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  • How do I draw part of parabola using iText ? Or how do I create quadratic bezier curves from cubic b

    - by drasto
    I need to draw a shape whose boundaries are parts of parabola (that is quadratic bezier curves) using iText. I have found only method for drawing cubic bezier curves in PdfContentByte class. So how do I draw quadratic bezier curves using iText ? One way would be to use method for cubic bezier curves. Is it possible to draw quadratic bezier curves as a cubic bezier curves (with 2 control points). I gues it is but I cannot make up the formula. If somebody states the formula tu "translate" cubic bezier curves to quadratic that would solve the problem. Any other ways to draw quadratic bezier(parts of parabola) curves in iText (and filled shapes made of them) is also the solution. Thanks

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  • Most effective way to draw 4 lines on a screen?

    - by Ross
    basic question, but I'm unsure: I want to draw 4 short lines 1px lines on a view. What is the best way to approach this task? Options:- Load an image of the line, can create 4 UIImageViews with it. Create my own subclass of a UIView that draws a line in the draw rect method. Draw elsewhere on another view, another UIImageView that has an UIImage inside it (is this possible?) Another way? Thanks Ross

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  • How to draw a filled envelop like a cone on OpenGL (using GLUT)?

    - by ashishsony
    Hi, I am relatively new to OpenGL programming...currently involved in a project that uses freeglut for opengl rendering... I need to draw an envelop looking like a cone (2D) that has to be filled with some color and some transparency applied. Is the freeglut toolkit equipped with such an inbuilt functionality to draw filled geometries(or some trick)?? or is there some other api that has an inbuilt support for filled up geometries.. Thanks. Best Regards. Edit1: just to clarify the 2D cone thing... the envelop is the graphical interpretation of the coverage area of an aircraft during interception(of an enemy aircraft)...that resembles a sector of a circle..i should have mentioned sector instead.. and glutSolidCone doesnot help me as i want to draw a filled sector of a circle...which i have already done...what remains to do is to fill it with some color... how to fill geometries with color in opengl?? Thanks. Edit2: Ok thanks for replying...all the answers posted to this questions can work for my problem in a way.. But i would definitely would want to know a way how to fill a geometry with some color. Say if i want to draw an envelop which is a parabola...in that case there would be no default glut function to actually draw a filled parabola(or is there any??).. So to generalise this question...how to draw a custom geometry in some solid color?? Thanks. Edit3: The answer that mstrobl posted works for GL_TRIANGLES but for such a code: glBegin(GL_LINE_STRIP); glColor3f(0.0, 0.0, 1.0); glVertex3f(0.0, 0.0, 0.0); glColor3f(0.0, 0.0, 1.0); glVertex3f(200.0, 0.0, 0.0); glColor3f(0.0, 0.0, 1.0); glVertex3f(200.0, 200.0, 0.0); glColor3f(0.0, 0.0, 1.0); glVertex3f(0.0, 200.0, 0.0); glColor3f(0.0, 0.0, 1.0); glVertex3f(0.0, 0.0, 0.0); glEnd(); which draws a square...only a wired square is drawn...i need to fill it with blue color. anyway to do it? if i put some drawing commands for a closed curve..like a pie..and i need to fill it with a color is there a way to make it possible... i dont know how its possible for GL_TRIANGLES... but how to do it for any closed curve?? Thanks.

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  • What's the best way to draw a fullscreen quad in OpenGL 3.2?

    - by Phineas
    I'm doing ray casting in the fragment shader. I can think of a couple ways to draw a fullscreen quad for this purpose. Either draw a quad in clip space with the projection matrix set to the identity matrix, or use the geometry shader to turn a point into a triangle strip. The former uses immediate mode, deprecated in OpenGL 3.2. The latter I use out of novelty, but it still uses immediate mode to draw a point.

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  • How do I draw a border around a display object in Corona Lua?

    - by Greg
    What would be the easiest way to draw a thin border around a display object in Corona Lua? You could assume it's rectangular image display object. EDIT - re "this question shows no research effort. You should tell us what you've tried and how it didn't work" Reviewed API and could not find a "border" method/property on displayObject Have tried creating a black box slightly bigger behind object, however can not see how to place object behind an existing object hence question How do I move an existing display object behind another in Corona Lua? Google results for putting a border around a display object in corona didn't help

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  • Where should I draw the line between unit tests and integration tests? Should they be separate?

    - by Earlz
    I have a small MVC framework I've been working on. It's code base definitely isn't big, but it's not longer just a couple of classes. I finally decided to take the plunge and start writing tests for it(yes, I know I should've been doing that all along, but it's API was super unstable up until now) Anyway, my plan is to make it extremely easy to test, including integration tests. An example integration test would go something along these lines: Fake HTTP request object - MVC framework - HTTP response object - check the response is correct Because this is all doable without any state or special tools(browser automation etc), I could actually do this with ease with regular unit test frameworks(I use NUnit). Now the big question. Where exactly should I draw the line between unit tests and integration tests? Should I only test one class at a time(as much as possible) with unit tests? Also, should integration tests be placed in the same testing project as my unit testing project?

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  • What is the easiest and shortest way to draw a 2d line in c/c++?

    - by Mike
    I am fairly new to c/c++ but I do have experiance with directx and opengl with java and c#. My goal is to create a 2d game in c with under 2 pages of code. Most of what I have seen requires 3 pages of code to just get a window running. I would like to know the shortest code to get a window running where I can draw lines. I believe this can be done in less lines with opengl versus directx. Is there maybe an api or framework i can use to shorten it more? Also, it would be nice if the solution were cross platform compatible.

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  • How to overcome fear to draw web-site template? [closed]

    - by Ricky
    I have some problem with web-site design. I can understand CSS, I use CSS grid frameworks, etc. But I can't realize my ideas. If I have some template, I can to translate it to HTML and CSS, but I don't understand how to begin with web-design for web-site from scratch. I think that I was afraid to draw or can't understand first steps. How to overcome this fear? May be some specific techniques like mind maps to streamline operations? or something else..? Or you can share what you are doing when begin. If any one have some ideas.. Thank you!

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  • How to draw tile edges when you don't know where they're going.

    - by Skeith
    This is more of an art question than a programing one but still game development. I have a tile engine that makes a map randomly from tiles, each tile is a square 3x3 grid. The problem is that while the elements on each tile work well together such as having forests along the top three squares and grass on the other 6, the engine could put the forrests against anything such as rivers, grass, mountains or more forest. how can i draw the edges of the tiles so the look good no matter what they are places against ?

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  • How do I draw a texture to a MSTerrain object?

    - by Brad
    I'm using Farseer to make a game in XNA and I can't seem to figure this out. I've decided to use MSTerrain for making my game's terrain because I wanted destructible terrain and MSTerrain seemed like the best bet. Unfortunately, I'm stumped on how to actually show the terrain. When I generate the terrain it's visible in debug view, but MSTerrain does not have a Draw method, so I'm wondering how it is supposed to be drawn to the screen? Is it worth pursuing? I'm starting to think that MSTerrain is more trouble than it's worth, is there another better way to do this with bodies?

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  • HTML5 game programming style

    - by fnx
    I am currently trying learn javascript in form of HTML5 games. Stuff that I've done so far isn't too fancy since I'm still a beginner. My biggest concern so far has been that I don't really know what is the best way to code since I don't know the pros and cons of different methods, nor I've found any good explanations about them. So far I've been using the worst (and propably easiest) method of all (I think) since I'm just starting out, for example like this: var canvas = document.getElementById("canvas"); var ctx = canvas.getContext("2d"); var width = 640; var height = 480; var player = new Player("pic.png", 100, 100, ...); also some other global vars... function Player(imgSrc, x, y, ...) { this.sprite = new Image(); this.sprite.src = imgSrc; this.x = x; this.y = y; ... } Player.prototype.update = function() { // blah blah... } Player.prototype.draw = function() { // yada yada... } function GameLoop() { player.update(); player.draw(); setTimeout(GameLoop, 1000/60); } However, I've seen a few examples on the internet that look interesting, but I don't know how to properly code in these styles, nor do I know if there are names for them. These might not be the best examples but hopefully you'll get the point: 1: Game = { variables: { width: 640, height: 480, stuff: value }, init: function(args) { // some stuff here }, update: function(args) { // some stuff here }, draw: function(args) { // some stuff here }, }; // from http://codeincomplete.com/posts/2011/5/14/javascript_pong/ 2: function Game() { this.Initialize = function () { } this.LoadContent = function () { this.GameLoop = setInterval(this.RunGameLoop, this.DrawInterval); } this.RunGameLoop = function (game) { this.Update(); this.Draw(); } this.Update = function () { // update } this.Draw = function () { // draw game frame } } // from http://www.felinesoft.com/blog/index.php/2010/09/accelerated-game-programming-with-html5-and-canvas/ 3: var engine = {}; engine.canvas = document.getElementById('canvas'); engine.ctx = engine.canvas.getContext('2d'); engine.map = {}; engine.map.draw = function() { // draw map } engine.player = {}; engine.player.draw = function() { // draw player } // from http://that-guy.net/articles/ So I guess my questions are: Which is most CPU efficient, is there any difference between these styles at runtime? Which one allows for easy expandability? Which one is the most safe, or at least harder to hack? Are there any good websites where stuff like this is explained? or... Does it all come to just personal preferance? :)

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  • Trying to use stencils in 2D while retaining layer depth

    - by Steve
    This is a screen of what's going on just so you can get a frame of reference. http://i935.photobucket.com/albums/ad199/fobwashed/tilefloors.png The problem I'm running into is that my game is slowing down due to the amount of texture swapping I'm doing during my draw call. Since walls, characters, floors, and all objects are on their respective sprite sheet containing those types, per tile draw, the loaded texture is swapping no less than 3 to 5+ times as it cycles and draws the sprites in order to layer properly. Now, I've tried throwing all common objects together into their respective lists, and then using layerDepth drawing them that way which makes things a lot better, but the new problem I'm running into has to do with the way my doors/windows are drawn on walls. Namely, I was using stencils to clear out a block on the walls that are drawn in the shape of the door/window so that when the wall would draw, it would have a door/window sized hole in it. This is the way my draw was set up for walls when I was going tile by tile rather than grouped up common objects. first it would check to see if a door/window was on this wall. If not, it'd skip all the steps and just draw normally. Otherwise end the current spriteBatch Clear the buffers with a transparent color to preserve what was already drawn start a new spritebatch with stencil settings draw the door area end the spriteBatch start a new spritebatch that takes into account the previously set stencil draw the wall which will now be drawn with a hole in it end that spritebatch start a new spritebatch with the normal settings to continue drawing tiles In the tile by tile draw, clearing the depth/stencil buffers didn't matter since I wasn't using any layerDepth to organize what draws on top of what. Now that I'm drawing from lists of common objects rather than tile by tile, it has sped up my draw call considerably but I can't seem to figure out a way to keep the stencil system to mask out the area a door or window will be drawn into a wall. The root of the problem is that when I end a spriteBatch to change the DepthStencilState, it flattens the current RenderTarget and there is no longer any depth sorting for anything drawn further down the line. This means walls always get drawn on top of everything regardless of depth or positioning in the game world and even on top of each other as the stencil has to happen once for every wall that has a door or window. Does anyone know of a way to get around this? To boil it down, I need a way to draw having things sorted by layer depth while also being able to stencil/mask out portions of specific sprites.

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  • How do I draw an OpenGL point sprite using libgdx for Android?

    - by nbolton
    Here's a few snippets of what I have so far... void create() { renderer = new ImmediateModeRenderer(); tiles = Gdx.graphics.newTexture( Gdx.files.getFileHandle("res/tiles2.png", FileType.Internal), TextureFilter.MipMap, TextureFilter.Linear, TextureWrap.ClampToEdge, TextureWrap.ClampToEdge); } void render() { Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); Gdx.gl.glClearColor(0.6f, 0.7f, 0.9f, 1); } void renderSprite() { int handle = tiles.getTextureObjectHandle(); Gdx.gl.glBindTexture(GL.GL_TEXTURE_2D, handle); Gdx.gl.glEnable(GL.GL_POINT_SPRITE); Gdx.gl11.glTexEnvi(GL.GL_POINT_SPRITE, GL.GL_COORD_REPLACE, GL.GL_TRUE); renderer.begin(GL.GL_POINTS); renderer.vertex(pos.x, pos.y, pos.z); renderer.end(); } create() is called once when the program starts, and renderSprites() is called for each sprite (so, pos is unique to each sprite) where the sprites are arranged in a sort-of 3D cube. Unfortunately though, this just renders a few white dots... I suppose that the texture isn't being bound which is why I'm getting white dots. Also, when I draw my sprites on anything other than 0 z-axis, they do not appear -- I read that I need to crease my zfar and znear, but I have no idea how to do this using libgdx (perhaps it's because I'm using ortho projection? What do I use instead?). I know that the texture is usable, since I was able to render it using a SpriteBatch, but I guess I'm not using it properly with OpenGL.

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  • How can I reduce draw calls when using glBufferSubData and DYNAMIC_DRAW?

    - by Kronos
    At first I had the problem where I had about 150 rectangles rendered every tick. I only used STATIC_DRAW and glBufferData. I added support for DYNAMIC_DRAW and glBufferSubData and now I have a very good result... but the number of draw calls (glDrawArrays) is the same. Best practices from Mozilla Dev website said it should be reduced, but how? Every rectangle has a method render() in which I do following (shortend): _gl.bindBuffer(WebGL.ARRAY_BUFFER, vertexBuffer); _gl.enableVertexAttribArray(a_position); _gl.vertexAttribPointer(a_position, 2, WebGL.FLOAT, false, 0, 0); _gl.bufferSubData(WebGL.ARRAY_BUFFER, 0, vertices); _gl.bindBuffer(WebGL.ARRAY_BUFFER, texCoordBuffer); _gl.enableVertexAttribArray(a_texCoordLocation); _gl.vertexAttribPointer(a_texCoordLocation, 2, WebGL.FLOAT, false, 0, 0); _gl.bufferSubData(WebGL.ARRAY_BUFFER, 0, texVertices); _gl.uniform2fv(_utranslation, _translation); _gl.uniform2fv(_urotation, _rotation); _gl.uniform2f(_location, Dart2D.WIDTH, Dart2D.HEIGHT); _gl.drawArrays(WebGL.TRIANGLES, 0, 6); So every rectangle calls drawArrays in every frame...

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  • How do I draw a point sprite using OpenGL ES on Android?

    - by nbolton
    Edit: I'm using the GL enum, which is incorrect since it's not part of OpenGL ES (see my answer). I should have used GL10, GL11 or GL20 instead. Here's a few snippets of what I have so far... void create() { renderer = new ImmediateModeRenderer(); tiles = Gdx.graphics.newTexture( Gdx.files.getFileHandle("res/tiles2.png", FileType.Internal), TextureFilter.MipMap, TextureFilter.Linear, TextureWrap.ClampToEdge, TextureWrap.ClampToEdge); } void render() { Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); Gdx.gl.glClearColor(0.6f, 0.7f, 0.9f, 1); } void renderSprite() { int handle = tiles.getTextureObjectHandle(); Gdx.gl.glBindTexture(GL.GL_TEXTURE_2D, handle); Gdx.gl.glEnable(GL.GL_POINT_SPRITE); Gdx.gl11.glTexEnvi(GL.GL_POINT_SPRITE, GL.GL_COORD_REPLACE, GL.GL_TRUE); renderer.begin(GL.GL_POINTS); renderer.vertex(pos.x, pos.y, pos.z); renderer.end(); } create() is called once when the program starts, and renderSprites() is called for each sprite (so, pos is unique to each sprite) where the sprites are arranged in a sort-of 3D cube. Unfortunately though, this just renders a few white dots... I suppose that the texture isn't being bound which is why I'm getting white dots. Also, when I draw my sprites on anything other than 0 z-axis, they do not appear -- I read that I need to crease my zfar and znear, but I have no idea how to do this using libgdx (perhaps it's because I'm using ortho projection? What do I use instead?). I know that the texture is usable, since I was able to render it using a SpriteBatch, but I guess I'm not using it properly with OpenGL.

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  • Possible to draw a select portion of a render target? (in XNA)

    - by TheBroodian
    I'm going to try to do this in reverse fashion and skip straight to the punch line, and then give the back story afterward: Is it possible to, after drawing a scene to a RenderTarget2D, only draw a select portion of the RenderTarget2D, if I don't want the entire thing? I'm using xTile to manage world data in my game (it's a great piece of work, colinvella [xTile's author] has made an amazing product), and for the most part it works great. xTile supports parallax effects in its layers to add some wonderful depth to 2d scenes, which was great, until I implemented a dynamic split-screen system into my game. Wanted to make a co-op game that wouldn't require players to be in close proximity to each other, so I made it so that if the players separate too far apart, the singular full-screen viewport 'snaps-apart', and is replaced by two split-screen viewports, which then smoothly transition to their respective player targets. The effect is pretty smooth aside from the part where the parallax backgrounds become skewed once the viewports split, because xTile's ratio for handling parallax effects is dependent upon viewport size. This is unfortunate, because the effect would otherwise be really snazzy, but the backgrounds become pretty heavily affected when the game goes from single-viewport to multi-viewport. So, Colinvella suggests using rendertargets to record the scene at full viewport size, and then only drawing a portion of it. But as far as I can tell, that isn't even possible? That being said, I've never even used render targets before, so I'm still learning, hence the question here.

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  • How do I draw a 2d plane and rotate camara (To be a board) in a 3d XNA game?

    - by Mech0z
    I am trying to create a simple board game, but the 3d part of this is really killing me. From what I can gather I have created a plane, but it never moves even though I turn the camara, but that partially makes sense as I only turn the camara with a 3d model, but in my head that makes 0 sense, in my head if I turn the camara it should affect ALL my models? But with this code the camara only "cares" about the 3d cylinder, the plane is just completely still private void OnDraw(object sender, GameTimerEventArgs e) { SharedGraphicsDeviceManager.Current.GraphicsDevice.Clear(Color.CornflowerBlue); foreach (ModelMesh mesh in cylinderModel.Meshes) { foreach (BasicEffect effect in mesh.Effects) { //effect.World = Matrix.CreateRotationX((float)e.TotalTime.TotalSeconds * 2); effect.View = Matrix.CreateLookAt(cameraPosition, Vector3.Zero, Vector3.Up); effect.Projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), aspectRatio, 1.0f, 10000.0f); effect.EnableDefaultLighting(); } mesh.Draw(); } //cameraPosition.Z -= 5.0f; _effect.World = Matrix.CreateRotationZ((MathHelper.ToRadians(((float)e.TotalTime.Milliseconds / 2) % 360))); foreach (EffectPass pass in _effect.CurrentTechnique.Passes) { pass.Apply(); SharedGraphicsDeviceManager.Current.GraphicsDevice.DrawUserPrimitives(PrimitiveType.TriangleStrip, _vertices, 0, 1, VertexPositionColor.VertexDeclaration); } } Is there a way to get the camara to affect all models?

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  • Why I can't draw in a loop? (Using UIView in iPhone)

    - by Tattat
    I can draw many things using this : NSString *imagePath = [[NSBundle mainBundle] pathForResource:@"dummy2.png" ofType:nil]; UIImage *img = [UIImage imageWithContentsOfFile:imagePath]; image = CGImageRetain(img.CGImage); CGRect imageRect; double x = 0; double y = 0; for (int k=0; k<someValue; k++) { x += k; y += k; imageRect.origin = CGPointMake(x, y); imageRect.size = CGSizeMake(25, 25); CGContextDrawImage(UIGraphicsGetCurrentContext(), imageRect, image); } } CGImageRelease(img.CGImage); So, it works, so, I put it into a command object's execute method. Then, I want to do similar thing, but this time, my execute method only do this: NSString *imagePath = [[NSBundle mainBundle] pathForResource:@"dummy2.png" ofType:nil]; UIImage *img = [UIImage imageWithContentsOfFile:imagePath]; image = CGImageRetain(img.CGImage); CGRect imageRect; double x = inComingX; double y = inComingY; imageRect.origin = CGPointMake(x, y); imageRect.size = CGSizeMake(25, 25); CGContextDrawImage(UIGraphicsGetCurrentContext(), imageRect, image); CGImageRelease(img.CGImage); This time, this is also a Command, and it is the execute method. But I take the for loop away. I will have another method that pass the inComingX , and inComingY into my Command object. My Drawing method is simply execute the Cmd that passed in my drawingEngine: -(void)drawInContext:(CGContextRef)context { [self.cmdToBeExecuted execute]; } I also have the assign method to assign the command,: -(void)assignCmd:(Command* )cmd{ self.cmdToBeExecuted = cmd; } And this is the way I called the drawingEngine for(int k=0; k<5; k++){ [self.drawingEngine assignCmd:[DrawingCmd setDrawingInformation:(10*k):0:@"dummy.png"]]; [self.drawingEngine setNeedsDisplay]; } It can draw, but the sad thing is it only draw the last one. Why? and how to fix it? I can draw all the things in my First code, but after I take the loop outside, and use the loop in last code, it just only draw the last one. Plz help

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  • How can I draw on JPanel using another quadrant for the coordinates?

    - by Sanoj
    I would like to draw some shapes on a JPanel by overriding paintComponent. I would like to be able to pan and zoom. Panning and zooming is easy to do with AffineTransform and the setTransform method on the Graphics2D object. After doing that I can easyli draw the shapes with g2.draw(myShape) The shapes are defined with the "world coordinates" so it works fine when panning and I have to translate them to the canvas/JPanel coordinates before drawing. Now I would like to change the quadrant of the coordinates. From the 4th quadrant that JPanel and computer often uses to the 1st quadrant that the users are most familiar with. The X is the same but the Y-axe should increase upwards instead of downwards. It is easy to redefine origo by new Point(origo.x, -origo.y); But How can I draw the shapes in this quadrant? I would like to keep the coordinates of the shapes (defined in the world coordinates) rather than have them in the canvas coordinates. So I need to transform them in some way, or transform the Graphics2D object, and I would like to do it efficiently. Can I do this with AffineTransform too?

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  • How to draw a 3D donut chart in OpenGL?

    - by paulbeesley
    I would like to draw a chart in OpenGL similar to the donut graph at the bottom-right of this example. I have experience with drawing 2D charts such as the main chart in the example but what confuses me about the one I want to draw is the correct type of primitive to use when drawing the 3D chart. I have considered using GL_QUAD_STRIP and GL_POLYGON but neither seem quite right for the task. Where should I begin? I will be using JOGL with Java to draw the chart, if that helps at all. Also, I don't necessarily need to extrude certain slices of the chart as shown in the example.

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  • Can I draw Qt objects directly to Win32 DC (Device Context)?

    - by Kevin
    I can draw Qt objects to an QImage and then draw the image to HDC or CDC. This may hurt our application's performance. It would be great if I can draw Qt objects directly to Win32 HDC or MFC CDC. I expect that there is a class, say QWin32Image for clear, then I can use it in this way: QWin32Image image(hdc, 100, 100, Format_ARGB32_Premultiplied); QPainter painter(&image); painter.drawText(....); Is it possible for my thought? Or is there a better way to do that?

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  • Why cant i draw an elipse in with code?

    - by bvivek88
    package test; import java.awt.*; import java.awt.event.*; import java.awt.geom.Ellipse2D; import java.awt.image.BufferedImage; import javax.swing.*; public class test_bmp extends JPanel implements MouseListener,MouseMotionListener,ActionListener { static BufferedImage image; Color color; Point start=new Point(); Point end =new Point(); JButton elipse=new JButton("Elipse"); JButton rectangle=new JButton("Rectangle"); JButton line=new JButton("Line"); String selected; public test_bmp() { color = Color.black; setBorder(BorderFactory.createLineBorder(Color.black)); addMouseListener(this); addMouseMotionListener(this); } public void paintComponent(Graphics g) { //super.paintComponent(g); g.drawImage(image, 0, 0, this); Graphics2D g2 = (Graphics2D)g; g2.setPaint(Color.black); if(selected=="elipse") { g2.drawOval(start.x, start.y, (end.x-start.x),(end.y-start.y)); System.out.println("Start : "+start.x+","+start.y); System.out.println("End : "+end.x+","+end.y); } if(selected=="line") g2.drawLine(start.x,start.y,end.x,end.y); } //Draw on Buffered image public void draw() { Graphics2D g2 = image.createGraphics(); g2.setPaint(color); System.out.println("draw"); if(selected=="line") g2.drawLine(start.x, start.y, end.x, end.y); if(selected=="elipse") { g2.drawOval(start.x, start.y, (end.x-start.x),(end.y-start.y)); System.out.println("Start : "+start.x+","+start.y); System.out.println("End : "+end.x+","+end.y); } repaint(); g2.dispose(); } public JPanel addButtons() { JPanel buttonpanel=new JPanel(); buttonpanel.setBackground(color.lightGray); buttonpanel.setLayout(new BoxLayout(buttonpanel,BoxLayout.Y_AXIS)); elipse.addActionListener(this); rectangle.addActionListener(this); line.addActionListener(this); buttonpanel.add(elipse); buttonpanel.add(Box.createRigidArea(new Dimension(15,15))); buttonpanel.add(rectangle); buttonpanel.add(Box.createRigidArea(new Dimension(15,15))); buttonpanel.add(line); return buttonpanel; } public static void main(String args[]) { test_bmp application=new test_bmp(); //Main window JFrame frame=new JFrame("Whiteboard"); frame.setLayout(new BorderLayout()); frame.add(application.addButtons(),BorderLayout.WEST); frame.add(application); //size of the window frame.setSize(600,400); frame.setLocation(0,0); frame.setVisible(true); int w = frame.getWidth(); int h = frame.getHeight(); image = new BufferedImage(w, h, BufferedImage.TYPE_INT_RGB); Graphics2D g2 = image.createGraphics(); g2.setPaint(Color.white); g2.fillRect(0,0,w,h); g2.dispose(); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); } @Override public void mouseClicked(MouseEvent arg0) { // TODO Auto-generated method stub } @Override public void mouseEntered(MouseEvent arg0) { // TODO Auto-generated method stub } @Override public void mouseExited(MouseEvent arg0) { // TODO Auto-generated method stub } @Override public void mousePressed(MouseEvent event) { start = event.getPoint(); } @Override public void mouseReleased(MouseEvent event) { end = event.getPoint(); draw(); } @Override public void mouseDragged(MouseEvent e) { end=e.getPoint(); repaint(); } @Override public void mouseMoved(MouseEvent arg0) { // TODO Auto-generated method stub } @Override public void actionPerformed(ActionEvent e) { if(e.getSource()==elipse) selected="elipse"; if(e.getSource()==line) selected="line"; draw(); } } I need to create a paint application, when i draw elipse by dragging mouse from left to right it displays nothing, why?? should i use any other function here?

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  • How do I draw an ellipse with arbitrary orientation pixel by pixel?

    - by amc
    Hi, I have to draw an ellipse of arbitrary size and orientation pixel by pixel. It seems pretty easy to draw an ellipse whose major and minor axes align with the x and y axes, but rotating the ellipse by an arbitrary angle seems trickier. Initially I though it might work to draw the unrotated ellipse and apply a rotation matrix to each point, but it seems as though that could cause errors do to rounding, and I need rather high precision. Is my suspicion about this method correct? How could I accomplish this task more precisely? I'm programming in C++ (although that shouldn't really matter since this is a more algorithm-oriented question).

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  • Raphael - what is the native delay function to draw circles?

    - by 3gwebtrain
    I am using Raphael, to draw 3 circles. how to i make the circles draw each one by one with some time gap? I know there is a option with settimeout, but apart from is there any native function to make delay to draw the circles? my simple code: <div id="paper"></div> var paper = Raphael('paper',500,500); var c1 = paper.circle(50,50,25); var c2 = paper.circle(100,50,25); var c3 = paper.circle(150,50,25); jsfiddle here

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