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  • iPhone transparent images rendering poorly

    - by alku83
    I'm developing an iPad application. I have been provided with a PNG image that contains some transparency - basically a drop shadow. The problem I'm having is that this is rendering poorly within the application, both on the device and in the sim. I can't provide the whole image but I've made up some samples to illustrate. The first is how the image appears in the PSD (correctly that is). The second is how it appears on the device. You can see that the strip of shadow in the middle of the image is distinctly more yellow and poorly looking. Any ideas what I'm doing wrong?

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  • Build turns partially transparent image pixels black

    - by Sean O'Hollaren
    I'm very new to C# and I've run into a problem and haven't been able to solve it. I have a row of buttons that have .png images assigned to them. The images are in .png format to allow transparency, and smoothing the edges in GIMP leaves some semi-transparent pixels. I've set the Image List Toolbar (imglToolbar)'s properties to recognize "Transparent" as the designated color to show up as transparent. I'm working in Visual Studio 2005. The strange thing is that everything looks great when I'm viewing the Visual C# form preview window. The icons look exactly as they should. However, once I actually build the project, the buttons treat every semi-transparent pixel near the edge of the image as if it's black. It seems like it can't handle one that's both transparent and has color. Image of it via the Visual C# form editor: Image of what it looks like when built: Any ideas as to why this is happening?

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  • GDI+, using DrawImage to draw a transperancy mask of the source image

    - by sold
    Is it possible to draw a transperancy mask of an image (that is, paint all visible pixels with a constant color) using Graphics::DrawImage? I am not looking for manually scanning the image pixel-by-pixel and creating a seperate mask image, I wonder if it's possible to draw one directly from the original image. My guessing is that it should be done with certain manipulations to ImageAttributes, if possible at all. The color of the mask is arbitrary and should be accurate, and it would be a plus if there can be a threshold value for the transparency.

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  • How to put transparent swf into html/php?

    - by SunSky
    <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en-US" lang="en-US"> <div id="divAnima01"> <object> <embed src="anima/anima01.swf" width="340" height="590"> <param name="wmode" value="transparent" /> </embed> </object> </div> Everything works except transparency - swf has white background. I tried to put wmode outside embed tag - without result.

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  • How do you override the opacity of a parent control in WPF?

    - by Metro Smurf
    When you set the opacity on a Grid in WPF, all the child elements appear to inherit its Opacity. How can you have a child element not inherit the parent's opacity? For example, the following parent grid has one child grid in the middle with a background set to red, but the background appears pinkish because of the parent's opacity. I'd like the child grid to have a solid color, non-transparent background: <Grid x:Name="LayoutRoot"> <Grid Background="Black" Opacity="0.5"> <Grid.RowDefinitions> <RowDefinition Height="0.333*"/> <RowDefinition Height="0.333*"/> <RowDefinition Height="0.333*"/> </Grid.RowDefinitions> <Grid.ColumnDefinitions> <ColumnDefinition Width="0.333*"/> <ColumnDefinition Width="0.333*"/> <ColumnDefinition Width="0.333*"/> </Grid.ColumnDefinitions> <-- how do you make this child grid's background solid red and not inherit the Opacity/Transparency of the parent grid? --> <Grid Grid.Column="1" Grid.Row="1" Background="Red"/> </Grid> </Grid>

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  • opengl es transparent fog in android

    - by Sponge
    I was wondering why the fog i use in opengl es on my android phone isn't transparent when i set the colors alpha to 0. I set the background to transparent and it works fine and the Color class or the toFloatBuffer() method are working fine for my meshes but when i set the fog color to transparent then this fact is ignored. here is the basic code i use for fog in the onSurfaceCreated() method of my renderer: gl.glFogf(GL10.GL_FOG_MODE, GL10.GL_LINEAR); gl.glFogf(GL10.GL_FOG_START, 4.0f); gl.glFogf(GL10.GL_FOG_END, 10.0f); gl.glFogfv(GL10.GL_FOG_COLOR, new Color(0,0,0,0).toFloatBuffer()); gl.glEnable(GL10.GL_FOG);

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  • Mozilla publie la version alpha d'Account Manager, un plugin pour Firefox pour la gestion de l%u2019

    Mozilla publie la version alpha d'Account Manager, un plugin pour Firefox pour la gestion de l'identité en ligne La fondation Mozilla vient de lancer la version Alpha d'Account Manager, un plugin pour Firefox qui sert à simplifier l'indentification des utilisateurs sur le net. [IMG]http://djug.developpez.com/rsc/account-manager.jpg[/IMG] Cette première version facilitera aux utilisateurs l'identification aux sites populaires comme Google, Facebook et Yahoo en cherchant les informations nécessaires dans le gestionnaire des mots de passe du navigateur. Ce plugin permettra de passer d'un compte à un autre sur le même site par un simple clic, et propose également l'inscription automatique...

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  • What is the value in hiding the details through abstractions? Isn't there value in transparency?

    - by user606723
    Background I am not a big fan of abstraction. I will admit that one can benefit from adaptability, portability and re-usability of interfaces etc. There is real benefit there, and I don't wish to question that, so let's ignore it. There is the other major "benefit" of abstraction, which is to hide implementation logic and details from users of this abstraction. The argument is that you don't need to know the details, and that one should concentrate on their own logic at this point. Makes sense in theory. However, whenever I've been maintaining large enterprise applications, I always need to know more details. It becomes a huge hassle digging deeper and deeper into the abstraction at every turn just to find out exactly what something does; i.e. having to do "open declaration" about 12 times before finding the stored procedure used. This 'hide the details' mentality seems to just get in the way. I'm always wishing for more transparent interfaces and less abstraction. I can read high level source code and know what it does, but I'll never know how it does it, when how it does it, is what I really need to know. What's going on here? Has every system I've ever worked on just been badly designed (from this perspective at least)? My philosophy When I develop software, I feel like I try to follow a philosophy I feel is closely related to the ArchLinux philosophy: Arch Linux retains the inherent complexities of a GNU/Linux system, while keeping them well organized and transparent. Arch Linux developers and users believe that trying to hide the complexities of a system actually results in an even more complex system, and is therefore to be avoided. And therefore, I never try to hide complexity of my software behind abstraction layers. I try to abuse abstraction, not become a slave to it. Question at heart Is there real value in hiding the details? Aren't we sacrificing transparency? Isn't this transparency valuable?

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  • How to get tilemap transparency color working with TiledLib's Demo implementation?

    - by Adam LaBranche
    So the problem I'm having is that when using Nick Gravelyn's tiledlib pipeline for reading and drawing tmx maps in XNA, the transparency color I set in Tiled's editor will work in the editor, but when I draw it the color that's supposed to become transparent still draws. The closest things to a solution that I've found are - 1) Change my sprite batch's BlendState to NonPremultiplied (found this in a buried Tweet). 2) Get the pixels that are supposed to be transparent at some point then Set them all to transparent. Solution 1 didn't work for me, and solution 2 seems hacky and not a very good way to approach this particular problem, especially since it looks like the custom pipeline processor reads in the transparent color and sets it to the color key for transparency according to the code, just something is going wrong somewhere. At least that's what it looks like the code is doing. TileSetContent.cs if (imageNode.Attributes["trans"] != null) { string color = imageNode.Attributes["trans"].Value; string r = color.Substring(0, 2); string g = color.Substring(2, 2); string b = color.Substring(4, 2); this.ColorKey = new Color((byte)Convert.ToInt32(r, 16), (byte)Convert.ToInt32(g, 16), (byte)Convert.ToInt32(b, 16)); } ... TiledHelpers.cs // build the asset as an external reference OpaqueDataDictionary data = new OpaqueDataDictionary(); data.Add("GenerateMipMaps", false); data.Add("ResizetoPowerOfTwo", false); data.Add("TextureFormat", TextureProcessorOutputFormat.Color); data.Add("ColorKeyEnabled", tileSet.ColorKey.HasValue); data.Add("ColorKeyColor", tileSet.ColorKey.HasValue ? tileSet.ColorKey.Value : Microsoft.Xna.Framework.Color.Magenta); tileSet.Texture = context.BuildAsset<Texture2DContent, Texture2DContent>( new ExternalReference<Texture2DContent>(path), null, data, null, asset); ... I can share more code as well if it helps to understand my problem. Thank you.

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  • How do I use depth testing and texture transparency together in my 2.5D world?

    - by nbolton
    Note: I've already found an answer (which I will post after this question) - I was just wondering if I was doing it right, or if there is a better way. I'm making a "2.5D" isometric game using OpenGL ES (JOGL). By "2.5D", I mean that the world is 3D, but it is rendered using 2D isometric tiles. The original problem I had to solve was that my textures had to be rendered in order (from back to front), so that the tiles overlapped properly to create the proper effect. After some reading, I quickly realised that this is the "old hat" 2D approach. This became difficult to do efficiently, since the 3D world can be modified by the player (so stuff can appear anywhere in 3D space) - so it seemed logical that I take advantage of the depth buffer. This meant that I didn't have to worry about rendering stuff in the correct order. However, I faced a problem. If you use GL_DEPTH_TEST and GL_BLEND together, it creates an effect where objects are blended with the background before they are "sorted" by z order (meaning that you get a weird kind of overlap where the transparency should be). Here's some pseudo code that should illustrate the problem (incidentally, I'm using libgdx for Android). create() { // ... // some other code here // ... Gdx.gl.glEnable(GL10.GL_DEPTH_TEST); Gdx.gl.glEnable(GL10.GL_BLEND); } render() { Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); Gdx.gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); // ... // bind texture and create vertices // ... } So the question is: How do I solve the transparency overlap problem?

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  • Le navigateur mobile de Firefox est disponible en version pre-Alpha, pour des tests sur les téléphon

    Le navigateur mobile de Firefox est disponible en version pre-Alpha, pour des tests sur les téléphones Android Depuis quelques semaines, une build précoce de Fennec circulait sur certains sites Internet. La version mobile de Firefox était disponible au téléchargement pour les téléphones Android. Cependant, cette mouture n'était pas officielle puisqu'offerte par un particulier et optimisée pour le Droid. Aujourd'hui, Mozilla pallie à ce manque et rend disponible une build pre-Alpha de Fennec, compatible avec au moins avec Droid et le Nexus One. Cette version est uniquement destinée à la réalisation de tests. Elle ne permet pas encore les mises à jour automatiques, mais Mozilla la trouve assez aboutie pour être décorti...

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  • Convert a PDF to a Transparent PNG with GhostScript

    - by Jonathon Wolfe
    Hi all. I am attempting, unsuccessfully, to use Ghostscript to rasterize PDF files with a transparent background to PNG files with a transparent background. I've searched high and low for questions from others attempting the same thing and none of the posted solutions, which as far as I can tell come down to specifying -sDEVICE=pngalpha, have worked with my test files. At this point I would really appreciate any advice or tips a more experienced hand could provide. My test PDF is located here: http://www.kolossus.com/files/test.pdf It could be that the issue is with this file, but I doubt it. As far as I can tell, it has no specified background, and when I open the file with a transparency-aware app like Photoshop or Illustrator, sure enough it displays with a transparent background. However, when opened with an application like Adobe Reader the file is rendered with a white background. I believe that this has more to do with the application rendering the PDF than with the PDF itself -- apps like Adobe Reader assume you want to see what a printed document will look like and therefore always show a white canvas behind the artwork -- but I can't be sure. The gs command I'm using is: gs -dNOPAUSE -dBATCH -sDEVICE=pngalpha -r72 -sOutputFile=test.png test.pdf This produces a PNG that has transparent pixels outside of the bounding box of the artwork in the file, but all pixels that are inside the artwork's bounding box are rasterized against a white background. This is a problem for me, as my artwork has drop shadows and antialiased edges that need to be preserved in the final output, and can't just be postprocessed out with ImageMagick. A sample of my PNG output is at the same location as the pdf above, with .png at the end (stackoverflow won't let me include more than one url in my post). Interestingly, I see no effects from using the -dBackgroundColor flag, even if I set it to something non-white like -dBackgroundColor=16#ff0000. Perhaps my understanding of the syntax of this flag is wrong. Also interestingly, I see no effects from using the -dTextAlphaBits=4 -dGraphicsAlphaBits=4 flags to try to enable subpixel antialiasing. I would also appreciate any advice on how to enable subpixel antialiasing, especially on text. Finally, I'm using GPL Ghostscript 8.64 on Mac OS 10.5.7, and the rendering workflow I'm trying to get set up is to generate transparent PNG images from PDFs output by PrinceXML. I'm calling Ghostscript directly for the rasterization instead of using ImageMagick because ImageMagick delegates to Ghostscript for PDF rasterization and I should be able to control the rasterization better by calling GS directly. Thanks for your help. -Jon Wolfe

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  • How can I fill a rect with an alpha color using CoreGraphics?

    - by Rits Plasman
    In my drawRect method, I am drawing a PNG image. On top of that, I want to draw a rect with a 20% alpha color, like this: [[UIColor colorWithWhite:0.0 alpha:0.2] set]; UIRectFill(rect); The problem is, that the alpha property seems to get ignored. No alpha is applied at all, just a black rectangle is drawn. How can I fix this? Thanks in advance!

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  • Need Help Setting an Image with Transparent Background to Clipboard

    - by AMissico
    I need help setting a transparent image to the clipboard. I keep getting "handle is invalid". Basically, I need a "second set of eyes" to look over the following code. (The complete working project at ftp://missico.net/ImageVisualizer.zip.) This is an image Debug Visualizer class library, but I made the included project to run as an executable for testing. (Note that window is a toolbox window and show in taskbar is set to false.) I was tired of having to perform a screen capture on the toolbox window, open the screen capture with an image editor, and then deleting the background added because it was a screen capture. So I thought I would quickly put the transparent image onto the clipboard. Well, the problem is...no transparency support for Clipboard.SetImage. Google to the rescue...not quite. This is what I have so far. I pulled from a number of sources. See the code for the main reference. My problem is the "invalid handle" when using CF_DIBV5. Do I need to use BITMAPV5HEADER and CreateDIBitmap? Any help from you GDI/GDI+ Wizards would be greatly appreciated. public static void SetClipboardData(Bitmap bitmap, IntPtr hDC) { const uint SRCCOPY = 0x00CC0020; const int CF_DIBV5 = 17; const int CF_BITMAP = 2; //'reference //'http://social.msdn.microsoft.com/Forums/en-US/winforms/thread/816a35f6-9530-442b-9647-e856602cc0e2 IntPtr memDC = CreateCompatibleDC(hDC); IntPtr memBM = CreateCompatibleBitmap(hDC, bitmap.Width, bitmap.Height); SelectObject(memDC, memBM); using (Graphics g = Graphics.FromImage(bitmap)) { IntPtr hBitmapDC = g.GetHdc(); IntPtr hBitmap = bitmap.GetHbitmap(); SelectObject(hBitmapDC, hBitmap); BitBlt(memDC, 0, 0, bitmap.Width, bitmap.Height, hBitmapDC, 0, 0, SRCCOPY); if (!OpenClipboard(IntPtr.Zero)) { throw new System.Runtime.InteropServices.ExternalException("Could not open Clipboard", new Win32Exception()); } if (!EmptyClipboard()) { throw new System.Runtime.InteropServices.ExternalException("Unable to empty Clipboard", new Win32Exception()); } //IntPtr hClipboard = SetClipboardData(CF_BITMAP, memBM); //works but image is not transparent //all my attempts result in SetClipboardData returning hClipboard = IntPtr.Zero IntPtr hClipboard = SetClipboardData(CF_DIBV5, memBM); //because if (hClipboard == IntPtr.Zero) { // InnerException: System.ComponentModel.Win32Exception // Message="The handle is invalid" // ErrorCode=-2147467259 // NativeErrorCode=6 // InnerException: throw new System.Runtime.InteropServices.ExternalException("Could not put data on Clipboard", new Win32Exception()); } if (!CloseClipboard()) { throw new System.Runtime.InteropServices.ExternalException("Could not close Clipboard", new Win32Exception()); } g.ReleaseHdc(hBitmapDC); } } private void __copyMenuItem_Click(object sender, EventArgs e) { using (Graphics g = __pictureBox.CreateGraphics()) { IntPtr hDC = g.GetHdc(); MemoryStream ms = new MemoryStream(); __pictureBox.Image.Save(ms, ImageFormat.Png); ms.Seek(0, SeekOrigin.Begin); Image imag = Image.FromStream(ms); // Derive BitMap object using Image instance, so that you can avoid the issue //"a graphics object cannot be created from an image that has an indexed pixel format" Bitmap img = new Bitmap(new Bitmap(imag)); SetClipboardData(img, hDC); g.ReleaseHdc(); } }

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  • Need Help Setting Transparent Image to Clipboard

    - by AMissico
    I need help setting a transparent image to the clipboard. I keep getting "handle is invalid". Following is the specific code with the complete working project at ftp://missico.net/ImageVisualizer.zip. This is an image Debug Visualizer class library, but I made to run as executable for testing. (Note that window is a toolbox window and show in taskbar is set to false.) I was tired of having to perform a screen capture on the toolbox window, open with an image editor, and then deleting the background added due to the screen capture. So I thought I would quickly put the transparent image onto the clipboard. Well, the problem is...no transparency support for Clipboard.SetImage. Google to the rescue...not quite. This is what I have so far pulled from a number of sources. See the code for the main reference. My problem is the "invalid handle" when using CF_DIBV5. I imagine the problem is related to BITMAPV5HEADER and CreateDIBitmap. Any help from you GDI/GDI+ Wizards would be greatly appreciated. public static void SetClipboardData(Bitmap bitmap, IntPtr hDC) { const uint SRCCOPY = 0x00CC0020; const int CF_DIBV5 = 17; const int CF_BITMAP = 2; //'reference //'http://social.msdn.microsoft.com/Forums/en-US/winforms/thread/816a35f6-9530-442b-9647-e856602cc0e2 IntPtr memDC = CreateCompatibleDC(hDC); IntPtr memBM = CreateCompatibleBitmap(hDC, bitmap.Width, bitmap.Height); SelectObject(memDC, memBM); using (Graphics g = Graphics.FromImage(bitmap)) { IntPtr hBitmapDC = g.GetHdc(); IntPtr hBitmap = bitmap.GetHbitmap(); SelectObject(hBitmapDC, hBitmap); BitBlt(memDC, 0, 0, bitmap.Width, bitmap.Height, hBitmapDC, 0, 0, SRCCOPY); if (!OpenClipboard(IntPtr.Zero)) { throw new System.Runtime.InteropServices.ExternalException("Could not open Clipboard", new Win32Exception()); } if (!EmptyClipboard()) { throw new System.Runtime.InteropServices.ExternalException("Unable to empty Clipboard", new Win32Exception()); } //IntPtr hClipboard = SetClipboardData(CF_BITMAP, memBM); //works but image is not transparent //all my attempts result in SetClipboardData returning hClipboard = IntPtr.Zero IntPtr hClipboard = SetClipboardData(CF_DIBV5, memBM); //because if (hClipboard == IntPtr.Zero) { // InnerException: System.ComponentModel.Win32Exception // Message="The handle is invalid" // ErrorCode=-2147467259 // NativeErrorCode=6 // InnerException: throw new System.Runtime.InteropServices.ExternalException("Could not put data on Clipboard", new Win32Exception()); } if (!CloseClipboard()) { throw new System.Runtime.InteropServices.ExternalException("Could not close Clipboard", new Win32Exception()); } g.ReleaseHdc(hBitmapDC); } } private void __copyMenuItem_Click(object sender, EventArgs e) { //'Applications that I have verified can paste the clipboard custom data format PNG are: //' Word 2003 //' Excel 2003 using (Graphics g = __pictureBox.CreateGraphics()) { IntPtr hDC = g.GetHdc(); MemoryStream ms = new MemoryStream(); __pictureBox.Image.Save(ms, ImageFormat.Png); ms.Seek(0, SeekOrigin.Begin); Image imag = Image.FromStream(ms); // Derive BitMap object using Image instance, so that you can avoid the issue //"a graphics object cannot be created from an image that has an indexed pixel format" Bitmap img = new Bitmap(new Bitmap(imag)); SetClipboardData(img, hDC); g.ReleaseHdc(); } }

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  • cover/image that will hide a UIButton, but still let it be touched

    - by Sam Jarman
    Any ideas on how to create a cover that has alpha 100 but is able to let a button behind it be touched, and an action to be called. i dont want to apply the action to the cover, nor change the buttons image - as a convaluted set up is required for each one. any ideas? what im after is effective not a see-through button, but a touch through button... Cheers in advance guys sam

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  • How to give cross browser transparency to element's background only?

    - by metal-gear-solid
    How to give cross browser transparency to background only? I want to give transparency to background of ul { background: } only don't want to make text inside ul li a {} transparent. ul { filter: alpha(opacity=50); /* internet explorer / -khtml-opacity: 0.5; / khtml, old safari / -moz-opacity: 0.5; / mozilla, netscape / opacity: 0.5; / fx, safari, opera */ } this code make everything transparent http://perishablepress.com/press/2009/01/27/cross-browser-transparency-via-css/

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  • Open Source Chef Server can't upload cookbook

    - by veilig
    I just setup the open source chef server on an Ubuntu 12.04 EC2 instance, I've setup my webui and am able to get responses from my knife commands ie: knife node list, knife client list, knife user list, etc... I'm able to update roles, databags, environments, etc... but I cannot upload any cookbooks. I'm running my workstation on Mac OSX. I keep getting this output at the end of my command knife cookbook upload -VV curl. Doesn't matter what cookbook I upload, or if I upload them all - I keep getting the same response DEBUG: Chef::HTTP calling Chef::HTTP::ValidateContentLength#handle_response DEBUG: Chef::HTTP calling Chef::HTTP::RemoteRequestID#handle_response DEBUG: Chef::HTTP calling Chef::HTTP::Authenticator#handle_response DEBUG: Chef::HTTP calling Chef::HTTP::Decompressor#handle_response DEBUG: Chef::HTTP calling Chef::HTTP::CookieManager#handle_response DEBUG: Chef::HTTP calling Chef::HTTP::JSONToModelOutput#handle_response /usr/local/lib/ruby/gems/2.1.0/gems/chef-12.0.0.alpha.1/lib/chef/http/json_output.rb:51:in `handle_response': undefined method `chomp' for nil:NilClass (NoMethodError) from /usr/local/lib/ruby/gems/2.1.0/gems/chef-12.0.0.alpha.1/lib/chef/http.rb:229:in `block in apply_response_middleware' from /usr/local/lib/ruby/gems/2.1.0/gems/chef-12.0.0.alpha.1/lib/chef/http.rb:227:in `each' from /usr/local/lib/ruby/gems/2.1.0/gems/chef-12.0.0.alpha.1/lib/chef/http.rb:227:in `inject' from /usr/local/lib/ruby/gems/2.1.0/gems/chef-12.0.0.alpha.1/lib/chef/http.rb:227:in `apply_response_middleware' from /usr/local/lib/ruby/gems/2.1.0/gems/chef-12.0.0.alpha.1/lib/chef/http.rb:144:in `request' from /usr/local/lib/ruby/gems/2.1.0/gems/chef-12.0.0.alpha.1/lib/chef/http.rb:118:in `put' from /usr/local/lib/ruby/gems/2.1.0/gems/chef-12.0.0.alpha.1/lib/chef/cookbook_uploader.rb:123:in `block in uploader_function_for' from /usr/local/lib/ruby/gems/2.1.0/gems/chef-12.0.0.alpha.1/lib/chef/util/threaded_job_queue.rb:52:in `call' from /usr/local/lib/ruby/gems/2.1.0/gems/chef-12.0.0.alpha.1/lib/chef/util/threaded_job_queue.rb:52:in `block (3 levels) in process' from /usr/local/lib/ruby/gems/2.1.0/gems/chef-12.0.0.alpha.1/lib/chef/util/threaded_job_queue.rb:50:in `loop' from /usr/local/lib/ruby/gems/2.1.0/gems/chef-12.0.0.alpha.1/lib/chef/util/threaded_job_queue.rb:50:in `block (2 levels) in process'INFO: HTTP Request Returned 204 No Content:

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  • Google présente une version alpha d'End-to-End, un plugin Chrome pour le chiffrement des courriels de bout en bout

    Google présente une version alpha d'End-to-End, un plugin Chrome pour le chiffrement des courriels de bout en bout Dans son Transparency Report, Google a revêtu son uniforme d'éducateur pour sensibiliser le public sur la protection de leurs courriels pendant qu'ils parcourent le web. Pour pouvoir mieux expliquer cette notion, Moutain View a établi une analogie avec un système qu'il est mieux susceptible de comprendre : la poste. « Quand vous écrivez une lettre à votre amie, vous espérez qu'elle...

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  • How can state changes be batched while adhering to opaque-front-to-back/alpha-blended-back-to-front?

    - by Sion Sheevok
    This is a question I've never been able to find the answer to. Batching objects with similar states is a major performance gain when rendering many objects. However, I've been learned various rules when drawing objects in the game world. Draw all opaque objects, front-to-back. Draw all alpha-blended objects, back-to-front. Some of the major parameters to batch by, as I understand it, are textures, vertex buffers, and index buffers. It seems that, as long as you are adhering to the above two rules, there's little to be done in regards to batching. I see one possibility to batch, while still adhering to the above two rules. Opaque objects can still be drawn out of depth-order, because drawing them front-to-back is merely a fillrate optimization, meanwhile state changes may very well be far more expensive than the overdraw of drawing out of depth-order. However, non-opaque objects, those that require alpha-blending at least, must be drawn back-to-front in order to avoid rendering artifacts. Is the loss of the fillrate optimization for opaques worth the state batching optimization?

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  • iPhone: Changing CGImageAlphaInfo of CGImage

    - by TechZen
    I have a PNG image that has an unsupported bitmap graphics context pixel format. Whenever I attempt to resize the image, CGBitmapContextCreate() chokes on the unsupported format (Error formatted for easy reading): CGBitmapContextCreate: unsupported parameter combination: 8 integer bits/component; 32 bits/pixel; 3-component colorspace; kCGImageAlphaLast; 1344 bytes/row. The list of supported pixel formats definitely does not support this combination. It appears I need to redraw the image and move the alpha channel information to kCGImageAlphaPremultipliedFirst or kCGImageAlphaPremultipliedLast. I have no idea how to go about doing this. There is nothing unusual about the PNG file and it isn't corrupted. It works in all other context just fine. I encountered this error just by chance but obviously my users might have similarly formatted files so I will have to check my app's imported images and correct for this problem.

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  • Removing WS_BORDER and WS_CAPTION from windows styles doesn't work

    - by lordfrikk
    Hello, I created a small app in C# that removes border and caption from window, then it sets size to the user's resolution and centers it. It's a utility for me to use when I want to play games in windowed mode without being annoyed by the borders. Everything works fine with most games, but I tried to use it on a recently released game Alpha Protocol and it doesn't work. I could almost say that the game reverts my changes, but I'm not sure how to tell if that's true or not. I'm using imported API functions MoveWindow, SetWindowLong and SetWindowPos. Snippet: Win32.MoveWindow(hWnd, 0, 0, Convert.ToInt32(sizeXText.Text), Convert.ToInt32(sizeYText.Text), true); Win32.SetWindowLong(hWnd, GWL_STYLE, Win32.GetWindowLong(hWnd, GWL_STYLE) & ~WS_CAPTION & ~WS_BORDER); Win32.SetWindowPos(hWnd, 0, 0, 0, 0, SWP_NOZORDER|SWP_NOMOVE|SWP_NOSIZE|SWP_NOACTIVATE|SWP_DRAWFRAME);

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  • C# GDI - How to check if a Pixel is opaque or not?

    - by rkawano
    I am using a method to get a pixel of the image to check if this point is transparent or not. I am using GetPixel that returns a System.Drawing.Color with a 32bit color info. This struct have the "A" property where I can get the alpha value of pixel, according to this MSDN topic. Code: using (Bitmap bmp = new Bitmap(path)) { Color pixel = bmp.GetPixel(0, 0); if (pixel.A == 0) // This is a fully transparent pixel else // This is not a fully transparent pixel } When I use this method with a fully transparent PNG images it returns 0. When I run with a white semi-transparent images, it will give me other values starting on 1 and up to 86, where 86 are given for images with a 100% alfa (full opaque). But with opaque JPEG images, the "A" property are giving me all sort of values like 56, 71, 86, 129, and others, depending on image. But these pixels are fully opaques! How are the correct way to check if a pixel is opaque or not?

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  • Creating transparent PNG with exact RGBA values

    - by rrowland
    I'm color-coding a transparent image to be read programatically. However, the image seems to be getting compressed and my code is reading color values other than the ones I mean to pass it. Concept This is the output I get, exporting as PNG-24. I programatically check each pixel for one of the six colors I use in creating the image: 0x00000F 0x0000F0 0x000F00 0x00F000 0x0F0000 0xF00000 Each color represents a different texture to apply. Top right (0x00000F) will pull texture from the tile to its top right and blend it at a ratio equal to the opacity of the pixel. The end goal is to create a hex tiled grid with differing textures that blend smoothly. What's happening It seems that when converting to PNG, Photoshop will change the RGBA to make it smoother, or just to help compression size. Parts that should be 250 red range anywhere from 150 to 255. Question Whether using PNG or another web-compatible format, I need to be able to save these pixel values, essentially instructions, loss-less and still maintain transparency. Is this possible in any format or will I need to re-think my approach?

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  • C# Winforms Transparent Control allowing Clickthrough

    - by Erik Karlsson
    I have a problem, a bit related to: http://stackoverflow.com/questions/855826/c-winforms-transparent-control-allowing-clickthrough Contrary to him i would like to capture mouseevents on my program, while still retaining a "window" to whats behind my program. color.transparent doesnt work, and transparencykey just delivers mouse events to whatever is underneath. Using a panel with transparent backcolor or with a backcolor equal to transparencykey does not give the desired effect. Plz help me :)

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