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  • Scaling a CBitmap - what am I doing wrong?

    - by Smashery
    I've written the following code, which attempts to take a 32x32 bitmap (loaded through MFC's Resource system) and turn it into a 16x16 bitmap, so they can be used as the big and small CImageLists for a CListCtrl. However, when I open the CListCtrl, all the icons are black (in both small and large view). Before I started playing with resizing, everything worked perfectly in Large View. What am I doing wrong? // Create the CImageLists if (!m_imageListL.Create(32,32,ILC_COLOR24, 1, 1)) { throw std::exception("Failed to create CImageList"); } if (!m_imageListS.Create(16,16,ILC_COLOR24, 1, 1)) { throw std::exception("Failed to create CImageList"); } // Fill the CImageLists with items loaded from ResourceIDs int i = 0; for (std::vector<UINT>::iterator it = vec.begin(); it != vec.end(); it++, i++) { CBitmap* bmpBig = new CBitmap(); bmpBig->LoadBitmap(*it); CDC bigDC; bigDC.CreateCompatibleDC(m_itemList.GetDC()); bigDC.SelectObject(bmpBig); CBitmap* bmpSmall = new CBitmap(); bmpSmall->CreateBitmap(16, 16, 1, 24, 0); CDC smallDC; smallDC.CreateCompatibleDC(&bigDC); smallDC.SelectObject(bmpSmall); smallDC.StretchBlt(0, 0, 32, 32, &bigDC, 0, 0, 16, 16, SRCCOPY); m_imageListL.Add(bmpBig, RGB(0,0,0)); m_imageListS.Add(bmpSmall, RGB(0,0,0)); } m_itemList.SetImageList(&m_imageListS, LVSIL_SMALL); m_itemList.SetImageList(&m_imageListL, LVSIL_NORMAL);

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  • Crop and Resize Image to Specific Dimensions

    - by Crunchy
    I need some help cropping and resizing images using CSharp.net. My goal here is to take an image and reduce it to 50px by 50px. The following code I found here will do that, however it's scaling the image as well. Ideally I want to scale the image down to as close to 50px by 50px as possible and then remove the parts of the image that are outside 50px by 50px. public Image ResizeImage(Image img, int width, int height) { Bitmap b = new Bitmap(width, height); using (Graphics g = Graphics.FromImage((Image)b)) { g.DrawImage(img, 0, 0, width, height); } return (Image)b; }

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  • Drag and drop image from and to fixed position on fixed path

    - by DMan
    I am trying to allow the user to drag and drop and image from on position to another. The screen layout is as follows: 1 2 3 4 5 6 7 8 9 I want the user to grab image 2, 4, 6, or 8 and drag it to image 5. Upon dragging to image 5 I want to load up a fragment. The user can only drag the image in a straight line from it's current position to 5's position. ie image 2 and only drag down and only until it is overtop of image 5, image 4 can only drag right until overtop of 5, etc. Any insight on how to do this is greatly appreciated. Thanks, DMan

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  • Resizing an image using mouse dragging (C#)

    - by Gaax
    Hi all. I'm having some trouble resizing an image just by dragging the mouse. I found an average resize method and now am trying to modify it to use the mouse instead of given values. The way I'm doing it makes sense to me but maybe you guys can give me some better ideas. I'm basically using the distance between the current location of the mouse and the previous location of the mouse as the scaling factor. If the distance between the current mouse location and the center of of the image is less than the distance between previous mouse location and the center of the image then the image gets smaller, and vice-versa. With the code below I'm getting an Argument Exception (invalid parameter) when creating the new bitmap with the new height and width and I really don't understand why... any ideas? private static Image resizeImage(Image imgToResize, System.Drawing.Point prevMouseLoc, System.Drawing.Point currentMouseLoc) { int sourceWidth = imgToResize.Width; int sourceHeight = imgToResize.Height; float dCurrCent = 0; //Distance between current mouse location and the center of the image float dPrevCent = 0; //Distance between previous mouse location and the center of the image float dCurrPrev = 0; //Distance between current mouse location and the previous mouse location int sign = 1; System.Drawing.Point imgCenter = new System.Drawing.Point(); float nPercent = 0; imgCenter.X = imgToResize.Width / 2; imgCenter.Y = imgToResize.Height / 2; // Calculating the distance between the current mouse location and the center of the image dCurrCent = (float)Math.Sqrt(Math.Pow(currentMouseLoc.X - imgCenter.X, 2) + Math.Pow(currentMouseLoc.Y - imgCenter.Y, 2)); // Calculating the distance between the previous mouse location and the center of the image dPrevCent = (float)Math.Sqrt(Math.Pow(prevMouseLoc.XimgCenter.X,2) + Math.Pow(prevMouseLoc.Y - imgCenter.Y, 2)); // Calculating the sign value if (dCurrCent >= dPrevCent) { sign = 1; } else { sign = -1; } nPercent = sign * (float)Math.Sqrt(Math.Pow(currentMouseLoc.X - prevMouseLoc.X, 2) + Math.Pow(currentMouseLoc.Y - prevMouseLoc.Y, 2)); int destWidth = (int)(sourceWidth * nPercent); int destHeight = (int)(sourceHeight * nPercent); Bitmap b = new Bitmap(destWidth, destHeight); // exception thrown here Graphics g = Graphics.FromImage((Image)b); g.InterpolationMode = InterpolationMode.HighQualityBicubic; g.DrawImage(imgToResize, 0, 0, destWidth, destHeight); g.Dispose(); return (Image)b; }

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  • How to display image within cell boundary

    - by Jessy
    How can I place an image within the cell boundary? I mean without taking the space of other cell? In the code below, random cells were selected to display images. One image in one cell. The problem is that, the image seems to take other cells as well. ... setPreferredSize(new Dimension(600,600)); final int ROWS = 6; final int COLS = 6; final int IMAGES = 10; setLayout(new GridBagLayout()); GridBagConstraints gc = new GridBagConstraints(); gc.weightx = 1d; gc.weighty = 1d; gc.insets = new Insets(0, 0, 0, 0);//top, left, bottom, and right gc.fill = GridBagConstraints.NONE; JLabel[][] label = new JLabel[ROWS][COLS]; Random rand = new Random(); // fill the panel with labels for (int i=0;i<IMAGES;i++){ ImageIcon icon = createImageIcon("myImage.jpg"); int r, c; do{ //pick random cell which is empty to avoid overlap image in the same cell r = (int)Math.floor(Math.random() * ROWS); c = (int)Math.floor(Math.random() * COLS); } while (label[r][c]!=null); //scale the image int x = rand.nextInt(20)+30; int y = rand.nextInt(20)+30; Image image = icon.getImage().getScaledInstance(x,y, Image.SCALE_SMOOTH); icon.setImage(image); JLabel lbl = new JLabel(icon); gc.gridx = r; gc.gridy = c; add(lbl, gc); //add image to the cell label[r][c] = lbl; }

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  • How to display image within cell boundary

    - by Jessy
    How can I place an image within the cell boundary? I mean without taking the space of other cell? In the code below, random cells were selected to display images. One image in one cell. The problem is that, the image seems to take other cells as well. ... setPreferredSize(new Dimension(600,600)); final int ROWS = 6; final int COLS = 6; final int IMAGES = 10; setLayout(new GridBagLayout()); GridBagConstraints gc = new GridBagConstraints(); gc.weightx = 1d; gc.weighty = 1d; gc.insets = new Insets(0, 0, 0, 0);//top, left, bottom, and right gc.fill = GridBagConstraints.NONE; JLabel[][] label = new JLabel[ROWS][COLS]; Random rand = new Random(); // fill the panel with labels for (int i=0;i<IMAGES;i++){ ImageIcon icon = createImageIcon("myImage.jpg"); int r, c; do{ //pick random cell which is empty to avoid overlap image in the same cell r = (int)Math.floor(Math.random() * ROWS); c = (int)Math.floor(Math.random() * COLS); } while (label[r][c]!=null); //scale the image int x = rand.nextInt(20)+30; int y = rand.nextInt(20)+30; Image image = icon.getImage().getScaledInstance(x,y, Image.SCALE_SMOOTH); icon.setImage(image); JLabel lbl = new JLabel(icon); gc.gridx = r; gc.gridy = c; add(lbl, gc); //add image to the cell label[r][c] = lbl; }

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  • algorithm for image comparison

    - by Rajnikant
    Please consider following use case, I have one bigger image, lets called is master image. Now from some where else, I am getting one small image. I want to check whether this small image is subset of master image or not. important points are, smaller image might have different file format, smaller image might captured from comparatively different view. smaller image may have different light intensity. At this stage of algorithm/computation advancement, which level of accuracy I could expect? Any algorithm/open source implementation that would have such implementation? Thanks, Rajnikant

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  • Full size image in ImageView

    - by Kilnr
    Hi, I'm trying to draw an image in an ImageView, but i want it to be unscaled, with scrollbars as necessary. How can I accomplish this? Right now I just have a drawable set as the android:src of the ImageView in the XML. This autoscales the image to fit the screen width. I read that this might be because of the compatibility mode (developing for 1.5, testing on 2.1), but then I added <uses-sdk android:minSdkVersion="3" android:targetSdkVersion="4" /> to my manifest, and nothing changed. Any clues?

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  • Rename image file on upload php

    - by blasteralfred
    Hi, I have a form which uploads and re sizes image. The html file file submits data to a php file. The script is as follows; Index.html <form action="resizer.php" method="post" enctype="multipart/form-data"> Image: <input type="file" name="file" /> <input type="submit" name="submit" value="upload" /> </form> Resizer.php <?php require_once('imageresizer.class.php'); $imagename = "myimagename"; //Path To Upload Directory $dirpath = "uploaded/"; //MAX WIDTH AND HEIGHT OF IMAGE $max_height = 100; $max_width = 100; //Create Image Control Object - Parameters(file name, file tmp name, file type, directory path) $resizer = new ImageResizer($_FILES['file']['name'],$_FILES['file']['tmp_name'],$dirpath); //RESIZE IMAGE - Parameteres(max height, max width) $resizer->resizeImage($max_height,$max_width); //Display Image $resizer->showResizedImage(); ?> imageresizer.class.php <?php class ImageResizer{ public $file_name; public $tmp_name; public $dir_path; //Set variables public function __construct($file_name,$tmp_name,$dir_path){ $this->file_name = $file_name; $this->tmp_name = $tmp_name; $this->dir_path = $dir_path; $this->getImageInfo(); $this->moveImage(); } //Move the uploaded image to the new directory and rename public function moveImage(){ if(!is_dir($this->dir_path)){ mkdir($this->dir_path,0777,true); } if(move_uploaded_file($this->tmp_name,$this->dir_path.'_'.$this->file_name)){ $this->setFileName($this->dir_path.'_'.$this->file_name); } } //Define the new filename public function setFileName($file_name){ $this->file_name = $file_name; return $this->file_name; } //Resize the image function with new max height and width public function resizeImage($max_height,$max_width){ $this->max_height = $max_height; $this->max_width = $max_width; if($this->height > $this->width){ $ratio = $this->height / $this->max_height; $new_height = $this->max_height; $new_width = ($this->width / $ratio); } elseif($this->height < $this->width){ $ratio = ($this->width / $this->max_width); $new_width = $this->max_width; $new_height = ($this->height / $ratio); } else{ $new_width = $this->max_width; $new_height = $this->max_height; } $thumb = imagecreatetruecolor($new_width, $new_height); switch($this->file_type){ case 1: $image = imagecreatefromgif($this->file_name); break; case 2: $image = imagecreatefromjpeg($this->file_name); break; case 3: $image = imagecreatefrompng($this->file_name); break; case 4: $image = imagecreatefromwbmp($this->file_name); } imagecopyresampled($thumb, $image, 0, 0, 0, 0, $new_width, $new_height, $this->width, $this->height); switch($this->file_type){ case 1: imagegif($thumb,$this->file_name); break; case 2: imagejpeg($thumb,$this->file_name,100); break; case 3: imagepng($thumb,$this->file_name,0); break; case 4: imagewbmp($thumb,$this->file_name); } imagedestroy($image); imagedestroy($thumb); } public function getImageInfo(){ list($width, $height, $type) = getimagesize($this->tmp_name); $this->width = $width; $this->height = $height; $this->file_type = $type; } public function showResizedImage(){ echo "<img src='".$this->file_name." />"; } public function onSuccess(){ header("location: index.php"); } } ?> Everything is working well. The image will be uploaded in it's original filename and extension with a "_" prefix. But i want to rename the image to "myimagename" on upload, which is a variable in "Resizer.php". How can i make this possible?? Thanks in advance :) blasteralfred

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  • How do you composite an image onto another image with PIL in Python?

    - by Sebastian
    I need to take an image and place it onto a new, generated white background in order for it to be converted into a downloadable desktop wallpaper. So the process would go: 1) Generate new, all white image with 1440x900 dimensions 2) Place existing image on top, centered 3) Save as single image In PIL, I see the ImageDraw object, but nothing indicates it can draw existing image data onto another image. Suggestions or links anyone can recommend?

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  • need to separate words from an image

    - by user298295
    how can i manipulate pixel values of a loaded image then save portion of that image into a new image(1 image per word).i found several example regarding saving or loading image but i cant understand how can i save image portion???i am trying to do it with java

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  • Flex/Actionscript image display problem.

    - by IanH
    I'm trying to extend the Image class but hit a problem that I can't get past. I have a private image (img) that loads an image and a function that takes that image and copies it onto the parent. The debug function "copyit2" displays the image fine (so I know it's loaded OK). But the function "copyit" doesn't work - it just displays a white rectangle. I can't see how to make copyit work so that the original image is copied to the BitmapData and then subsequenty copied onto the parent? (The idea is to do some processing on the Bitmap data before it is displayed, although this isn't shown here to keep the example simple.) I suspect it is something to do with the security of loading images, but I'm loading it from the same server as the application is run from - so this shouldn't be a problem? Thanks for any help anyone can provide. Ian package zoomapackage { import flash.display.Bitmap; import flash.display.BitmapData; import flash.display.Sprite; import flash.events.MouseEvent; import flash.geom.Matrix; import flash.geom.Point; import flash.geom.Rectangle; import flash.net.*; import mx.controls.Image; import mx.events.FlexEvent; public dynamic class Zooma extends Image { private var img:Image; public function copyit():void { var imgObj:BitmapData = new BitmapData(img.content.width, img.content.height, false); imgObj.draw(img); var matrix:Matrix = new Matrix(); this.graphics.beginBitmapFill(imgObj, matrix, false,true); this.graphics.drawRect(0, 0, this.width , this.height); this.graphics.endFill(); } public function copyit2():void { this.source = img.source; } public function Zooma() { super(); img = new Image(); img.load("http://localhost/Koala.jpg"); } } }

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  • image zooming using javascript or jquery

    - by tibin mathew
    Hi I need some code to zoom an image when i mouse over that image, i want to zoom that image. Consider i have 10 images in y page, when i put mouse over in first image that image should zoom and when i mov to second second image should zoom like that... how can i do this, need some javascript or jquery something like that.But not sure.how can i do this... Please help me

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  • Threshold of blurry image - part 2

    - by 1''
    How can I threshold this blurry image to make the digits as clear as possible? In a previous post, I tried adaptively thresholding a blurry image (left), which resulted in distorted and disconnected digits (right): Since then, I've tried using a morphological closing operation as described in this post to make the brightness of the image uniform: If I adaptively threshold this image, I don't get significantly better results. However, because the brightness is approximately uniform, I can now use an ordinary threshold: This is a lot better than before, but I have two problems: I had to manually choose the threshold value. Although the closing operation results in uniform brightness, the level of brightness might be different for other images. Different parts of the image would do better with slight variations in the threshold level. For instance, the 9 and 7 in the top left come out partially faded and should have a lower threshold, while some of the 6s have fused into 8s and should have a higher threshold. I thought that going back to an adaptive threshold, but with a very large block size (1/9th of the image) would solve both problems. Instead, I end up with a weird "halo effect" where the centre of the image is a lot brighter, but the edges are about the same as the normally-thresholded image: Edit: remi suggested morphologically opening the thresholded image at the top right of this post. This doesn't work too well. Using elliptical kernels, only a 3x3 is small enough to avoid obliterating the image entirely, and even then there are significant breakages in the digits:

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  • Unable to open images with Python's Image.open()

    - by ensnare
    My code reads: import Image def generateThumbnail(self, width, height): """ Generates thumbnails for an image """ im = Image.open(self._file) When I call this function, I get an error: ? AttributeError: type object 'Image' has no attribute 'open' However in the console: import Image im = Image.open('test.jpg') I have no problem. Any ideas? Thanks!

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  • Line by line image swing

    - by user1046017
    I want to show an image as it is downloading, I have the URL, and I am trying to get the image parts like this: InputStream openStream = url.openStream(); DataInputStream dis = new DataInputStream(new BufferedInputStream(openStream)); ByteArrayOutputStream os = new ByteArrayOutputStream(); while ((s = dis.read(b)) != -1) { os.write(b , 0, s); support.firePropertyChange("stream", null, os); } This way, any listener get the stream and creates an image, this way: if("stream".equals(evt.getPropertyName())){ try { ByteArrayOutputStream stream = (ByteArrayOutputStream) evt.getNewValue(); byte[] byteArray = stream.toByteArray(); stream.flush(); Image createImage = Toolkit.getDefaultToolkit().createImage(byteArray); this.getContentPane().add(new JLabel(new ImageIcon(createImage))); } catch (IOException ex) { Logger.getLogger(ImageTest.class.getName()).log(Level.SEVERE, null, ex); } } However, I am getting a "Premature end of JPEG file sun.awt.image.ImageFormatException: JPEG datastream contains no image" error, the image is a JPG image format, is there any library or method known to make something similar?

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  • scaling background and min size

    - by ross Hulford
    Hi I have big background images 1200 by 1200, what i would like to do is expand the images when the user resizes the browser but constrain it so they never scale any smaller than the original size. There all lots of scalable bg images out there but none I can find that do this, any help would be appreciated.

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  • C# Read Byte [] to Image

    - by LucasGuitar
    I have an application which I'm adding pictures and these are automatically converted to binary and stored in a single file. how can I save several images, I keep in an XML file start and size of each set of refente to an image byte. But it has several images in bytes, whenever I try to select a different set of bytes just opening the same image. I would like your help to be able to fix this and open different images. Code //Add Image private void btAddImage_Click(object sender, RoutedEventArgs e) { OpenFileDialog op = new OpenFileDialog(); op.Title = "Selecione a Imagem"; op.Filter = "All supported graphics|*.jpg;*.jpeg;*.png|" + "JPEG (*.jpg;*.jpeg)|*.jpg;*.jpeg|" + "Portable Network Graphic (*.png)|*.png"; if (op.ShowDialog() == true) { imgPatch.Source = new BitmapImage(new Uri(op.FileName)); txtName.Focus(); } } //Convert Image private void btConvertImage_Click(object sender, RoutedEventArgs e) { if (String.IsNullOrEmpty(txtName.Text)) { txtName.Focus(); MessageBox.Show("Preencha o Nome", "Error"); } else { save(ConvertFileToByteArray(op.FileName), txtName.Text); } } //Image to Byte Array private static byte[] ConvertFileToByteArray(String FilePath) { return File.ReadAllBytes(FilePath); } //Save Binary File and XML File public void save(byte[] img, string nome) { FileStream f; long ini, fin = img.Length; if (!File.Exists("Escudos.bcf")) { f = new FileStream("Escudos.bcf", FileMode.Create); ini = 0; } else { f = new FileStream("Escudos.bcf", FileMode.Append); ini = f.Length + 1; bin = new TestBinarySegment(); } bin.LoadAddSave("Escudos.xml", "Brasileiro", nome, ini, fin); BinaryWriter b = new BinaryWriter(f); b.Write(img); b.Close(); f.Dispose(); } //Load Image from Byte private void btLoad_Click(object sender, RoutedEventArgs e) { getImageFromByte(); } //Byte to Image public void getImageFromByte(int start, int length) { using (FileStream fs = new FileStream("Escudos.bcf", FileMode.Open)) { byte[] iba = new byte[fs.Length+1]; fs.Read(iba, start, length); Image image = new Image(); image.Source = BitmapFrame.Create(fs, BitmapCreateOptions.None, BitmapCacheOption.OnLoad); imgPatch2.Source = image.Source; } }

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  • Deferred rendering with VSM - Scaling light depth loses moments

    - by user1423893
    I'm calculating my shadow term using a VSM method. This works correctly when using forward rendered lights but fails with deferred lights. // Shadow term (1 = no shadow) float shadow = 1; // [Light Space -> Shadow Map Space] // Transform the surface into light space and project // NB: Could be done in the vertex shader, but doing it here keeps the // "light shader" abstraction and doesn't limit the number of shadowed lights float4x4 LightViewProjection = mul(LightView, LightProjection); float4 surf_tex = mul(position, LightViewProjection); // Re-homogenize // 'w' component is not used in later calculations so no need to homogenize (it will equal '1' if homogenized) surf_tex.xyz /= surf_tex.w; // Rescale viewport to be [0,1] (texture coordinate system) float2 shadow_tex; shadow_tex.x = surf_tex.x * 0.5f + 0.5f; shadow_tex.y = -surf_tex.y * 0.5f + 0.5f; // Half texel offset //shadow_tex += (0.5 / 512); // Scaled distance to light (instead of 'surf_tex.z') float rescaled_dist_to_light = dist_to_light / LightAttenuation.y; //float rescaled_dist_to_light = surf_tex.z; // [Variance Shadow Map Depth Calculation] // No filtering float2 moments = tex2D(ShadowSampler, shadow_tex).xy; // Flip the moments values to bring them back to their original values moments.x = 1.0 - moments.x; moments.y = 1.0 - moments.y; // Compute variance float E_x2 = moments.y; float Ex_2 = moments.x * moments.x; float variance = E_x2 - Ex_2; variance = max(variance, Bias.y); // Surface is fully lit if the current pixel is before the light occluder (lit_factor == 1) // One-tailed inequality valid if float lit_factor = (rescaled_dist_to_light <= moments.x - Bias.x); // Compute probabilistic upper bound (mean distance) float m_d = moments.x - rescaled_dist_to_light; // Chebychev's inequality float p = variance / (variance + m_d * m_d); p = ReduceLightBleeding(p, Bias.z); // Adjust the light color based on the shadow attenuation shadow *= max(lit_factor, p); This is what I know for certain so far: The lighting is correct if I do not try and calculate the shadow term. (No shadows) The shadow term is correct when calculated using forward rendered lighting. (VSM works with forward rendered lights) With the current rescaled light distance (lightAttenuation.y is the far plane value): float rescaled_dist_to_light = dist_to_light / LightAttenuation.y; The light is correct and the shadow appears to be zoomed in and misses the blurring: When I do not rescale the light and use the homogenized 'surf_tex': float rescaled_dist_to_light = surf_tex.z; the shadows are blurred correctly but the lighting is incorrect and the cube model is no longer lit Why is scaling by the far plane value (LightAttenuation.y) zooming in too far? The only other factor involved is my world pixel position, which is calculated as follows: // [Position] float4 position; // [Screen Position] position.xy = input.PositionClone.xy; // Use 'x' and 'y' components already homogenized for uv coordinates above position.z = tex2D(DepthSampler, texCoord).r; // No need to homogenize 'z' component position.z = 1.0 - position.z; position.w = 1.0; // 1.0 = position.w / position.w // [World Position] position = mul(position, CameraViewProjectionInverse); // Re-homogenize position (xyz AND w, otherwise shadows will bend when camera is close) position.xyz /= position.w; position.w = 1.0; Using the inverse matrix of the camera's view x projection matrix does work for lighting but maybe it is incorrect for shadow calculation? EDIT: Light calculations for shadow including 'dist_to_light' // Work out the light position and direction in world space float3 light_position = float3(LightViewInverse._41, LightViewInverse._42, LightViewInverse._43); // Direction might need to be negated float3 light_direction = float3(-LightViewInverse._31, -LightViewInverse._32, -LightViewInverse._33); // Unnormalized light vector float3 dir_to_light = light_position - position; // Direction from vertex float dist_to_light = length(dir_to_light); // Normalise 'toLight' vector for lighting calculations dir_to_light = normalize(dir_to_light); EDIT2: These are the calculations for the moments (depth) //============================================= //---[Vertex Shaders]-------------------------- //============================================= DepthVSOutput depth_VS( float4 Position : POSITION, uniform float4x4 shadow_view, uniform float4x4 shadow_view_projection) { DepthVSOutput output = (DepthVSOutput)0; // First transform position into world space float4 position_world = mul(Position, World); output.position_screen = mul(position_world, shadow_view_projection); output.light_vec = mul(position_world, shadow_view).xyz; return output; } //============================================= //---[Pixel Shaders]--------------------------- //============================================= DepthPSOutput depth_PS(DepthVSOutput input) { DepthPSOutput output = (DepthPSOutput)0; // Work out the depth of this fragment from the light, normalized to [0, 1] float2 depth; depth.x = length(input.light_vec) / FarPlane; depth.y = depth.x * depth.x; // Flip depth values to avoid floating point inaccuracies depth.x = 1.0f - depth.x; depth.y = 1.0f - depth.y; output.depth = depth.xyxy; return output; } EDIT 3: I have tried the folloiwng: float4 pp; pp.xy = input.PositionClone.xy; // Use 'x' and 'y' components already homogenized for uv coordinates above pp.z = tex2D(DepthSampler, texCoord).r; // No need to homogenize 'z' component pp.z = 1.0 - pp.z; pp.w = 1.0; // 1.0 = position.w / position.w // Determine the depth of the pixel with respect to the light float4x4 LightViewProjection = mul(LightView, LightProjection); float4x4 matViewToLightViewProj = mul(CameraViewProjectionInverse, LightViewProjection); float4 vPositionLightCS = mul(pp, matViewToLightViewProj); float fLightDepth = vPositionLightCS.z / vPositionLightCS.w; // Transform from light space to shadow map texture space. float2 vShadowTexCoord = 0.5 * vPositionLightCS.xy / vPositionLightCS.w + float2(0.5f, 0.5f); vShadowTexCoord.y = 1.0f - vShadowTexCoord.y; // Offset the coordinate by half a texel so we sample it correctly vShadowTexCoord += (0.5f / 512); //g_vShadowMapSize This suffers the same problem as the second picture. I have tried storing the depth based on the view x projection matrix: output.position_screen = mul(position_world, shadow_view_projection); //output.light_vec = mul(position_world, shadow_view); output.light_vec = output.position_screen; depth.x = input.light_vec.z / input.light_vec.w; This gives a shadow that has lots surface acne due to horrible floating point precision errors. Everything is lit correctly though. EDIT 4: Found an OpenGL based tutorial here I have followed it to the letter and it would seem that the uv coordinates for looking up the shadow map are incorrect. The source uses a scaled matrix to get the uv coordinates for the shadow map sampler /// <summary> /// The scale matrix is used to push the projected vertex into the 0.0 - 1.0 region. /// Similar in role to a * 0.5 + 0.5, where -1.0 < a < 1.0. /// <summary> const float4x4 ScaleMatrix = float4x4 ( 0.5, 0.0, 0.0, 0.0, 0.0, -0.5, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.5, 0.5, 0.5, 1.0 ); I had to negate the 0.5 for the y scaling (M22) in order for it to work but the shadowing is still not correct. Is this really the correct way to scale? float2 shadow_tex; shadow_tex.x = surf_tex.x * 0.5f + 0.5f; shadow_tex.y = surf_tex.y * -0.5f + 0.5f; The depth calculations are exactly the same as the source code yet they still do not work, which makes me believe something about the uv calculation above is incorrect.

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  • How can I select the pixels from an image in opencv?

    - by ajith
    This is refined version of my previous question. Actually I want to do following operation... summation for all k|(i,j)?wk [(Ii-µk)*(Ij-µk)], where wk is a 3X3 window, µk is the mean of wk, Ii & Ij are the intensities of the image at i and j. I dont know how to select Ii & Ij separately from an image which is 2 dimensional[Iij]...or does the equation mean anything else?

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  • Java SWT - placing image buttons on the image background

    - by foma
    I am trying to put buttons with images(gif) on the background which has already been set as an image (shell.setBackgroundImage(image)) and I can't figure out how to remove transparent border around buttons with images. I would be grateful if somebody could give me some tip about this issue. Here is my code: import org.eclipse.swt.widgets.*; import org.eclipse.swt.layout.*; import org.eclipse.swt.*; import org.eclipse.swt.graphics.*; public class Main_page { public static void main(String[] args) { Display display = new Display(); Shell shell = new Shell(display); Image image = new Image(display, "bg.gif"); shell.setBackgroundImage(image); shell.setBackgroundMode(SWT.INHERIT_DEFAULT); shell.setFullScreen(true); Button button = new Button(shell, SWT.PUSH); button.setImage(new Image(display, "button.gif")); RowLayout Layout = new RowLayout(); shell.setLayout(Layout); shell.open(); while (!shell.isDisposed()) { if (!display.readAndDispatch()) display.sleep(); } display.dispose(); } } Sorceror, thanks for your answer I will definitely look into this article. Maybe I will find my way. So far I have improved my code a little bit. Firstly, I managed to get rid of the gray background noise. Secondly, I finally succeeded in creating the button as I had seen it in the first place. Yet, another obstacle has arisen. When I removed image(button) transparent border it turned out that the button change its mode(from push button to check box). The problem is that I came so close to the thing I was looking for and now I am a little puzzled. If you have some time please give a glance at my code. Here is the code, if you launch it you will see what the problem is(hope you didn't have problems downloading images): import org.eclipse.swt.widgets.*; import org.eclipse.swt.layout.*; import org.eclipse.swt.*; import org.eclipse.swt.graphics.*; public class Main_page { public static void main(String[] args) { Display display = new Display(); Shell shell = new Shell(display); Image image = new Image(display, "bg.gif"); // Launch on a screen 1280x1024 shell.setBackgroundImage(image); shell.setBackgroundMode(SWT.TRANSPARENT); shell.setFullScreen(true); GridLayout gridLayout = new GridLayout(); gridLayout.marginTop = 200; gridLayout.marginLeft = 20; shell.setLayout(gridLayout); // If you replace SWT.PUSH with SWT.COLOR_TITLE_INACTIVE_BACKGROUND // you will see what I am looking for, despite nasty check box Button button = new Button(shell, SWT.PUSH); button.setImage(new Image(display, "moneyfast.gif")); shell.open(); while (!shell.isDisposed()) { if (!display.readAndDispatch()) display.sleep(); } display.dispose(); }

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