changing frames and is used do draw basic things.

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