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  • C++ Direct 2D How To Resize ID2D1Bitmap

    - by Nkosi Dean
    I'm making myself a simple GUI library for a game I'm making and each control needs to have a Bitmap to draw to when the control needs redrawing. When it does not need to be redrawn, it will have an already made bitmap ready to display to the screen. Since controls can be resized, this Bitmap also needs to be resized so the control can be fully drawn into it properly. How can I achieve this since it does not appear to be a Resize method to resize a bitmap, unlike an ID2D1HwndRenderTarget, which can be resized?

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  • Android - Read PNG image without alpha and decode as ARGB_8888 Android

    - by loki666
    I try to read an image from sdcard (in emulator) and then create a Bitmap image with the "BitmapFactory.decodeByteArray" method. I set the options: options.inPrefferedConfig = Bitmap.Config.ARGB_8888 options.inDither = false Then I extract the pixels into a ByteBuffer. ByteBuffer buffer = ByteBuffer.allocateDirect(width*height*4) bitmap.copyPixelsToBuffer(buffer) I use this ByteBuffer then in the JNI to convert it into RGB format and want to calculate on it. But always I get false data - I test without modifying the ByteBuffer. Only thing I do is to put it into the native method into JNI. Then cast it into a unsigned char* and convert it back into a ByteBuffer before returning it back to Java. Before displaying the image I get data back with bitmap.copyPixelsFromBuffer( buffer ) But then it has wrong data in it. My Question is if this is because the image is internally converted into RGB 565 or what is wrong here? May anybody has an idea, it would be great!

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  • Decoding bitmaps in Android with the right size

    - by hgpc
    I decode bitmaps from the SD card using BitmapFactory.decodeFile. Sometimes the bitmaps are bigger than what the application needs or that the heap allows, so I use BitmapFactory.Options.inSampleSize to request a subsampled (smaller) bitmap. The problem is that the platform does not enforce the exact value of inSampleSize, and I sometimes end up with a bitmap either too small, or still too big for the available memory. From http://developer.android.com/reference/android/graphics/BitmapFactory.Options.html#inSampleSize: Note: the decoder will try to fulfill this request, but the resulting bitmap may have different dimensions that precisely what has been requested. Also, powers of 2 are often faster/easier for the decoder to honor. How should I decode bitmaps from the SD card to get a bitmap of the exact size I need while consuming as little memory as possible to decode it?

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  • Decoding subsampled bitmaps in Android

    - by hgpc
    I decode bitmaps from the SD card using BitmapFactory.decodeFile. Sometimes the bitmaps are bigger than what the application needs or that the heap allows, so I use BitmapFactory.Options.inSampleSize to request a subsampled (smaller) bitmap. The problem is that the platform does not enforce the exact value of inSampleSize, and I sometimes end up with a bitmap either too small, or still too big for the available memory. From http://developer.android.com/reference/android/graphics/BitmapFactory.Options.html#inSampleSize: Note: the decoder will try to fulfill this request, but the resulting bitmap may have different dimensions that precisely what has been requested. Also, powers of 2 are often faster/easier for the decoder to honor. How should I decode bitmaps from the SD card to get a bitmap of the exact size I need while consuming as little memory as possible to decode it?

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  • problem with pasting image over lines in wx DC

    - by Moayyad Yaghi
    hello .. i have the same code as wx Doodle pad in the wx demos i added a tool to paste images from the clipboard to the pad. using wx.DrawBitmap() function , but whenever i refresh the buffer .and call funtions ( drawSavedLines and drawSavedBitmap) it keeps putting bitmap above line no matter what i did even if i called draw bitmap first and then draw lines . is there anyway to put a line above the bitmap ? please inform me if i miss anything thanx in advance

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  • How to Programmatically Identify a PI Font (a Dingbat) under OS X

    - by Glenn Howes
    There is a class of fonts called Pi fonts whose glyphs, under OS X, get mapped to the private Unicode space 0xF021-0xF0FF such that if you subtract 0xF000 from each unicode character to retrieve the 8-bit version of the character and be able to draw that character as if it were a standard Roman character. My question is how do I recognize these fonts? It's obvious the system can do so because there is a category on the Special Characters palette called "Pi Fonts" which apparently has the various such fonts installed on my system. In my case they are BookshelSymbolSeven, MSReferenceSpeciality, MT-Extras, Marlett, MonotypeSorts, Webdings, and various Wingdings. If I use the old fashioned QuickDraw routines to ask for the TextEncoding of these fonts, I get a value of 0x20000 which I do not see in the system header file TextCommon.h. Am I supposed to treat any font with a TextEncoding of 0x20000 as a Pi Font? And I'd rather not use any QuickDraw font handling routines for obvious reasons.

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  • Android - Read PNG image without alpha and decode as ARGB_8888

    - by loki666
    I try to read an image from sdcard (in emulator) and then create a Bitmap image with the BitmapFactory.decodeByteArray method. I set the options: options.inPrefferedConfig = Bitmap.Config.ARGB_8888 options.inDither = false Then I extract the pixels into a ByteBuffer. ByteBuffer buffer = ByteBuffer.allocateDirect(width*height*4) bitmap.copyPixelsToBuffer(buffer) I use this ByteBuffer then in the JNI to convert it into RGB format and want to calculate on it. But always I get false data - I test without modifying the ByteBuffer. Only thing I do is to put it into the native method into JNI. Then cast it into a unsigned char* and convert it back into a ByteBuffer before returning it back to Java. unsigned char* buffer = (unsinged char*)(env->GetDirectBufferAddress(byteBuffer)) jobject returnByteBuffer = env->NewDirectByteBuffer(buffer, length) Before displaying the image I get data back with bitmap.copyPixelsFromBuffer( buffer ) But then it has wrong data in it. My Question is if this is because the image is internally converted into RGB 565 or what is wrong here? ..... Have an answer for it: - yes, it is converted internally to RGB565. Does anybody know how to create such an bitmap image from PNG with ARGB8888 pixel format? If anybody has an idea, it would be great!

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  • Tie destruction of an object (sealed) to destruction of an unmanaged buffer

    - by testtestSO
    I'll explain my situation first: I'm interested of using the Bitmap constructor that takes scan0, stride and format, because I'm decoding tiled images and I'd like to choose my own stride so I can decode the tiles without caring about the bounds in the decoder part. Anyway, the problem is that the documentation says: The caller is responsible for allocating and freeing the block of memory specified by the scan0 parameter. However, the memory should not be released until the related Bitmap is released. I can't release the buffer easily, because the Bitmap is then passed to another class that will eventually destroy it and I don't have control over it. Is there some way (hacky, I know) to tell the GC to also release my buffer when the Bitmap is destroyed? (Also, any alternative solution is welcome).

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  • BitmapFactory.decodeFile out of memory with images 2400x2400

    - by alasarr
    I need to send an image from a file to a server. The server request the image in a resolution of 2400x2400. What I'm trying to do is: 1) Get a Bitmap using BitmapFactory.decodeFile using the correct inSampleSize. 2) Compress the image in JPEG with a quality of 40% 3) Encode the image in base64 4) Sent to the server I cannot achieve the first step, it throws an out of memory exception. I'm sure the inSampleSize is correct but I suppose even with inSampleSize the Bitmap is huge (around 30 MB in DDMS). Any ideas how can do it? Can I do these steps without created a bitmap object? I mean doing it on filesystem instead of RAM memory. This is the current code: // The following function calculate the correct inSampleSize Bitmap image = Util.decodeSampledBitmapFromFile(imagePath, width,height); // compressing the image ByteArrayOutputStream baos = new ByteArrayOutputStream(); image.compress(Bitmap.CompressFormat.JPEG, 40, baos); // encode image String encodedImage = Base64.encodeToString(baos.toByteArray(),Base64.DEFAULT));

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  • Bitmap Effects In WPF - Part III

    In previous article we saw remaining three effects DropShadow, Bevel and Emboss. In this article we will see how to group effects, and we will see how we can achieve the effects with triggers.

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  • Feasability of mobile 2D multiplayer RPG game with interactive bitmap background

    - by user2827214
    I'm looking to develop a 2D multiplayer RPG game for Android, with a bird's eye view similar to that of zelda/pokemon. The game is very simple in all ways since my intent is for thousands of players to occupy the same world which I imagine requires good performance. However, I am unsure about the performance requirements of two properties: the tile map that is used as a background is dynamic (interactive). For example, a player steps in the water, and the water turns black. Every tile in the game does this. the tile map is the same object used for all players, but it is displayed differently on each user's mobile device, even though the players exist in the same world. For example, the water that turned black is displayed as red on all other players' screens. I have knowledge of java, but almost none regarding game dev. tools. Is there a best process for these requirements? Should I develop in pure java, or use some tool like Slick2D etc.? How performance intensive are these properties, if even possible? Edit: There are no collisions in the game or difficult animations, I am imagining simply changing the colors of the tiles (like in the examples), and a client-server architecture

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  • Object detection in bitmap JavaScript canvas

    - by fallenAngel
    I want to detect clicks on canvas elements which are drawn using paths. So far I have stored element paths in a JavaScript data structure and then check the coordinates of hits which match the element's coordinates. Rendering each element path and checking the hits would be inefficient when there are a lot of elements. I believe there must be an algorithm for this kind of coordinate search, can anyone help me with this?

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  • How do I draw anti-aliased holes in a bitmap

    - by gyozo kudor
    I have an artillery game (hobby-learning project) and when the projectile hits it leaves a hole in the ground. I want this hole to have antialiased edges. I'm using System.Drawing for this. I've tried with clipping paths, and drawing with a transparent color using gfx.CompositingMode = CompositingMode.SourceCopy, but it gives me the same result. If I draw a circle with a solid color it works fine, but I need a hole, a circle with 0 alpha values. I have enabled these but they work only with solid colors: gfx.CompositingQuality = CompositingQuality.HighQuality; gfx.InterpolationMode = InterpolationMode.HighQualityBicubic; gfx.SmoothingMode = SmoothingMode.AntiAlias; In the two pictures consider black as being transparent. This is what I have (zoomed in): And what I need is something like this (made with photoshop): This will be just a visual effect, in code for collision detection I still treat everything with alpha 128 as solid. Edit: I'm usink OpenTK for this game. But for this question I think it doesn't really matter probably it is gdi+ related.

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  • Android Bitmap : collision Detecting [on hold]

    - by user2505374
    I am writing an Android game right now and I would need some help in the collision of the wall on screen. When I drag the ball in the top and right it able to collide in wall but when I drag it faster it was able to overlap in the wall. public boolean onTouchEvent(MotionEvent event) { int x = (int) event.getX(); int y = (int) event.getY(); switch (event.getAction()) { // if the player moves case MotionEvent.ACTION_MOVE: { if (playerTouchRect.contains(x, y)) { boolean left = false; boolean right = false; boolean up = false; boolean down = false; boolean canMove = false; boolean foundFinish = false; if (x != pLastXPos) { if (x < pLastXPos) { left = true; } else { right = true; } pLastXPos = x; } if (y != pLastYPos) { if (y < pLastYPos) { up = true; } else { down = true; } pLastYPos = y; } plCellRect = getRectFromPos(x, y); newplRect.set(playerRect); newplRect.left = x - (int) (playerRect.width() / 2); newplRect.right = x + (int) (playerRect.width() / 2); newplRect.top = y - (int) (playerRect.height() / 2); newplRect.bottom = y + (int) (playerRect.height() / 2); int currentRow = 0; int currentCol = 0; currentRow = getRowFromYPos(newplRect.top); currentCol = getColFromXPos(newplRect.right); if(!canMove){ canMove = mapManager.getCurrentTile().pMaze[currentRow][currentCol] == Cell.wall; canMove =true; } finishTest = mapManager.getCurrentTile().pMaze[currentRow][currentCol]; foundA = finishTest == Cell.valueOf(letterNotGet + ""); canMove = mapManager.getCurrentTile().pMaze[currentRow][currentCol] != Cell.wall; canMove = (finishTest == Cell.floor || finishTest == Cell.pl) && canMove; if (canMove) { invalidate(); setTitle(); } if (foundA) { mapManager.getCurrentTile().pMaze[currentRow][currentCol] = Cell.floor; // finishTest letterGotten.add(letterNotGet); playCurrentLetter(); /*sounds.play(sExplosion, 1.0f, 1.0f, 0, 0, 1.5f);*/ foundS = letterNotGet == 's'; letterNotGet++; }if(foundS){ AlertDialog.Builder builder = new AlertDialog.Builder(mainActivity); builder.setTitle(mainActivity.getText(R.string.finished_title)); LayoutInflater inflater = mainActivity.getLayoutInflater(); View view = inflater.inflate(R.layout.finish, null); builder.setView(view); View closeButton =view.findViewById(R.id.closeGame); closeButton.setOnClickListener(new OnClickListener() { @Override public void onClick(View clicked) { if(clicked.getId() == R.id.closeGame) { mainActivity.finish(); } } }); AlertDialog finishDialog = builder.create(); finishDialog.show(); } else { Log.d(TAG, "INFO: updated player position"); playerRect.set(newplRect); setTouchZone(); updatePlayerCell(); } } // end of (CASE) if playerTouch break; } // end of (SWITCH) Case motion }//end of Switch return true; }//end of TouchEvent private void finish() { // TODO Auto-generated method stub } public int getColFromXPos(int xPos) { val = xPos / (pvWidth / mapManager.getCurrentTile().pCols); if (val == mapManager.getCurrentTile().pCols) { val = mapManager.getCurrentTile().pCols - 1; } return val; } /** * Given a y pixel position, return the row of the cell it is in This is * used when determining the type of adjacent Cells. * * @param yPos * y position in pixels * @return The cell this position is in */ public int getRowFromYPos(int yPos) { val = yPos / (pvHeight / mapManager.getCurrentTile().pRows); if (val == mapManager.getCurrentTile().pRows) { val = mapManager.getCurrentTile().pRows - 1; } return val; } /** * When preserving the position we need to know which cell the player is in, * so calculate it from the centre on its Rect */ public void updatePlayerCell() { plCell.x = (playerRect.left + (playerRect.width() / 2)) / (pvWidth / mapManager.getCurrentTile().pCols); plCell.y = (playerRect.top + (playerRect.height() / 2)) / (pvHeight / mapManager.getCurrentTile().pRows); if (mapManager.getCurrentTile().pMaze[plCell.y][plCell.x] == Cell.floor) { for (int row = 0; row < mapManager.getCurrentTile().pRows; row++) { for (int col = 0; col < mapManager.getCurrentTile().pCols; col++) { if (mapManager.getCurrentTile().pMaze[row][col] == Cell.pl) { mapManager.getCurrentTile().pMaze[row][col] = Cell.floor; break; } } } mapManager.getCurrentTile().pMaze[plCell.y][plCell.x] = Cell.pl; } } public Rect getRectFromPos(int x, int y) { calcCell.left = ((x / cellWidth) + 0) * cellWidth; calcCell.right = calcCell.left + cellWidth; calcCell.top = ((y / cellHeight) + 0) * cellHeight; calcCell.bottom = calcCell.top + cellHeight; Log.d(TAG, "Rect: " + calcCell + " Player: " + playerRect); return calcCell; } public void setPlayerRect(Rect newplRect) { playerRect.set(newplRect); } private void setTouchZone() { playerTouchRect.set( playerRect.left - playerRect.width() / TOUCH_ZONE, playerRect.top - playerRect.height() / TOUCH_ZONE, playerRect.right + playerRect.width() / TOUCH_ZONE, playerRect.bottom + playerRect.height() / TOUCH_ZONE); } public Rect getPlayerRect() { return playerRect; } public Point getPlayerCell() { return plCell; } public void setPlayerCell(Point cell) { plCell = cell; }

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  • Why don't web fonts in Firefox work on a different domain?

    - by mikez302
    I was experimenting with the fancy new OpenType font capability in Firefox 3.5 and I ran into a problem. I was trying to embed a font on a different domain than the page it would be used on, and it didn't work. I thought it may have been a bug, but from what I read on the MDC reference page, I noticed this note: In Gecko, web fonts are subject to the same domain restriction (font files must be on the same domain as the page using them), unless HTTP access controls are used to relax this restriction. It looks like they designed the browser that way on purpose. Out of curiosity, why would they do that? Is there any security risk with embedding a font? Or is it for legal trademark or copyright issues? Or something else?

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  • CSS - how can I handle the size difference between serif and sans-serif fonts?

    - by orbit82
    I'm working on a WordPress that will allow the site administrator to switch between sans-serif and serif fonts. I'm trying to code the stylesheet in such a way that the font sizes are similar whether or not they choose Georgia vs Arial. The problem is that when I have it looking nice with a serif font, it looks WAY too big when in sans-serif. When I then adjust it to look nice in a sans-serif font, it looks WAY too small in serif. Is there an ideal font size and line-height that works well with both serif and sans-serif? Or do I need to make separate stylesheets (a serf version and a sans-serif version)? P.S. I've set a base font size on the body at 12px, and then set the rest of the font sizes as a percentage of the base. Of course, this base font size could be set in ems or in percent, because the percentages will still scale proportionally.

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  • Why don't web fonts in Firefox don't work on a different domain?

    - by mikez302
    I was experimenting with the fancy new OpenType font capability in Firefox 3.5 and I ran into a problem. I was trying to embed a font on a different domain than the page it would be used on, and it didn't work. I thought it may have been a bug, but from what I read on the MDC reference page, I noticed this note: In Gecko, web fonts are subject to the same domain restriction (font files must be on the same domain as the page using them), unless HTTP access controls are used to relax this restriction. It looks like they designed the browser that way on purpose. Out of curiosity, why would they do that? Is there any security risk with embedding a font? Or is it for legal trademark or copyright issues? Or something else?

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  • Windows fonts not immediately useable in application after installing?

    - by Jappie
    Whenever I install a new font on a Windows 2003 server, I can't use it immediately in my asp.net web application. The application gets the font through the CreateFontIndirect gdi32.dll win api. It seems like fonts get cached somewhere, because I will just get the default font returned. The font cache gets updated after a reboot, and then I get the correct font, but obviously I wouldn't like to do a reboot on a production server just for getting a new font to work. Is there a way to flush the font cache?

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  • Draw Bitmap with alpha channel

    - by Paja
    I have a Format32bppArgb backbuffer, where I draw some lines: var g = Graphics.FromImage(bitmap); g.Clear(Color.FromArgb(0)); var rnd = new Random(); for (int i = 0; i < 5000; i++) { int x1 = rnd.Next(ClientRectangle.Left, ClientRectangle.Right); int y1 = rnd.Next(ClientRectangle.Top, ClientRectangle.Bottom); int x2 = rnd.Next(ClientRectangle.Left, ClientRectangle.Right); int y2 = rnd.Next(ClientRectangle.Top, ClientRectangle.Bottom); Color color = Color.FromArgb(rnd.Next(0, 255), rnd.Next(0, 255), rnd.Next(0, 255)); g.DrawLine(new Pen(color), x1, y1, x2, y2); } Now I want to copy bitmap in Paint event. I do it like this: void Form1Paint(object sender, PaintEventArgs e) { e.Graphics.DrawImageUnscaled(bitmap, 0, 0); } Hovewer, the DrawImageUnscaled copies pixels and applies the alpha channel, thus pixels with alpha == 0 won't have any effect. But I need raw byte copy, so pixels with alpha == 0 are also copied. So the result of these operations should be that e.Graphics contains exact byte-copy of the bitmap. How to do that? Summary: When drawing a bitmap, I don't want to apply the alpha channel, I merely want to copy the pixels.

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  • How to dispose a Writeable Bitmap? (WPF)

    - by Mario
    Some time ago i posted a question related to a WriteableBitmap memory leak, and though I received wonderful tips related to the problem, I still think there is a serious bug / (mistake made by me) / (Confusion) / (some other thing) here. So, here is my problem again: Suppose we have a WPF application with an Image and a button. The image's source is a really big bitmap (3600 * 4800 px), when it's shown at runtime the applicaton consumes ~90 MB. Now suppose i wish to instantiate a WriteableBitmap from the source of the image (the really big Image), when this happens the applications consumes ~220 MB. Now comes the tricky part, when the modifications to the image (through the WriteableBitmap) end, and all the references to the WriteableBitmap (at least those that I'm aware of) are destroyed (at the end of a method or by setting them to null) the memory used by the writeableBitmap should be freed and the application consumption should return to ~90 MB. The problem is that sometimes it returns, sometimes it does not. Here is a sample code: // The Image's source whas set previous to this event private void buttonTest_Click(object sender, RoutedEventArgs e) { if (image.Source != null) { WriteableBitmap bitmap = new WriteableBitmap((BitmapSource)image.Source); bitmap.Lock(); bitmap.Unlock(); //image.Source = null; bitmap = null; } } As you can see the reference is local and the memory should be released at the end of the method (Or when the Garbage collector decides to do so). However, the app could consume ~224 MB until the end of the universe. Any help would be great.

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  • WPF 3D extrude "a bitmap"

    - by Bgnt44
    Hi, I'm looking for a way to simulate a projector in wpf 3D : i've these "in" parameters : beam shape : a black and white bitmap file beam size ( ex : 30 °) beam color beam intensity ( dimmer ) projector position (x,y,z) beam position (pan(x),tilt(y) relative to projector) First i was thinking of using light object but it seem that wpf can't do that So, now i think that i can make for each projector a polygon from my bitmap... First i need to convert the black and white bitmap to vector. Only Simple shape ( bubble, line,dot,cross ...) Is there any WPF way to do that ? Or maybe a external program file (freeware); then i need to build the polygon, with the shape of the converted bitmap , color , size , orientation in parameter. i don't know how can i defined the lenght of the beam , and if it can be infiny ... To show the beam result, i think of making a room ( floor , wall ...) and beam will end to these wall... i don't care of real light render ( dispersion ...) but the scene render has to be real time and at least 15 times / second (with probably from one to 100 projectors at the same time), information about position, angle,shape,color will be sent for each render... Well so, i need sample for that, i guess that all of these things could be useful for other people If you have sample code : Convert Bitmap to vector Extrude vectors from one point with a angle parameter until collision of a wall Set x,y position of the beam depend of the projector position Set Alpha intensity of the beam, color Maybe i'm totally wrong and WPF is not ready for that , so advise me about other way ( xna,d3D ) with sample of course ;-) Thanks you

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  • bitmap button not displaying in 3D style

    - by Rohit Sasikumar
    Hi, I want to display on my dialog, a bitmap button. I am using the below code CImage image; hr = image.Load(_T("myimage.png")); // just change extension to load jpg bitmap.Attach(image.Detach()); m_button.ModifyStyle(0,BS_BITMAP); m_button.SetBitmap(bitmap); This way bitmap is correctly displayed on button, but the button is not displayed in 3D style as normal buttons would look. I have set owner drawn property to false, still it displaying like this. Any ideas as to what could be wrong? Thanks, Rohit

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  • Why would bitmap outperform vector, as3?

    - by VideoDnd
    Why would bitmap outperform vector? My Flash is for a large Kiosk, with rich media requirements and must function accurately as a counter. I want to keep everything vector for scalability. When I did a simple FPS test, I noticed my Bitmap version performed perfectly, and the all vector file was noticeably slower. PLEASE EXPLAIN • vector performance• what graphic standards I can apply• solutions for using vector KIOSK TEST ANIMATION RESULTS • only text and bitmap perform well, not vector • background and clouds OK, but more layers slow it down

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  • ASP.NET ReportViewer Control Fonts to Century Gothic

    - by sajoshi
    We are using ASP.NET ReportViewer Control to render rdl files. In the rdl files we have set the font to “Century Gothic” and in preview mode it renders the fonts nicely. However – when it gets rendered on browser we see the fonts defaulted to “Times New Roman”. I tried couple of things without success: 1. Setting the font family of the page () 2. Setting the FontNames of the ReportViewer control Please let me know how we can render the fonts to Century Gothic. One more thing is I don't see Century Gothic in the list of available fonts in the HTML Editor inside Visual Studio 2010. Do I need to add them somewhere?

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