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  • XNA 4.0 draw a cube with DrawUserIndexedPrimitives method [on hold]

    - by Leggy7
    EDIT Since I read what Mark H suggested (thanks a lot, I found it very useful) I think my question can become clearer structured this way: Using XNA 4.0, I'm trying to draw a cube. Im using this method: GraphicsDevice.DrawUserIndexedPrimitives<VertexPositionColor>( PrimitiveType.LineList, primitiveList, 0, // vertex buffer offset to add to each element of the index buffer 8, // number of vertices in pointList lineListIndices, // the index buffer 0, // first index element to read 7 // number of primitives to draw ); I got the code sample from this page which simply draw a serie of triangles. I want to modify this code in order to draw a cube. I was able to slitghly move the camera so I can have the perception of solidity, I set the vertex array to contain the 8 points defining a cube. But I can't fully understand how many primitives I have to draw (last parameter) for each of PrimitiveType. So, I wasn't able to draw the cube (just some of the edges in a non-defined order). More in detail: to build the vertex index list, the sample used // Initialize an array of indices of type short. lineListIndices = new short[(points * 2) - 2]; // Populate the array with references to indices in the vertex buffer for (int i = 0; i < points - 1; i++) { lineListIndices[i * 2] = (short)(i); lineListIndices[(i * 2) + 1] = (short)(i + 1); } I'm ashamed to say I cannot do the same in the case of a cube. what has to be the size of the lineListIndices? how should I populate it? In which order? And how do these things change when I use a different PrimitiveType? In the code sample there are also another couple of calls which I cannot fully understand, which are: // Initialize the vertex buffer, allocating memory for each vertex. vertexBuffer = new VertexBuffer(graphics.GraphicsDevice, vertexDeclaration, points, BufferUsage.None); // Set the vertex buffer data to the array of vertices. vertexBuffer.SetData<VertexPositionColor>(pointList); and vertexDeclaration = new VertexDeclaration(new VertexElement[] { new VertexElement(0, VertexElementFormat.Vector3, VertexElementUsage.Position, 0), new VertexElement(12, VertexElementFormat.Color, VertexElementUsage.Color, 0) } ); that is, for VertexBuffer and VertexDeclaration I could not find and significant (monkey-like) guide. I reported them too because I think they could be involded in understanding things. I think I also have to understand something related to the order the vertexes are stored in the array. But actually I have no clue of what I should learn to have this function drawing a cube. So, if anybody could point me to the right direction, it wil be appreciated. Hope to have made myself clear this time

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  • Manually "draw" data for chart, output to CSV

    - by Ambidex
    I need a service that will allow me to draw a chart line by hand and generate data points for what I drew. This might sound crazy, but I need some data (preferably in CSV output) that will only approximately show value X at time Y and I do not want to go and produce these values by hand. I only have to know how it will flow along. Anyone know how to actually accomplish this? So, I would actually want to draw a line on a graph, and then get the output (X + Y) from that line I drew in a (preferably) CSV.

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  • XNA: draw a sprite in 3d, is that possible?

    - by Heisenbug
    since now I always used sprited to draw in 2D: spriteBatch.Draw(myTexture, rectangle, color); (I suppose the texture is binded internally to 2 triangles and then scaled.) Now, I'm porting my game in 3D and I have to draw several planes (walls, floor, roof,..). Do I need to manually binding a texture to a geometry (for example using VertexPositionColorTexture with VertexBuffer and IndexBuffer), or is there any simpler way to do that? I'm looking for something like spriteBatch.Draw with the rectangle clip specified in 3d space: spriteBatch.Draw(myTexture, rectangleIn3D, color);

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  • Android - drawing path as overlay on MapView

    - by Rabas
    Hello, I have a class that extends Overlay and implemments Overlay.Snappable. I have overriden its draw method: @Override public void draw(Canvas canvas, MapView mv, boolean shadow) { Projection projection = mv.getProjection(); ArrayList<GeoPoint> geoPoints = new ArrayList<GeoPoint>(); //Creating geopoints - ommited for readability Path p = new Path(); for (int i = 0; i < geoPoints.size(); i++) { if (i == geoPoints.size() - 1) { break; } Point from = new Point(); Point to = new Point(); projection.toPixels(geoPoints.get(i), from); projection.toPixels(geoPoints.get(i + 1), to); p.moveTo(from.x, from.y); p.lineTo(to.x, to.y); } Paint mPaint = new Paint(); mPaint.setStyle(Style.FILL); mPaint.setColor(0xFFFF0000); mPaint.setAntiAlias(true); canvas.drawPath(p, mPaint); super.draw(canvas, mv, shadow); } As you can see, I make a list of points on a map and I want them to form a polygonal shape. Now, the problem is that when I set paint style to be FILL or FILL_AND_STROKE nothing shows up on the screen, but when I set it to be just stroke, and set stroke width, it acctually draws what it is supposed to draw. Now, I looked for solution, but nothing comes up. Can you tell me if I something missed to set in the code itself, or are there some sorts of constraints when drawing on Overlay canvases? Thanks

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  • After drawing circles on C# form how can i know on what circle i clicked?

    - by SorinA.
    I have to represent graphically an oriented graph like in the image below. i have a C# form, when i click with the mouse on it i have to draw a node. If i click somewhere on the form where is not already a node drawn it means i cliked with the intetion of drawing a node, if it is a node there i must select it and memorize it. On the next mouse click if i touch a place where there is not already a node drawn it means like before that i want to draw a new node, if it is a node where i clicked i need to draw the line from the first memorized node to the selected one and add road cost details. i know how to draw the circles that represent the nodes of the graph when i click on the form. i'm using the following code: namespace RepGraficaAUnuiGraf { public partial class Form1 : Form { Graphics graphDrawingArea; Bitmap bmpDrawingArea; Graphics graph; public Form1() { InitializeComponent(); } private void Form1_Load(object sender, EventArgs e) { bmpDrawingArea = new Bitmap(Width, Height); graphDrawingArea = Graphics.FromImage(bmpDrawingArea); graph = Graphics.FromHwnd(this.Handle); } private void Form1_Click(object sender, EventArgs e) { DrawCentralCircle(((MouseEventArgs)e).X, ((MouseEventArgs)e).Y, 15); graph.DrawImage(bmpDrawingArea, 0, 0); } void DrawCentralCircle(int CenterX, int CenterY, int Radius) { int start = CenterX - Radius; int end = CenterY - Radius; int diam = Radius * 2; bmpDrawingArea = new Bitmap(Width, Height); graphDrawingArea = Graphics.FromImage(bmpDrawingArea); graphDrawingArea.DrawEllipse(new Pen(Color.Blue), start, end, diam, diam); graphDrawingArea.DrawString("1", new Font("Tahoma", 13), Brushes.Black, new PointF(CenterX - 8, CenterY - 10)); } } } My question is how can i find out if at the coordinates (x,y) on my form i drew a node and which one is it? I thought of representing the nodes as buttons, having a tag or something similar as the node number(which in drawing should be 1 for Santa Barbara, 2 for Barstow etc.)

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  • Which text margin does SWT Table use when drawing text?

    - by Zordid
    I got a relatively easy question - but I cannot find anything anywhere to answer it. I use a simple SWT table widget in my application that displays only text in the cells. I got an incremental search feature and want to highlight text snippets in all cells if they match. So when typing "a", all "a"s should be highlighted. To get this, I add an SWT.EraseItem listener to interfere with the background drawing. If the current cell's text contains the search string, I find the positions and calculate relative x-coordinates within the text using event.gc.stringExtent - easy. With that I just draw rectangles "behind" the occurrences. Now, there's a flaw in this. The table does not draw the text without a margin, so my x coordinate does not really match - it is slightly off by a few pixels! But how many?? Where do I retrieve the cell's text margins that table's own drawing will use? No clue. Cannot find anything. :-( Bonus question: the table's draw method also shortens text and adds "..." if it does not fit into the cell. Hmm. My occurrence finder takes the TableItem's text and thus also tries to mark occurrences that are actually not visible because they are consumed by the "...". How do I get the shortened text and not the "real" text within the EraseItem draw handler? Thanks!

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  • Document Foundation : pas de LibreOffice OnLine cette année mais une feuille de route officielle, le portage pour Android progresse

    La Document Foundation : pas de LibreOffice OnLine cette année Mais un feuille de route officielle, le portage pour Android progresse Edit 16h : La Document Foundation vient de corriger une confusion dans la communication autour des déclinaisons Cloud et mobiles de son fork d'OpenOffice.org. Elle annonce une feuille de route. La Document Foundation a posé hier la dernière pierre de la dernière version de la branche 3.4 de sa suite bureautique open-source. Résultat, son énergie va à présent être entièrement tournée vers la branche 3.5 de LibreOffice. Et vers les nouvelles déclinaisons de son fork d'OpenOffice.org. La première...

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  • Document Foundation : pas de LibreOffice OnLine cette année mais un feuille de route officielle, le portage pour Android progresse

    La Document Foundation : pas de LibreOffice OnLine cette année Mais un feuille de route officielle, le portage pour Android progresse Edit 16h : La Document Foundation vient de corriger une confusion dans la communication autour des déclinaisons Cloud et mobiles de son fork d'OpenOffice.org. Elle annonce une feuille de route. La Document Foundation a posé hier la dernière pierre de la dernière version de la branche 3.4 de sa suite bureautique open-source. Résultat, son énergie va à présent être entièrement tournée vers la branche 3.5 de LibreOffice. Et vers les nouvelles déclinaisons de son fork d'OpenOffice.org. La première...

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  • OpenGL, draw two polygons in the same time (by mouse clicks)

    - by YoungSalafi
    im trying to draw 2 polygons at the same time depending on user input from the opengl screen... so i made 2 arrays which each one of them will carry the vertices of each polygon ... i think my logic is right but the program still prints only polygon and delete the old polygon if you draw a polygon again . and its acting weird too please check the code yourself here it is : P.S dont mind the delete function right now.. i know it missing something. #include <windows.h> #include <gl/gl.h> #include <gl/glut.h> void Draw(); void Set_Transformations(); void Initialize(int argc, char *argv[]); void OnKeyPress(unsigned char key, int x, int y); void DeleteVer(); void MouseClick(int bin, int state , int x , int y); void GetOGLPos(int x, int y,float* arrY,float* arrX); void DrawPolygon(float* arrX,float* arrY); float xPos[20]; float yPos[20]; float xPos2[20]; float yPos2[20]; float fx = 0,fy = 0; float size = 10; int count = 0; bool done = false; bool flag = true; void Initialize(int argc, char *argv[]) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_RGBA); glutInitWindowPosition(100, 100); glutInitWindowSize(600, 600); glutCreateWindow("OpenGL Lab1"); Set_Transformations(); glutDisplayFunc(Draw); glutMouseFunc(MouseClick); glutKeyboardFunc(OnKeyPress); glutMainLoop(); } void Set_Transformations() { glClearColor(1, 1, 1, 1); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluOrtho2D(-200, 200, -200, 200); } void OnKeyPress(unsigned char key, int x, int y) { if (key == 27) exit(0); switch(key) { case 13: //enter key it will draw done = true; glutPostRedisplay(); flag=!flag; // this flag to switch to the other array that the vertices will be stored in, in order to draw the second polygon break; } } void MouseClick(int button, int state , int x , int y) { switch (button) { case GLUT_RIGHT_BUTTON: if (state == GLUT_DOWN) { if (count>0) { DeleteVer(); //dont mind this right now } } break; case GLUT_LEFT_BUTTON: if (state == GLUT_DOWN) { if(count<20) { if(flag =true){ // drawing first polygon GetOGLPos(x, y,xPos,yPos);} if (flag=false) //drawing second polygon after Enter is pressed GetOGLPos(x, y,xPos2,yPos2); } } break; } } void GetOGLPos(int x, int y,float* arrY,float* arrX) //getting the vertices from the user { GLint viewport[4]; GLdouble modelview[16]; GLdouble projection[16]; GLfloat winX, winY, winZ; GLdouble posX, posY, posZ; glGetDoublev( GL_MODELVIEW_MATRIX, modelview ); glGetDoublev( GL_PROJECTION_MATRIX, projection ); glGetIntegerv( GL_VIEWPORT, viewport ); winX = (float)x; winY = (float)viewport[3] - (float)y; glReadPixels( x, int(winY), 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &winZ ); gluUnProject( winX, winY, winZ, modelview, projection, viewport, &posX, &posY, &posZ); arrX[count] = posX; arrY[count] = posY; count++; glPointSize( 6.0 ); glBegin(GL_POINTS); glVertex2f(posX,posY); glEnd(); glFlush(); } void DeleteVer(){ //dont mind this glColor3f ( 1, 1, 1); glBegin(GL_POINTS); glVertex2f(xPos[count-1],yPos[count-1]); glEnd(); glFlush(); xPos[count] = NULL; yPos[count] = NULL; count--; glColor3f ( 0, 0, 0); } void DrawPolygon(float* arrX,float* arrY) { int n=0; glColor3f ( 0, 0, 0); glBegin(GL_POLYGON); while(n<count) { glVertex2f(arrX[n],arrY[n]); n++; } count=0; glEnd(); glFlush(); } void Draw() //main drawing func { glClear(GL_COLOR_BUFFER_BIT); glColor3f(0, 0, 0); if(done) { DrawPolygon(xPos,yPos); DrawPolygon(xPos2,yPos2); } glFlush(); } int main(int argc, char *argv[]) { Initialize(argc, argv); return 0; }

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  • Python - Bitmap won't draw/display

    - by Wallter
    I have been working on this project for some time now - it was originally supposed to be a test to see if, using wxPython, I could build a button 'from scratch.' From scratch means: that i would have full control over all the aspects of the button (i.e. controlling the BMP's that are displayed... what the event handlers did... etc.) I have run into several problems (as this is my first major python project.) Now, when the all the code is working for the life of me I can't get an image to display. Basic code - not working dc = wx.BufferedPaintDC(self) dc.SetFont(self.GetFont()) dc.SetBackground(wx.Brush(self.GetBackgroundColour())) dc.Clear() dc.DrawBitmap(wx.Bitmap("/home/wallter/Desktop/Mouseover.bmp"), 100, 100) self.Refresh() self.Update() Full Main.py import wx from Custom_Button import Custom_Button from wxPython.wx import * ID_ABOUT = 101 ID_EXIT = 102 class MyFrame(wx.Frame): def __init__(self, parent, ID, title): wxFrame.__init__(self, parent, ID, title, wxDefaultPosition, wxSize(400, 400)) self.CreateStatusBar() self.SetStatusText("Program testing custom button overlays") menu = wxMenu() menu.Append(ID_ABOUT, "&About", "More information about this program") menu.AppendSeparator() menu.Append(ID_EXIT, "E&xit", "Terminate the program") menuBar = wxMenuBar() menuBar.Append(menu, "&File"); self.SetMenuBar(menuBar) # The call for the 'Experiential button' self.Button1 = Custom_Button(parent, -1, wx.Point(100, 100), wx.Bitmap("/home/wallter/Desktop/Mouseover.bmp"), wx.Bitmap("/home/wallter/Desktop/Normal.bmp"), wx.Bitmap("/home/wallter/Desktop/Click.bmp")) # The following three lines of code are in place to try to get the # Button1 to display (trying to trigger the Paint event (the _onPaint.) # Because that is where the 'draw' functions are. self.Button1.Show(true) self.Refresh() self.Update() # Because the Above three lines of code did not work, I added the # following four lines to trigger the 'draw' functions to test if the # '_onPaint' method actually worked. # These lines do not work. dc = wx.BufferedPaintDC(self) dc.SetFont(self.GetFont()) dc.SetBackground(wx.Brush(self.GetBackgroundColour())) dc.DrawBitmap(wx.Bitmap("/home/wallter/Desktop/Mouseover.bmp"), 100, 100) EVT_MENU(self, ID_ABOUT, self.OnAbout) EVT_MENU(self, ID_EXIT, self.TimeToQuit) def OnAbout(self, event): dlg = wxMessageDialog(self, "Testing the functions of custom " "buttons using pyDev and wxPython", "About", wxOK | wxICON_INFORMATION) dlg.ShowModal() dlg.Destroy() def TimeToQuit(self, event): self.Close(true) class MyApp(wx.App): def OnInit(self): frame = MyFrame(NULL, -1, "wxPython | Buttons") frame.Show(true) self.SetTopWindow(frame) return true app = MyApp(0) app.MainLoop() Full CustomButton.py import wx from wxPython.wx import * class Custom_Button(wx.PyControl): def __init__(self, parent, id, Pos, Over_BMP, Norm_BMP, Push_BMP, **kwargs): wx.PyControl.__init__(self,parent, id, **kwargs) self.Bind(wx.EVT_LEFT_DOWN, self._onMouseDown) self.Bind(wx.EVT_LEFT_UP, self._onMouseUp) self.Bind(wx.EVT_LEAVE_WINDOW, self._onMouseLeave) self.Bind(wx.EVT_ENTER_WINDOW, self._onMouseEnter) self.Bind(wx.EVT_ERASE_BACKGROUND,self._onEraseBackground) self.Bind(wx.EVT_PAINT,self._onPaint) self.pos = Pos self.Over_bmp = Over_BMP self.Norm_bmp = Norm_BMP self.Push_bmp = Push_BMP self._mouseIn = False self._mouseDown = False def _onMouseEnter(self, event): self._mouseIn = True def _onMouseLeave(self, event): self._mouseIn = False def _onMouseDown(self, event): self._mouseDown = True def _onMouseUp(self, event): self._mouseDown = False self.sendButtonEvent() def sendButtonEvent(self): event = wx.CommandEvent(wx.wxEVT_COMMAND_BUTTON_CLICKED, self.GetId()) event.SetInt(0) event.SetEventObject(self) self.GetEventHandler().ProcessEvent(event) def _onEraseBackground(self,event): # reduce flicker pass def Iz(self): dc = wx.BufferedPaintDC(self) dc.DrawBitmap(self.Norm_bmp, 100, 100) def _onPaint(self, event): # The printing functions, they should work... but don't. dc = wx.BufferedPaintDC(self) dc.SetFont(self.GetFont()) dc.SetBackground(wx.Brush(self.GetBackgroundColour())) dc.Clear() dc.DrawBitmap(self.Norm_bmp) # This never printed... I don't know if that means if the EVT # is triggering or what. print '_onPaint' # draw whatever you want to draw # draw glossy bitmaps e.g. dc.DrawBitmap if self._mouseIn: # If the Mouse is over the button dc.DrawBitmap(self.Over_bmp, self.pos) else: # Since the mouse isn't over it Print the normal one # This is adding on the above code to draw the bmp # in an attempt to get the bmp to display; to no avail. dc.DrawBitmap(self.Norm_bmp, self.pos) if self._mouseDown: # If the Mouse clicks the button dc.DrawBitmap(self.Push_bmp, self.pos) This code won't work? I get no BMP displayed why? How do i get one? I've gotten the staticBitmap(...) to display one, but it won't move, resize, or anything for that matter... - it's only in the top left corner of the frame? Note: the frame is 400pxl X 400pxl - and the "/home/wallter/Desktop/Mouseover.bmp"

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  • [C#][XNA] Draw() 20,000 32 by 32 Textures or 1 Large Texture 20,000 Times

    - by Rudi
    The title may be confusing - sorry about that, it's a poor summary. Here's my dilemma. I'm programming in C# using the .NET Framework 4, and aiming to make a tile-based game with XNA. I have one large texture (256 pixels by 4096 pixels). Remember this is a tile-based game, so this texture is so massive only because it contains many tiles, which are each 32 pixels by 32 pixels. I think the experts will definitely know what a tile-based game is like. The orientation is orthogonal (like a chess board), not isometric. In the Game.Draw() method, I have two choices, one of which will be incredibly more efficient than the other. Choice/Method #1: Semi-Pseudocode: public void Draw() { // map tiles are drawn left-to-right, top-to-bottom for (int x = 0; x < mapWidth; x++) { for (int y = 0; y < mapHeight; y++) { SpriteBatch.Draw( MyLargeTexture, // One large 256 x 4096 texture new Rectangle(x, y, 32, 32), // Destination rectangle - ignore this, its ok new Rectangle(x, y, 32, 32), // Notice the source rectangle 'cuts out' 32 by 32 squares from the texture corresponding to the loop Color.White); // No tint - ignore this, its ok } } } Caption: So, effectively, the first method is referencing one large texture many many times, each time using a small rectangle of this large texture to draw the appropriate tile image. Choice/Method #2: Semi-Pseudocode: public void Draw() { // map tiles are drawn left-to-right, top-to-bottom for (int x = 0; x < mapWidth; x++) { for (int y = 0; y < mapHeight; y++) { Texture2D tileTexture = map.GetTileTexture(x, y); // Getting a small 32 by 32 texture (different each iteration of the loop) SpriteBatch.Draw( tileTexture, new Rectangle(x, y, 32, 32), // Destination rectangle - ignore this, its ok new Rectangle(0, 0, tileTexture.Width, tileTexture.Height), // Notice the source rectangle uses the entire texture, because the entire texture IS 32 by 32 Color.White); // No tint - ignore this, its ok } } } Caption: So, effectively, the second method is drawing many small textures many times. The Question: Which method and why? Personally, I would think it would be incredibly more efficient to use the first method. If you think about what that means for the tile array in a map (think of a large map with 2000 by 2000 tiles, let's say), each Tile object would only have to contain 2 integers, for the X and Y positions of the source rectangle in the one large texture - 8 bytes. If you use method #2, however, each Tile object in the tile array of the map would have to store a 32by32 Texture - an image - which has to allocate memory for the R G B A pixels 32 by 32 times - is that 4096 bytes per tile then? So, which method and why? First priority is speed, then memory-load, then efficiency or whatever you experts believe.

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  • New to Android - Drawing a view at runtime

    - by Brian515
    HI all, I'm just getting started with developing for Android. I'm looking to port one of my iPhone applications, but I'm kind of at a loss for how to draw a view at runtime (a view not declared in the XML). Basically, I want to draw a simple rectangle, but then be able to manipulate its frame after being drawn. Sorry if this is a really, really simple question, but I can't seem to find some equivalent to the iPhone SDK here. Thanks in advance!

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  • Draw LINE_STRIP with Unity

    - by Boozzz
    For a new project I am thinking about whether to use OpenGL or Unity3d. I have a bit of experience with OpenGL, but I am completely new to Unity. I already read through the Unity documentation and tutorials on the Unity Website. However, I could not find a way to draw a simple Line-Strip with Unity. In the following example (C#, OpenGL/SharpGL) I draw a round trajectory from a predifined point to an obstacle, which can be imagined as a divided circle with midpoint [cx,cy] and radius r. The position (x-y coordinates) of the obstacle is given by obst_x and obst_y. Question 1: How could I do the same with Unity? Question 2: In my new project, I will have to draw quite a lot of such geometric primitives. Does it make any sense to use Unity for those things? void drawCircle(float cx, float cy, float r, const float obst_x, const float obst_y) { float theta = 0.0f, pos_x, pos_y, dist; const float delta = 0.1; glBegin(GL_LINE_STRIP); while (theta < 180) { theta += delta; //get the current angle float x = r * cosf(theta); //calculate the x component float y = r * sinf(theta); //calculate the y component pos_x = x + cx; //calculate current x position pos_y = y + cy; //calculate current y position //calculate distance from current vertex to obstacle dist = sqrt(pow(pos_x - obst_x) + pow(pos_y - obst_y)); //check if current vertex intersects with obstacle if dist <= 0 { break; //stop drawing circle } else { glVertex2f(pos_x, pos_y); //draw vertex } } glEnd(); }

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  • Problem draw line by Quartz 2D with alpha property < 1.0 on iPhone

    - by The Khanh
    Hello Everybody ! This code i use to draw in my app. So i have problem, if i draw with alpha property = 1. It is very good but if i change alpha property = 0.2 then my paint is not good. How do i make for better with alpha property = 0.2. http://www.flickr.com/photos/9601621@N05/page1/ Draw with alpha = 1: It is good Draw with alpha = 0.2: It is bad - (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { if ([self.view superview] && (headerView.frame.origin.y == -30)) { mouseSwiped = YES; UITouch *touch = [touches anyObject]; CGPoint currentPoint = [touch locationInView:self.view]; currentPoint.y -= 20; UIGraphicsBeginImageContext(self.view.frame.size); CGContextRef context = UIGraphicsGetCurrentContext(); [drawImage.image drawInRect:CGRectMake(0, 0, self.view.frame.size.width, self.view.frame.size.height)]; CGContextSetLineCap(context, kCGLineCapRound); CGContextSetLineWidth(context, currentBrushProperty.brushSize); CGContextSetRGBStrokeColor(context, [self red], [self green], [self blue], currentBrushProperty.brushTransparency); CGContextSetRGBStrokeColor(context, 1.0, 0.0, 0.0, 1.0); CGContextBeginPath(context); CGContextMoveToPoint(context, lastPoint.x, lastPoint.y); CGContextAddLineToPoint(context, currentPoint.x, currentPoint.y); CGContextStrokePath(context); drawImage.image = UIGraphicsGetImageFromCurrentImageContext(); UIGraphicsEndImageContext(); lastPoint = currentPoint; }} Help me, please.

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  • Using Quartz to draw every second via NSTimer (iPhone)

    - by stuartloxton
    Hi, I'm relatively new to Objective-C + Quartz and am running into what is probably a very simple issue. I have a custom UIView sub class which I am using to draw simple rectangles via Quartz. However I am trying to hook up an NSTimer so that it draws a new object every second, the below code will draw the first rectangle but will never draw again. The function is being called (the NSLog is run) but nothing is draw. Code: - (void)drawRect:(CGRect)rect { context = UIGraphicsGetCurrentContext(); [self step:self]; [NSTimer scheduledTimerWithTimeInterval:(NSTimeInterval)(2) target:self selector:@selector(step:) userInfo:nil repeats:TRUE]; } - (void) step:(id) sender { static double trans = 0.5f; CGContextSetRGBFillColor(context, 1, 0, 0, trans); CGContextAddRect(context, CGRectMake(10, 10, 10, 10)); CGContextFillPath(context); NSLog(@"Trans: %f", trans); trans += 0.01; } context is in my interface file as: CGContextRef context; Any help will be greatly appreciated!

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  • Outlook 2010 Reminder Notification/OneNote Draw Bugs

    - by Bobby Varghese
    Can Outlook 2010 send me reminder alarms when the program is closed? If not, is there an add-on for this? Also, I use OneNote to take class notes, and sometimes, I will use the draw feature. When I close the program and come back to the notebook later, the drawings will shift and be scrambled, making my notes impossible to read and a huge hassle to fix. Has MS released an update other than (KB2288640), 32-Bit Edition to fix this?

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  • Software to draw 3D geometry

    - by ilovekonoka
    Does anyone know any software that can draw 3D geometry like figures usually seen in computer graphics papers and articles(example: http://www.iquilezles.org/www/articles/sphereao/sphereao.htm)? I know it can be done in Inskcape or Illustrator but I'm not sure they're the only choices.

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  • Software to measure power draw of HP Server

    - by tombull89
    I'm after some software to measure the power draw of a HP Server, namely a DL360 series. I know Nagios is used for logging and monitering but I'm not sure if it logs power usage as well. I've also tried to find the HP Server Management package but am not sure if this shows power usage either. I'm thinking my best bet would to buy some sort of device that goes inbetween the wall and the servers plug. Can anybody suggest what would do for me?

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  • Fix for: Xlib: extension "XINERAMA" missing on display

    - by obeliksz
    I am using Xming 6.9 with putty trying to run libreoffice remotely. It works well, but an error line appears in the terminal from where I launch it: Xlib: extension "XINERAMA" missing on display "localhost:12.0". Looks like it needs this extension but I can't find the necessary dll file (libXinerama-1.dll) for it as it is not included in the package. I ask for a link from where I could download this file (I accept a hit with a lmgtfy if you can do it) or the source code of it and how to complie it on my win7 machine... or just a surface fix could do it also if it is really clean and simple: hide the error line.

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  • apply seach criteria to whole cells

    - by Tom
    I am trying to use MATCH() and/or LOOKUP() in LibreOffice Calc. I have the "Search criteria = and < must apply to whole cells" and the "Enable regular expressions in formulas" options selected. The item I am looking for is a multi word string. How do I provide a search criteria as a cell reference (E3) in to LOOKUP(E3, B1:B20, C1:C20) and have it match the value in B1:B20 EXACTLY? Right now it is matching partial strings rather than matching the cell values exactly.

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  • Libre Office/Writer PDF export: white borders appear between lines even after setting borders to none

    - by Yttric
    My document prints ok (exactly as it appears on the screen in Libre Office), but when I export to PDF and view the PDF on screen there are white borders around each text or picture object. Here's a sample snapshot from PDF/Preview: http://imgur.com/TWip5 I've tried selecting a paragraph and changing the border property to None as described in Libre Office help (http://help.libreoffice.org/Common/Borders), setting the "Line arrangement Default" to "Set no borders". But borders set by the Format dialog don't correspond to the borders I see in PDF/Preview. In PDF/Preview the border appears on line boundaries. Borders set in Format appear around each picture, for example. What am I doing wrong?

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  • Macro to manage sport ranking and calendar?

    - by Ale
    I need to write a macro to manage ranking and calendar for curling turnament. The event will follow the Shenkel system first match determined by general draw after that every team has played one match is possible to determine the first ranking second match determined by the rule: 1st vs. 2nd - 3rd vs. 4th - 5th vs. 6th and so on after that every team has played two matches is possible to determine the second ranking and so on until the end (3 to 5 matches normally). Another rule is that from the second match is not possible to play against a team that I played before! I was thinking to use MS-excel but also Calc (both LibreOffice/OpenOffice) should be fine. Thanks in advanced

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  • Printing the second page from a Calc sheet

    - by Luke
    I've created a simple invoice document in LibreOffice Calc and it consists of 2 pages. I have defined the print range for my document as: $A$1:$D$33,$D$34:$D$35 My first page holds the actual invoice information the second page is a single merged cell holding terms and conditions text (wrapped to the cell width). The second page is defined by a row break. When I export the sheet as a PDF the first page comes out great but the second page with the terms text is all wrong. On the left hand side I see a portion of text (looks like a single column) and when I select the text inside the PDF I can see it go of the page somewhere to the left. I get the same result in a print preview. I'm at a complete loss on how to approach this problem and any insight is much appreciated.

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  • Text Formatting toolbar continuously disappears in Impress (open office)

    - by Davide
    This is a very weird and annoying problem. Not sure if it's a bug or a "feature" I'm using OpenOffice 3.2 (within Ubuntu 10.04). The Text Formatting toolbars disappear in many circumstances, e.g. each time I click out of a writing area. It's becoming very time consuming to go to View-Toolbars-TextFormatting to re-enable it each time. 3 questions: is this expected behavior, and if so, is there any setting where I can change it? (note this wasn't happening in the past with other presentation I made)? is there a workaround, such as defining a shortcut like CTRL-whatever that would make the toolbar appearing without menu joggling? is anybody experiencing this too, especially someone using LibreOffice?

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