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  • how many color combinations in a 24 bit image

    - by numerical25
    I am reading a book and I am not sure if its a mistake or I am misunderstanding the quote. It reads... Nowadays every PC you can buy has hardware that can render images with at least 16.7 million individual colors. Rather than have an array with thousands of color entries, the images instead contain explicit color values for each pixel. A 24-bit display, of course, uses 24 bits, or 3 bytes per pixel, for color information. This gives 1 byte, or 256 distinct values each, for red, green, and blue. This is generally called true color, because 256^3 (16.7 million) He says 1 byte is equal to 256 distinct values. 1 byte = 8 bits. 8^2 bits = 64 distinct colors right ?? It's not adding up right to me. I know it might be something simple to understand, but I don't understand.

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  • how many color combinations in a 24 bit image

    - by numerical25
    I am reading a book and I am not sure if its a mistake or I am misunderstanding the quote. It reads... Nowadays every PC you can buy has hardware that can render images with at least 16.7 million individual colors. Rather than have an array with thousands of color entries, the images instead contain explicit color values for each pixel. A 24-bit display, of course, uses 24 bits, or 3 bytes per pixel, for color information. This gives 1 byte, or 256 distinct values each, for red, green, and blue. This is generally called true color, because 256^3 (16.7 million) He says 1 byte is equal to 256 distinct values. 1 byte = 8 bits. 8^2 bits = 64 combinations of colors right ?? It's not adding up right to me. I know it might be something simple to understand, but I don't understand.

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  • Modifying an image with OpenGL ?

    - by chmike
    I have a device to acquire XRay images. Due to some technical constrains, the detector is made of heterogeneous pixel size and multiple tilted and partially overlapping tiles. The image is thus distorted. The detector geometry is known precisely. I need a function converting these distorted images into a flat image with homogeneous pixel size. I have already done this by CPU, but I would like to give a try with OpenGL to use the GPU in a portable way. I have no experience with OpenGL programming, and most of the information I could find on the web was useless for this use. How should I proceed ? How do I do this ? Image size are 560x860 pixels and we have batches of 720 images to process. I'm on Ubuntu.

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  • Length of data returned from CGImageGetDataProvider is larger than expected

    - by jcoplan
    I'm loading a grayscale png image and I want to access the underlying pixel data. However after I load get the pixel data via CGImageGetDataProvider, the length of the data returned is longer than expected. CCGDataProviderRef provider = CGDataProviderCreateWithFilename(cStr); CGImageRef image = CGImageCreateWithPNGDataProvider(provider, NULL, FALSE, kCGRenderingIntentDefault); mapWidth = CGImageGetWidth(image); mapHeight = CGImageGetHeight(image); lookupMap = CGDataProviderCopyData(CGImageGetDataProvider(image)); mapWidth comes out to 1804 and mapHeight comes out to 1005. The product of which is 1813020 When I call CFDataGetLength(lookupMap) the response is 1833120. Where are these extra 20100 bytes coming from? Any help here is much appreciated. Am I missing something about the underlying format of the image?

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  • GDI+, using DrawImage to draw a transperancy mask of the source image

    - by sold
    Is it possible to draw a transperancy mask of an image (that is, paint all visible pixels with a constant color) using Graphics::DrawImage? I am not looking for manually scanning the image pixel-by-pixel and creating a seperate mask image, I wonder if it's possible to draw one directly from the original image. My guessing is that it should be done with certain manipulations to ImageAttributes, if possible at all. The color of the mask is arbitrary and should be accurate, and it would be a plus if there can be a threshold value for the transparency.

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  • Working with image pixels

    - by Mario
    Hey Guys, I'm trying to do a project here, which I want to implement the following: I have a rotation matrix and translation matrix are estimated, now I have an image in a certain location and I want to multiply all the image pixel by the rotation matrix and add the results to the translation matrix..... My issue is how to work with the pixels? I mean how to extract the pixel from the image in order to do the operation that I mentioned above? it's ok to give me the suggestion in either opencv or c++ *I need to know how to do this operation new_p(x,y) = old(x,y)* rotation_matrix + translation_matrix. I'm defining the image like that IplImage(), 3 channel image. For now I need to do the geometrical transformation* Thank you.

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  • Resize and center image in html/css?

    - by Derek
    Is there a way I can resize, crop, and center an image using html/css only? (img tag or css sprite) For example if I have a 500x500 pixel image, I want to resize that to a 250x250 pixel image I want to make the actual visible image to be 100x100, but still have the scale of a 250x250 sized image. I want the center of the image to be at a location x,y. Is that possible with only html/css, if not, how do you propose I go about it with javascript? Edit - ????: For (2), say my scaled image is now 200x200, and I want my visible image to be 100x100: So I guess what I mean is I want the scale and resolution of the image to be 200x200 but I want the visible image to be 100x100 or in other words the visible image would be at coordinates x,y: 0,0; 0,100; 100,0; 100,100; of the 200x200 image. Sorry, but I'm not good at explaining this.

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  • 2D Engine scrolling on OpenGL via hardware?

    - by drudru
    hi, I'm using OpenGL as the bottom end for a 2D tiling engine. When everything is 2D, it is simple to optimize certain issues. For example, scrolling. If I know a certain section of the screen needs to scroll off the bottom, then I can just blit over that portion. I'm evening moving more than 1 pixel at a time. Without explicit hardware support (think old nintendo hw), this requires a lot of pixel writes. An on chip bitblt would be the next best thing. Essentially, I'm looking at how I can optimize my GL calls to use VRAM texture renders as efficient hardware blits. Is it possible to have GL scroll the framebuffer, or should I just resign myself to double-buffering and re-rendering an entire scene for each frame? Thx

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  • find lowest neighbor matlab

    - by user1812719
    I am trying to write a function [offset,coffset]=findLowNhbr(map) that for each pixel in a map finds the eight neighbors to the pixel, and returns two matrices with both the row and column offsets to the lowest neighbor (uses the numbers -1, 0 and 1). Border pixels are given 0 offsets for both the row and column, since they do not have neighbors. Here is what I think the general plan for this function should be: For each point, find the eight nearest neighbors. If the neighbor is lower than the point, return -1 If the neighbor is at the same elevation as the point, return 0 If the neighbor is higher than the point, return +1 Store these offsets in two matrices. I am at a complete loss as to where to start, so any advice or questions are welcome!

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  • ALT-TAB Application Icon Pixelated

    - by Red Potato
    When a child window of my application is opened and I view the ALT-TAB menu, the application icon looks pixellated. I assume that Windows uses a low resolution version of the icon (16x16 pixel I think). What can I do that Windows selects the right version which would be 32x32 pixel? I assigned an icon to the window in question that has 16x16, 24x24, 32x32, 48x38 and 256x256 in true color. Please note that VS says in the proterties that 32x32 is used and that it works fine for the main window of my application where I assigned the exact same icon.

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  • Concatinate integer arrays iteratively

    - by Ojtwist
    I have a methode in2.getImagesOneDim() which gives me an array of integers, to be more precise the pixel values of an image. Now i want to create one big array with all the pixel values of all the images. Therefore I have to call this method several times. Now I would like to concatenate the previous output to the current output until all images are read. In some kind of pseudo code, where the + is a concatination ... : for (int i = 1; i < 25; i++) { ConArray = ConArray + in2.getImagesOneDim("../images/"+i); } How would I do this in java ?

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  • UV texture mapping with perspective correct interpolation

    - by Twodordan
    I am working on a software rasterizer for educational purposes and I am having issues with the texturing. The problem is, only one face of the cube gets correctly textured. The rest are stretched edges: You can see the running program online here. I have used cartesian coordinates, and all I do is interpolate the uv values along the scanlines. The general formula I use for interpolating the uv coordinates is pretty much the one I use for the z-buffering interpolation and looks like this (in this case for horizontal scanlines): u_Slope = (right.u - left.u) / (triangleRight_x - triangleLeft_x); v_Slope = (right.v - left.v) / (triangleRight_x - triangleLeft_x); //[...] new_u = left.u + ((currentX_onScanLine - triangleLeft_x) * u_Slope); new_v = left.v + ((currentX_onScanLine - triangleLeft_x) * v_Slope); Then, when I add each point to the pixel buffer, I restore z and uv: z = (1/z); uv.u = Math.round(uv.u * z *100);//*100 because my texture is 100x100px uv.v = Math.round(uv.v * z *100); Then I turn the u v indexes into one index in order to fetch the correct pixel from the image data (which is a 1 dimensional px array): var index = texture.width * uv.u + uv.v; //and the rest is unimportant imagedata[index].RGBA bla bla The interpolation formula is correct considering the consistency of the texture (including the straight stripes). However, I seem to get quite a lot of 0 values for either u or v. Which is probably why I only get one face right. Furthermore, why is the texture flipped horizontally? (the "1" is flipped) I must get some sleep now, but before I get into further dissecting of every single value to see what goes wrong, Can someone more experienced guess why might this be happening, just by looking at the cube? "I have no idea what I'm doing" (it's my first time implementing a rasterizer). Did I miss an important stage? Thanks for any insight. PS: My UV values are as follows: { u:0, v:0 }, { u:0, v:0.5 }, { u:0.5, v:0.5 }, { u:0.5, v:0 }, { u:0, v:0 }, { u:0, v:0.5 }, { u:0.5, v:0.5 }, { u:0.5, v:0 }

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  • How to Enable Google Chrome’s Secret Gold Icon

    - by The Geek
    You might not realize this, but there’s actually another icon hidden inside the Google Chrome executable file—and it’s a high-quality version of the same logo, but golden. Here’s how to use it. If you’re wondering how we got the smooth icon you’re seeing above, it’s because the latest dev channel version switched the icon from the older style.How to Enable Google Chrome’s Secret Gold IconHow to Create an Easy Pixel Art Avatar in Photoshop or GIMPInternet Explorer 9 Released: Here’s What You Need To Know

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  • A Perfect Example of Why You Never, Ever Buy a Used Keyboard [Humorous Image]

    - by Asian Angel
    Just go buy a new keyboard…unless you are into masochistic self-torture or other similar pursuits… Note: If you have the stomach for it, you can view the full-size version of the image here. I’m never going to buy a used keyboard ever again. [via Reddit Tech Support Gore] How to Fix a Stuck Pixel on an LCD Monitor How to Factory Reset Your Android Phone or Tablet When It Won’t Boot Our Geek Trivia App for Windows 8 is Now Available Everywhere

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  • Browse Through Radio Shack’s 1983 Computer Catalog [Scanned Image Set]

    - by Asian Angel
    Are you ready for a blast from the past? Then indulge in a bit of retro fun with this scanned image collection of Radio Shack’s 1983 computer catalog. Anyone up for a shiny ‘new’ TRS-80 computer for Christmas? Radio Shack Catalog RSC-09 Computer Catalog [via BoingBoing] Secure Yourself by Using Two-Step Verification on These 16 Web Services How to Fix a Stuck Pixel on an LCD Monitor How to Factory Reset Your Android Phone or Tablet When It Won’t Boot

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  • The Glitch [Video]

    - by Asian Angel
    Things are fine in Video Game Land until one day when a soldier encounters an unusual phenomena…his weapon is partially buried in the pavement and undergoing extreme shifting movements. Can Mario and friends save Video Game Land from the Malevolent Glitch or is it game over for everyone?! The Glitch [via Geeks are Sexy] How to Access Your Router If You Forget the Password Secure Yourself by Using Two-Step Verification on These 16 Web Services How to Fix a Stuck Pixel on an LCD Monitor

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  • Decorate Your Desktop with the Rock Stars of Science [Wallpaper]

    - by Jason Fitzpatrick
    This understated desktop wallpaper showcases notable names in science with accompanying icons to represent their contribution to the field. The icons are the work of Megan Lee of Megan Lee Studios–you order prints, t-shirts, and other items with her designs on them here–and the wallpaper arrangement comes to us courtesy of Reddit user wastingtime247–check out the via link below for more arrangements. Science Rock Stars Wallpaper by Megan Lee Studios [via Reddit] How to Access Your Router If You Forget the Password Secure Yourself by Using Two-Step Verification on These 16 Web Services How to Fix a Stuck Pixel on an LCD Monitor

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  • Separating physics and game logic from UI code

    - by futlib
    I'm working on a simple block-based puzzle game. The game play consists pretty much of moving blocks around in the game area, so it's a trivial physics simulation. My implementation, however, is in my opinion far from ideal and I'm wondering if you can give me any pointers on how to do it better. I've split the code up into two areas: Game logic and UI, as I did with a lot of puzzle games: The game logic is responsible for the general rules of the game (e.g. the formal rule system in chess) The UI displays the game area and pieces (e.g. chess board and pieces) and is responsible for animations (e.g. animated movement of chess pieces) The game logic represents the game state as a logical grid, where each unit is one cell's width/height on the grid. So for a grid of width 6, you can move a block of width 2 four times until it collides with the boundary. The UI takes this grid, and draws it by converting logical sizes into pixel sizes (that is, multiplies it by a constant). However, since the game has hardly any game logic, my game logic layer [1] doesn't have much to do except collision detection. Here's how it works: Player starts to drag a piece UI asks game logic for the legal movement area of that piece and lets the player drag it within that area Player lets go of a piece UI snaps the piece to the grid (so that it is at a valid logical position) UI tells game logic the new logical position (via mutator methods, which I'd rather avoid) I'm not quite happy with that: I'm writing unit tests for my game logic layer, but not the UI, and it turned out all the tricky code is in the UI: Stopping the piece from colliding with others or the boundary and snapping it to the grid. I don't like the fact that the UI tells the game logic about the new state, I would rather have it call a movePieceLeft() method or something like that, as in my other games, but I didn't get far with that approach, because the game logic knows nothing about the dragging and snapping that's possible in the UI. I think the best thing to do would be to get rid of my game logic layer and implement a physics layer instead. I've got a few questions regarding that: Is such a physics layer common, or is it more typical to have the game logic layer do this? Would the snapping to grid and piece dragging code belong to the UI or the physics layer? Would such a physics layer typically work with pixel sizes or with some kind of logical unit, like my game logic layer? I've seen event-based collision detection in a game's code base once, that is, the player would just drag the piece, the UI would render that obediently and notify the physics system, and the physics system would call a onCollision() method on the piece once a collision is detected. What is more common? This approach or asking for the legal movement area first? [1] layer is probably not the right word for what I mean, but subsystem sounds overblown and class is misguiding, because each layer can consist of several classes.

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  • How to sync the actions in a mutiplayer game?

    - by Wheeler
    I connect the clients with UDP (its a peer to peer connection on a multicast network) and the clients are sending their positions in every frame (in WP7 it means the default 30 FPS) to each other. This game is kinda a pong game, and my problem is the next: whenever the opponent hits the ball the angle will not be the same on both mobiles. I think its because the latency (1 pixel difference can cause a different angle). So my question is: how can I sync the hitting event?

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  • Download the Architectural Views Theme for Windows 7 and 8

    - by Asian Angel
    Are architectural views your favorite type of background for your desktop? Then you will definitely want to download a copy of the Architectural Views Theme for Windows 7 and 8. The theme comes with seven wonderful images of different architectural views by photographer Alexandru Nicusor Matei. Uncovering Artists Through Windows Themes – Alexandru Nicusor Matei [7 Tutorials] Secure Yourself by Using Two-Step Verification on These 16 Web Services How to Fix a Stuck Pixel on an LCD Monitor How to Factory Reset Your Android Phone or Tablet When It Won’t Boot

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  • Modern/Metro Internet Explorer: What were they thinking???

    - by Rick Strahl
    As I installed Windows 8.1 last week I decided that I really should take a closer look at Internet Explorer in the Modern/Metro environment again. Right away I ran into two issues that are real head scratchers to me.Modern Split Windows don't resize Viewport but Zoom OutThis one falls in the "WTF, really?" department: It looks like Modern Internet Explorer's Modern doesn't resize the browser window as every other browser (including IE 11 on the desktop) does, but rather tries to adjust the zoom to the width of the browser. This means that if you use the Modern IE browser and you split the display between IE and another application, IE will be zoomed out, with text becoming much, much smaller, rather than resizing the browser viewport and adjusting the pixel width as you would when a browser window is typically resized.Here's what I'm talking about in a couple of pictures. First here's the full screen Internet Explorer version (this shot is resized down since it's full screen at 1080p, click to see the full image):This brings up the first issue which is: On the desktop who wants to browse a site full screen? Most sites aren't fully optimized for 1080p widescreen experience and frankly most content that wide just looks weird. Even in typical 10" resolutions of 1280 width it's weird to look at things this way. At least this issue can be worked around with @media queries and either constraining the view, or adding additional content to make use of the extra space. Still running a desktop browser full screen is not optimal on a desktop machine - ever.Regardless, this view, while oversized, is what I expect: Everything is rendered in the right ratios, with font-size and the responsive design styling properly respected.But now look what happens when you split the desktop windows and show half desktop and have modern IE (this screen shot is not resized but cropped - this is actual size content as you can see in the cropped Twitter window on the right half of the screen):What's happening here is that IE is zooming out of the content to make it fit into the smaller width, shrinking the content rather than resizing the viewport's pixel width. In effect it looks like the pixel width stays at 1080px and the viewport expands out height-wise in response resulting in some crazy long portrait view.There goes responsive design - out the window literally. If you've built your site using @media queries and fixed viewport sizes, Internet Explorer completely screws you in this split view. On my 1080p monitor, the site shown at a little under half width becomes completely unreadable as the fonts are too small and break up. As you go into split view and you resize the window handle the content of the browser gets smaller and smaller (and effectively longer and longer on the bottom) effectively throwing off any responsive layout to the point of un-readability even on a big display, let alone a small tablet screen.What could POSSIBLY be the benefit of this screwed up behavior? I checked around a bit trying different pages in this shrunk down view. Other than the Microsoft home page, every page I went to was nearly unreadable at a quarter width. The only page I found that worked 'normally' was the Microsoft home page which undoubtedly is optimized just for Internet Explorer specifically.Bottom Address Bar opaquely overlays ContentAnother problematic feature for me is the browser address bar on the bottom. Modern IE shows the status bar opaquely on the bottom, overlaying the content area of the Web Page - until you click on the page. Until you do though, the address bar overlays the bottom content solidly. And not just a little bit but by good sizable chunk.In the application from the screen shot above I have an application toolbar on the bottom and the IE Address bar completely hides that bottom toolbar when the page is first loaded, until the user clicks into the content at which point the address bar shrinks down to a fat border style bar with a … on it. Toolbars on the bottom are pretty common these days, especially for mobile optimized applications, so I'd say this is a common use case. But even if you don't have toolbars on the bottom maybe there's other fixed content on the bottom of the page that is vital to display. While other browsers often also show address bars and then later hide them, these other browsers tend to resize the viewport when the address bar status changes, so the content can respond to the size change. Not so with Modern IE. The address bar overlays content and stays visible until content is clicked. No resize notification or viewport height change is sent to the browser.So basically Internet Explorer is telling me: "Our toolbar is more important than your content!" - AND gives me no chance to re-act to that behavior. The result on this page/application is that the user sees no actionable operations until he or she clicks into the content area, which is terrible from a UI perspective as the user has no idea what options are available on initial load.It's doubly confounding in that IE is running in full screen mode and has an the entire height of the screen at its disposal - there's plenty of real estate available to not require this sort of hiding of content in the first place. Heck, even Windows Phone with its more constrained size doesn't hide content - in fact the address bar on Windows Phone 8 is always visible.What were they thinking?Every time I use anything in the Modern Metro interface in Windows 8/8.1 I get angry.  I can pretty much ignore Metro/Modern for my everyday usage, but unfortunately with Internet Explorer in the modern shell I have to live with, because there will be users using it to access my sites. I think it's inexcusable by Microsoft to build such a crappy shell around the browser that impacts the actual usability of Web content. In both of the cases above I can only scratch my head at what could have possibly motivated anybody designing the UI for the browser to make these screwed up choices, that manipulate the content in a totally unmaintainable way.© Rick Strahl, West Wind Technologies, 2005-2013Posted in Windows  HTML5   Tweet !function(d,s,id){var js,fjs=d.getElementsByTagName(s)[0];if(!d.getElementById(id)){js=d.createElement(s);js.id=id;js.src="//platform.twitter.com/widgets.js";fjs.parentNode.insertBefore(js,fjs);}}(document,"script","twitter-wjs"); (function() { var po = document.createElement('script'); po.type = 'text/javascript'; po.async = true; po.src = 'https://apis.google.com/js/plusone.js'; var s = document.getElementsByTagName('script')[0]; s.parentNode.insertBefore(po, s); })();

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  • Explore the Earth at Night with Google Maps

    - by Jason Fitzpatrick
    Last week we shared a high-resolution video of the Earth at night. Now we’re back with a mashup that combines that same high-resolution data and Google Maps for an interactive look at a human-illuminated Earth. Hit up the link below to take the Google Maps mashup, titled City Lights 2012, for a spin. City Lights 2012 [Google Maps via Mashable] How to Fix a Stuck Pixel on an LCD Monitor How to Factory Reset Your Android Phone or Tablet When It Won’t Boot Our Geek Trivia App for Windows 8 is Now Available Everywhere

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  • Legend of Zelda: Pot Smasher [Video]

    - by Jason Fitzpatrick
    Admit it, your favorite part of playing The Legend of Zelda games is wantonly smashing the crap out of unsuspecting pots. When we play games in The Legend of Zelda franchise, we like to think that we’re single handedly keeping the entire Potters’ Guild of Hyrule employed. [via Geeks Are Sexy] Secure Yourself by Using Two-Step Verification on These 16 Web Services How to Fix a Stuck Pixel on an LCD Monitor How to Factory Reset Your Android Phone or Tablet When It Won’t Boot

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  • My mouse pointer disappears on "system surfaces" , like background picture, menus, background for all kind of system menus

    - by Siegfried
    I have an annoying problem with Ubuntu 11.10, my mouse pointer disappears on the Ubuntu surface ( not in programs like firefox, libre office ..) The mouse pointer is there, but its size is only one pixel and in the white background of e.g. "system" it is not seen at all, although with "ctrl" I can see where it should be. I have not found any place where I can change the size or colors of the mouse pointer. Can anybody help me?

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  • What is a better abstraction layer for D3D9 and OpenGL vertex data management?

    - by Sam Hocevar
    My rendering code has always been OpenGL. I now need to support a platform that does not have OpenGL, so I have to add an abstraction layer that wraps OpenGL and Direct3D 9. I will support Direct3D 11 later. TL;DR: the differences between OpenGL and Direct3D cause redundancy for the programmer, and the data layout feels flaky. For now, my API works a bit like this. This is how a shader is created: Shader *shader = Shader::Create( " ... GLSL vertex shader ... ", " ... GLSL pixel shader ... ", " ... HLSL vertex shader ... ", " ... HLSL pixel shader ... "); ShaderAttrib a1 = shader->GetAttribLocation("Point", VertexUsage::Position, 0); ShaderAttrib a2 = shader->GetAttribLocation("TexCoord", VertexUsage::TexCoord, 0); ShaderAttrib a3 = shader->GetAttribLocation("Data", VertexUsage::TexCoord, 1); ShaderUniform u1 = shader->GetUniformLocation("WorldMatrix"); ShaderUniform u2 = shader->GetUniformLocation("Zoom"); There is already a problem here: once a Direct3D shader is compiled, there is no way to query an input attribute by its name; apparently only the semantics stay meaningful. This is why GetAttribLocation has these extra arguments, which get hidden in ShaderAttrib. Now this is how I create a vertex declaration and two vertex buffers: VertexDeclaration *decl = VertexDeclaration::Create( VertexStream<vec3,vec2>(VertexUsage::Position, 0, VertexUsage::TexCoord, 0), VertexStream<vec4>(VertexUsage::TexCoord, 1)); VertexBuffer *vb1 = new VertexBuffer(NUM * (sizeof(vec3) + sizeof(vec2)); VertexBuffer *vb2 = new VertexBuffer(NUM * sizeof(vec4)); Another problem: the information VertexUsage::Position, 0 is totally useless to the OpenGL/GLSL backend because it does not care about semantics. Once the vertex buffers have been filled with or pointed at data, this is the rendering code: shader->Bind(); shader->SetUniform(u1, GetWorldMatrix()); shader->SetUniform(u2, blah); decl->Bind(); decl->SetStream(vb1, a1, a2); decl->SetStream(vb2, a3); decl->DrawPrimitives(VertexPrimitive::Triangle, NUM / 3); decl->Unbind(); shader->Unbind(); You see that decl is a bit more than just a D3D-like vertex declaration, it kinda takes care of rendering as well. Does this make sense at all? What would be a cleaner design? Or a good source of inspiration?

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