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Search found 276 results on 12 pages for 'colours'.

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  • "Distance" between colours in PHP

    - by Phil
    I'm looking for a function that can accurately represent the distance between two colours as a number or something. For example I am looking to have an array of HEX values or RGB arrays and I want to find the most similar colour in the array for a given colour eg. I pass a function a RGB value and the 'closest' colour in the array is returned

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  • Hex web colours

    - by Mick
    Hi I am displaying a colour as a hex value in php . Is it possible to vary the shade of colour by subtracting a number from the hex value ? What I want to do it display vivid web safe colour but if selected I want to dull or lighten the colour. I know I can just use two shades of colour but I could hundred of potential colours . to be clear #66cc00 is bright green and #99ffcc is a very pale green . What do i subtract to get the second colour ? is there any formula because I just can get it . Thanks for any help Cheers

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  • Constructing colours for maximum contrast

    - by Martin
    I want to draw some items on screen, each item is in one of N sets. The number of sets changes all the time, so I need to calculate N different colours which are as different as possible (to make it easy to identify what is in which set). So, for example with N = 2 my results would be black and white. With three I guess I would get all red, all green, all blue. For all four, it's less obvious what the correct answer is, and this is where I'm having trouble.

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  • Adding Colours (Colors) Together like Paint (Blue + Yellow = Green, etc)

    - by glenstorey
    I'm making an iOS game using cocos2d libraries. Lets say you have two objects that have two separate colours - defined in RGB as Blue: 0,0,255 Yellow: 255,255,0 I want to add blue and yellow to make green. To over complicate things, let's say that the Blue object is bigger than the Yellow object (for the sake of argument let's say that the ratio is 2:1), I'm adding twice as much blue as yellow - how to I calculate this new (light green) colour correctly. I understand LAB * Color Space is useful for this sort of 'natural colour' kind of thing, but I'm not sure how to use it - especially in the context of a cocos2d object which (AFAIK) is limited to using RGB in its colour schemes. I'd really appreciate practical help on how to implement this. Thanks heaps!

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  • Inverted colours in tiff to PDF conversion

    - by spiderdijon
    I'm sure I'm making some kind of silly mistake here, but when converting a tiff file to PDF, the colours become reversed. I can't figure out why. Here's my code: PdfWriter writer = PdfWriter.GetInstance(document, new FileStream("Image.pdf", FileMode.Create)); System.Drawing.Bitmap bm = new System.Drawing.Bitmap(@"C:\Temp\338814-00.tif"); int total = bm.GetFrameCount(FrameDimension.Page); document.Open(); PdfContentByte cb = writer.DirectContent; for (int k = 0; k < total; ++k) { bm.SelectActiveFrame(FrameDimension.Page, k); MemoryStream ms = new MemoryStream(); bm.Save(ms, ImageFormat.Tiff); Image img = Image.GetInstance(ms.ToArray()); img.ScalePercent(72f / (float)img.DpiX * 100); img.SetAbsolutePosition(0, 0); cb.AddImage(img); document.NewPage(); } document.Close(); Thanks.

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  • Preview colours in Emacs-ESS

    - by aL3xa
    I accidentally managed to get colour names, #HEX, and a colour preview in Emacs-ESS. Don't have a bloody idea how, must've pressed some keybinding or menu item... But, now I can't seem to find where's that feature... I'm quite sure I wasn't hallucinating, so it's gotta be there, under some keystroke that I can't reproduce!!! =) Thanks in advance!

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  • how to define fill colours in ggplot histogram?

    - by Andreas
    I have the following simple data data <- structure(list(status = c(9, 5, 9, 10, 11, 10, 8, 6, 6, 7, 10, 10, 7, 11, 11, 7, NA, 9, 11, 9, 10, 8, 9, 10, 7, 11, 9, 10, 9, 9, 8, 9, 11, 9, 11, 7, 8, 6, 11, 10, 9, 11, 11, 10, 11, 10, 9, 11, 7, 8, 8, 9, 4, 11, 11, 8, 7, 7, 11, 11, 11, 6, 7, 11, 6, 10, 10, 9, 10, 10, 8, 8, 10, 4, 8, 5, 8, 7), statusgruppe = c(0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 1, 1, 0, 1, 1, 0, NA, 0, 1, 0, 1, 0, 0, 1, 0, 1, 0, 1, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 1, 0, 1, 1, 1, 1, 1, 0, 1, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 1, 0, 1, 1, 0, 1, 1, 0, 0, 1, 0, 0, 0, 0, 0)), .Names = c("status", "statusgruppe"), class = "data.frame", row.names = c(NA, -78L )) from that I'd like to make a histogram: ggplot(data, aes(status))+ geom_histogram(aes(y=..density..), binwidth=1, colour = "black", fill="white")+ theme_bw()+ scale_x_continuous("Staus", breaks=c(min(data$status,na.rm=T), median(data$status, na.rm=T), max(data$status, na.rm=T)),labels=c("Low", "Middle", "High"))+ scale_y_continuous("Percent", formatter="percent") Now - i'd like for the bins to take colou according to value - e.g. bins with value 9 gets dark grey - everything else should be light grey. I have tried with "fill=statusgruppe", scale_fill_grey(breaks=9) etc. - but I can't get it to work. Any ideas?

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  • OpenGl texture mapping blocking colours on FreeType?

    - by Dororo
    I'm using FreeType in order to allow fonts to be used in OpenGL. However, I'm having a problem where I cannot change the font colour whenever I do texture mapping. No matter what I select using glColor3f it will just come out white. The texture works fine. glClear(GL_COLOR_BUFFER_BIT); glLoadIdentity(); glColor3f(0.5,0.0,0.5); glPushMatrix(); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_TEXTURE_2D); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); glBindTexture(GL_TEXTURE_2D, texName); glBegin(GL_POLYGON); glTexCoord2f(0,1); glVertex2f(-16,-16); glTexCoord2f(0,0); glVertex2f(-16,16); glTexCoord2f(1,0); glVertex2f(16,16); glTexCoord2f(1,1); glVertex2f(16,-16); glEnd(); glDisable(GL_TEXTURE_2D); glDisable(GL_BLEND); glPopMatrix(); glColor3f(1,0,0); print(our_font, -300+screenWidth/2.0, screenHeight/2.0, "fifty two - %7.2f", spin); This is the problem code, I can confirm that drawing a polygon beneath this code will indeed make it red. The text is not changing to red though which it should; if you remove the texture mapping above it will turn red again, I can only think it is a problem with enabling and disabling and I've forgotten to do something...?

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  • JLabel with separate text and icon background colours

    - by emeraldjava
    Hey, I have a simple Jlabel element with text and icon setting the background changes the full label colour. I want to be able to only render the background colour on the text section of the label, ie - to have separate backgrounds/foregrounds for the icon and text. Selecting/deselecting the label will flip the colour behind the icon and text. Is this possible to do this by just extending JLabel, and if so which methods should i be looking to customise? My alternative idea is to create a panel with two separate label elements, one with an icon the other with text. It seems a bit messy, and before i start i'm wondering is there a smarter way of achieving this with Swing.

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  • Java 1.5.0_16 corrupted colours when saving jpg image

    - by Coder
    Hi, i have a loaded image from disk (stored as a BufferedImage), which i display correctly on a JPanel but when i try to re-save this image using the command below, the image is saved in a reddish hue. ImageIO.write(image, "jpg", fileName); Note! image is a BufferedImage and fileName is a File object pointing to the filename that will be saved which end in ".jpg". I have read that there were problems with ImageIO methods in earlier JDKs but i'm not on one of those versions as far as i could find. What i am looking for is a way to fix this issue without updating the JDK, however having said that i would still like to know in what JDK this issue was fixed in (if it indeed is still a bug with the JDK i'm using). Thanks.

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  • Getting Windows XP colours in .NET

    - by LauraM
    I am trying to get a specific colour used by Windows XP in my .NET application. In Windows XP, if you go the Control Panel in 'category view', on the left hand side you have some 'See Also' options (Windows Update, Help and Support, Other Control Panel Options). The colour I'm trying to get is the light blue background colour shown behind these options. I don't need the hex/RGB value of the colour, as it can change depending on the style settings used on the desktop. My question is - is it possible to programmatically get hold of this colour in a .NET app? The colour doesn't appear to be in SystemColors, although it's very similar to SystemColors.InactiveCaptionText (and I think I can probably get away with using this). I'm just wondering if there is a way to get hold of the exact colour.

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  • geom_tile heatmap with different high fill colours based on factor

    - by Michael
    I'm interested in building a heatmap with geom_tile in ggplot2 that uses a different gradient high color based on a factor. The plot below creates the plot where the individual tiles are colored blue or red based on the xy_type, but there is no gradient. ggplot() + geom_tile(data=mydata, aes(x=factor(myx), y=myy, fill=factor(xy_type))) + scale_fill_manual(values=c("blue", "red")) The plot below does not use the xy_type factor to choose the color, but I get a single group gradient based on the xy_avg_value. ggplot() + geom_tile(data=mydata, aes(x=factor(myx), y=myy, fill=xy_avg_value)) Is there a technique to blend these two plots? I can use a facet_grid(xy_type ~ .) to create separate plots of this data, with the gradient. As this is ultimately going to be a map (x~y coordinates), I'd like to find a way to display the different gradient together in a single geom_tile map.

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  • C# image drawing colours are incorrect

    - by Jon Tackabury
    I have a source bitmap that is 1x1 and I am trying to take that image and draw it to a new bitmap. The source bitmap is all red, but for some reason the new bitmap ends up with a gradient (see image). Using the code below, shouldn't the new bitmap be completely red? Where is it getting the white/alpha from? private void DrawImage() { Bitmap bmpSOURCE = new Bitmap(1, 1, PixelFormat.Format32bppArgb); using (Graphics g = Graphics.FromImage(bmpSOURCE)) { g.Clear(Color.Red); } Bitmap bmpTest = new Bitmap(300, 100, PixelFormat.Format32bppArgb); using (Graphics g = Graphics.FromImage(bmpTest)) { g.CompositingMode = CompositingMode.SourceCopy; g.CompositingQuality = CompositingQuality.AssumeLinear; g.InterpolationMode = InterpolationMode.HighQualityBicubic; g.PageUnit = GraphicsUnit.Pixel; g.PixelOffsetMode = PixelOffsetMode.None; g.SmoothingMode = SmoothingMode.None; Rectangle rectDest = new Rectangle(0, 0, bmpTest.Width, bmpTest.Height); Rectangle rectSource = new Rectangle(0, 0, 1, 1); g.DrawImage(bmpSOURCE, rectDest, rectSource, GraphicsUnit.Pixel); } pictureBox1.Image = bmpTest; }

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  • OpenGL 3.3 different colours with fragment shader [solved]

    - by Andrew Seymour
    I'm an OpenGL newbie. I'm trying to colour 3 circles but only 3 white circles are appearing. n is 3 in this example. Each vertice has 5 points, 2 for position and 3 for color Here is where I think a problem may lie: glEnableVertexAttribArray(0); glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer); glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void*)0 ); glEnableVertexAttribArray(1); glVertexAttribPointer( 1, 3, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void*)(2*sizeof(float)) ); glDrawElements(GL_TRIANGLES, 20 * 3 * n, GL_UNSIGNED_INT, 0); glDisableVertexAttribArray(0); glDisableVertexAttribArray(1); My shaders: #version 330 core in vec3 Color; out vec4 outColor; void main() { outColor = vec4(Color, 1.0); } #version 330 core layout(location = 0) in vec2 position; layout(location = 1) in vec3 color out vec3 Color void main(){ gl_Position = vec4(position, 0.0, 1.0); Color = color; } Thanks for taking a look Andy EDIT: layout(location = 1) in vec3 color out vec3 Color layout(location = 1) in vec3 color; out vec3 Color;

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  • texture colours opengl

    - by user1324894
    Hi I am making a simple 2D game in c++ and for the map I am doing texture mapping by using tiles and assigning textures to those tiles. However, when I run the programme the textures become black and white when I want them to be the colour they are in the .png image. This is my code: int worldMap[10][10] = { {0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0}, }; void background() { glClearColor(0.0,0.0,0.0,0.0); /**********************************************************************************************/ // Texture loading object nv::Image img; // Return true on success if(img.loadImageFromFile("Image_Loading/field.png")) { glGenTextures(1, &myTexture); glBindTexture(GL_TEXTURE_2D, myTexture); glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE); glTexImage2D(GL_TEXTURE_2D, 0, img.getInternalFormat(), img.getWidth(), img.getHeight(), 0, img.getFormat(), img.getType(), img.getLevel(0)); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT ); glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT ); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 16.0f); } else MessageBox(NULL, "Failed to load texture", "End of the world", MB_OK | MB_ICONINFORMATION); /**********************************************************************************************/ } void drawTiles (void) { //our function to draw the tiles for (int i = 0; i < 10; i++) //loop through the height of the map { for (int j = 0; j < 10; j++) //loop through the width of the map { if (worldMap[i][j] == 0) //if the map at this position contains a 0 { glBindTexture( GL_TEXTURE_2D, myTexture ); //bind our grass texture to our shape } glPushMatrix(); //push the matrix so that our translations only affect this tile glTranslatef(j, -i, 0); //translate the tile to where it should belong glBegin (GL_QUADS); //begin drawing our quads glTexCoord2d(10, 0); glVertex2f((-10 + mapX),(-10 + mapY)); //with our vertices we have to assign a texcoord glTexCoord2d(10, 0); glVertex2f((10 + mapX),(-10 + mapY)); //so that our texture has some points to draw to glTexCoord2d(10, 10); glVertex2f((10 + mapX),(10 + mapY)); glTexCoord2d(0, 10); glVertex2f((-10 + mapX),(10 + mapY)); glEnd(); glPopMatrix(); //pop the matrix } //end first loop } //end second loop } void display() { glClearColor (0.0,0.0,0.0,1.0); glClear(GL_COLOR_BUFFER_BIT); /**********************************************************************************************/ glMatrixMode( GL_PROJECTION ); glLoadIdentity(); gluOrtho2D( -5, 5, -5, 5); glMatrixMode( GL_MODELVIEW ); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, myTexture); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); drawTiles(); glDisable(GL_TEXTURE_2D); glDisable(GL_BLEND); /**********************************************************************************************/ } void character () { glBegin(GL_POLYGON); glVertex2f((-0.5+characterX),(-0.5 +characterY)); glVertex2f((-0.5+characterX),(0.5+characterY)); glVertex2f((0.5+characterX),(0.5+characterY)); glVertex2f((0.5+characterX),(-0.5+characterY)); glTranslatef(characterX, characterY, 0.0f); glEnd(); } Can anybody help please?

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  • matplotlib - changing rect colours on the fly

    - by Nick
    I am playing with matplotlib - I have a bar chart, and I want to highlight the bar which user clicks. I have a callback that goes through a rect collection (the one I got from self.axis.bar(...)) and finds out which one was clicked (looking at the coordinates). At this point I want to call something to change the colour of the current bar. Is it possible? How do I do that?

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  • How to style a code block to make all the colours look pretty like my IDE and here in stackoverflow?

    - by BritishDeveloper
    When putting code samples in my blog I would like the code to have all the appropriate colours. How can I do that? Basically if I write: foreach (ListItem item in items) { item.Text = "something"; } I want it to appear in the correct colours like it does in my Visual Studio or here at stack*overflow*. I'm bored of styling the colours of each key word manually. Is there a pre-existing javascript library I can use?

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  • IDE underlining custom attributes

    - by runrunraygun
    I have a custom attribute... [System.AttributeUsage(System.AttributeTargets.All)] public class Refactor : System.Attribute { private string _message; public Refactor() { _message = string.Empty; } public Refactor(string message) { _message = message; } } Applied to [Refactor("this should be less rubbish")] public virtual void RubbishMethod() { … } Now when someone makes a call to RubbishMethod I'd like the IDE (vs2008) to underline that call in a deep brown colour, similar to if I mark as Obsolete you get a green wave line. Is this possible? I've been racking my brain and hitting the google but I can't find how and where to do this.

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  • How can i see mac folder colours on pc?

    - by user398140
    My colleagues mark folders on mac server using their macs, and sometimes tell me i've marked those folders in green. I'm wondering if there's any mean to see what colours got assigned to what folders using PC. I'm connecting to the server using smb/ssh. Solution can be either windows or linux. Please not i'm not about to change those markings, neither looking for some robust solution, just quick hack.

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  • How do I change hyperlink colours in LibreOffice Impress?

    - by Marita Moll
    I have a lot of Powerpoint slides that I converted to LibreOffice Impress. The resulting hyperlinks are very faded, very hard to see. I can't seem to find any way to change the colour of hyperlinks as a whole. Any colour change I do make on an individual url link does not hold when converted back to .ppt which is sometimes necessary. I have tried the tools=options=libreoffice=appearance route but it only seems to affect the very first hyperlink in the slide set

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  • How do I get Xcode and TextMate to calibrate syntax highlighting colours the same way?

    - by Grant Heaslip
    This is a mostly insignificant problem, but it's been bugging me for a while and I figured someone on here might be as ridiculously OCD as I am (this is a programmer community after all). Basically, the problem is that TextMate doesn't seem to calibrate syntax highlighting colours, while Xcode does. What this means in practice is that, while I've faithfully recreated my TextMate theme in Xcode, the syntax highlighting in Xcode seems noticeably less vivid that it does in TextMate. If I use DigitalColor Meter to check the actual colours in Xcode, they don't match the values I entered, while in TextMate they do. Any ideas what's going on here? Thanks!

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  • Is there a tool out there that lets you print a colour chart / palette of colours used on a web page

    - by undefined
    I want to print a table of the colours used in a web page that my graphic designer has produced - I have .png files at present and use Fireworks to view them. It would be great if there was a tool that lets you print a table with the colour and hex value so I can easily reference when programming. Anyone come across such a thing? Sounds to me like there should be a firefox extension or similar?

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  • opengl 3d texture issue

    - by user1478217
    Hi i'm trying to use a 3d texture in opengl to implement volume rendering. Each voxel has an rgba colour value and is currently rendered as a screen facing quad.(for testing purposes). I just can't seem to get the sampler to give me a colour value in the shader. The quads always end up black. When I change the shader to generate a colour (based on xyz coords) then it works fine. I'm loading the texture with the following code: glGenTextures(1, &tex3D); glBindTexture(GL_TEXTURE_3D, tex3D); unsigned int colours[8]; colours[0] = Colour::AsBytes<unsigned int>(Colour::Blue); colours[1] = Colour::AsBytes<unsigned int>(Colour::Red); colours[2] = Colour::AsBytes<unsigned int>(Colour::Green); colours[3] = Colour::AsBytes<unsigned int>(Colour::Magenta); colours[4] = Colour::AsBytes<unsigned int>(Colour::Cyan); colours[5] = Colour::AsBytes<unsigned int>(Colour::Yellow); colours[6] = Colour::AsBytes<unsigned int>(Colour::White); colours[7] = Colour::AsBytes<unsigned int>(Colour::Black); glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, colours); The colours array contains the correct data, i.e. the first four bytes have values 0, 0, 255, 255 for blue. Before rendering I bind the texture to the 2nd texture unit like so: glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_3D, tex3D); And render with the following code: shaders["DVR"]->Use(); shaders["DVR"]->Uniforms["volTex"].SetValue(1); shaders["DVR"]->Uniforms["World"].SetValue(Mat4(vl_one)); shaders["DVR"]->Uniforms["viewProj"].SetValue(cam->GetViewTransform() * cam->GetProjectionMatrix()); QuadDrawer::DrawQuads(8); I have used these classes for setting shader params before and they work fine. The quaddrawer draws eight instanced quads. The vertex shader code looks like this: #version 330 layout(location = 0) in vec2 position; layout(location = 1) in vec2 texCoord; uniform sampler3D volTex; ivec3 size = ivec3(2, 2, 2); uniform mat4 World; uniform mat4 viewProj; smooth out vec4 colour; void main() { vec3 texCoord3D; int num = gl_InstanceID; texCoord3D.x = num % size.x; texCoord3D.y = (num / size.x) % size.y; texCoord3D.z = (num / (size.x * size.y)); texCoord3D /= size; texCoord3D *= 2.0; texCoord3D -= 1.0; colour = texture(volTex, texCoord3D); //colour = vec4(texCoord3D, 1.0); gl_Position = viewProj * World * vec4(texCoord3D, 1.0) + (vec4(position.x, position.y, 0.0, 0.0) * 0.05); } uncommenting the line where I set the colour value equal to the texcoord works fine, and makes the quads coloured. The fragment shader is simply: #version 330 smooth in vec4 colour; out vec4 outColour; void main() { outColour = colour; } So my question is, what am I doing wrong, why is the sampler not getting any colour values from the 3d texture? [EDIT] Figured it out but can't self answer (new user): As soon as I posted this I figured it out, I'll put the answer up to help anyone else (it's not specifically a 3d texture issue, and i've also fallen afoul of it before, D'oh!). I didn't generate mipmaps for the texture, and the default magnification/minification filters weren't set to either GL_LINEAR, or GL_NEAREST. Boom! no textures. Same thing happens with 2d textures.

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