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  • Unable to set my own icon for launcher item in 12.04

    - by Alex K
    I use the Faenza icon collection in Ubuntu 12.04 Unity with no issues. I decided to change my Gimp launcher icon, so I made my own (gimp-ak.png) and added it, and its appropriately sized derivatives, to the Faenza icon folders: /usr/share/icons/Faenza/apps/16/gimp-ak.png /usr/share/icons/Faenza/apps/22/gimp-ak.png /usr/share/icons/Faenza/apps/24/gimp-ak.png /usr/share/icons/Faenza/apps/32/gimp-ak.png /usr/share/icons/Faenza/apps/48/gimp-ak.png /usr/share/icons/Faenza/apps/64/gimp-ak.png /usr/share/icons/Faenza/apps/96/gimp-ak.png /usr/share/icons/Faenza/apps/scalable/gimp-ak.svg I then updated the Icon field in /usr/share/applications/gimp.desktop from "gimp" to "gimp-ak": [Desktop Entry] Version=1.0 Type=Application Name=GIMP Image Editor GenericName=Image Editor Comment=Create images and edit photographs Exec=gimp-2.6 %U TryExec=gimp-2.6 Icon=gimp-ak Terminal=false Categories=Graphics;2DGraphics;RasterGraphics;GTK; X-GNOME-Bugzilla-Bugzilla=GNOME X-GNOME-Bugzilla-Product=GIMP X-GNOME-Bugzilla-Component=General X-GNOME-Bugzilla-Version=2.6.12 X-GNOME-Bugzilla-OtherBinaries=gimp-2.6 StartupNotify=true MimeType=application/postscript;application/pdf;image/bmp;image/g3fax;image/gif;image/x-$ X-Ubuntu-Gettext-Domain=gimp20 After logging off (and even restarting), my custom icon does not show up - Gimp has the default gear icon: Setting the Icon field in gimp.desktop to any other icon in the Faenza collection works fine. What do I need to do to get my custom icon to show up properly?

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  • Nginx static files exclude one or some file extensions

    - by Evgeniy
    I'm serving up a static site via nginx. location ~* \.(avi|bin|bmp|dmg|doc|docx|dpkg|exe|flv|gif|htm|html|ico|ics|img|jpeg|jpg|m2a|m2v|mov|mp3|mp4|mpeg|mpg|msi|pdf|pkg|png|ppt|pptx|ps|rar|rss|rtf|swf|tif|tiff|txt|wmv|xhtml|xls|xml|zip)$ { root /var/www/html1; access_log off; expires 1d; } And my goal is to exclude requests like http://connect1.webinar.ru/converter/task/. Full view is like http://mydomain.tld/converter/task/setComplete/fid/34330/fn/7c2cfed32ec2eef6788e728fa46f7a80.ppt.swf. Despite the fact these URLs ends in such a format they are not static, but fake script requests, so I have a problems with them. What is the best way to do this? How can I add an exclusion for this URL or maybe I can to exclude the specific file exptension (.ppt.swf, pptx.swf) from the list of this Nginx location? Thanks.

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  • How can I send an email from Mail.app to Outlook with an attachment that does not embed into the email body?

    - by JAG2007
    I'm using Mail.app (on Mac OS X 10.6) and when I send an email to users on PC Outlook, with an attached image, they get the email as an image embedded into the body, not as an attachement. I even tried clicking "view as icon" before sending the attachment from Macmail, but that made no difference. I also tried this myself, sending from Mail.app over to my PC's Outlook, and I do get that same problem. In Outlook the image is not coming through as an attachment, but as an image embedded into the body of the email. The reason this is an issue primarily is because the user is then unable to click "save as" and has to actually copy and paste it into some other program, which means the file is converted from jpg or png to the bmp format. But beyond that, most of my recipients don't even know how to copy and paste it into another program to save it that way anyway. They need the "save attachment as" functionality.

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  • Eclipse Juno failing to start with Java returning 1 error report

    - by Richard Lewin
    I have been using Eclipse Juno on windows 8 without any issues until yesterday when, upon starting Eclipse it shows the initial splash screen and then shows the following message: Eclipse Java was started but returned exit code=1 C:\Windows\system32\javaw.exe -Dosgi.requiredJavaVersion=1.5 -Dhelp.lucene.tokenizer=standard -Xms40m -Xmx384m -XX:MaxPermSize=256m -jar C:\Program Files\eclipse\plugins/org.eclipse.equinox.launcher_1.3.0.v20120522-1813.jar -os win32 -ws win32 -arch x86_64 -showsplash C:\Program Files\eclipse\plugins\org.eclipse.platform_4.2.0.v201206081400\splash.bmp -launcher C:\Program Files\eclipse\eclipse.exe -name Eclipse --launcher.library C:\Program Files\eclipse\plugins/org.eclipse.equinox.launcher.win32.win32.x86_64_1.1.200.v20120522-1813\eclipse_1503.dll -startup C:\Program Files\eclipse\plugins/org.eclipse.equinox.launcher_1.3.0.v20120522-1813.jar --launcher.overrideVmargs -exitdata 13f4_5c -product org.eclipse.epp.package.java.product -vm C:\Windows\system32\javaw.exe -vmargs -Dosgi.requiredJavaVersion=1.5 -Dhelp.lucene.tokenizer=standard -Xms40m -Xmx384m -XX:MaxPermSize=256m -jar C:\Program Files\eclipse\plugins/org.eclipse.equinox.launcher_1.3.0.v20120522-1813.jar OK At this point Eclipse does not load any further. I have attempted to re-install the Java JDK and JRE without having any effect. I have also re-downloaded Eclipse Juno and run it as a 'fresh' startup which has until now worked initially yesterday

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  • Regarding sprite design and resolution for tablets and phones

    - by Dimitris P.
    I am about to start working on a game for android devices, in my spare time, to get familiar with android development. I'm more interested in using the best practices possible than getting a quick result, and that is why I need some guidance regarding graphics. I think the game is going to be fully sprite based. Everything is going to be in .bmp form, or something similar, and my question is: Should I design the sprites in a small resolution (ie for phone screens) and scale them up to fit into larger screens (tablet screens), should I do it vice-versa or should I consider a completely different approach? Would designing a different set of sprites for each of the most used resolution settings be worth it or are there simpler solutions to the problem with fewer drawbacks than the ones I mentioned above? (If I follow the first approach, for example, the larger the screen the worse the graphics will get, since every pixel of the original drawing will cover several pixels on the screen). Is there a standard approach for dealing with this kind of problems? If you need me to be more detailed or more clear about something I mentioned (or forgot to) please don't hesitate to ask. Also, excuse me for any inaccurate use of the English language. Thank you in advance for your input.

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  • SFML - Moving a sprite on mouseclick

    - by Mike
    I want to be able to move a sprite from a current location to another based upon where the user clicks in the window. This is the code that I have: #include <SFML/Graphics.hpp> int main() { // Create the main window sf::RenderWindow App(sf::VideoMode(800, 600), "SFML window"); // Load a sprite to display sf::Texture Image; if (!Image.LoadFromFile("cb.bmp")) return EXIT_FAILURE; sf::Sprite Sprite(Image); // Define the spead of the sprite float spriteSpeed = 200.f; // Start the game loop while (App.IsOpened()) { if (sf::Keyboard::IsKeyPressed(sf::Keyboard::Escape)) App.Close(); if (sf::Mouse::IsButtonPressed(sf::Mouse::Right)) { Sprite.SetPosition(sf::Mouse::GetPosition(App).x, sf::Mouse::GetPosition(App).y); } // Clear screen App.Clear(); // Draw the sprite App.Draw(Sprite); // Update the window App.Display(); } return EXIT_SUCCESS; } But instead of just setting the position I want to use Sprite.Move() and gradually move the sprite from one position to another. The question is how? Later I plan on adding a node system into each map so I can use Dijkstra's algorithm, but I'll still need this for moving between nodes.

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  • MOSC Bits - Personalized Profile

    - by Irina Donaldson - Moderator -Oracle
    It is a good idea to have a unique profile in MOSC. Your activities there are better recognized and might even become a well known brand! This leads to recognition and trust. My Oracle Support Communities (MOSC)  is a well established platform where experiences are shared. Reputation and trust are the basis for the quality of all communication there. A personalized  profile can help to build up a good reputation. Besides the experience counter, a good name, details about your location and business experience are valuable details. Although a little bit hidden, the profile's avatar can be customized, too. The profile's avatar is an eye catcher and can act as an unique visual representation for  you.  How to add / modify MOSC profile avatar (picture, icon)  ?    Don't look in Edit Profile section. After login, click on  your profile's name on top right.   This lists all public information as part of the Bio section. Select the Activity tab. The Change Avatar link is on same level at far right. A list of predefined symbolic pictures is populated. Choose from the list of existing pictures or try Add Another to upload an image file from your local computer (JPG, PNG, GIF, or BMP only, maximum file size of 2.0 MB). Note: New added images can be used only after running through a review process. Usually after one business day they can be selected for your personal avatar.

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  • How do I get Windows 7 wallpaper to display the company logo properly?

    - by David Silva Smith
    Windows 7 is not displaying our company background properly. Curves show pixelation and straight lines are jagged. I'm working with a scalable vector graphics (SVG) image that I've exported to the same resolution (pixel dimensions, to be technical) as the desktop, which is 1440x900. I have tried exporting the image as a .png, .jpg, and .bmp. All of these look correct in an image viewing program, such as Windows Photo Viewer and Paint, but when I set the Windows background to these images, curves show pixelation and straight lines are jagged. Reading online, it seems that behind the scenes, Windows is converting the image to a .jpg with low quality compression, which is causing the issue. I've tried setting the image as a background through Internet Explorer, saving it as a .jpg, and putting the file in the Windows photo directory as suggested in some online forums, but none of those solutions have fixed my issue.

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  • Inserting an Image into a PDF

    - by Cerin
    Are there Linux/Ubuntu programs capable of inserting a partially transparent image into a PDF? I'm trying to "sign" a PDF document by inserting an image of my signature, but even though every OSX and Windows PDF editor seems to support this, I haven't found any Linux PDF editors that do. I've tried PDFChain, PDF Editor, Flpsed PDF Annotator, Openoffice, Scribus, Krita, and PDFSam, and none support this. Although not technically a Linux program, I tried the site pdfescape.com, but it corrupts the images it inserts, rendering it useless for this task. Note, I'm talking about keeping the PDF in PDF format, so rasterizing it to a TIF/PNG/BMP, editing it in Gimp, and then dumping it back into a PDF isn't a solution. EDIT: I might have been premature in my criticism of pdfescape.com and PDF Editor. I was viewing the resulting PDF in Evince, which was showing a mangled image, but when I opened the PDF in PDF Editor, the image rendered correctly. I've since sent the PDF to someone on Windows who confirmed the image showed correctly. It looks like the problem might be inaccurate rendering with Evince.

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  • Add colors to gif palete gimp

    - by Tomáš Zato
    When I open a GIF file in gimp, I find it very hard to add more colours then those that are already contained in GIF palette. When I draw with different colours, GIMP is trying to use the colour from palette most approximate to the colour I'm drawing. (may result in red instead of black) This problem persist even if I save the imported GIF as XCF file (even if I create new layers in it). How do I make gimp ignore the palette? The only solution was saving (exporting) the file as some non-palete image as BMP and then importing it again. Example : After flood fill (black)

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  • OpenGL + Allegro. Moving from software drawing X Y to openGL is confusing

    - by Aaron
    Having a fair bit of trouble. I'm used to Allegro and drawing sprites on a bitmap buffer at X Y coords. Now I've started a test project with OpenGL and its weird. Basically, as far as I know, theirs many ways to draw stuff in OpenGL. At the moment, I think I'm creating a Quad? Whatever that is, and I think Ive given it a texture of a bitmap and them im drawing that: GLuint gl_image; bitmap = load_bitmap("cat.bmp", NULL); gl_image = allegro_gl_make_texture_ex(AGL_TEXTURE_MASKED, bitmap, GL_RGBA); glBindTexture(GL_TEXTURE_2D, gl_image); glBegin(GL_QUADS); glColor4ub(255, 255, 255, 255); glTexCoord2f(0, 0); glVertex3f(-0.5, 0.5, 0); glTexCoord2f(1, 0); glVertex3f(0.5, 0.5, 0); glTexCoord2f(1, 1); glVertex3f(0.5, -0.5, 0); glTexCoord2f(0, 1); glVertex3f(-0.5, -0.5, 0); glEnd(); So yeah. So I got a few questions: Is this the best way of drawing a sprite? Is it suitable? The big question: Can anyone help / Does anyone know any tutorials on this weird coordinate thing? If it even is that. It's vastly different from XY, but I want to learn it. I was thinking maybe I could learn how this weird positioning stuff works, and then write a function to try and translate it to X and Y coords. Thats about it. I'm still trying to figure it all out on my own but any contributions you guys can make would be greatly appreciated =D Thanks!

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  • Rewrite img and link paths with htaccess and serve the file from rewritten path?

    - by frequent
    I have a static mockup page, which I want to "customize" by switching a variable used in image-src and link-href attributes. Paths will look like this: <img src="/some/where/VARIABLE/img/1.jpg" alt="" /> <link rel="some" href="/some/where/VARIABLE/stuff/foo.bar" /> I'm setting a cookie with the VARIABLE value on the preceding page and now want to modfiy the paths accordingly by replacing VARIABLE with the cookie value. I'm a htaccess newbie. This is what I have (doesn't work): <IfModule mod_rewrite.c> # get cookie value cookie RewriteCond %{HTTP_COOKIE} client=([^;]*) # rewrite/redirect to correct file RewriteRule ^/VARIABLE/(.+)$ /%1/$1 [L] </IfModule> So I thought my first line gets the cookie value and stores this in %1. And on the second line I'm filtering VARIABLE, replace it with the cookie value and whatever comes after VARIABLE in $1. Thanks for sheeding some light on what I'm doing, doing wrong and if I can do this at all using htaccess. EDIT: I'm sort of halfway through, but it's still not working... Mabye someone can apply the finishing touches: <IfModule mod_rewrite.c> # check for client cookie RewriteCond %{HTTP_COOKIE} (?:^|;\s*)client=([^;]*) # check if an image was requested RewriteCond %{REQUEST_FILENAME} \.(jpe?g|gif|bmp|png)$ # exclude these folders RewriteCond %{REQUEST_URI} !some/members/logos # grab everything before the variable folder and everything afterwards # replace this with first bracket/cookie_value/second bracket RewriteRule (^.+)/VARIABLE/(.+)$ $1/%1/$2 [L] </IfModule> Still can't get it to work, but I think this is the correct way of doing it. Thanks for help!

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  • How to embed word doc as background picture of an Access report using .EMF or equivalent ?

    - by iDevlop
    My company's standard paper has logo, address and all the details in the right margin with a vertical blue line. I have that as a word template. I want to have the same thing as the background of my Invoices report. I managed to do that 5 years ago by saving to EMF format (vector format, prints out nicely) and putting the file as the background of the report. Now my company is moving, and I need to change the address on my invoices, but I can't find out how I did to convert the word doc to EMF. Any suggestion ? By EMF or another process, but I want to avoid BMP, which is huge and does not print nicely. Thanks !

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  • UDK - How to make sure a PhysicalMaterial mask actually works?

    - by tomacmuni
    Hello, I have been reading the documentation for UDK about physical materials and masks. I have my 1bit BMP mask, and the two physical material assets I want to shoot off in the black and white channels. I have applied my material to both a rigid body and to a skeletal mesh and neither apparently uses the mask. If I assign a regular physical material (one that doesn't use a mask) then it will work fine, but this defeats the point because it gives only one hit reaction. In the documentation it states that it is possible to extend a class on which we want to use a physical material based on the KActor class's usage. How to do that? Here is the quote: "The following properties [ie, ImpactEffect - Particle system to spawn at the point of impact + ImpactSound - Sound to play when an impact occurs] allow you to attach sounds and effects to physical collisions. These only work on classes which support them, which at the moment is only KActor. By looking at the implementation in KActor though, you can add this functionality to other classes (or you can subclass KActor)." Essentially, how to make sure a PhysicalMaterial mask actually works? What code could be added to a skeletal mesh class perhaps, to get it going? Any help appreciated.

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  • How much ram to be able to convert large (5-6MB) jpegs? [closed]

    - by cosmicbdog
    I've got a project where we want to be processing large jpegs (5-6MB) with apache and php (using GD library). My understanding is that the server converts the image into a BMP making it quite ram heavy and currently we're unable to do it with our 1gb of memory. Here's the error we get: Fatal error: Allowed memory size of 67108864 bytes exhausted (tried to allocate 17408 bytes) How much ram should we be looking at running with to process images of this size? Edit: As Chris S the purist highlighted below, my post is apparently vague. I am doing the most basic and common manipulation of an image, say turning it from a 4352px x 3264px jpg of 5mb in size, to a 900px x 675px file.

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  • How to display downloaded youtube annotations ( not captions) on offline video player?

    - by kowalsk
    i need to display the annotations for some of my downloaded youtube videos. It's also important to make them closeable. Making them clickable would also be nice. What i found out so far: From what i understand there there is a vlc plugin/extension that could also render the annotations but i'm having a hard time finding it. Mplayer might also be an option but i'd have to convert the xml files to .bmp and then use a bmov filter to play them. Any suggestions welcome. Edit: to further clarify i would like to display/overlay annotations from a youtube xml file (i'm willing to go through a conversion step if i have to) pretty much the same way i can display subtitles from a srt or sub file. Edit2: I'm open to using other players too ( if vlc is not a feasible option for what i want)

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  • Programmatically swap colors from a loaded bitmap to Red, Green, Blue or Gray, pixel by pixel.

    - by eyeClaxton
    Download source code here: http://www.eyeClaxton.com/download/delphi/ColorSwap.zip I would like to take a original bitmap (light blue) and change the colors (Pixel by Pixel) to the red, green, blue and gray equivalence relation. To get an idea of what I mean, I have include the source code and a screen shot. Any help would be greatly appreciated. If more information is needed, please feel free to ask. If you could take a look at the code below, I have three functions that I'm looking for help on. The functions "RGBToRed, RGBToGreen and RGBToRed" I can't seem to come up with the right formulas. unit MainUnit; interface uses Windows, Messages, SysUtils, Variants, Classes, Graphics, Controls, Forms, Dialogs, ExtCtrls, StdCtrls; type TMainFrm = class(TForm) Panel1: TPanel; Label1: TLabel; Panel2: TPanel; Label2: TLabel; Button1: TButton; BeforeImage1: TImage; AfterImage1: TImage; RadioGroup1: TRadioGroup; procedure FormCreate(Sender: TObject); procedure Button1Click(Sender: TObject); private { Private declarations } public { Public declarations } end; var MainFrm: TMainFrm; implementation {$R *.DFM} function RGBToGray(RGBColor: TColor): TColor; var Gray: Byte; begin Gray := Round( (0.90 * GetRValue(RGBColor)) + (0.88 * GetGValue(RGBColor)) + (0.33 * GetBValue(RGBColor))); Result := RGB(Gray, Gray, Gray); end; function RGBToRed(RGBColor: TColor): TColor; var Red: Byte; begin // Not sure of the algorithm for this color Result := RGB(Red, Red, Red); end; function RGBToGreen(RGBColor: TColor): TColor; var Green: Byte; begin // Not sure of the algorithm for this color Result := RGB(Green, Green, Green); end; function RGBToBlue(RGBColor: TColor): TColor; var Blue: Byte; begin // Not sure of the algorithm for this color Result := RGB(Blue, Blue, Blue); end; procedure TMainFrm.FormCreate(Sender: TObject); begin BeforeImage1.Picture.LoadFromFile('Images\RightCenter.bmp'); end; procedure TMainFrm.Button1Click(Sender: TObject); var Bitmap: TBitmap; I, X: Integer; Color: Integer; begin Bitmap := TBitmap.Create; try Bitmap.LoadFromFile('Images\RightCenter.bmp'); for X := 0 to Bitmap.Height do begin for I := 0 to Bitmap.Width do begin Color := ColorToRGB(Bitmap.Canvas.Pixels[I, X]); case Color of $00000000: ; // Skip any Color Here! else case RadioGroup1.ItemIndex of 0: Bitmap.Canvas.Pixels[I, X] := RGBToBlue(Color); 1: Bitmap.Canvas.Pixels[I, X] := RGBToRed(Color); 2: Bitmap.Canvas.Pixels[I, X] := RGBToGreen(Color); 3: Bitmap.Canvas.Pixels[I, X] := RGBToGray(Color); end; end; end; end; AfterImage1.Picture.Graphic := Bitmap; finally Bitmap.Free; end; end; end. Okay, I apologize for not making it clearer. I'm trying to take a bitmap (blue in color) and swap the blue pixels with another color. Like the shots below.

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  • Dynamic Scoped Resources in WPF/XAML?

    - by firoso
    I have 2 Xaml files, one containing a DataTemplate which has a resource definition for an Image brush, and the other containing a content control which presents this DataTemplate. The data template is bound to a view model class. Everything seems to work EXCEPT the ImageBrush resource, which just shows up white... Any ideas? File 1: DataTemplate for ViewModel <ResourceDictionary xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:vm="clr-namespace:SEL.MfgTestDev.ESS.ViewModel" xmlns:d="http://schemas.microsoft.com/expression/blend/2008" xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006" mc:Ignorable="d"> <DataTemplate DataType="{x:Type vm:PresenterViewModel}"> <DataTemplate.Resources> <ImageBrush x:Key="PresenterTitleBarFillBrush" TileMode="Tile" Viewbox="{Binding Path=FillBrushDimensions, Mode=Default}" ViewboxUnits="Absolute" Viewport="{Binding Path=FillBrushPatternSize, Mode=Default}" ViewportUnits="Absolute" ImageSource="{Binding Path=FillImage, Mode=Default}"/> </DataTemplate.Resources> <Grid d:DesignWidth="1440" d:DesignHeight="900"> <Grid.ColumnDefinitions> <ColumnDefinition Width="*"/> <ColumnDefinition Width="192"/> </Grid.ColumnDefinitions> <Grid.RowDefinitions> <RowDefinition Height="120"/> <RowDefinition Height="*"/> </Grid.RowDefinitions> <DockPanel HorizontalAlignment="Stretch" Width="Auto" LastChildFill="True" Background="{x:Null}" Grid.ColumnSpan="2"> <Image Source="{Binding Path=ImageSource, Mode=Default}"/> <Rectangle Fill="{DynamicResource PresenterTitleBarFillBrush}"/> </DockPanel> </Grid> </DataTemplate> </ResourceDictionary> File 2: Main Window Class which instanciates the DataTemplate Via it's view model. <Window x:Class="SEL.MfgTestDev.ESS.ESSMainWindow" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:vm="clr-namespace:SEL.MfgTestDev.ESS.ViewModel" Title="ESS Control Window" Height="900" Width="1440" WindowState="Maximized" WindowStyle="None" ResizeMode="NoResize" DataContext="{Binding}"> <Window.Resources> <ResourceDictionary Source="PresenterViewModel.xaml" /> </Window.Resources> <ContentControl> <ContentControl.Content> <vm:PresenterViewModel ImageSource="XAMLResources\SEL25YearsTitleBar.bmp" FillImage="XAMLResources\SEL25YearsFillPattern.bmp" FillBrushDimensions="0,0,5,110" FillBrushPatternSize="0,0,5,120"/> </ContentControl.Content> </ContentControl> </Window> And for the sake of completeness! The CodeBehind for the View Model using System; using System.Collections.Generic; using System.Text; using System.Windows; using System.Windows.Controls; using System.Windows.Data; using System.Windows.Documents; using System.Windows.Input; using System.Windows.Media; using System.Windows.Media.Imaging; using System.Windows.Shapes; namespace SEL.MfgTestDev.ESS.ViewModel { public class PresenterViewModel : ViewModelBase { public PresenterViewModel() { } //DataBindings private ImageSource _imageSource; public ImageSource ImageSource { get { return _imageSource; } set { if (_imageSource != value) { _imageSource = value; OnPropertyChanged("ImageSource"); } } } private Rect _fillBrushPatternSize; public Rect FillBrushPatternSize { get { return _fillBrushPatternSize; } set { if (_fillBrushPatternSize != value) { _fillBrushPatternSize = value; OnPropertyChanged("FillBrushPatternSize"); } } } private Rect _fillBrushDimensions; public Rect FillBrushDimensions { get { return _fillBrushDimensions; } set { if (_fillBrushDimensions != value) { _fillBrushDimensions = value; OnPropertyChanged("FillBrushDimensions"); } } } private ImageSource _fillImage; public ImageSource FillImage { get { return _fillImage; } set { if (_fillImage != value) { _fillImage = value; OnPropertyChanged("FillImage"); } } } } }

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  • screnshot in android

    - by ujjawal
    The following is the code I am using to take a screen shot using GLSurfaceView. But I dont know why the onDraw() method in the GLSurfaceView.Renderer Class is not being called. Please if some one can look at the code below and point out what am I doing wrong.`public class MainActivity extends Activity { private GLSurfaceView mGLView; int x,y,w,h; Display disp; /** Called when the activity is first created. */ @Override public void onCreate(Bundle icicle) { super.onCreate(icicle); // ToDo add your GUI initialization code here setContentView(R.layout.main); x=0; y=0; disp = getWindowManager().getDefaultDisplay(); w = disp.getWidth(); h = disp.getHeight(); mGLView = new ClearGLSurfaceView(this); } class ClearGLSurfaceView extends GLSurfaceView { public ClearGLSurfaceView(Context context) { super(context); setDebugFlags(DEBUG_CHECK_GL_ERROR | DEBUG_LOG_GL_CALLS); mRenderer = new ClearRenderer(); setRenderer(mRenderer); } ClearRenderer mRenderer; } class ClearRenderer implements GLSurfaceView.Renderer { public void onSurfaceCreated(GL10 gl, EGLConfig config) { // Do nothing special. } public void onSurfaceChanged(GL10 gl, int w, int h) { //gl.glViewport(0, 0, w, h); } public void onDrawFrame(GL10 gl) { //gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); int b[]=new int[w*(y+h)]; int bt[]=new int[w*h]; IntBuffer ib=IntBuffer.wrap(b); ib.position(0); gl.glReadPixels(x, 0, w, y+h, GL10.GL_RGBA, GL10.GL_UNSIGNED_BYTE, ib); for(int i=0, k=0; i<h; i++, k++) {//remember, that OpenGL bitmap is incompatible with Android bitmap //and so, some correction need. for(int j=0; j<w; j++) { int pix=b[i*w+j]; int pb=(pix>>16)&0xff; int pr=(pix<<16)&0x00ff0000; int pix1=(pix&0xff00ff00) | pr | pb; bt[(h-k-1)*w+j]=pix1; } } Bitmap bmp = Bitmap.createBitmap(bt, w, h,Bitmap.Config.ARGB_8888); try { File f = new File("/sdcard/testpicture.png"); f.createNewFile(); FileOutputStream fos=new FileOutputStream(f); bmp.compress(CompressFormat.PNG, 100, fos); try { fos.flush(); } catch (IOException e) { // TODO Auto-generated catch block e.printStackTrace(); } try { fos.close(); } catch (IOException e) { // TODO Auto-generated catch block e.printStackTrace(); } } catch (FileNotFoundException e) { // TODO Auto-generated catch block e.printStackTrace(); } catch(IOException e) { e.printStackTrace(); } } } } ` Please someone help me out. I have just started learning to work on android.

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  • Camera doesnt move on opengl qt

    - by hugo
    Here is my code, as my subject indicates i have implemented a camera but i couldnt make it move,Thanks in advance. #define PI_OVER_180 0.0174532925f define GL_CLAMP_TO_EDGE 0x812F include "metinalifeyyaz.h" include include include include include include include metinalifeyyaz::metinalifeyyaz(QWidget *parent) : QGLWidget(parent) { this->setFocusPolicy(Qt:: StrongFocus); time = QTime::currentTime(); timer = new QTimer(this); timer->setSingleShot(true); connect(timer, SIGNAL(timeout()), this, SLOT(updateGL())); xpos = yrot = zpos = 0; walkbias = walkbiasangle = lookupdown = 0.0f; keyUp = keyDown = keyLeft = keyRight = keyPageUp = keyPageDown = false; } void metinalifeyyaz::drawBall() { //glTranslatef(6,0,4); glutSolidSphere(0.10005,300,30); } metinalifeyyaz:: ~metinalifeyyaz(){ glDeleteTextures(1,texture); } void metinalifeyyaz::initializeGL(){ glShadeModel(GL_SMOOTH); glClearColor(1.0,1.0,1.0,0.5); glClearDepth(1.0f); glEnable(GL_DEPTH_TEST); glEnable(GL_TEXTURE_2D); glDepthFunc(GL_LEQUAL); glClearColor(1.0,1.0,1.0,1.0); glShadeModel(GL_SMOOTH); GLfloat mat_specular[]={1.0,1.0,1.0,1.0}; GLfloat mat_shininess []={30.0}; GLfloat light_position[]={1.0,1.0,1.0}; glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular); glMaterialfv(GL_FRONT,GL_SHININESS,mat_shininess); glLightfv(GL_LIGHT0, GL_POSITION, light_position); glEnable(GL_LIGHT0); glEnable(GL_LIGHTING); QImage img1 = convertToGLFormat(QImage(":/new/prefix1/halisaha2.bmp")); QImage img2 = convertToGLFormat(QImage(":/new/prefix1/white.bmp")); glGenTextures(2,texture); glBindTexture(GL_TEXTURE_2D, texture[0]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img1.width(), img1.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, img1.bits()); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glBindTexture(GL_TEXTURE_2D, texture[1]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img2.width(), img2.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, img2.bits()); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really nice perspective calculations } void metinalifeyyaz::resizeGL(int w, int h){ if(h==0) h=1; glViewport(0,0,w,h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0f, static_cast<GLfloat>(w)/h,0.1f,100.0f); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } void metinalifeyyaz::paintGL(){ movePlayer(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); GLfloat xtrans = -xpos; GLfloat ytrans = -walkbias - 0.50f; GLfloat ztrans = -zpos; GLfloat sceneroty = 360.0f - yrot; glLoadIdentity(); glRotatef(lookupdown, 1.0f, 0.0f, 0.0f); glRotatef(sceneroty, 0.0f, 1.0f, 0.0f); glTranslatef(xtrans, ytrans+50, ztrans-130); glLoadIdentity(); glTranslatef(1.0f,0.0f,-18.0f); glRotatef(45,1,0,0); drawScene(); int delay = time.msecsTo(QTime::currentTime()); if (delay == 0) delay = 1; time = QTime::currentTime(); timer->start(qMax(0,10 - delay)); } void metinalifeyyaz::movePlayer() { if (keyUp) { xpos -= sin(yrot * PI_OVER_180) * 0.5f; zpos -= cos(yrot * PI_OVER_180) * 0.5f; if (walkbiasangle >= 360.0f) walkbiasangle = 0.0f; else walkbiasangle += 7.0f; walkbias = sin(walkbiasangle * PI_OVER_180) / 10.0f; } else if (keyDown) { xpos += sin(yrot * PI_OVER_180)*0.5f; zpos += cos(yrot * PI_OVER_180)*0.5f ; if (walkbiasangle <= 7.0f) walkbiasangle = 360.0f; else walkbiasangle -= 7.0f; walkbias = sin(walkbiasangle * PI_OVER_180) / 10.0f; } if (keyLeft) yrot += 0.5f; else if (keyRight) yrot -= 0.5f; if (keyPageUp) lookupdown -= 0.5; else if (keyPageDown) lookupdown += 0.5; } void metinalifeyyaz::keyPressEvent(QKeyEvent *event) { switch (event->key()) { case Qt::Key_Escape: close(); break; case Qt::Key_F1: setWindowState(windowState() ^ Qt::WindowFullScreen); break; default: QGLWidget::keyPressEvent(event); case Qt::Key_PageUp: keyPageUp = true; break; case Qt::Key_PageDown: keyPageDown = true; break; case Qt::Key_Left: keyLeft = true; break; case Qt::Key_Right: keyRight = true; break; case Qt::Key_Up: keyUp = true; break; case Qt::Key_Down: keyDown = true; break; } } void metinalifeyyaz::changeEvent(QEvent *event) { switch (event->type()) { case QEvent::WindowStateChange: if (windowState() == Qt::WindowFullScreen) setCursor(Qt::BlankCursor); else unsetCursor(); break; default: break; } } void metinalifeyyaz::keyReleaseEvent(QKeyEvent *event) { switch (event->key()) { case Qt::Key_PageUp: keyPageUp = false; break; case Qt::Key_PageDown: keyPageDown = false; break; case Qt::Key_Left: keyLeft = false; break; case Qt::Key_Right: keyRight = false; break; case Qt::Key_Up: keyUp = false; break; case Qt::Key_Down: keyDown = false; break; default: QGLWidget::keyReleaseEvent(event); } } void metinalifeyyaz::drawScene(){ glBegin(GL_QUADS); glNormal3f(0.0f,0.0f,1.0f); // glColor3f(0,0,1); //back glVertex3f(-6,0,-4); glVertex3f(-6,-0.5,-4); glVertex3f(6,-0.5,-4); glVertex3f(6,0,-4); glEnd(); glBegin(GL_QUADS); glNormal3f(0.0f,0.0f,-1.0f); //front glVertex3f(6,0,4); glVertex3f(6,-0.5,4); glVertex3f(-6,-0.5,4); glVertex3f(-6,0,4); glEnd(); glBegin(GL_QUADS); glNormal3f(-1.0f,0.0f,0.0f); // glColor3f(0,0,1); //left glVertex3f(-6,0,4); glVertex3f(-6,-0.5,4); glVertex3f(-6,-0.5,-4); glVertex3f(-6,0,-4); glEnd(); glBegin(GL_QUADS); glNormal3f(1.0f,0.0f,0.0f); // glColor3f(0,0,1); //right glVertex3f(6,0,-4); glVertex3f(6,-0.5,-4); glVertex3f(6,-0.5,4); glVertex3f(6,0,4); glEnd(); glBindTexture(GL_TEXTURE_2D, texture[0]); glBegin(GL_QUADS); glNormal3f(0.0f,1.0f,0.0f);//top glTexCoord2f(1.0f,0.0f); glVertex3f(6,0,-4); glTexCoord2f(1.0f,1.0f); glVertex3f(6,0,4); glTexCoord2f(0.0f,1.0f); glVertex3f(-6,0,4); glTexCoord2f(0.0f,0.0f); glVertex3f(-6,0,-4); glEnd(); glBegin(GL_QUADS); glNormal3f(0.0f,-1.0f,0.0f); //glColor3f(0,0,1); //bottom glVertex3f(6,-0.5,-4); glVertex3f(6,-0.5,4); glVertex3f(-6,-0.5,4); glVertex3f(-6,-0.5,-4); glEnd(); // glPushMatrix(); glBindTexture(GL_TEXTURE_2D, texture[1]); glBegin(GL_QUADS); glNormal3f(1.0f,0.0f,0.0f); glTexCoord2f(1.0f,0.0f); //right far goal post front face glVertex3f(5,0.5,-0.95); glTexCoord2f(1.0f,1.0f); glVertex3f(5,0,-0.95); glTexCoord2f(0.0f,1.0f); glVertex3f(5,0,-1); glTexCoord2f(0.0f,0.0f); glVertex3f(5, 0.5, -1); glColor3f(1,1,1); //right far goal post back face glVertex3f(5.05,0.5,-0.95); glVertex3f(5.05,0,-0.95); glVertex3f(5.05,0,-1); glVertex3f(5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post left face glVertex3f(5,0.5,-1); glVertex3f(5,0,-1); glVertex3f(5.05,0,-1); glVertex3f(5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post right face glVertex3f(5.05,0.5,-0.95); glVertex3f(5.05,0,-0.95); glVertex3f(5,0,-0.95); glVertex3f(5, 0.5, -0.95); glColor3f(1,1,1); //right near goal post front face glVertex3f(5,0.5,0.95); glVertex3f(5,0,0.95); glVertex3f(5,0,1); glVertex3f(5,0.5, 1); glColor3f(1,1,1); //right near goal post back face glVertex3f(5.05,0.5,0.95); glVertex3f(5.05,0,0.95); glVertex3f(5.05,0,1); glVertex3f(5.05,0.5, 1); glColor3f(1,1,1); //right near goal post left face glVertex3f(5,0.5,1); glVertex3f(5,0,1); glVertex3f(5.05,0,1); glVertex3f(5.05,0.5, 1); glColor3f(1,1,1); //right near goal post right face glVertex3f(5.05,0.5,0.95); glVertex3f(5.05,0,0.95); glVertex3f(5,0,0.95); glVertex3f(5,0.5, 0.95); glColor3f(1,1,1); //right crossbar front face glVertex3f(5,0.55,-1); glVertex3f(5,0.55,1); glVertex3f(5,0.5,1); glVertex3f(5,0.5,-1); glColor3f(1,1,1); //right crossbar back face glVertex3f(5.05,0.55,-1); glVertex3f(5.05,0.55,1); glVertex3f(5.05,0.5,1); glVertex3f(5.05,0.5,-1); glColor3f(1,1,1); //right crossbar bottom face glVertex3f(5.05,0.5,-1); glVertex3f(5.05,0.5,1); glVertex3f(5,0.5,1); glVertex3f(5,0.5,-1); glColor3f(1,1,1); //right crossbar top face glVertex3f(5.05,0.55,-1); glVertex3f(5.05,0.55,1); glVertex3f(5,0.55,1); glVertex3f(5,0.55,-1); glColor3f(1,1,1); //left far goal post front face glVertex3f(-5,0.5,-0.95); glVertex3f(-5,0,-0.95); glVertex3f(-5,0,-1); glVertex3f(-5, 0.5, -1); glColor3f(1,1,1); //right far goal post back face glVertex3f(-5.05,0.5,-0.95); glVertex3f(-5.05,0,-0.95); glVertex3f(-5.05,0,-1); glVertex3f(-5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post left face glVertex3f(-5,0.5,-1); glVertex3f(-5,0,-1); glVertex3f(-5.05,0,-1); glVertex3f(-5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post right face glVertex3f(-5.05,0.5,-0.95); glVertex3f(-5.05,0,-0.95); glVertex3f(-5,0,-0.95); glVertex3f(-5, 0.5, -0.95); glColor3f(1,1,1); //left near goal post front face glVertex3f(-5,0.5,0.95); glVertex3f(-5,0,0.95); glVertex3f(-5,0,1); glVertex3f(-5,0.5, 1); glColor3f(1,1,1); //right near goal post back face glVertex3f(-5.05,0.5,0.95); glVertex3f(-5.05,0,0.95); glVertex3f(-5.05,0,1); glVertex3f(-5.05,0.5, 1); glColor3f(1,1,1); //right near goal post left face glVertex3f(-5,0.5,1); glVertex3f(-5,0,1); glVertex3f(-5.05,0,1); glVertex3f(-5.05,0.5, 1); glColor3f(1,1,1); //right near goal post right face glVertex3f(-5.05,0.5,0.95); glVertex3f(-5.05,0,0.95); glVertex3f(-5,0,0.95); glVertex3f(-5,0.5, 0.95); glColor3f(1,1,1); //left crossbar front face glVertex3f(-5,0.55,-1); glVertex3f(-5,0.55,1); glVertex3f(-5,0.5,1); glVertex3f(-5,0.5,-1); glColor3f(1,1,1); //right crossbar back face glVertex3f(-5.05,0.55,-1); glVertex3f(-5.05,0.55,1); glVertex3f(-5.05,0.5,1); glVertex3f(-5.05,0.5,-1); glColor3f(1,1,1); //right crossbar bottom face glVertex3f(-5.05,0.5,-1); glVertex3f(-5.05,0.5,1); glVertex3f(-5,0.5,1); glVertex3f(-5,0.5,-1); glColor3f(1,1,1); //right crossbar top face glVertex3f(-5.05,0.55,-1); glVertex3f(-5.05,0.55,1); glVertex3f(-5,0.55,1); glVertex3f(-5,0.55,-1); glEnd(); // glPopMatrix(); // glPushMatrix(); // glTranslatef(0,0,0); // glutSolidSphere(0.10005,500,30); // glPopMatrix(); }

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  • Camera doesn't move

    - by hugo
    Here is my code, as my subject indicates i have implemented a camera but I couldn't make it move. #define PI_OVER_180 0.0174532925f #define GL_CLAMP_TO_EDGE 0x812F #include "metinalifeyyaz.h" #include <GL/glu.h> #include <GL/glut.h> #include <QTimer> #include <cmath> #include <QKeyEvent> #include <QWidget> #include <QDebug> metinalifeyyaz::metinalifeyyaz(QWidget *parent) : QGLWidget(parent) { this->setFocusPolicy(Qt:: StrongFocus); time = QTime::currentTime(); timer = new QTimer(this); timer->setSingleShot(true); connect(timer, SIGNAL(timeout()), this, SLOT(updateGL())); xpos = yrot = zpos = 0; walkbias = walkbiasangle = lookupdown = 0.0f; keyUp = keyDown = keyLeft = keyRight = keyPageUp = keyPageDown = false; } void metinalifeyyaz::drawBall() { //glTranslatef(6,0,4); glutSolidSphere(0.10005,300,30); } metinalifeyyaz:: ~metinalifeyyaz(){ glDeleteTextures(1,texture); } void metinalifeyyaz::initializeGL(){ glShadeModel(GL_SMOOTH); glClearColor(1.0,1.0,1.0,0.5); glClearDepth(1.0f); glEnable(GL_DEPTH_TEST); glEnable(GL_TEXTURE_2D); glDepthFunc(GL_LEQUAL); glClearColor(1.0,1.0,1.0,1.0); glShadeModel(GL_SMOOTH); GLfloat mat_specular[]={1.0,1.0,1.0,1.0}; GLfloat mat_shininess []={30.0}; GLfloat light_position[]={1.0,1.0,1.0}; glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular); glMaterialfv(GL_FRONT,GL_SHININESS,mat_shininess); glLightfv(GL_LIGHT0, GL_POSITION, light_position); glEnable(GL_LIGHT0); glEnable(GL_LIGHTING); QImage img1 = convertToGLFormat(QImage(":/new/prefix1/halisaha2.bmp")); QImage img2 = convertToGLFormat(QImage(":/new/prefix1/white.bmp")); glGenTextures(2,texture); glBindTexture(GL_TEXTURE_2D, texture[0]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img1.width(), img1.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, img1.bits()); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glBindTexture(GL_TEXTURE_2D, texture[1]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img2.width(), img2.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, img2.bits()); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really nice perspective calculations } void metinalifeyyaz::resizeGL(int w, int h){ if(h==0) h=1; glViewport(0,0,w,h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0f, static_cast<GLfloat>(w)/h,0.1f,100.0f); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } void metinalifeyyaz::paintGL(){ movePlayer(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); GLfloat xtrans = -xpos; GLfloat ytrans = -walkbias - 0.50f; GLfloat ztrans = -zpos; GLfloat sceneroty = 360.0f - yrot; glLoadIdentity(); glRotatef(lookupdown, 1.0f, 0.0f, 0.0f); glRotatef(sceneroty, 0.0f, 1.0f, 0.0f); glTranslatef(xtrans, ytrans+50, ztrans-130); glLoadIdentity(); glTranslatef(1.0f,0.0f,-18.0f); glRotatef(45,1,0,0); drawScene(); int delay = time.msecsTo(QTime::currentTime()); if (delay == 0) delay = 1; time = QTime::currentTime(); timer->start(qMax(0,10 - delay)); } void metinalifeyyaz::movePlayer() { if (keyUp) { xpos -= sin(yrot * PI_OVER_180) * 0.5f; zpos -= cos(yrot * PI_OVER_180) * 0.5f; if (walkbiasangle >= 360.0f) walkbiasangle = 0.0f; else walkbiasangle += 7.0f; walkbias = sin(walkbiasangle * PI_OVER_180) / 10.0f; } else if (keyDown) { xpos += sin(yrot * PI_OVER_180)*0.5f; zpos += cos(yrot * PI_OVER_180)*0.5f ; if (walkbiasangle <= 7.0f) walkbiasangle = 360.0f; else walkbiasangle -= 7.0f; walkbias = sin(walkbiasangle * PI_OVER_180) / 10.0f; } if (keyLeft) yrot += 0.5f; else if (keyRight) yrot -= 0.5f; if (keyPageUp) lookupdown -= 0.5; else if (keyPageDown) lookupdown += 0.5; } void metinalifeyyaz::keyPressEvent(QKeyEvent *event) { switch (event->key()) { case Qt::Key_Escape: close(); break; case Qt::Key_F1: setWindowState(windowState() ^ Qt::WindowFullScreen); break; default: QGLWidget::keyPressEvent(event); case Qt::Key_PageUp: keyPageUp = true; break; case Qt::Key_PageDown: keyPageDown = true; break; case Qt::Key_Left: keyLeft = true; break; case Qt::Key_Right: keyRight = true; break; case Qt::Key_Up: keyUp = true; break; case Qt::Key_Down: keyDown = true; break; } } void metinalifeyyaz::changeEvent(QEvent *event) { switch (event->type()) { case QEvent::WindowStateChange: if (windowState() == Qt::WindowFullScreen) setCursor(Qt::BlankCursor); else unsetCursor(); break; default: break; } } void metinalifeyyaz::keyReleaseEvent(QKeyEvent *event) { switch (event->key()) { case Qt::Key_PageUp: keyPageUp = false; break; case Qt::Key_PageDown: keyPageDown = false; break; case Qt::Key_Left: keyLeft = false; break; case Qt::Key_Right: keyRight = false; break; case Qt::Key_Up: keyUp = false; break; case Qt::Key_Down: keyDown = false; break; default: QGLWidget::keyReleaseEvent(event); } } void metinalifeyyaz::drawScene(){ glBegin(GL_QUADS); glNormal3f(0.0f,0.0f,1.0f); // glColor3f(0,0,1); //back glVertex3f(-6,0,-4); glVertex3f(-6,-0.5,-4); glVertex3f(6,-0.5,-4); glVertex3f(6,0,-4); glEnd(); glBegin(GL_QUADS); glNormal3f(0.0f,0.0f,-1.0f); //front glVertex3f(6,0,4); glVertex3f(6,-0.5,4); glVertex3f(-6,-0.5,4); glVertex3f(-6,0,4); glEnd(); glBegin(GL_QUADS); glNormal3f(-1.0f,0.0f,0.0f); // glColor3f(0,0,1); //left glVertex3f(-6,0,4); glVertex3f(-6,-0.5,4); glVertex3f(-6,-0.5,-4); glVertex3f(-6,0,-4); glEnd(); glBegin(GL_QUADS); glNormal3f(1.0f,0.0f,0.0f); // glColor3f(0,0,1); //right glVertex3f(6,0,-4); glVertex3f(6,-0.5,-4); glVertex3f(6,-0.5,4); glVertex3f(6,0,4); glEnd(); glBindTexture(GL_TEXTURE_2D, texture[0]); glBegin(GL_QUADS); glNormal3f(0.0f,1.0f,0.0f);//top glTexCoord2f(1.0f,0.0f); glVertex3f(6,0,-4); glTexCoord2f(1.0f,1.0f); glVertex3f(6,0,4); glTexCoord2f(0.0f,1.0f); glVertex3f(-6,0,4); glTexCoord2f(0.0f,0.0f); glVertex3f(-6,0,-4); glEnd(); glBegin(GL_QUADS); glNormal3f(0.0f,-1.0f,0.0f); //glColor3f(0,0,1); //bottom glVertex3f(6,-0.5,-4); glVertex3f(6,-0.5,4); glVertex3f(-6,-0.5,4); glVertex3f(-6,-0.5,-4); glEnd(); // glPushMatrix(); glBindTexture(GL_TEXTURE_2D, texture[1]); glBegin(GL_QUADS); glNormal3f(1.0f,0.0f,0.0f); glTexCoord2f(1.0f,0.0f); //right far goal post front face glVertex3f(5,0.5,-0.95); glTexCoord2f(1.0f,1.0f); glVertex3f(5,0,-0.95); glTexCoord2f(0.0f,1.0f); glVertex3f(5,0,-1); glTexCoord2f(0.0f,0.0f); glVertex3f(5, 0.5, -1); glColor3f(1,1,1); //right far goal post back face glVertex3f(5.05,0.5,-0.95); glVertex3f(5.05,0,-0.95); glVertex3f(5.05,0,-1); glVertex3f(5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post left face glVertex3f(5,0.5,-1); glVertex3f(5,0,-1); glVertex3f(5.05,0,-1); glVertex3f(5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post right face glVertex3f(5.05,0.5,-0.95); glVertex3f(5.05,0,-0.95); glVertex3f(5,0,-0.95); glVertex3f(5, 0.5, -0.95); glColor3f(1,1,1); //right near goal post front face glVertex3f(5,0.5,0.95); glVertex3f(5,0,0.95); glVertex3f(5,0,1); glVertex3f(5,0.5, 1); glColor3f(1,1,1); //right near goal post back face glVertex3f(5.05,0.5,0.95); glVertex3f(5.05,0,0.95); glVertex3f(5.05,0,1); glVertex3f(5.05,0.5, 1); glColor3f(1,1,1); //right near goal post left face glVertex3f(5,0.5,1); glVertex3f(5,0,1); glVertex3f(5.05,0,1); glVertex3f(5.05,0.5, 1); glColor3f(1,1,1); //right near goal post right face glVertex3f(5.05,0.5,0.95); glVertex3f(5.05,0,0.95); glVertex3f(5,0,0.95); glVertex3f(5,0.5, 0.95); glColor3f(1,1,1); //right crossbar front face glVertex3f(5,0.55,-1); glVertex3f(5,0.55,1); glVertex3f(5,0.5,1); glVertex3f(5,0.5,-1); glColor3f(1,1,1); //right crossbar back face glVertex3f(5.05,0.55,-1); glVertex3f(5.05,0.55,1); glVertex3f(5.05,0.5,1); glVertex3f(5.05,0.5,-1); glColor3f(1,1,1); //right crossbar bottom face glVertex3f(5.05,0.5,-1); glVertex3f(5.05,0.5,1); glVertex3f(5,0.5,1); glVertex3f(5,0.5,-1); glColor3f(1,1,1); //right crossbar top face glVertex3f(5.05,0.55,-1); glVertex3f(5.05,0.55,1); glVertex3f(5,0.55,1); glVertex3f(5,0.55,-1); glColor3f(1,1,1); //left far goal post front face glVertex3f(-5,0.5,-0.95); glVertex3f(-5,0,-0.95); glVertex3f(-5,0,-1); glVertex3f(-5, 0.5, -1); glColor3f(1,1,1); //right far goal post back face glVertex3f(-5.05,0.5,-0.95); glVertex3f(-5.05,0,-0.95); glVertex3f(-5.05,0,-1); glVertex3f(-5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post left face glVertex3f(-5,0.5,-1); glVertex3f(-5,0,-1); glVertex3f(-5.05,0,-1); glVertex3f(-5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post right face glVertex3f(-5.05,0.5,-0.95); glVertex3f(-5.05,0,-0.95); glVertex3f(-5,0,-0.95); glVertex3f(-5, 0.5, -0.95); glColor3f(1,1,1); //left near goal post front face glVertex3f(-5,0.5,0.95); glVertex3f(-5,0,0.95); glVertex3f(-5,0,1); glVertex3f(-5,0.5, 1); glColor3f(1,1,1); //right near goal post back face glVertex3f(-5.05,0.5,0.95); glVertex3f(-5.05,0,0.95); glVertex3f(-5.05,0,1); glVertex3f(-5.05,0.5, 1); glColor3f(1,1,1); //right near goal post left face glVertex3f(-5,0.5,1); glVertex3f(-5,0,1); glVertex3f(-5.05,0,1); glVertex3f(-5.05,0.5, 1); glColor3f(1,1,1); //right near goal post right face glVertex3f(-5.05,0.5,0.95); glVertex3f(-5.05,0,0.95); glVertex3f(-5,0,0.95); glVertex3f(-5,0.5, 0.95); glColor3f(1,1,1); //left crossbar front face glVertex3f(-5,0.55,-1); glVertex3f(-5,0.55,1); glVertex3f(-5,0.5,1); glVertex3f(-5,0.5,-1); glColor3f(1,1,1); //right crossbar back face glVertex3f(-5.05,0.55,-1); glVertex3f(-5.05,0.55,1); glVertex3f(-5.05,0.5,1); glVertex3f(-5.05,0.5,-1); glColor3f(1,1,1); //right crossbar bottom face glVertex3f(-5.05,0.5,-1); glVertex3f(-5.05,0.5,1); glVertex3f(-5,0.5,1); glVertex3f(-5,0.5,-1); glColor3f(1,1,1); //right crossbar top face glVertex3f(-5.05,0.55,-1); glVertex3f(-5.05,0.55,1); glVertex3f(-5,0.55,1); glVertex3f(-5,0.55,-1); glEnd(); // glPopMatrix(); // glPushMatrix(); // glTranslatef(0,0,0); // glutSolidSphere(0.10005,500,30); // glPopMatrix(); }

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  • What is a robust method for capturing screen of child window in Windows 7?

    - by Dogan Demir
    Pardon my frustration. I've asked about this in many places and I seriously don't think that there wouldn't be a way in Windows 7 SDK to accomplish this. All I want, is to capture part of a 'child window' ( setParent() ) created by a parent. I used to do this with bitblt() but the catch is that the child window can be any type of application, and in my case has OpenGL running in a section of it. If I bitblt() that, then the OGL part comes blank, doesn't get written to the BMP. DWM, particularly dwmRegisterThumbnail() doesn't allow thumbnail generation of child windows. So please give me a direction. Thanks.

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  • help me understand the following javascript relate to AsyncFileUpload control

    - by sean717
    Hi, in my current project I used a AsyncFileUpload control from AJAX Control Toolkits. After I got the async file upload part working, I needed to filter the file type so users can only upload image files. I found the following code off web and it worked well: function uploadStarted(sender, args) { var filename = args.get_fileName(); var filext = filename.substring(filename.lastIndexOf(".") + 1); if (filext == "jpg" || filext == "jpeg" || filext == "gif" || filext == "bmp") { return true; } else { // force uploading cancel args.set_cancel(true); // set reason of cancel args.set_errorMessage("Invalid File Format Selected"); return false; } } The problem is : I don't understand this javascript. What is the type of args parameter? Where are the methods such as "get_fileName()", "set_cancel()" defined? I went to the homepage of the AsyncFileUpload control but couldn't find any documentation regarding the "args". Can someone help me out explaining this Javascript? Thanks

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  • LWJGL not working

    - by Jesse Welch
    I'm working on a homework assignment to modify code given by my professor using LightWeight Java Game Library. The problem is that I can't fully load the test code to begin testing modifications. I've linked against the jar file as it says to in the modifications, but I still have one lingering error. The import statement import org.lwjgl.util.glu.*; Cannot be resolved, so I have errors on the following lines, spread throughout the code: textures[0] = GLApp.makeTexture("green.bmp"); GLU.gluPerspective(45.0f, (float)Display.getDisplayMode().getWidth() / (float)Display.getDisplayMode().getHeight(), 0.1f, 100.0f); GLU.gluLookAt(cameraX, cameraY, cameraZ, lookX, lookY, lookZ, 0.0f, 1.0f, 0.0f);` Any ideas on what is going wrong?

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  • Simple OpenCV problem.

    - by iamcreasy
    Why I try to run the following OpenCV program, it shows the following error : ERROR: test_1.exe - Application Error The application failed to initialize properly (0x80000003). Click on OK to terminate the application. CODE: #include "cv.h" #include "highgui.h" int main() { IplImage *img = cvLoadImage("C:\\face.bmp"); cvSetImageROI(img, cvRect(100,100, 100, 100)); cvAddS(img, cvScalar(50), img); cvResetImageROI(img); cvShowImage("Test", img); cvWaitKey(0); return 0; } When i press F5(im using vs2008express), the program encounters a break point...i have attached a picture...dont know, whether, it will help or not. Error Snapshot Link It is not that, only this program is producing this error, but also any kind of image manipulation funciton containing (OpenCV)program is resulting in this sitution. Such as : cvSmooth one last thing, it there any dedicated OpenCV forum or sth like that?

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