Search Results

Search found 21470 results on 859 pages for 'computer graphics'.

Page 137/859 | < Previous Page | 133 134 135 136 137 138 139 140 141 142 143 144  | Next Page >

  • Draw 2.5D or 3D Map with C# from lines.

    - by VOX
    I'm developing a turn-by-turn navigation software for Windows Mobile using C# and .NET CF. I'm able to draw a 2D maps by drawing lines. My problem is I would like to get a 2.5D map like in the picture. I tried non-affine transformation on the 2D rendered image but it is too slow for the Windows Mobile device we are targeting. Could anyone give me a clue on my problem? example image

    Read the article

  • What is the best way to scale images in Java?

    - by Peter Kelley
    I have a web application written in Java (Spring, Hibernate/JPA, Struts2) where users can upload images and store them in the file system. I would like to scale those images so that they are of a consistent size for display on the site. What libraries or built in functions will offer the best results? I will consider the following criteria in making my decision (in this order): Free/Open Source (essential) Easy to implement Quality of results Performance Size of executable

    Read the article

  • Constructing colours for maximum contrast

    - by Martin
    I want to draw some items on screen, each item is in one of N sets. The number of sets changes all the time, so I need to calculate N different colours which are as different as possible (to make it easy to identify what is in which set). So, for example with N = 2 my results would be black and white. With three I guess I would get all red, all green, all blue. For all four, it's less obvious what the correct answer is, and this is where I'm having trouble.

    Read the article

  • CGGradient in an CGPath

    - by catlan
    Is it possible to draw a gradient in a path on the iPhone? I'm looking for a replacement of the mac os x method -drawInBezierPath:(NSBezierPath *)path relativeCenterPosition:(NSPoint)relativeCenterPosition of NSGradient.

    Read the article

  • Can this rectangle to rectangle intersection code still work?

    - by Jeremy Rudd
    I was looking for a fast performing code to test if 2 rectangles are intersecting. A search on the internet came up with this one-liner (WOOT!), but I don't understand how to write it in Javascript, it seems to be written in an ancient form of C++. Can this thing still work? Can you make it work? struct { LONG left; LONG top; LONG right; LONG bottom; } RECT; bool IntersectRect(const RECT * r1, const RECT * r2) { return ! ( r2->left > r1->right || r2->right left || r2->top > r1->bottom || r2->bottom top ); }

    Read the article

  • Animate rotating SVG element on webpage

    - by Zarkonnen
    So I have an SVG file created in Inkscape embedded in a webpage, and I'd like it to rotate slowly. I've tried using Javascript and inserting animation commands directly into the SVG, but nothing works. I don't want to load in an entire JS library for this one task. This is what I have so far: <html> <body bgcolor="#333333"> <embed src="gear.svg" id="gear" width="1000" height="1000" style="position: absolute; top: -500px; left: -500px;" /> <script type="text/javascript"> var gear = document.getElementById("gear"); window.setInterval(function() { // Somehow animate the gear. }, 10); </script> </body> </html>

    Read the article

  • Java2D: Capturing an event on a Line object

    - by Algorist
    I have a JPanel which has a line, circle etc..Now when I click on the line, will the event get reported as a line event or a general jframe event. I need to be able to move the line, if the user clicks on the line and moves it. Is this possible in Java2d. Thank you.

    Read the article

  • drawing arrows on a line defined by a set of points( for tracking)

    - by sirvan
    hi i have a set of point which define a route. and i must draw their so vehicle moving arrow denoted. this ponit may be form a curve... i want to draw arrows on the reout to define witch arrow vehicle goes, i have a mapviewr java applet and the last i must to do is this work, i want to define arrows on every 10 point on the rout a thing like this

    Read the article

  • How can I parse through a texutre in DirectX? (IDirect3DTexture9*)

    - by meds
    I've been trying to figure out how to parse textures in directx for two reasons: to write my own texture format and to manipulate data in existing IDirect3DTexture9 type textures. I've been looking at the IDirect3DTexture9::LockRect() function but I'm unsure how it works, are the void* pBits I get out of it in D3DLOCKED_RECT the data in the texture? Does that mean I can read it in by converting it to D3DXCOLOR or something? Really not sure where to go, any help would be appreciated!

    Read the article

  • Issue when I'm trying to draw gradient in swift

    - by bagusflyer
    I got an error when I was trying to draw gradient in Swift code: GradientView.swift:31:40: Could not find an overload for '__conversion' that accepts the supplied arguments Here is my code: let context : CGContextRef = UIGraphicsGetCurrentContext() let locations :CGFloat[] = [ 0.0, 0.25, 0.5, 0.75 ] let colors = [UIColor.redColor().CGColor,UIColor.greenColor().CGColor,UIColor.blueColor().CGColor, UIColor.yellowColor().CGColor] let colorspace : CGColorSpaceRef = CGColorSpaceCreateDeviceRGB() let gradient : CGGradientRef = CGGradientCreateWithColors(colorspace, colors, locations) //CGGradientCreateWithColors(colorspace,colors,locations) let startPoint : CGPoint = CGPointMake(0, 0) let endPoint : CGPoint = CGPointMake(500,500) CGContextDrawLinearGradient(context, gradient,startPoint, endPoint, 0); The problem is the CGGradientCreateWithColors takes CFArray not a normal Swift Array. I have no idea how to convert CFArray to Array and can't find anything in Apple's document. Any idea? Thanks

    Read the article

  • Does OpenGL stencil test happen before or after fragment program runs?

    - by david
    When I set glStencilFunc( GL_NEVER, . . . ) effectively disabling all drawing, and then run my [shader-bound] program I get no performance increase over letting the fragment shader run. I thought the stencil test happened before the fragment program. Is that not the case, or at least not guaranteed? Replacing the fragment shader with one that simply writes a constant to gl_FragColor does result in a higher FPS.

    Read the article

  • Why I can't draw in a loop? (Using UIView in iPhone)

    - by Tattat
    I can draw many things using this : NSString *imagePath = [[NSBundle mainBundle] pathForResource:@"dummy2.png" ofType:nil]; UIImage *img = [UIImage imageWithContentsOfFile:imagePath]; image = CGImageRetain(img.CGImage); CGRect imageRect; double x = 0; double y = 0; for (int k=0; k<someValue; k++) { x += k; y += k; imageRect.origin = CGPointMake(x, y); imageRect.size = CGSizeMake(25, 25); CGContextDrawImage(UIGraphicsGetCurrentContext(), imageRect, image); } } CGImageRelease(img.CGImage); So, it works, so, I put it into a command object's execute method. Then, I want to do similar thing, but this time, my execute method only do this: NSString *imagePath = [[NSBundle mainBundle] pathForResource:@"dummy2.png" ofType:nil]; UIImage *img = [UIImage imageWithContentsOfFile:imagePath]; image = CGImageRetain(img.CGImage); CGRect imageRect; double x = inComingX; double y = inComingY; imageRect.origin = CGPointMake(x, y); imageRect.size = CGSizeMake(25, 25); CGContextDrawImage(UIGraphicsGetCurrentContext(), imageRect, image); CGImageRelease(img.CGImage); This time, this is also a Command, and it is the execute method. But I take the for loop away. I will have another method that pass the inComingX , and inComingY into my Command object. My Drawing method is simply execute the Cmd that passed in my drawingEngine: -(void)drawInContext:(CGContextRef)context { [self.cmdToBeExecuted execute]; } I also have the assign method to assign the command,: -(void)assignCmd:(Command* )cmd{ self.cmdToBeExecuted = cmd; } And this is the way I called the drawingEngine for(int k=0; k<5; k++){ [self.drawingEngine assignCmd:[DrawingCmd setDrawingInformation:(10*k):0:@"dummy.png"]]; [self.drawingEngine setNeedsDisplay]; } It can draw, but the sad thing is it only draw the last one. Why? and how to fix it? I can draw all the things in my First code, but after I take the loop outside, and use the loop in last code, it just only draw the last one. Plz help

    Read the article

  • How to smooth the edge of a zig-zag line?

    - by Horace Ho
    Currently I draw a zig-zap line by CGContextMoveToPoint, CGContextAddLineToPoint, and CGContextStrokePath, following touchesMoved events. How can I smooth the edges of the line? Such that when the user draw a circle-like shape, the circle can be more round'ed. The GLPaint example use OpenGL, is that the only way to do it?

    Read the article

  • C# Drawing Arc with 3 Points

    - by Keeper
    Hi, I need to draw an arc using GraphicsPath and having initial, median and final points. The arc has to pass on them. I tried .DrawCurve and .DrawBezier but the result isn't exactly an arc. What can I do?

    Read the article

  • Rotate rectangle around center

    - by ESoft
    I am playing with Brad Larsen's adaption of the trackball app. I have two views at a 60 degree angle to each other and was wondering how I get the rotation to be in the center of this (non-closed) rectangle? In the images below I would have liked the rotation to take place all within the blue lines. Code (modified to only rotate around x axis): #import "MyView.h" //===================================================== // Defines //===================================================== #define DEGREES_TO_RADIANS(degrees) \ (degrees * (M_PI / 180.0f)) //===================================================== // Public Interface //===================================================== @implementation MyView - (void)awakeFromNib { transformed = [CALayer layer]; transformed.anchorPoint = CGPointMake(0.5f, 0.5f); transformed.frame = self.bounds; [self.layer addSublayer:transformed]; CALayer *imageLayer = [CALayer layer]; imageLayer.frame = CGRectMake(10.0f, 4.0f, self.bounds.size.width / 2.0f, self.bounds.size.height / 2.0f); imageLayer.transform = CATransform3DMakeRotation(DEGREES_TO_RADIANS(60.0f), 1.0f, 0.0f, 0.0f); imageLayer.contents = (id)[[UIImage imageNamed:@"IMG_0051.png"] CGImage]; imageLayer.borderColor = [UIColor yellowColor].CGColor; imageLayer.borderWidth = 2.0f; [transformed addSublayer:imageLayer]; imageLayer = [CALayer layer]; imageLayer.frame = CGRectMake(10.0f, 120.0f, self.bounds.size.width / 2.0f, self.bounds.size.height / 2.0f); imageLayer.transform = CATransform3DMakeRotation(DEGREES_TO_RADIANS(-60.0f), 1.0f, 0.0f, 0.0f); imageLayer.contents = (id)[[UIImage imageNamed:@"IMG_0089.png"] CGImage]; imageLayer.borderColor = [UIColor greenColor].CGColor; imageLayer.borderWidth = 2.0f; transformed.borderColor = [UIColor whiteColor].CGColor; transformed.borderWidth = 2.0f; [transformed addSublayer:imageLayer]; UIView *line = [[UIView alloc] initWithFrame:CGRectMake(0, self.bounds.size.height / 2.0f, self.bounds.size.width, 2)]; [line setBackgroundColor:[UIColor redColor]]; [self addSubview:line]; line = [[UIView alloc] initWithFrame:CGRectMake(0, self.bounds.size.height * (1.0f / 4.0f), self.bounds.size.width, 2)]; [line setBackgroundColor:[UIColor blueColor]]; [self addSubview:line]; line = [[UIView alloc] initWithFrame:CGRectMake(0, self.bounds.size.height * (3.0f / 4.0f), self.bounds.size.width, 2)]; [line setBackgroundColor:[UIColor blueColor]]; [self addSubview:line]; } - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { previousLocation = [[touches anyObject] locationInView:self]; } - (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { CGPoint location = [[touches anyObject] locationInView:self]; //location = CGPointMake(previousLocation.x, location.y); CATransform3D currentTransform = transformed.sublayerTransform; //CGFloat displacementInX = location.x - previousLocation.x; CGFloat displacementInX = previousLocation.x - location.x; CGFloat displacementInY = previousLocation.y - location.y; CGFloat totalRotation = sqrt((displacementInX * displacementInX) + (displacementInY * displacementInY)); CGFloat angle = DEGREES_TO_RADIANS(totalRotation); CGFloat x = ((displacementInX / totalRotation) * currentTransform.m12 + (displacementInY/totalRotation) * currentTransform.m11); CATransform3D rotationalTransform = CATransform3DRotate(currentTransform, angle, x, 0, 0); previousLocation = location; transformed.sublayerTransform = rotationalTransform; } - (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { } - (void)dealloc { [super dealloc]; } @end

    Read the article

  • CGGradient Not Displaying Correctly on iPad 1 and 2

    - by daveMac
    I have been experimenting with creating my own gradients for the UI in my iOS app. I first used a CAGradientLayer but I was disappointed with the "stepped" look so I have been trying out CGGradient. enter code here I am having an issue with the Gradient displaying correctly. I have three iPads—one for each generation. The gradient looks right on the iPad 3 but not on the iPad 1 or 2. This is really strange. I was going to take a screenshot and post the two differences but even more strange, the screenshot look the same (and yes, the brightness is the same on both). The colors seem really washed out on the older iPads. I know the iPad 3 is a retina display, but I think it must be something more than that. Here is the code I am using: - (void)drawRect:(CGRect)rect { CGContextRef currentContext = UIGraphicsGetCurrentContext(); CGGradientRef skyGradient; CGColorSpaceRef rgbColorspace; size_t num_locations = 3; CGFloat locations[3] = { 0.0, .5, 1.0 }; CGFloat components[12] = { .106, .73, .93333, 1., 0.0, 0.0 , 1.0, 1., .106, .73, .93333, 1. }; rgbColorspace = CGColorSpaceCreateDeviceRGB(); skyGradient = CGGradientCreateWithColorComponents(rgbColorspace, components, locations, num_locations); CGRect currentBounds = self.bounds; CGPoint topLeft = CGPointMake(0.0f, 0.0f); CGPoint bottomRight = CGPointMake(CGRectGetMaxX(currentBounds), CGRectGetMaxY(currentBounds)); CGContextDrawLinearGradient(currentContext, skyGradient, topLeft, bottomRight, 0); CGGradientRelease(skyGradient); CGColorSpaceRelease(rgbColorspace); }

    Read the article

  • How do you draw a string centered vertically in Java?

    - by Paul Alexander
    I know it's a simple concept but I'm struggling with the font metrics. Centering horizontally isn't too hard but vertically seems a bit difficult. I've tried using the FontMetrics getAscent, getLeading, getXXXX methods in various combinations but no matter what I've tried the text is always off by a few pixels. Is there a way to measure the exact height of the text so that it is exactly centered.

    Read the article

< Previous Page | 133 134 135 136 137 138 139 140 141 142 143 144  | Next Page >