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  • android - How to draw only the sprite from an image on the canvas

    - by user1320494
    this is the first time for me here, so I hope I'm doing this right :) My question is the following: how do I draw the sprite from an image on the canvas, so that I don't get the entire (squared) image to show, but only the parts of the image I want (= the sprite). For example, I have an image of a robot on a white background and I only want to see the robot, and not the white background. I hope someone here can help me with this problem, because it's giving me headaches of not knowing how to do it :P

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  • How to draw a single point with .Net?

    - by SoMoS
    Hello, this should be pretty simple but I don't get it. How can I draw a single point in .Net? If I use g.DrawLine(Black,0,0,0,0) nothing is drawn and if I use g.DrawLine(Black,0,0,1,0) a line with 2 dots is used. The same happens with g.DrawRectangle. This has me intrigued. Thanks in advance.

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  • How to draw N first elements?

    - by noober
    Hello all, There is a canvas element with 10 children (polygons). There is a number in my code from 1 to 10. I'd like to draw the first N elements from the children elements, base on my number. It would be the best solution to do this from XAML with a minimum code-behind like this: ... MyCanvas.N = 5; ...

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  • Trying to draw an image to a form, but not refreshing

    - by flavour404
    Hi, We are using graphics context of a form to draw an image. However it works fine on initial paint but the image is not being updated unless we set a breakpoint and run it in debug mode, stepping through each time. What is a good way of making a seperate thread to paint on to a form every second? Thanks.

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  • What's the fastest way to draw a Hello World in Java

    - by Mordan
    What's the fastest way to draw a Hello World on the screen as a GUI in Java, 1- by using the minimum number of classes. 2- with the least byte code executed 2- the JVM tweaks so when I double click on the Jar file in Windows, the Hello World appears in no time (assuming the Runtime is not already loaded).

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  • draw rectangle in grid

    - by kombsh
    Please find the attached image in this posting. We have a requirement to draw a rectangle at run time on selected grid columns.The rectangle must cover all of the selected grid cells as the described in the below image.

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  • draw a curve Sketchup using ruby

    - by David
    Below are some point 3d 15.733798,20.019757,23.006311 15.733798,19.847666,23.006311 15.723798,19.847666,23.006311 15.723798,20.019757,23.006311 15.733798,20.019757,23.006311 and this is a vector 0.0,0.0,-0.1 Is it possible to draw a curve from the information above in sketchup? Thank you

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  • Regulating how much to draw based on how much was drawn last frame.

    - by Mike Howard
    I have a 3D game world on an iPhone (limited graphics speed), and I'm already regulating whether I draw each shape on the screen based on it's size and distance from the camera. Something like... if (how_big_it_looks_from_the_camera > constant) then draw What I want to do now is also take into account how many shapes are being drawn, so that in busier areas of the game world I can draw less than I otherwise would. I tried to do this by dividing how_big_it_looks by the number of shapes that were drawn last frame (well, the square root of this but I'm simplifying - the problem is the same). if (how_big_it_looks / shapes_drawn > constant2) then draw But the check happens at the level of objects which represent many drawn shapes, and if an object containing many shapes is switched on, it increases shapes_drawn lots and switches itself back off the next frame. It flickers on and off. I tried keeping a kind of weighted average of previous values, by each frame doing something like shapes_drawn_recently = 0.9 * shapes_drawn_recently + 0.1 * shapes_just_drawn, but of course it only slows the flickering down because of the nature of the feedback loop. Is there a good way of solving this? My project is in Objective-C, but a general algorithm or pseudo-code is good too. Thanks.

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  • What are some ways to separate game logic from animations and the draw loop?

    - by TMV
    I have only previously made flash games, using MovieClips and such to separate out my animations from my game logic. Now I am getting into trying my hand at making a game for Android, but the game programming theory around separating these things still confuses me. I come from a background of developing non game web applications so I am versed in more MVC like patterns and am stuck in that mindset as I approach game programming. I want to do things like abstract my game by having, for example, a game board class that contains the data for a grid of tiles with instances of a tile class that each contain properties. I can give my draw loop access to this and have it draw the game board based on the properties of each tile on the game board, but I don't understand where exactly animation should go. As far as I can tell, animation sort of sits between the abstracted game logic (model) and the draw loop (view). With my MVC mindset, it's frustrating trying to decide where animation is actually supposed to go. It would have quite a bit of data associated with it like a model, but seemingly needs to be very closely coupled with the draw loop in order to have things like frame independent animation. How can I break out of this mindset and start thinking about patterns that make more sense for games?

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  • calling concurrently Graphics.Draw and new Bitmap from memory in thread take long time

    - by Abdul jalil
    Example1 public partial class Form1 : Form { public Form1() { InitializeComponent(); pro = new Thread(new ThreadStart(Producer)); con = new Thread(new ThreadStart(Consumer)); } private AutoResetEvent m_DataAvailableEvent = new AutoResetEvent(false); Queue<Bitmap> queue = new Queue<Bitmap>(); Thread pro; Thread con ; public void Producer() { MemoryStream[] ms = new MemoryStream[3]; for (int y = 0; y < 3; y++) { StreamReader reader = new StreamReader("image"+(y+1)+".JPG"); BinaryReader breader = new BinaryReader(reader.BaseStream); byte[] buffer=new byte[reader.BaseStream.Length]; breader.Read(buffer,0,buffer.Length); ms[y] = new MemoryStream(buffer); } while (true) { for (int x = 0; x < 3; x++) { Bitmap bmp = new Bitmap(ms[x]); queue.Enqueue(bmp); m_DataAvailableEvent.Set(); Thread.Sleep(6); } } } public void Consumer() { Graphics g= pictureBox1.CreateGraphics(); while (true) { m_DataAvailableEvent.WaitOne(); Bitmap bmp = queue.Dequeue(); if (bmp != null) { // Bitmap bmp = new Bitmap(ms); g.DrawImage(bmp,new Point(0,0)); bmp.Dispose(); } } } private void pictureBox1_Click(object sender, EventArgs e) { con.Start(); pro.Start(); } } when Creating bitmap and Drawing to picture box are in seperate thread then Bitmap bmp = new Bitmap(ms[x]) take 45.591 millisecond and g.DrawImage(bmp,new Point(0,0)) take 41.430 milisecond when i make bitmap from memoryStream and draw it to picture box in one thread then Bitmap bmp = new Bitmap(ms[x]) take 29.619 and g.DrawImage(bmp,new Point(0,0)) take 35.540 the code is for Example 2 is why it take more time to draw and bitmap take time in seperate thread and how to reduce the time when processing in seperate thread. i am using ANTS performance profiler 4.3 public Form1() { InitializeComponent(); pro = new Thread(new ThreadStart(Producer)); con = new Thread(new ThreadStart(Consumer)); } private AutoResetEvent m_DataAvailableEvent = new AutoResetEvent(false); Queue<MemoryStream> queue = new Queue<MemoryStream>(); Thread pro; Thread con ; public void Producer() { MemoryStream[] ms = new MemoryStream[3]; for (int y = 0; y < 3; y++) { StreamReader reader = new StreamReader("image"+(y+1)+".JPG"); BinaryReader breader = new BinaryReader(reader.BaseStream); byte[] buffer=new byte[reader.BaseStream.Length]; breader.Read(buffer,0,buffer.Length); ms[y] = new MemoryStream(buffer); } while (true) { for (int x = 0; x < 3; x++) { // Bitmap bmp = new Bitmap(ms[x]); queue.Enqueue(ms[x]); m_DataAvailableEvent.Set(); Thread.Sleep(6); } } } public void Consumer() { Graphics g= pictureBox1.CreateGraphics(); while (true) { m_DataAvailableEvent.WaitOne(); //Bitmap bmp = queue.Dequeue(); MemoryStream ms= queue.Dequeue(); if (ms != null) { Bitmap bmp = new Bitmap(ms); g.DrawImage(bmp,new Point(0,0)); bmp.Dispose(); } } } private void pictureBox1_Click(object sender, EventArgs e) { con.Start(); pro.Start(); }

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  • Draw camera position in specific view port.

    - by snackbar
    Most of this code should be fairly self explanatory. I got an display function and my view port function. There are two modes which is 4 small view ports in the window or one large. I got one camera which can be moved and if in 4 view port mode just 3 fixed angles. The thing is I want the free moving cameras position to be displayed in the 3 other view ports. I tried doing it by drawing spheres using opengl but the problem is that then the position gets draw in the free roaming camera too as it shows the same scene. It doesn't have to be a sphere, just something simple that represents the cameras spacial position in these three other views. Drawing the scene once with camera object showing for the three viewports, render to texture. Clear and draw scene without camera object render to texture and then stitch these together before actually drawing the scene seems like a lot o work for something that should be easy. void display(int what) { if(what==5){ glMatrixMode(GL_MODELVIEW); glLoadIdentity(); camControll();} if(what==1){ glMatrixMode(GL_MODELVIEW); glLoadIdentity(); gluLookAt(75,15,-5,0,5,-5,0,1,0);} if(what==2){ glMatrixMode(GL_MODELVIEW); glLoadIdentity(); gluLookAt(0,110,0,0,0,0,1,0,0);} if(what==3){ glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0f, float(320) / float(240), 0.1f, 100.0f); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); camControll();} if(what==4){ glMatrixMode(GL_MODELVIEW); glLoadIdentity(); gluLookAt(185,75,25,0,28,0,0,1,0);} glClearColor(0, 0, 0, 1); glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); drawScene(); drawCamera(); glutSwapBuffers(); } void viewport(){ glEnable(GL_SCISSOR_TEST); if(!divided_view_port) { glViewport(0, 0, w, h); glScissor(0,0,640,480); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0f, w / h, 0.1f, 100.0f); display(5); } else { ////////////////////// bottom left - working glViewport(0, 0, w/2, h/2); glScissor(0,0,w/2,h/2); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0f, w / h, 0.1f, 300.0f); display(1); ////////////////////// ////////////////////// top right - working glViewport(w/2, h/2, w/2, h/2); glScissor(w/2,h/2,w/2,h/2); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0f, w / h, 0.1f, 300.0f); display(2); ////////////////////// ////////////////////// bottom right -working glViewport(w/2, 0, w/2, h/2); glScissor(w/2,0,w/2,h/2); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0f, w / h, 0.1f, 300.0f); display(3); //////////////////////// ////////////////////////// top left glViewport(0, h/2, w/2, h/2); glScissor(0,h/2,w/2,h/2); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0f, w / h, 0.1f, 300.0f); display(4); /////////////////////////// } glDisable(GL_SCISSOR_TEST); glMatrixMode(GL_MODELVIEW); }

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  • How To Scale Canvas In Android

    - by Daniel Braithwaite
    I am writing a android game using Canvas as the way to draw everything, the problem is that when i run it on different android phones the canvas dosn't change size i tried using canvas.scale() but that didn't make a i difference. The code i use for drawing is ... public void draw( Canvas c, int score ) { Obstical2[] obstmp = Queue.toArray(this.o); Coin[] cointmp = QueueC.toArray(this.c); for( int i = 0; i < obstmp.length; i++ ) { obstmp[i].draw(c); } for( int i = 0; i < cointmp.length; i++ ) { cointmp[i].draw(c); } c.drawText(String.format("%d", score ), 20, 50, textPaint); if( isWon && isStarted ) c.drawText("YOU WON", 20, 400, resPaint); else if( isLost && isStarted ) c.drawText("YOU LOST", 20, 400, resPaint); } The function above calls the draw functions for the entity's on the screen, theses function are as follows Draw Function For Obstical : public void draw( Canvas c ) { Log.i("D", "COIN"); coin.draw(c); } Draw Function For Coin : public void draw( Canvas c ) { obstical.draw(c); } How could i make the canvas re-size to it would look the same on any screen ? Cheers Daniel

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  • Should if statments be in inner or outer method?

    - by mjcopple
    Which of these designs is better? What are the pros and cons of each? Which one would you use? Any other suggestions of how to deal with methods like is are appreciated. It is reasonable to assume that Draw() is the only place that the other draw methods are called from. This needs to expand to many more Draw* methods and Show* properties, not just the three shown here. public void Draw() { if (ShowAxis) { DrawAxis(); } if (ShowLegend) { DrawLegend(); } if (ShowPoints && Points.Count > 0) { DrawPoints(); } } private void DrawAxis() { // Draw things. } private void DrawLegend() { // Draw things. } private void DrawPoints() { // Draw things. } Or public void Draw() { DrawAxis(); DrawLegend(); DrawPoints(); } private void DrawAxis() { if (!ShowAxis) { return; } // Draw things. } private void DrawLegend() { if (!ShowLegend) { return; } // Draw things. } private void DrawPoints() { if (!ShowPoints || Points.Count <= 0)) { return; } // Draw things. }

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  • Proper way to use a RenderTarget2D to draw multiple textures?

    - by TheBroodian
    In the process of trying to resolve a split screen issue, I've been trying to use a RenderTarget2D to draw a portion of my scene to a Texture2D, and then again to another Texture2D, but the end result of both Texture2D's is coming out the same. Can anybody tell me what I'm doing wrong? Texture2D camera1Render; Texture2D camera2Render; GraphicsDevice.SetRenderTarget(RenderTarget); GraphicsDevice.Clear(Color.Transparent); map.Draw(mapDisplayDevice, Camera1, new Location(0, 0), false); camera1Render = RenderTarget; GraphicsDevice.Clear(Color.Transparent); map.Draw(mapDisplayDevice, Camera2, new Location(0, 0), false); camera2Render = RenderTarget; SetRenderTarget(null);

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  • How do you draw like a Crayon?

    - by Simucal
    Crayon Physics Deluxe is a commercial game that came out recently. Watch the video on the main link to get an idea of what I'm talking about. It allows you to draw shapes and have them react with proper physics. The goal is to move a ball to a star across the screen using contraptions and shapes you build. While the game is basically a wrapper for the popular Box2D Physics Engine, it does have one feature that I'm curious about how it is implemented. Its drawing looks very much like a Crayon. You can see the texture of the crayon and as it draws it varies in thickness and darkness just like an actual crayon drawing would look like. The background texture is freely available here. Close up of crayon drawing - Note the varying darkness What kind of algorithm would be used to render those lines in a way that looks like a Crayon? Is it a simple texture applied with a random thickness and darkness or is there something more going on?

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  • C# WinForms problem with draw image

    - by Paul
    Hi I have this class: class OriginalImage: Form { private Image image; private PictureBox pb; public OriginalImage() { pb = new PictureBox {SizeMode = PictureBoxSizeMode.CenterImage}; pb.SizeMode = PictureBoxSizeMode.StretchImage; Controls.Add(pb); image = Image.FromFile(@"Image/original.jpg"); this.Width = image.Width; this.Height = image.Height; this.Text = "Original image"; this.Paint += new PaintEventHandler(Drawer); } public virtual void Drawer(object source, PaintEventArgs e) { Graphics g = pb.CreateGraphics(); g.DrawImage(image,0,0); } I call this create object OriginalImage in other form on button click, but image is not draw? Where is problem? public partial class Form1 : Form { public Form1() { InitializeComponent(); } private void button1_Click(object sender, EventArgs e) { var oi = new OriginalImage(); oi.Show(); } }

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  • Draw shadow under NSImage

    - by Tom Irving
    Currently I'm drawing an NSImage in a custom NSCell like so: - (void)drawInteriorWithFrame:(NSRect)theCellFrame inView:(NSView *)theControlView { // roundedCornerImage creates a new NSImage with rounded corners, rather than clipping. [[anIcon roundedCornerImage:5] drawInRect:anIconBox fromRect:NSZeroRect operation:NSCompositeSourceOver fraction:1.0]; } Very simply I'm wondering how to draw an image underneath it. On the iPhone, I would do this by using: CGContextSetShadow (currentContext, CGSizeMake(1, -1), 2); just before drawing the UIImage, but I'm unfamiliar with how to do it on the Mac. Any pointers would be great.

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  • How to draw QGraphicsItem in a MFC view

    - by user336969
    I'm starting using Qt in my application. My application is MFC based. I want to draw some QGraphicsItems in my currect MFC view, is it possible? You may say that it could be done by hosting QGraphicsView with QWinWidget in the MFC view, that don't work, however. Because my Canvas (MFC view) supports zooming and rotating while the QGraphicsView itself don't. When I zooming the QGraphicsItem, the QGraphicsView shows scroll bar instead of enlarging itself. Any suggestion? Thanks!

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