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  • Using the FreeType lib to create text bitmaps to draw in OpenGL 3.x

    - by Andy
    At the moment I not too sure where my problem is. I can draw loaded images as textures no problem, however when I try to generate a bitmap with a char on it I just get a black box. I am confident that the problem is when I generate and upload the texture. Here is the method for that; the top section of the if statement just draws an texture of a image loaded from file (res/texture.jpg) and that draws perfectly. And the else part of the if statement will try to generate and upload a texture with the char (variable char enter) on. Source Code, I will add shaders and more of the C++ if needed but they work fine for the image. void uploadTexture() { if(enter=='/'){ // Draw the image. GLenum imageFormat; glimg::SingleImage image = glimg::loaders::stb::LoadFromFile("res/texture.jpg")->GetImage(0,0,0); glimg::OpenGLPixelTransferParams params = glimg::GetUploadFormatType(image.GetFormat(), 0); imageFormat = glimg::GetInternalFormat(image.GetFormat(),0); glGenTextures(1,&textureBufferObject); glBindTexture(GL_TEXTURE_2D, textureBufferObject); glimg::Dimensions dimensions = image.GetDimensions(); cout << "Texture dimensions w "<< dimensions.width << endl; glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, dimensions.width, dimensions.height, 0, params.format, params.type, image.GetImageData()); }else { // Draw the char useing the FreeType Lib FT_Init_FreeType(&ft); FT_New_Face(ft, "arial.ttf", 0, &face); FT_Set_Pixel_Sizes(face, 0, 48); FT_GlyphSlot g = face->glyph; glGenTextures(1,&textureBufferObject); glBindTexture(GL_TEXTURE_2D, textureBufferObject); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); FT_Load_Char(face, enter, FT_LOAD_RENDER); FT_Bitmap theBitmap = g->bitmap; int BitmapWidth = g->bitmap.width; int BitmapHeight = g->bitmap.rows; cout << "draw char - " << enter << endl; cout << "g->bitmap.width - " << g->bitmap.width << endl; cout << "g->bitmap.rows - " << g->bitmap.rows << endl; int TextureWidth =roundUpToNextPowerOfTwo(g->bitmap.width); int TextureHeight =roundUpToNextPowerOfTwo(g->bitmap.rows); cout << "texture width x height - " << TextureWidth <<" x " << TextureHeight << endl; GLubyte* TextureBuffer = new GLubyte[ TextureWidth * TextureWidth ]; for(int j = 0; j < TextureHeight; ++j) { for(int i = 0; i < TextureWidth; ++i) { TextureBuffer[ j*TextureWidth + i ] = (j >= BitmapHeight || i >= BitmapWidth ? 0 : g->bitmap.buffer[ j*BitmapWidth + i ]); } } glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, TextureWidth, TextureHeight, 0, GL_RGB8, GL_UNSIGNED_BYTE, TextureBuffer); } }

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  • How to convert closed bezier curves to Bitmaps?

    - by Sorush Rabiee
    I need an algorithm to convert a closed bezier curve (perhaps self-crossing) to a binary bitmap: 0 for inside pixels and 1 for outside. I'm writing a code that needs to implement some operations on bezier curves, could anybody give me some resources or tutorials about beziere? Wikipedia and others didn't say anything about optimization, subtracting, union, knot insertion and deletion and other operations :-)

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  • Question about creating device-compatible bitmaps in C#

    - by MusiGenesis
    I am storing bitmap-like data in a two-dimensional int array. To convert this array into a GDI-compatible bitmap (for use with BitBlt), I am using this function: public IntPtr GetGDIBitmap(int[,] data) { int w = data.GetLength(0); int h = data.GetLength(1); IntPtr ret = IntPtr.Zero; using (Bitmap bmp = new Bitmap(w, h)) { for (int x = 0; x < w; x++) { for (int y = 0; y < h; y++) { Color color = Color.FromArgb(data[x, y]); bmp.SetPixel(x, y, color); } } ret = bmp.GetHbitmap(); } return ret; } This works as expected, but the call to bmp.GetHbitmap() has to allocate memory for the returned bitmap. I'd like to modify this method in two (probably related) ways: I'd like to remove the intermediate Bitmap from the above code entirely, and go directly from my int[,] array to the device-compatible bitmap (i.e. the IntPtr). I presume this would involve calling CreateCompatibleBitmap, but I don't know how to go from that call to actually manipulating the pixel values. This should logically follow from the answer to the first, but I'd also like my method to re-use existing GDI bitmap handles (instead of creating a new bitmap each time). How can I do this? NOTE: I don't really use Bitmap.SetPixel(), as its performance could best be described as "glacial". The code is just for illustration.

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  • Drawing translucent bitmaps using Canvas (Android)

    - by mcbitmap
    I have a Bitmap object and want to render it to a Canvas object with varying levels of translucency (i.e. make the whole bitmap partially see through). For example, I have sprites in a game (that are drawn over the top of a bitmap background) that I want to fade out from being opaque to being invisible. Can I do this without having to resort to OpenGL?

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  • Few doubts regarding Bitmaps , Images & `using` blocks

    - by imageWorker
    I caught up in this problem. http://stackoverflow.com/questions/2559826/garbage-collector-not-doing-its-job-memory-consumption-1-5gb-outofmemory-exc I feel that there is something wrong in my understanding. Please clarify these things. Destructor & IDisposable.Dispose are two methods for freeing resources that are not not under the control of .NET. Which means, everything except memory. right? using blocks are just better way of calling IDisposable.Dispose() method of an object. This is the main code I'm referring to. class someclass { static someMethod(Bitmap img) { Bitmap bmp = new Bitmap(img); //statement1 // some code here and return } } here is class I'm using for testing: class someotherClass { public static voide Main() { foreach (string imagePath in imagePathsArray) { using (Bitmap img1 = new Bitmap(imagePath)) { someclass.someMethod(img1); // does some more processing on `img1` } } } } Is there any memory leak with statement1? Question1: If each image size is say 10MB. Then does this bmp object occupy atleast 10MB? What I mean is, will it make completely new copy of entire image? or just refer to it? Question2:should I or should I not put the statement1 in using block? My Argument: We should not. Because using is not for freeing memory but for freeing the resources (file handle in this case). If I use it in using block. It closes file handle here encapsulated by this bmp object. It means we are also closing filehandle for the caller's img1 object. Which is not correct? As of the memory leak. No there is no scope of memory leak here. Because reference bmp is destroyed when this method is returned. Which leaves memory it refered without any pointer. So, its garbage collected. Am I right? Edit: class someclass { static Bitmap someMethod(Bitmap img) { Bitmap bmp = new Bitmap(img); //can I use `using` block on this enclosing `return bmp`; ??? // do some processing on bmp here return bmp; } }

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  • ActionScript BitmapData Built-in To Bitmaps?

    - by TheDarkIn1978
    i've used a Loader and URLRequest to download a .png from the internet and add it to my display list. since it's already a bitmap, does it have built in bitmap data already? or do i have to create the bitmap data myself? also, why does the same trace statement return false in the mouseMoveHandler when it outputs true in the displayImage function? var imageLoader:Loader = new Loader(); imageLoader.load(new URLRequest("http://somewebsite.com/image.png")); imageLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, displayImage); function displayImage(evt:Event):void { addChild(evt.target.content); addEventListener(MouseEvent.MOUSE_MOVE, mouseMoveHandler); trace(evt.target.content is Bitmap); //outputs 'true' } function mouseMoveHandler(evt:MouseEvent):void { trace(evt.target.content is Bitmap); //outputs 'false' }

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  • Android ListActivity with Bitmaps and Garbage Collection issue

    - by chis54
    I have a ListActivity and in it I set my list items with a class that extends SimpleCursorAdapter. I'm overriding bindView to set my Views. I have some TextViews and ImageViews. This is how I set my list items in my cursor adapter: String variableName = "drawable/q" + num + "_200px"; int imageResource = context.getResources().getIdentifier(variableName, "drawable", context.getPackageName()); if (imageResource != 0 ) { // The drawable exists Bitmap b = BitmapFactory.decodeResource(context.getResources(), imageResource); width = b.getWidth(); height = b.getHeight(); imageView.getLayoutParams().width = (int) (width); imageView.getLayoutParams().height = (int) (height); imageView.setImageResource(imageResource); } else { imageView.setImageResource(R.drawable.25trans_200px); } The problem I'm having is whenever I update my list with setListAdapter I get a large amount of garbage collection: D/dalvikvm(18637): GC_EXTERNAL_ALLOC freed 125K, 51% free 2710K/5447K, external 2022K/2137K, paused 75ms D/dalvikvm(18637): GC_EXTERNAL_ALLOC freed 30K, 51% free 2701K/5447K, external 2669K/2972K, paused 64ms D/dalvikvm(18637): GC_EXTERNAL_ALLOC freed 23K, 51% free 2713K/5447K, external 3479K/3579K, paused 53ms D/dalvikvm(18637): GC_EXTERNAL_ALLOC freed 22K, 51% free 2706K/5447K, external 3303K/3352K, paused 64ms D/dalvikvm(18637): GC_EXTERNAL_ALLOC freed 21K, 51% free 2722K/5447K, external 3569K/3685K, paused 102ms D/dalvikvm(18637): GC_EXTERNAL_ALLOC freed 23K, 50% free 2755K/5447K, external 3499K/3605K, paused 65ms D/dalvikvm(18637): GC_EXTERNAL_ALLOC freed 23K, 50% free 2771K/5447K, external 4213K/4488K, paused 53ms D/dalvikvm(18637): GC_EXTERNAL_ALLOC freed 18K, 49% free 2796K/5447K, external 5057K/5343K, paused 75ms D/dalvikvm(18637): GC_EXTERNAL_ALLOC freed 28K, 49% free 2803K/5447K, external 5944K/5976K, paused 53ms D/dalvikvm( 435): GC_EXPLICIT freed 6K, 54% free 2544K/5511K, external 1625K/2137K, paused 50ms D/dalvikvm( 165): GC_EXPLICIT freed 85K, 52% free 2946K/6087K, external 4838K/5980K, paused 111ms D/dalvikvm( 448): GC_EXPLICIT freed 1K, 54% free 2540K/5511K, external 1625K/2137K, paused 50ms D/dalvikvm( 294): GC_EXPLICIT freed 8K, 55% free 2598K/5703K, external 1625K/2137K, paused 64ms What can I do to avoid this? It's causing my UI to be sluggish and when I scroll, too.

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  • Blending pixels from Two Bitmaps

    - by MarkPowell
    I'm beating my head against a wall here, and I'm fairly certain I'm doing something stupid, so time to make my stupidity public. I'm trying to take two images, blend them together into a third image using standard blending algorithms (Hardlight, softlight, overlay, multiply, etc). Because Android does not have such blend properties build in, I've gone down the path of taking each pixel and combine them using an algorithm. However, the results are garbage. Any help would be appreciated. Below is the code, which I've tried to strip out all the "junk", but some may have made it through. I'll clean it up if something isn't clear. Bitmap src = BitmapFactory.decodeResource(getResources(), R.drawable.base, options); Bitmap mutableBitmap = src.copy(Bitmap.Config.RGB_565, true); int imageId = getResources().getIdentifier("drawable/" + filter, null, getPackageName()); Bitmap filterBitmap = BitmapFactory.decodeResource(getResources(), imageId, options); float scaleWidth = ((float) mutableBitmap.getWidth()) / filterBitmap.getWidth(); float scaleHeight = ((float) mutableBitmap.getHeight()) / filterBitmap.getHeight(); IntBuffer buffSrc = IntBuffer.allocate(src.getWidth() * src.getHeight()); mutableBitmap.copyPixelsToBuffer(buffSrc); buffSrc.rewind(); IntBuffer buffFilter = IntBuffer.allocate(resizedFilterBitmap.getWidth() * resizedFilterBitmap.getHeight()); resizedFilterBitmap.copyPixelsToBuffer(buffFilter); buffFilter.rewind(); IntBuffer buffOut = IntBuffer.allocate(src.getWidth() * src.getHeight()); buffOut.rewind(); while (buffOut.position() < buffOut.limit()) { int filterInt = buffFilter.get(); int srcInt = buffSrc.get(); int alphaValueFilter = Color.alpha(filterInt); int redValueFilter = Color.red(filterInt); int greenValueFilter = Color.green(filterInt); int blueValueFilter = Color.blue(filterInt); int alphaValueSrc = Color.alpha(srcInt); int redValueSrc = Color.red(srcInt); int greenValueSrc = Color.green(srcInt); int blueValueSrc = Color.blue(srcInt); int alphaValueFinal = convert(alphaValueFilter, alphaValueSrc); int redValueFinal = convert(redValueFilter, redValueSrc); int greenValueFinal = convert(greenValueFilter, greenValueSrc); int blueValueFinal = convert(blueValueFilter, blueValueSrc); int pixel = Color.argb(alphaValueFinal, redValueFinal, greenValueFinal, blueValueFinal); buffOut.put(pixel); } buffOut.rewind(); mutableBitmap.copyPixelsFromBuffer(buffOut); BitmapDrawable drawable = new BitmapDrawable(getResources(), mutableBitmap); imageView.setImageDrawable(drawable); } int convert (int in1, int in2) { //simple multiply for example return in1 * in2 / 255; }

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  • how to display bitmaps in listview?

    - by mary
    hi i want to show images downloaded in listview.images downloaded with function DownloadImage and are as bitmap.how to show in listview . name photoes with book_id in tabel book are aqual.i want each book has its own image. i can show in listview book_name and book_price just the problem with image book please help me class: package bookstore.category; import java.io.IOException; import java.io.InputStream; import java.net.HttpURLConnection; import java.net.URL; import java.net.URLConnection; import java.util.ArrayList; import java.util.HashMap; import java.util.List; import org.apache.http.NameValuePair; import org.json.JSONArray; import org.json.JSONException; import org.json.JSONObject; import android.graphics.Bitmap; import android.graphics.BitmapFactory; import android.graphics.Typeface; import android.os.AsyncTask; import android.os.Bundle; import android.util.Log; import android.widget.ImageView; import android.widget.ListAdapter; import android.widget.ListView; import android.widget.SimpleAdapter; import bookstore.pack.JSONParser; import bookstore.pack.R; import android.app.Activity; import android.app.ProgressDialog; public class Computer extends Activity { Bitmap bm = null; // progress dialog private ProgressDialog pDialog; // Creating JSON Parser object JSONParser jParser = new JSONParser(); ArrayList<HashMap<String, String>> computerBookList; private static String url_books = "http://10.0.2.2/project/computer.php"; // JSON Node names private static final String TAG_SUCCESS = "success"; private static final String TAG_BOOK = "book"; private static final String TAG_BOOK_NAME = "book_name"; private static final String TAG_BOOK_PRICE = "book_price"; private static final String TAG_BOOK_ID = "book_id"; private static final String TAG_MESSAGE = "massage"; // category JSONArray JSONArray book = null; @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.category); Typeface font1 = Typeface.createFromAsset(getAssets(), "font/bnazanin.TTF"); // Hashmap for ListView computerBookList = new ArrayList<HashMap<String, String>>(); new LoadBook().execute(); } class LoadBook extends AsyncTask<String, String, String> { /** * Before starting background thread Show Progress Dialog * */ @Override protected void onPreExecute() { super.onPreExecute(); pDialog = new ProgressDialog(Computer.this); pDialog.setMessage("Please wait..."); pDialog.setIndeterminate(false); pDialog.setCancelable(false); pDialog.show(); } protected String doInBackground(String... args) { // Building Parameters List<NameValuePair> params = new ArrayList<NameValuePair>(); // getting JSON string from URL JSONObject json = jParser.makeHttpRequest(url_books, "GET", params); // Check your log cat for JSON reponse Log.d("book:", json.toString()); try { // Checking for SUCCESS TAG int success = json.getInt(TAG_SUCCESS); if (success == 1) { DownloadImage("10.0.2.2/project/images/100.png"); DownloadImage("10.0.2.2/project/images/101.png"); DownloadImage("10.0.2.2/project/images/102.png"); DownloadImage("10.0.2.2/project/images/103.png"); DownloadImage("10.0.2.2/project/images/104.png"); DownloadImage("10.0.2.2/project/images/105.png"); DownloadImage("10.0.2.2/project/images/106.png"); DownloadImage("10.0.2.2/project/images/107.png"); DownloadImage("10.0.2.2/project/images/108.png"); DownloadImage("10.0.2.2/project/images/109.png"); DownloadImage("10.0.2.2/project/images/110.png"); // books found book = json.getJSONArray(TAG_BOOK); for (int i = 0; i < book.length(); i++) { JSONObject c = book.getJSONObject(i); // Storing each json item in variable String book_name = c.getString(TAG_BOOK_NAME); String book_price = c.getString(TAG_BOOK_PRICE); String book_id = c.getString(TAG_BOOK_ID); // creating new HashMap HashMap<String, String> map = new HashMap<String, String>(); // adding each child node to HashMap key => value map.put(TAG_BOOK_NAME, book_name); map.put(TAG_BOOK_PRICE, book_price); // map.put(TAG_AUTHOR_NAME, author_name); // adding HashList to ArrayList computerBookList.add(map); } return json.getString(TAG_MESSAGE); } else { System.out.println("no book found"); } } catch (JSONException e) { e.printStackTrace(); } return null; } /** * After completing background task Dismiss the progress dialog * **/ protected void onPostExecute(String file_url) { pDialog.dismiss(); // updating UI from Background Thread runOnUiThread(new Runnable() { ListView view1 = (ListView) findViewById(R.id.list_view); public void run() { ImageView iv = (ImageView) findViewById(R.id.list_image); // bm=BitmapFactory.decodeResource(getResources(), resId); //bm=BitmapFactory.decodeResource(null,R.id.list_image); // iv.setImageBitmap(bm); /* * */ /** * Updating parsed JSON data into ListView * */ ListAdapter adapter = new SimpleAdapter(Computer.this, computerBookList, R.layout.search_item, new String[] { TAG_BOOK_NAME, TAG_BOOK_PRICE }, new int[] { R.id.book_name, R.id.book_price }); view1.setAdapter(adapter); } }); } } private Bitmap DownloadImage(String URL) { Bitmap bitmap = null; InputStream in = null; try { in = OpenHttpConnection(URL); bitmap = BitmapFactory.decodeStream(in); in.close(); } catch (IOException e1) { e1.printStackTrace(); } return bitmap; } private InputStream OpenHttpConnection(String urlString) throws IOException { InputStream in = null; int response = -1; URL url = new URL(urlString); URLConnection conn = url.openConnection(); if (!(conn instanceof HttpURLConnection)) throw new IOException("Not an HTTP connection"); try { HttpURLConnection httpConn = (HttpURLConnection) conn; httpConn.setAllowUserInteraction(false); httpConn.setInstanceFollowRedirects(true); httpConn.setRequestMethod("GET"); httpConn.connect(); response = httpConn.getResponseCode(); if (response == HttpURLConnection.HTTP_OK) { in = httpConn.getInputStream(); } } catch (Exception ex) { throw new IOException("Error connecting"); } return in; } }

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  • Displaying bitmaps in relative positions

    - by JonF
    I'd like to put a couple images on a surfaceview. I understand that the screen sizes of android devices can vary, so I don't think I can just use an x y position or I might end up placing it off different screens. Say I want to put two boxes in the center of the screen, a blue one and a red one. The blue one is to the left of the red one. How can I accomplish that while accounting for different screen sizes?

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  • Android: Problems downloading images and converting to bitmaps

    - by Mike
    Hi all, I am working on an application that downloads images from a url. The problem is that only some images are being correctly downloaded and others are not. First off, here is the problem code: public Bitmap downloadImage(String url) { HttpClient client = new DefaultHttpClient(); HttpResponse response = null; try { response = client.execute(new HttpGet(url)); } catch (ClientProtocolException cpe) { Log.i(LOG_FILE, "client protocol exception"); return null; } catch (IOException ioe) { Log.i(LOG_FILE, "IOE downloading image"); return null; } catch (Exception e) { Log.i(LOG_FILE, "Other exception downloading image"); return null; } // Convert images from stream to bitmap object try { Bitmap image = BitmapFactory.decodeStream(response.getEntity().getContent()); if(image==null) Log.i(LOG_FILE, "image conversion failed"); return image; } catch (Exception e) { Log.i(LOG_FILE, "Other exception while converting image"); return null; } } So what I have is a method that takes the url as a string argument and then downloads the image, converts the HttpResponse stream to a bitmap by means of the BitmapFactory.decodeStream method, and returns it. The problem is that when I am on a slow network connection (almost always 3G rather than Wi-Fi) some images are converted to null--not all of them, only some of them. Using a Wi-Fi connection works perfectly; all the images are downloaded and converted properly. Does anyone know why this is happening? Or better, how can I fix this? How would I even go about testing to determine the problem? Any help is awesome; thank you!

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  • Picture.writeToStream() not writing out all bitmaps

    - by quickdraw mcgraw
    I'm using webview.capturePicture() to create a Picture object that contains all the drawing objects for a webpage. I can successfully render this Picture object to a bitmap using the canvas.drawPicture(picture, dst) with no problems. However when I use picture.writeToStream(fos) to serialize the picture object out to file, and then Picture.createFromStream(fis) to read the data back in and create a new picture object, the resultant bitmap when rendered as above is missing any larger images (anything over around 20KB! by observation). This occurs on all the Android OS platforms that I have tested 1.5, 1.6 and 2.1. Looking at the native code for Skia which is the underlying Android graphics library and the output file produced from the picture.writeToStream() I can see how the file format is constructed. I can see that some of the images in this Skia spool file are not being written out (the larger ones), the code that appears to be the problem is in skBitmap.cpp in the method void SkBitmap::flatten(SkFlattenableWriteBuffer& buffer) const; It writes out the bitmap fWidth, fHeight, fRowBytes, FConfig and isOpaque values but then just writes out SERIALIZE_PIXELTYPE_NONE (0). This means that the spool file does not contain any pixel information about the actual image and therefore cannot restore the picture object correctly. Effectively this renders the writeToStream and createFromStream() APIs useless as they do not reliably store and recreate the picture data. Has anybody else seen this behaviour and if so am I using the API incorrectly, can it be worked around, is there an explanation i.e. incomplete API / bug and if so are there any plans for a fix in a future release of Android? Thanks in advance.

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  • How to create combobox with bitmaps

    - by Morpheus
    Hi ! I wanted to create a custom combo box like this (as in MS Word), Are there any Win32 API calls to get this job done, (like ChooseColor() or ChooseFont()? If there aren't any, can anyone please tell me how to do this? Thanks you. Regards,

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  • Android Load Camera image as Bitmap

    - by GuyNoir
    I am using BitmapFactory.decodeFile to load Bitmaps of images into my application. However, the function returns null on large images (such as those from the camera). The filepath is definitely correct, I just can't figure out why it would return null. I tried supersampling, but it didn't seem to help. Does anyone have any idea why it would do this or how I could more easily load images taken from the camera into a Bitmap? Thanks.

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  • Monochrome BitMap Library

    - by Asad Jibran Ahmed
    I am trying to create a piece of software that can be used to create VERY large (10000x10000) sized bitmaps. All I need is something that can work in monochrome, since the required output is a matrix containing details of black and white pixels in the bitmap. The closest thing I can think of is a font editor, but the size is a problem. Is there any library out there that I can use to create the software, or will I have to write the whole thing from the start?

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  • How to convert poor quality bitmap image to vector?

    - by Macha
    I'm designing a website for a group which has lost the original digital image for their logo. The only file they have of it is a jpg which was embedded into a word document. The image has everything possible wrong with it: Anti-aliased onto a white background where it should be transparent Image artefacts Resized downwards poorly. Lines that should be straight and solid aren't. I've currently used the wand tool to get rid of the white background, and stuck it on the website, but it's poor quality makes it stick out like a sore thumb. I need a few different sizes of it to use, so how would I go about creating a vector image based on it?

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  • Looking for "bitmap-vector" image editor

    - by Borek
    I used to use PhotoImpact which is no longer developed so I'm looking for a replacement. What made PhotoImpact great to me was the ability to work in both bitmap and vector modes. What I mean by that: I could have an image or screenshot and easily add arrows, text captions or shapes to it. These shapes were vector objects so I could come back to them later and amend their properties easily. Software I know of: Paint.NET is purely bitmap so please don't recommend it - layers are not enough for my needs Drawing tools in MS Office work pretty much the way I'd like - you can paste an image and then add vector objects on top of it. It just doesn't feel right to have the full-fidelity original images stored as .docx or .pptx (I don't fully trust Word/Powerpoint that they don't compress the image) I'm not sure about GIMP but if it's just "better Paint.NET" (i.e., layers but no vector objects) I'm not interested Photoshop is out of question purely because of its price tag Corel killed PhotoImpact because they already had a competing product (Paint Shop Pro) but AFAIK it lacks vector features. Any tips for PhotoImpact alternatives would be very welcome.

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  • Convert color photos of documents to good black-and-white images?

    - by Norman Ramsey
    Since I don't have a copier or scanner, I'm using an 8 megapixel camera to copy documents. This works pretty well except they need a lot of processing afterward. I'd like to get from a photo to a bitmap, but using djpeg -grayscale -pnm photo.jpg | pgmtopbm -threshold -value XXX does not work so well, for two reasons: It's hard to guess what XXX should be, and XXX is different for different photos. Illumination varies, and sometimes a single threshold isn't what's right for the image. How can I do better? The ideal solution will be fully automatic command-line program that I can run on Linux. (I have already written a program to remove dark pixels from the edges of images.)

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  • Save and restore multiple layers within a Photoshop action that flattens

    - by SuitCase
    I'm editing comic pages with layers - "background", "foreground", "lineart" and "over lineart". I have a Photoshop action that includes a Mode-Bitmap command, which requires the image to be flattened. I need this part of the action because I use the Halftone Screen method of reducing the greyscale image to bitmap on the "background" layer, creating a certain effect. I am pretty sure there is no filter or anything else that gives the same effect. After the mode is changed to bitmap, my action changes things back to greyscale for further changes. This poses a problem. I only want to do the bitmap mode change on the background layer, and after I do the change I want to restore the layer structure as it was - with the foreground, lineart and over lineart layers back above the now-halftoned background. My current method of saving these layers and restoring them is clumsy. My action is able to automatically save the "foreground" layer by selecting it, cutting it, then pasting it back in after the mode changing is over. But, for the "ink" and "over ink" layers, I have to manually cut these layers, paste them into a new document, and later re-cut and re-paste after running my action. This is so clunky! What I would like to know is if it's possible to set aside my layers in an automated way, and then bring them back in, also in an automated way. An ugly (but functional) solution would be to replicate my actions of creating new documents and pasting them temporarily there, but I don't think Photoshop allows you to do things outside of your current document with an action. It seems to me that the only way to do what I want is to use the "hack" of incorporating the clipboard into the action as a clever hack, but that leaves me stuck as I have two more layers that can't fit onto that same clipboard. Help or suggestions would be appreciated. I can keep on doing it manually, but to have a comprehensive action would save me a ton of time.

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  • Save and restore multiple layers within a Photoshop action that flattens

    - by SuitCase
    I'm editing comic pages with layers - "background", "foreground", "lineart" and "over lineart". I have a Photoshop action that includes a Mode-Bitmap command, which requires the image to be flattened. I need this part of the action because I use the Halftone Screen method of reducing the greyscale image to bitmap on the "background" layer, creating a certain effect. I am pretty sure there is no filter or anything else that gives the same effect. After the mode is changed to bitmap, my action changes things back to greyscale for further changes. This poses a problem. I only want to do the bitmap mode change on the background layer, and after I do the change I want to restore the layer structure as it was - with the foreground, lineart and over lineart layers back above the now-halftoned background. My current method of saving these layers and restoring them is clumsy. My action is able to automatically save the "foreground" layer by selecting it, cutting it, then pasting it back in after the mode changing is over. But, for the "ink" and "over ink" layers, I have to manually cut these layers, paste them into a new document, and later re-cut and re-paste after running my action. This is so clunky! What I would like to know is if it's possible to set aside my layers in an automated way, and then bring them back in, also in an automated way. An ugly (but functional) solution would be to replicate my actions of creating new documents and pasting them temporarily there, but I don't think Photoshop allows you to do things outside of your current document with an action. It seems to me that the only way to do what I want is to use the "hack" of incorporating the clipboard into the action as a clever hack, but that leaves me stuck as I have two more layers that can't fit onto that same clipboard. Help or suggestions would be appreciated. I can keep on doing it manually, but to have a comprehensive action would save me a ton of time.

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  • How to edit the Boot Graphics Resource Table / Edit windows 8 BOOT LOGO?

    - by user144773
    I want to edit the screen which is displayed when windows 8 (starts) loads (/loading). As for now it has the Toshiba logo, I want my custom logo or the windows default logo. I have found that UEFI has something called "Boot Graphics Resource Table" and that it overides the default logo if there is a image present (source) How can I edit the logo stored in UEFI firmware or Boot Graphics Resource Table? if it's in the "bootres.dll", which does UEFI use? My disk (spread across a few system/usefi/windows/etc partitions) has around twenty bootres.dlls. The bootres.dll is signed by Microsoft, but I don't have to worry because I can sign the file I edit myself with my own certificate.

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  • La bibliothèque de jeux Torque 2D passe en version 3.1 et apporte le supporte des polices bitmaps dans les interfaces utilisateur

    La bibliothèque de jeux Torque 2D passe en version 3.1Le rythme des publications de Torque 2D accélère. Voici la version 3.1. Pour rappel, le moteur de jeux 2D est maintenant sous licence MIT. Vous pouvez retrouver le code du moteur sur Github.Cette nouvelle version apporte deux changements importants : Police bitmap pour GuiTextControls : en plus du support des fontes TrueType, les développeurs peuvent maintenant utilisés les polices bitmaps pour leurs interfaces graphiques. Le format utilisé...

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  • BitBlting multiple images to buffer

    - by Anonymous
    So I've made a class which draws a transparant image to a buffer. the buffer is a HDC which has been used blackness on. What I am trying to do is draw three images to this buffer. Which means I am using this function three times. After that's done, I output it to the screen (using SRCCOPYing the buffer). But what I get to see is just the third image and blackness. void draw_buffer(HDC buffer, int draw_x, int draw_y) { BitBlt(this-main, draw_x, draw_y, this-img_width, this-img_height, this-image, this-mask_x, this-mask_y, SRCAND); BitBlt(this-main, draw_x, draw_y, this-img_width, this-img_height, this-image, this-img_x, this-img_y, SRCPAINT); BitBlt(buffer, 0, 0, 800, 600, this-main, 0, 0, SRCCOPY); } At initiation, this-main becomes this: this->main = CreateCompatibleDC(GetDC(0)); this->bitmap = CreateCompatibleBitmap(GetDC(0),800,600); SelectObject(this->main, this->bitmap); What is wrong with my code?

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  • BitmapContext on iphone

    - by user315142
    Hello, I am repeatedly drawing to an offscreen bitmap context non-destructivly on iphone. Right now the only way I have figured out to get it to display is to update the drawRect of my UIView with the contents of the context. This runs really slow and seems unnecessary. Does any one know of a way to have the bitmap update on the screen without force refreshing the whole thing?

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