Search Results

Search found 21436 results on 858 pages for 'draw order'.

Page 355/858 | < Previous Page | 351 352 353 354 355 356 357 358 359 360 361 362  | Next Page >

  • Android Canvas.DrawBitmap without blurring/AntiAliasing?

    - by Sh33p
    I'm trying to make an android game using sprites, (or very pixelated characters, backgrounds etc.). I draw them on the canvas like so... matrix.preScale(xrat,yrat); canvas.drawBitmap(img, matrix, null); Where img is the Bitmap and the xrat and yrat are the scales. My problem is that when I test, the Bitmap is blurry or anti-aliased, is there a way to prevent this? The rigid-blocky art style of the game will be ruined if the blocks are blurry. Any (ANY) help appreciated!

    Read the article

  • Checkbox in a Crystal Report

    - by JosephStyons
    What is the best way to display a checkbox in a Crystal Report? Example: My report has a box for "Male" and "Female", and one should be checked. My current workaround is to draw a small graphical square, and line it up with a formula which goes like this: if {table.gender} = "M" then "X" else " " This is a poor solution, because changing the font misaligns my "X" and the box around it, and it is absurdly tedious to squint at the screen and get a pixel-perfect alignment for every box (there are dozens). Does anyone have a better solution? I've thought about using the old-style terminal characters, but I'm not sure if they display properly in Crystal. Edit: I'm using Crystal XI.

    Read the article

  • Best direction for displaying game graphics in C# App

    - by Mike Webb
    I am making a small game as sort of a test project, nothing major. I just started and am working on the graphics piece, but I'm not sure the best way to draw the graphics to the screen. It is going to be sort of like the old Zelda, so pretty simple using bitmaps and such. I started thinking that I could just paint to a Picture Box control using Drawing.Graphics with the Handle from the control, but this seems cumbersome. I'm also not sure if I can use double buffering with this method either. I looked at XNA, but for now I wanted to use a simple method to display everything. So, my question. Using the current C# windows controls and framework, what is the best approach to displaying game graphics (i.e. Picture Box, build a custom control, etc.)

    Read the article

  • How to reference an object in a lower fragment in android

    - by Silas Greenback
    I am trying to build a help screen that is going to go on a mediaplayer. The idea is to put a fragment with a transparent theme on top of the current view. (See How do I create a help overlay like you see in a few Android apps and ICS? for the basic idea). Now, I understand the steps in the mentioned link, but how do I connect the circles and arrows and paragraphs next to each one (explaining what each one was) to the lower object? Example, I have an object: R.id.music_button and I want there to be and arrow that points to music button. Trying to support as many devices as we do it will be very difficult to just draw a few pictures as part of the top layout and expect them to line up. Again, how do I reference an object on a fragment below the top level? Thanks

    Read the article

  • Can I show a single country (masked out) in GoogleMaps?

    - by NIclas Lindbegr
    Hello! Is it possible to mask away neighbor countries in GoogleMap? In my case I just want to show Sweden on one view. On a second view just Norway, Denmark etc etc... I know it is possible to draw polygon lines and fill them accordingly on to Maps API. Problem is that or the result sets get huge or the lines get very rough etc... Would be nice if GoogleMaps could deliver a country at the time without neighbors. Does anyone know about a good coordinate database with country borders? Best best regards, Niclas

    Read the article

  • When can I find out the width/height of my view

    - by michael
    When is the earliest I can find out the actual (after layout) width/height of my view? I tried to do that @Override protected void onFinishInflate() { super.onFinishInflate(); w = getWidth(); h = getHeight(); } But it gives me 0. I have cases in which the view is invisible in the beginning and that programmically become visible. I think I can do that in onDraw(), but i dont' want to do that in everything I draw() something.

    Read the article

  • Codebase for making a Flash-based interactive map with SVG vector data?

    - by Mike
    I'm looking for a way to take SVG path info (basically a string of coordinates) and dynamically draw it with Actionscript. Icing on the cake would be if those shapes could detect mouse events to trigger JS and dynamically change their appearance (fill, stroke, etc...). I'm currently trying something similar to this (http://raphaeljs.com/australia.html) using SVG but it's just too slow in IE. I've also tried Google's SVG Web (http://code.google.com/p/svgweb/) which basically does exactly what I'm looking for (it converts SVG to Flash in IE) but again, it's sloooooow - which is why I'm considering doing the whole shebang in Flash. Anyone know of some links to point me in the right direction?

    Read the article

  • Excel-like vertical and horizontal headers for android

    - by heru
    Hi all, I need to have excel-like headers. It means, that it has vertical headers (fixed horizontally), which can be scrolled vertically, and horizontal headers (fixed vertically), which can be scrolled horizontally. The contents should be scrollable both vertically and horizontally. To make it clear, I tried to 'draw' here. hor_header1 | hor_header2 | hor_header3 | ....... ver_header1 | content1_1 | content1_2 | content1_3 | ........... ver_header2 | content2_1 | content2_2 | content2_3 | ........ ver_header3 | content3_1 | content3_2 | content3_3 | ........... ....... | ........... | .......... | ........... So ver_header1,2,3 should be sticky when I scroll horizontally, and hor_header1,2,3 should be sticky when I scroll vertically How could I achieve this? Is it possible in android??? Thanks before. Heru

    Read the article

  • OpenGL ES 2.0 Rendering with a Texture

    - by Kyle
    The iPhone SDK has an example of using ES 2.0 with a set of (Vertex & Fragment) GLSL shaders to render a varying colored box. Is there an example out there on how to render a simple texture using this API? I basically want to take a quad, and draw a texture onto it. The old ES 1.1 API's don't work at all anymore, so I'm needing a bit of help getting started. Most shader references talk mainly about advanced shading topics, but I'm really unsure about how to tell the shader to use the bound texture, and how to reference the UV's. Thanks!

    Read the article

  • Getting camera preview data without using a preview callback

    - by velocipedestrian
    I have an app that does some processing to camera preview frames before displaying them to the user. I'm currently using preview callbacks to access the image data, but the problem I have is that the onPreviewFrame() function stops getting called if you start recording video using a MediaRecorder, and I want the processing to continue when video is being recorded. I've tried doing the following: public static Bitmap convertViewToBitmap(View view) { Bitmap bitmap = Bitmap.createBitmap(view.getWidth(),view.getHeight(), Bitmap.Config.ARGB_8888); view.draw(new Canvas(bitmap)); return bitmap; } to convert the preview surface to a bitmap, but when I pass the preview SurfaceView to the function it returns an all-black bitmap (it works when I test it on normal views though). Is there any other way I can access the image data if preview callbacks are not available?

    Read the article

  • Flex: change item Style on certain Tree based ItemRenderers

    - by Markus
    Hi Everybody, I have a question concerning Tree items. I want to show where a drop action would be placed... The item will be placed in between two existing elements. So what I want to do is, to take the upper item and draw a line underneath it. But I struggling to address the itemRenderer... I have the index for the itemrenderer, but I dont get a instance of that object. Any help is appreciated! Markus

    Read the article

  • Adding and altering multiple text items to a Canvas -- what approach?

    - by philologon
    I am attempting to use a Canvas to create a simple Cad application. I have been able to get lines to draw as I want. For now the only other thing I need is text. The user should be able to edit the text in place. ?Is one of these better to use for this over the others? Rich Text TextBlock TextBox Label A more important question, though, is once I have chosen which class to use for implementation, how do I set and get the text value in code? Since the app is in essence a cad application, text will be added, deleted, and altered often, so I am not attempting to put these in XAML, but code-behind. That is why I am asking about how to do this in code. If the answer is "use X.SetValue()" (or that family of methods), then please tell me what I am supposed to do with the required DependencyProperty reference? TIA. Paul

    Read the article

  • Help with setting up panels in Java

    - by Milos
    I'm new to Java awt, so I am having trouble with setting up panels. I have one giant panel, which needs to hold 3 panels inside (photo is attached at the bottom). One will go on top(1), second one will be in the middle(3), and third goes on the bottom(2). Any remaining space has to be divided equally between (1)/(3) and (3)/(2). Also, the middle panel (3) is a table, so GridLayout has to be used. How can I achieve this? Thanks in advance! P.S. I've tried to draw it in MS Paint (http://i45.tinypic.com/2w523ie.jpg)

    Read the article

  • How can I plot a time series graph with Perl?

    - by Jazz
    I have some data from a database (SQLite), mapping a value (an integer) to a date. A date is a string with this format: YYYY-MM-DD hh:mm. The dates are not uniformly distributed. I want do draw a line graph with the dates on X and the values on Y. What is the easiest way to do this with Perl? I tried DBIx::Chart but I could not make it recognize my dates. I also tried GD::Graph, but as the documentation says: GD::Graph does not support numerical x axis the way it should. Data for X axes should be equally spaced

    Read the article

  • Android image scaling to support multiple resolutions

    - by tyuo9980
    I've coded my game for 320x480 and I figure that the easiest way to support multiple resolutions is to scale the end image. What are your thoughts on this? Would it be cpu efficient to do it this way? I have all my images placed in the mdpi folder, I'll have it drawn unscaled on the screen onto a buffer, then scale it to fit the screen. all the user inputs will be scaled as well. I have these 2 questions: -How do you draw a bitmap without android automatically scaling it -How do you scale a bitmap?

    Read the article

  • What is Ruby's double-colon (::) all about?

    - by Meltemi
    I'd probably be able to answer this for myself if "::" wasn't so hard to Google. Didn't see anything on SO so thought I'd try my luck. What is this double-colon :: all about? I see it everywhere in Rails: class User < ActiveRecord::Base or… ActionController::Routing::Routes.draw do |map| I found a definition from this guy: The :: is a unary operator that allows: constants, instance methods and class methods defined within a class or module, to be accessed from anywhere outside the class or module. but that just leads to more questions. What good is scope (private, protected) if you can just use :: to expose anything?

    Read the article

  • OpenGL index buffer object with additional data

    - by muksie
    I have a large set of lines, which I render from a vertex buffer object using glMultiDrawArrays(GL_LINE_STRIP, ...); This works perfectly well. Now I have lots of vertex pairs which I also have to visualize. Every pair consists of two vertices on two different lines, and the distance between the vertices is small. However, I like to have the ability to draw a line between all vertex pairs with a distance less than a certain value. What I like to have is something like a buffer object with the following structure: i1, j1, r1, i2, j2, r2, i3, j3, r3, ... where the i's and j's are indices pointing to vertices and the r's are the distances between those vertices. Thus every vertex pair is stored as a (i, j, r) tuple. Then I like to have a (vertex) shader which only draws the vertex pairs with r < SOME_VALUE as a line. So my question is, what is the best way to achieve this?

    Read the article

  • Simulating brush strokes for painting application

    - by DrRobot
    I'm trying to write an application that can be used to create pictures that look like paintings using simulated brush strokes. Are there any good sources for simple ways of simulating brush strokes? For example, given a list of mouse positions that the user has dragged the mouse through, a brush width and a brush texture, how do I determine what to draw to the canvas? I've tried angling the brush texture in the direction of the mouse movement and dabbing several brush texture images along the path, but it doesn't look great. I think I'm missing something where the brush texture should shrink and grow on corners. Any simple to follow links would be appreciated. I've found complex academic papers on simulating e.g. oil paints but I just want a basic algorithm to use that produces OK results if possible.

    Read the article

  • Determining if a coordinate is on a line

    - by TGCBraun
    I´m coding a little app that allows the user to draw multiple shapes and then remove or resize them. It´s working perfectly on rectangles and ovals, but I´m having issues with lines. Here´s a method that I wrote to find if the clicked spot on the screen is part of a specific line: public boolean containsLocation(int x, int y) { int m = (getY2() - getY()) / (getX2() - getX()); int b = getY() - (m * getX()); if (y == (m * x) + b) { return true; } return false; I´m using the famous y = mx + b formula and replacing y and x to find if the clicked spot is part of the line. The problem is when I click on the screen to remove the line, it only works if I click on the very fist coordinate (x,y) where the line starts. Nothing happens when I click anywhere else along the line. Can anyone shed a light on what I´m doing wrong? Thanks a lot.

    Read the article

  • matlab: how to transform screen pixels into specific coordinates

    - by user3137385
    I have to draw a curve captured on a image using screen pixels (mouse clicks) into a coordinate system. E.g.: Pixels on the screen, from left to right (130 px to 970 px) correspond to the x-axis of my coordinate system (1000 to 6000). Pixels from bottom to top (670 to 99) correspond to the y-axis of coordinate system (0 to 1.2). How can this be done? Maybe there's a function in matlab doing something like that? Some more explanation: I have a jpg image of a curve on a coordinate system. I've got pixel positions (x,y) of several points on that curve. Now I want to plot same curve into a matlab figure with same x and y axis as on the jpg image.

    Read the article

  • Divide numpy array

    - by BandGap
    Hi all I have some data represented in a 1300x1341 matrix. I would like to split this matrix in several pieces (e.g. 9) so that I can loop over and process them. The data needs to stay ordered in the sense that x[0,1] stays below (or above if you like) x[0,0] and besides x[1,1]. Just like if you had imaged the data, you could draw 2 vertical and 2 horizontal lines over the image to illustrate the 9 parts. If I use numpys reshape (eg. matrix.reshape(9,260,745) or any other combination of 9,260,745) it doesn't yield the required structure since the above mentioned ordering is lost... Did I misunderstand the reshape method or can it be done this way? What other pythonic/numpy way is there to do this?

    Read the article

  • How does R treat positional arguments

    - by inspectorG4dget
    I'm a python guy and very new to R (so far, all I've done is copy-paste code and screen-shot the resulting, graph). I would now like to actually learn the language so that I can draw useful plots (right now, I am trying to plot this). In attempting my first plot, I came across this function call: sets_options("universe", seq(from = 0, to = 25, by = 0.1)) Now, I would like to know if I can achieve the same result by calling sets_options("universe", seq(0, 25, 0.1)) The help page for seq doesn't speak to this specifically (or I'm not reading it correctly), so I was hoping someone could shed some light on how R handles positional arguments I tried calling the function that way in R and it worked (no syntax errors, etc), but I don't know how to test the output of that function, so I'm forced to ask here

    Read the article

  • ActionScript Drawing Gradient Line With Transparency

    - by TheDarkIn1978
    i'm attempting to draw a simple gradient line with some transparency, but the portion of the line that receives 0 for the alpha draws black. var lineMatrix:Matrix = new Matrix(); lineMatrix.createGradientBox(500, 1); var line:Sprite = new Sprite(); line.graphics.lineStyle(1, 0, 1, false, LineScaleMode.NONE, CapsStyle.NONE); line.graphics.lineGradientStyle(GradientType.LINEAR, [0XFF0000, 0, 0xFF0000], [1, 0, 1], [0, 127, 255], lineMatrix); line.graphics.moveTo(0, 0); line.graphics.lineTo(500, 0); addChild(line); what am i doing wrong?

    Read the article

  • how do i get a layer's frame to automatically resize based on its superlayer's frame or its view's f

    - by Kevlar
    I'm experimenting with using cagradientlayer to draw gradients in our app instead of having a subclass of uiview manage gradients. One snafu that i've come across is that when the view that has the gradient as a sublayer of its main layer gets resized to fit the data i am trying to show, the layer doesn't resize along with it. I end up having the gradient layer end at the original frame size while my view's frame is much larger. Is there a way to have the sublayer autoresize to fit its superlayer's frame, or the superlayer's view's frame?

    Read the article

  • Best canvas for drawing in wxPython?

    - by Pablo Rodriguez
    I have to draw a graph of elements composing a topological model of a physical network. There would be nodes and arches, and the latter could be unidirectional or bidirectional. I would like to capture the clicking events for the nodes and the arches (to select the element and show its properties somewhere), and the dragging events for the nodes (to move them around) and arches (to connect or disconnect elements). I've done some research and I've narrowed the alternatives down to OGL (Object Graphics Library) and FloatCanvas. I would not like to go down to the DrawingContext, but it is not discarded if necessary. Which canvas option would you choose?

    Read the article

< Previous Page | 351 352 353 354 355 356 357 358 359 360 361 362  | Next Page >