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  • int24 - 24 bit integral datatype

    - by Oops
    Hi, is there a 24Bit primitive integral datatype in C++? If there is none, would it be possible to create a class int24 (, uint24 ) ? it's purpose could be: * manipulating soundfiles in 24 bit format * manipulating bitmapdata without alphachannel many thanks in advance Oops

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  • AS3 Flex masks with black background from png bitmap

    - by airlocker
    Hi all What I am trying to achieve might be trivial, however I am loading a PNG mask which does not have a transparent background, but rather a black background, with the shape defined on top in white (the actual mask which needs to be applied). Apparently Flex expects me to provide a mask with a transparent background for it to work, or am I missing something? If that's the case, could I transform the bitmapData which I am loading so that it treats black color as transparent? thanks in advance.

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  • Bitmap as button?

    - by Hwang
    How to set a bitmap as a button so that i can apply button mode and mouse-event stuff on it, without adding the bitmap to a Movie Clip? var bmpFull=new Bitmap(event.currentTarget.content.bitmapData); bmpFull.smoothing=true; bmpFull.name="photo"; bmpFull.alpha=0; //fullMC.buttonMode=true; fullMC.addChild(bmpFull);

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  • && operation in actionscript

    - by wcpro
    In the following code the line after the if statement gets run even when "BITMAP" is null. Why is this? public function get BitmapHeight () { if (_bitmapHeight == 0 && BITMAP != null) _bitmapHeight = BITMAP.bitmapData.height; return _bitmapHeight; }

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  • How to use Pixel Bender (pbj) in ActionScript3 on large Vectors to make fast calculations?

    - by Arthur Wulf White
    Remember my old question: 2d game view camera zoom, rotation & offset using 'Filter' / 'Shader' processing? I figured I could use a Pixel Bender Shader to do the computation for any large group of elements in a game to save on processing time. At least it's a theory worth checking. I also read this question: Pass large array to pixel shader Which I'm guessing is about accomplishing the same thing in a different language. I read this tutorial: http://unitzeroone.com/blog/2009/03/18/flash-10-massive-amounts-of-3d-particles-with-alchemy-source-included/ I am attempting to do some tests. Here is some of the code: private const SIZE : int = Math.pow(10, 5); private var testVectorNum : Vector.<Number>; private function testShader():void { shader.data.ab.value = [1.0, 8.0]; shader.data.src.input = testVectorNum; shader.data.src.width = SIZE/400; shader.data.src.height = 100; shaderJob = new ShaderJob(shader, testVectorNum, SIZE / 4, 1); var time : int = getTimer(), i : int = 0; shaderJob.start(true); trace("TEST1 : ", getTimer() - time); } The problem is that I keep getting a error saying: [Fault] exception, information=Error: Error #1000: The system is out of memory. Update: I managed to partially workaround the problem by converting the vector into bitmapData: (Using this technique I still get a speed boost of 3x using Pixel Bender) private function testShader():void { shader.data.ab.value = [1.0, 8.0]; var time : int = getTimer(), i : int = 0; testBitmapData.setVector(testBitmapData.rect, testVectorInt); shader.data.src.input = testBitmapData; shaderJob = new ShaderJob(shader, testBitmapData); shaderJob.start(true); testVectorInt = testBitmapData.getVector(testBitmapData.rect); trace("TEST1 : ", getTimer() - time); }

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  • Flex, Papervision3d: basic scenes, cameras, planes issue

    - by user157880
    // Import Papervision3D import org.papervision3d.Papervision3D; import org.papervision3d.scenes.; import org.papervision3d.cameras.; import org.papervision3d.objects.; import org.papervision3d.materials.; public var scene:Scene3D; public var camera:Camera3D; public var target:DisplayObject3D; public var screenshotArray: Array;//array to store pictures public var radius:Number; public var image:Image; private function initPapervision():void { target= new DisplayObject3D(); camera= new Camera3D(target); 1067: Implicit coercion of a value of type org.papervision3d.objects:DisplayObject3D to an unrelated type Number. scene= new Scene3D(thisContainer); 1137: Incorrect number of arguments. Expected no more than 0. scene.addChild( new DisplayObject3D() , "center" ); } public function handleCreationComplete():void { image = new Image(); image.source = "one_t.jpg"; image.maintainAspectRatio = true; image.scaleContent = false; image.autoLoad = false; image.addEventListener(Event.COMPLETE, handleImageLoad); image.load(); initPapervision(); } public function handleImageLoad(event:Event):void { init3D(); // onEnterFrame addEventListener( Event.ENTER_FRAME, loop3D ); addEventListener( MouseEvent.MOUSE_MOVE , handleMouseMove); } public function init3D():void { addScreenshots(20); } public function handleMouseMove(event:MouseEvent):void { camera.y = Math.max( thisContainer.mouseY*5 , -450 ); } public function addScreenshots(planeCount:Number):void { var obj:DisplayObject3D = scene.getChildByName ("center"); screenshotArray = new Array(planeCount); var texture:BitmapData = new BitmapData(image.content.loaderInfo.width, image.content.loaderInfo.height, false, 0); texture.draw(image); // Create texture with a bitmap from the library var materialSpace :MaterialObject3D = new BitmapMaterial(texture); materialSpace.doubleSided = true; materialSpace.smooth = false; radius = 500; camera.z = radius + 50; camera.y = 50; for (var i:Number = 0; i < planeCount; i++ ) { screenshotArray[i] = new Object() <b>screenshotArray[i].plane = new Plane( materialSpace, 100, 100, 2, 2 );</b> 1180: Call to a possibly undefined method Plane. // Position plane var rotation:Number = (360/planeCount)* i ; var rotationRadians:Number = (rotation-90) * (Math.PI/180); screenshotArray[i].rotation = rotation; screenshotArray[i].plane.z = (radius * Math.cos(rotationRadians) ) * -1; screenshotArray[i].plane.x = radius * Math.sin(rotationRadians) * -1; screenshotArray[i].plane.y = 100; screenshotArray[i].plane.lookAt(obj); // Add to scene scene.addChild( screenshotArray[i].plane ); } <b>scene.renderCamera(camera);</b> <i>1061: Call to a possibly undefined method renderCamera through a reference with static type org.papervision3d.scenes:Scene3D.</i> } public function loop3D(event:Event):void { var obj:DisplayObject3D = scene.getChildByName ("center"); for (var i:Number = 0; i < screenshotArray.length ; i++ ) { var rotation:Number = screenshotArray[i].rotation; rotation += (thisContainer.mouseX/50)/(screenshotArray.length/10); var rotationRadians:Number = (rotation-90) * (Math.PI/180); screenshotArray[i].rotation = rotation; screenshotArray[i].plane.z = (radius * Math.cos(rotationRadians) ) * -1; screenshotArray[i].plane.x = radius * Math.sin(rotationRadians) * -1; screenshotArray[i].plane.lookAt(obj); } //now lets render the scene <b>scene.renderCamera(camera);</b> <i>1061: Call to a possibly undefined method renderCamera through a reference with static type org.papervision3d.scenes:Scene3D.</i> } ]]

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  • Drawing outlines around organic shapes

    - by ThunderChunky_SF
    One thing that seems particularly easy to do in the Flash IDE but difficult to do with code is to outline an organic shape. In the IDE you can just use the inkbucket tool to draw a stroke around something. Using nothing but code it seems much trickier. One method I've seen is to add a glow filter to the shape in question and just mess with the strength. But what if i want to only show the outline? What I'd like to do is to collect all of the points that make up the edge of the shape and then just connect the dots. I've actually gotten so far as to collect all of the points with a quick and dirty edge detection script that I wrote. So now I have a Vector of all the points that makeup my shape. How do I connect them in the proper sequence so it actually looks like the original object? For anyone who is interested here is my edge detection script: // Create a new sprite which we'll use for our outline var sp:Sprite = new Sprite(); var radius:int = 50; sp.graphics.beginFill(0x00FF00, 1); sp.graphics.drawCircle(0, 0, radius); sp.graphics.endFill(); sp.x = stage.stageWidth / 2; sp.y = stage.stageHeight / 2; // Create a bitmap data object to draw our vector data var bmd:BitmapData = new BitmapData(sp.width, sp.height, true, 0); // Use a transform matrix to translate the drawn clip so that none of its // pixels reside in negative space. The draw method will only draw starting // at 0,0 var mat:Matrix = new Matrix(1, 0, 0, 1, radius, radius); bmd.draw(sp, mat); // Pass the bitmap data to an actual bitmap var bmp:Bitmap = new Bitmap(bmd); // Add the bitmap to the stage addChild(bmp); // Grab all of the pixel data from the bitmap data object var pixels:Vector.<uint> = bmd.getVector(bmd.rect); // Setup a vector to hold our stroke points var points:Vector.<Point> = new Vector.<Point>; // Loop through all of the pixels of the bitmap data object and // create a point instance for each pixel location that isn't // transparent. var l:int = pixels.length; for(var i:int = 0; i < l; ++i) { // Check to see if the pixel is transparent if(pixels[i] != 0) { var pt:Point; // Check to see if the pixel is on the first or last // row. We'll grab everything from these rows to close the outline if(i <= bmp.width || i >= (bmp.width * bmp.height) - bmp.width) { pt = new Point(); pt.x = int(i % bmp.width); pt.y = int(i / bmp.width); points.push(pt); continue; } // Check to see if the current pixel is on either extreme edge if(int(i % bmp.width) == 0 || int(i % bmp.width) == bmp.width - 1) { pt = new Point(); pt.x = int(i % bmp.width); pt.y = int(i / bmp.width); points.push(pt); continue; } // Check to see if the previous or next pixel are transparent, // if so save the current one. if(i > 0 && i < bmp.width * bmp.height) { if(pixels[i - 1] == 0 || pixels[i + 1] == 0) { pt = new Point(); pt.x = int(i % bmp.width); pt.y = int(i / bmp.width); points.push(pt); } } } }

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  • Flash As3 Loader Problem

    - by Hadar
    Hi iam trying to load a few external jpegs in As3. It works fine locally in Flash, but it dosen't work at all ion my server. My app also loads a youtube video simultaneously. function drawResult(index,videoID,song_title,thumbnail:String=null) { var theClip:resultRowClip=new resultRowClip (); _clip.addChild(theClip); myArray[index] = new Array(videoID,theClip); theClip.y=0+(43*(index-1)); theClip.rowText.text = song_title; theClip.rowBack.visible = false; if (thumbnail != ""){ theClip.tHolder.visible=true; loadImage(thumbnail,index); } } function loadImage(url:String,index):void { //this.myClip.myText.text += "load image"; // Set properties on my Loader object var imageLoader:Loader = new Loader(); imageLoader.load(new URLRequest(url)); imageLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, function (evt:Event){imageLoaded(evt,index)}); } function imageLoaded(evt,id):void { //this.myClip.myText.text += "id : evt : " + evt.status; // Load Image var image:Bitmap = new Bitmap(evt.target.content.bitmapData); myArray[id][1].tHolder.addChild(image); myArray[id][1].tHolder.width=myArray[id][1].tHolder.width*0.35; myArray[id][1].tHolder.height=myArray[id][1].tHolder.height*0.35; } Does anyone knows what the problem is ? ** I added two Evenet listeners from io Error : imageLoader.addEventListener(IOErrorEvent.IO_ERROR,ioErrorHandler); imageLoader.contentLoaderInfo.addEventListener(IOErrorEvent.IO_ERROR,ioErrorHandler); This is the function for handling the errors : private function ioErrorHandler(event:IOErrorEvent):void { this.myClip.myText.text +=("ioErrorHandler: " + event); } anyway, I got no errors... I also tried to move the listeners before imageLoader.load but it's still the same...no errors and no data loaded.. I change my code to patrikS suggestion : function loadImage(url:String,index):void { //this.myClip.myText.text += "load image"; // Set properties on my Loader object //if (index != 1) return; var imageLoader:Loader = new Loader(); imageLoader.name = index.toString(); //myArray[index][1].addChild(imageLoader); //imageLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, function (evt:Event){imageLoaded(evt,index)}); imageLoader.contentLoaderInfo.addEventListener(Event.COMPLETE,completeHandler); imageLoader.contentLoaderInfo.addEventListener(IOErrorEvent.IO_ERROR,ioErrorHandler); imageLoader.load(new URLRequest(url)); } My current completeHandler function(tnx patrikS ) : private function completeHandler(evt:Event):void{ //this.myClip.myText.text += "id : evt : " + evt.status; // Load Image trace("evt target loader name : "+ evt.target.loader.name ); evt.target.removeEventListener(Event.COMPLETE, completeHandler ); var image:Bitmap = new Bitmap(evt.target.content.bitmapData); myArray[evt.target.loader.name][1].tHolder.addChild(image); myArray[evt.target.loader.name][1].tHolder.width=myArray[evt.target.loader.name][1].tHolder.width*0.35; myArray[evt.target.loader.name][1].tHolder.height=myArray[evt.target.loader.name][1].tHolder.height*0.35; //trace (hadar.y + "Y / X" + hadar.x); } It still work only on flash IDE and dosent work on any browser...

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  • How do I make java wait for boolean to run funciton

    - by TWeeKeD
    I'm sure this is pretty simple but I can't figure out and it sucks I'm up on suck on (what should be) an easy step. ok. I have a method that runs one function that give a response. this method actually handles the uploading of the file so o it takes a second to give a response. I need this response in the following method. sendPicMsg needs to complete and then forward it's response to sendMessage. Please help. b1.setOnClickListener(new View.OnClickListener() { public void onClick(View v) { if(!uploadMsgPic.equalsIgnoreCase("")){ Log.v("response","Pic in storage"); sendPicMsg(); sendMessage(); }else{ sendMessage(); } 1st Method public void sendPicMsg(){ Log.v("response", "sendPicMsg Loaded"); if(!uploadMsgPic.equalsIgnoreCase("")){ final SharedPreferences preferences = this.getActivity().getSharedPreferences("MyPreferences", getActivity().MODE_PRIVATE); AsyncHttpClient client3 = new AsyncHttpClient(); RequestParams params3 = new RequestParams(); File file = new File(uploadMsgPic); try { File f = new File(uploadMsgPic.replace(".", "1.")); f.createNewFile(); //Convert bitmap to byte array Bitmap bitmap = decodeFile(file,400); ByteArrayOutputStream bos = new ByteArrayOutputStream(); bitmap.compress(CompressFormat.PNG, 0 /*ignored for PNG*/, bos); byte[] bitmapdata = bos.toByteArray(); //write the bytes in file FileOutputStream fos = new FileOutputStream(f); fos.write(bitmapdata); params3.put("file", f); } catch (FileNotFoundException e) { // TODO Auto-generated catch block e.printStackTrace(); } catch (IOException e) { // TODO Auto-generated catch block e.printStackTrace(); } params3.put("email", preferences.getString("loggedin_user", "")); params3.put("webversion", "1"); client3.post("http://peekatu.com/apiweb/msgPic_upload.php",params3, new AsyncHttpResponseHandler() { @Override public void onSuccess(String response) { Log.v("response", "Upload Complete"); refreshChat(); //responseString = response; Log.v("response","msgPic has been uploaded"+response); //parseChatMessages(response); response=picurl; uploadMsgPic = ""; if(picurl!=null){ Log.v("response","picurl is set"); } if(picurl==null){ Log.v("response", "picurl no ready"); }; } }); sendMessage(); } } 2nd Method public void sendMessage(){ final SharedPreferences preferences = this.getActivity().getSharedPreferences("MyPreferences", getActivity().MODE_PRIVATE); if(preferences.getString("Username", "").length()<=0){ editText1.setText(""); Toast.makeText(this.getActivity(), "Please Login to send messages.", 2); return; } AsyncHttpClient client = new AsyncHttpClient(); RequestParams params = new RequestParams(); if(type.equalsIgnoreCase("3")){ params.put("toid",user); params.put("action", "sendprivate"); }else{ params.put("room", preferences.getString("selected_room", "Adult Lobby")); params.put("action", "insert"); } Log.v("response", "Sending message "+editText1.getText().toString()); params.put("message",editText1.getText().toString() ); params.put("media", picurl); params.put("email", preferences.getString("loggedin_user", "")); params.put("webversion", "1"); client.post("http://peekatu.com/apiweb/messagetest.php",params, new AsyncHttpResponseHandler() { @Override public void onSuccess(String response) { refreshChat(); //responseString = response; Log.v("response", response); //parseChatMessages(response); if(picurl!=null) Log.v("response", picurl); } }); editText1.setText(""); lv.setSelection(adapter.getCount() - 1); }

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  • retreive POST data from FLASH to ASP.Net

    - by Martin Ongtangco
    here's my AS3 code: var jpgEncoder:JPGEncoder = new JPGEncoder(100); var jpgStream:ByteArray = jpgEncoder.encode(bitmapData); var header:URLRequestHeader = new URLRequestHeader("Content-type", "application/octet-stream"); var jpgURLRequest:URLRequest = new URLRequest("/patients/webcam.aspx"); jpgURLRequest.requestHeaders.push(header); jpgURLRequest.method = URLRequestMethod.POST; jpgURLRequest.data = jpgStream; navigateToURL(jpgURLRequest, "_self"); And here's my ASP.Net Code try { string pt = Path.Combine(PathFolder, "test.jpg"); HttpFileCollection fileCol = Request.Files; Response.Write(fileCol.Count.ToString()); foreach (HttpPostedFile hpf in fileCol) { hpf.SaveAs(pt); } } catch (Exception ex) { Response.Write(ex.Message); } im getting a weird error, HttpFox mentioned: "NS_ERROR_NET_RESET" Any help would be excellent! Thanks!

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  • How can I overwrite a System.Drawing.Bitmap onto an existing GDI bitmap?

    - by MusiGenesis
    If I have a .Net Bitmap, I can create from it a GDI bitmap by calling the Bitmap's GetHbitmap() method. Bitmap bmp = new Bitmap(100, 100); IntPtr gdiBmp = bmp.GetHbitmap(); This works fine, but every time you call GetHbitmap, Windows has to allocate new memory for the object that gdiBmp references. What I'd like to do - if possible - is write a function (I know PInvoke will be necessary here) that also generates a GDI bitmap copy of a Bitmap, but that uses an existing object instead of allocating a new one. So it would look something like this (if it were an extension method of Bitmap): //void OverwriteHbitmap(IntPtr gdi) Bitmap bmp1 = new Bitmap(100, 100); IntPtr gdi1 = bmp1.GetHbitmap(); Bitmap bmp2 = new Bitmap(100, 100); bmp2.OverwriteHbitmap(gdi1); How can I do this? I assume I'll need to know the structure of a GDI bitmap, and probably I can use LockBits and BitmapData for this, but I'm not sure exactly how.

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  • AS3: How to access pixel data efficiently?

    - by JonoRR
    I'm working a game. The game requires entities to analyse an image and head towards pixels with specific properties (high red channel, etc.) I've looked into Pixel Bender, but this only seems useful for writing new colors to the image. At the moment, even at a low resolution (200x200) just one entity scanning the image slows to 1-2 Frames/second. I'm embedding the image and instance it as a Bitmap as a child of the stage. The 1-2 FPS situation is using BitmapData.getPixel() (on each pixel) with a distance calculation beforehand. I'm wondering if there's any way I can do this more efficiently... My first thought was some sort of spatial partioning coupled with splitting the image up into many smaller pieces. I also feel like Pixel Bender should be able to help somehow, however I've had little experience with it. Cheers for any help. Jonathan

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  • Converting 24BPP to 4BPP with GDI+ in VB.NET

    - by Chris
    My VB.NET program currently takes a 4BPP TIFF as an Bitmap, converts it to a Graphic, adds some text strings and then saves it out again as a TIFF file. The output Bitmap.Save() TIFF file by default seems to be 24BPP (regardless of the input) and is a lot larger than the original TIFF. Is it possible to keep the same 4BPP palette encoding as the input for the output and if not, how can I convert my Bitmap PixelFormat from 24BPP to 4BPP Indexed. I've seen an example for converting 24 BPP to 1 BPP at http://www.bobpowell.net/onebit.htm using BitmapData.Lockbits() but cannot figure out how to do it for 4BPP. Many thanks Chris

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  • Scaling larger Image problem.

    - by krishna
    Hi, I m developing flex application, in which I want to Draw Image from User local hard-drive to the canvas of size 640x360. User can choose Image of bigger resolution & is scaled to Canvas size. But if user selected images of larger resolution like 3000x2000, the scaling take lot time & freezes the application until scale done. Is there any method to scale image faster or kind of threading can be done? I am using matrix to scale Image as below: var mat:Matrix = new Matrix(); var scalex:Number = canvasScreen.width/content.width; var scaley:Number = canvasScreen.height/content.height; mat.scale(scalex,scaley); canvasScreen.graphics.clear(); canvasScreen.graphics.beginBitmapFill(content.bitmapData,mat);

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  • how to convert bitmap to intptr in C#

    - by carl
    code as fellow: Bitmap bmp = new Bitmap(e.width, e.height, System.Drawing.Imaging.PixelFormat.Format24bppRgb); System.Drawing.Imaging.BitmapData data = bmp.LockBits(new Rectangle(0, 0, e.width, e.height), System.Drawing.Imaging.ImageLockMode.ReadWrite, System.Drawing.Imaging.PixelFormat.Format24bppRgb); int dataLength = e.width * e.height * 3; Win32.memcpy(data.Scan0, (IntPtr)e.data, (uint)dataLength); convertBitmapToIntptr(bmp);????? how to code in this function like convertBitmapToIntptr(bmp). who give me some idea. thank you very much.

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  • efficient way to detect if an image is empty

    - by Jos
    Hi, I need a very fast method to detect if an image is empty. Im my case then all pixels are white and transparant. The images are png's. My current method is to load them in a memory bitmap and check each pixel value, but this is way to slow. Is there a more efficient way? This is my current code: 'Lock the bitmap bits. Dim bmpData As System.Drawing.Imaging.BitmapData = bmp.LockBits(rectBmp, _ Drawing.Imaging.ImageLockMode.ReadOnly, bmp.PixelFormat) Try Dim x As Integer Dim y As Integer For y = 0 To bmpData.Height - 1 For x = 0 To bmpData.Width - 1 If System.Runtime.InteropServices.Marshal.ReadByte(bmpData.Scan0, (bmpData.Stride * y) + (4 * x) + 3) <> 0 Then Return True Exit For End If Next Next Finally bmp.UnlockBits(bmpData) End Try

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  • AS3 try/catch out of memory

    - by StfnoPad
    Hi, I'm loading a few huge images on my flex/as3 app, but I can't manage to catch the error when the flash player runs out of memory. Here is the what I was thinking might work (I use ???? because i dont know what to catch): try{ images = new Array(frames); for (var i:uint = 0; i < frames; i++){ imagesBA[i] = new BitmapData(width, height, false, 0x000000FF); } } catch(error:????){ Alert.show("Out of memory!"); } Any idea what ???? can be? Or does anyone knows how to catch when there is no memory for a variable?

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  • How do you detect an area that can be filled in in a bitmap in ActionScript 3?

    - by 1.21 gigawatts
    I am having a tough time figuring this out. I need to be able to detect a fill area for something similar to a coloring book picture. The user will click inside the area that needs to be filled. The image is user created bitmap content and so the fill area must be detected at runtime. Any help would be tremendously appreciated! Posting Flex 4 code for review: <fx:Script> <![CDATA[ protected function myImage_clickHandler(event:MouseEvent):void { myImage.imageDisplay.bitmapData.floodFill(event.localX,event.localY,0xFFFFFF); } ]]> </fx:Script> <s:Image id="myImage" click="myImage_clickHandler(event)" source="/images/square.gif"/>

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  • AS3IsoLib New IsoSprite

    - by KoopaTroopa
    I'm following a guide (http://www.jsparrowhawk.com/blog/?p=75) on how to use the As3IsoLib library. It seems his examples are a little erroneous at times. I'm at the part of creating a sprite, assigning it an image and then rendering. When I test my application I get my box and grid but not the sprite. var mySprite:IsoSprite; mySprite = new IsoSprite(); mySprite.setSize(40, 40, 0); mySprite.moveTo(120, 40, 0); scene.addChild(mySprite); var myImgLoader:Loader = new Loader(); var myImgURL:URLRequest = new URLRequest("http://www.jsparrowhawk.com/blog/wp-content/uploads/2011/10/as3isolib_styling_6b.jpg"); myImgLoader.load(myImgURL); myImgLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, imgLoadComplete); function imgLoadComplete(e:Event):void { var myImg:Bitmap = new Bitmap(e.target.content.bitmapData); mySprite.sprites = [myImg]; scene.render(); }

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  • Setting an XAML Window always on top (but no TopMost property)

    - by Brian Scherady
    I am developing an application based on OptiTrack SDK (from NaturalPoint). I need to run the application window as "Always on Top". The window is designed in XAML and is controled in the class "CameraView" but it does not seem to include a "TopMost" property or equivalent. Attached are the code of "CameraView.xaml.cs" and the code of "CameraView.xaml" that are part of OptiTrack SDK (NaturalPoint) called "Single_Camera_CSharp_.NET_3.0". One could expect the class CameraView to contain properties or members to set the position of the window on the screen or to set it to TopMost but as far as searched I found nothing. I wonder what I should do. Thank you, Brian ================ "CameraView.xaml.cs" using System; using System.IO; using System.Net; using System.Windows; using System.Windows.Controls; using System.Windows.Data; using System.Windows.Media; using System.Windows.Media.Animation; using System.Windows.Navigation; using System.Drawing.Imaging; using System.Drawing.Drawing2D; using System.Windows.Threading; namespace TestProject { public partial class CameraView { private const int NP_OPTION_OBJECT_COLOR_OPTION = 3; private const int NP_OPTION_VIDEO_TYPE = 48; private const int NP_OPTION_NUMERIC_DISPLAY_ON = 71; private const int NP_OPTION_NUMERIC_DISPLAY_OFF = 72; private const int NP_OPTION_FETCH_RLE = 73; private const int NP_OPTION_FETCH_GRAYSCALE = 74; private const int NP_OPTION_FRAME_DECIMATION = 52; private const int NP_OPTION_INTENSITY = 50; private const int NP_OPTION_SEND_EMPTY_FRAMES = 41; private const int NP_OPTION_THRESHOLD = 5; private const int NP_OPTION_EXPOSURE = 46; private const int NP_OPTION_SEND_FRAME_MASK = 73; private const int NP_OPTION_TEXT_OVERLAY_OPTION = 74; // public delegate void OnCameraViewCreate(CameraView camera); // public static OnCameraViewCreate onCameraViewCreate; private System.Drawing.Bitmap raw = new System.Drawing.Bitmap(353, 288, System.Drawing.Imaging.PixelFormat.Format32bppArgb); private int mFrameCounter; private int mDisplayCounter; private DispatcherTimer timer1 = new DispatcherTimer(); private bool mVideoFrameAvailable = false; private int mNumeric = -1; private bool mGreyscale = false; private bool mOverlay = true; public CameraView() { this.InitializeComponent(); timer1.Interval = new TimeSpan(0, 0, 0, 0, 10); timer1.Tick += new EventHandler(timer1_Tick); } public int Numeric { get { return mNumeric; } set { mNumeric = value % 100; if (mNumeric = 0) { if (Camera != null) Camera.SetOption(NP_OPTION_NUMERIC_DISPLAY_ON, value % 100); } } } private bool CameraRunning = false; private OptiTrack.NPCamera mCamera; public OptiTrack.NPCamera Camera { get { return mCamera; } set { if (mCamera == value) return; //== Don't do anything if you're assigning the same camera == if (mCamera != null) { //== Shut the selected camera down ==<< if (CameraRunning) { CameraRunning = false; mCamera.Stop(); mCamera.FrameAvailable -= FrameAvailable; } } mCamera = value; if (mCamera == null) { mNumeric = -1; } else { serialLabel.Content = "Camera "+mCamera.SerialNumber.ToString(); //mNumeric.ToString(); } } } private void FrameAvailable(OptiTrack.NPCamera Camera) { mFrameCounter++; try { OptiTrack.NPCameraFrame frame = Camera.GetFrame(0); int id = frame.Id; if (CameraRunning) { GetFrameData(Camera, frame); } frame.Free(); } catch (Exception) { int r = 0; r++; } } private void GetFrameData(OptiTrack.NPCamera camera, OptiTrack.NPCameraFrame frame) { BitmapData bmData = raw.LockBits(new System.Drawing.Rectangle(0, 0, raw.Width, raw.Height), ImageLockMode.ReadWrite, System.Drawing.Imaging.PixelFormat.Format32bppArgb); int stride = bmData.Stride; System.IntPtr bufferPtr = bmData.Scan0; unsafe { byte* buffer = (byte*)(void*)bufferPtr; camera.GetFrameImage(frame, bmData.Width, bmData.Height, bmData.Stride, 32, ref buffer[0]); } raw.UnlockBits(bmData); mVideoFrameAvailable = true; } private void timer1_Tick(object sender, EventArgs e) { if (CameraRunning && mVideoFrameAvailable) { mVideoFrameAvailable = false; cameraImage.Source = Img(raw); mDisplayCounter++; } } private System.Windows.Media.ImageSource Img(System.Drawing.Bitmap img) { System.Drawing.Imaging.BitmapData bmData = img.LockBits(new System.Drawing.Rectangle(0, 0, img.Width, img.Height), System.Drawing.Imaging.ImageLockMode.ReadWrite, System.Drawing.Imaging.PixelFormat.Format32bppPArgb); System.Windows.Media.Imaging.BitmapSource bitmap = System.Windows.Media.Imaging.BitmapSource.Create( img.Width, img.Height, 96, 96, PixelFormats.Bgra32, System.Windows.Media.Imaging.BitmapPalettes.WebPalette, bmData.Scan0, bmData.Stride * bmData.Height, bmData.Stride); img.UnlockBits(bmData); return bitmap; } private void startStopButton_Click(object sender, RoutedEventArgs e) { if (CameraRunning) StopCamera(); else StartCamera(); } public void StartCamera() { if (Camera != null) { mFrameCounter = 0; mDisplayCounter = 0; Camera.FrameAvailable += FrameAvailable; Camera.SetOption(NP_OPTION_VIDEO_TYPE, 0); Camera.SetOption(NP_OPTION_FRAME_DECIMATION, 1); Camera.SetOption(NP_OPTION_INTENSITY, 0); Camera.SetOption(NP_OPTION_EXPOSURE, 10); Camera.SetOption(NP_OPTION_THRESHOLD, 50); Camera.SetOption(NP_OPTION_OBJECT_COLOR_OPTION, 0); SetOverlayOption(); SetGreyscaleOption(); timer1.Start(); Camera.Start(); CameraRunning = true; this.Numeric = mNumeric; startStopButton.Content = "Stop Camera"; } } private void SetGreyscaleOption() { if(mGreyscale) Camera.SetOption(NP_OPTION_VIDEO_TYPE, 1); else Camera.SetOption(NP_OPTION_VIDEO_TYPE, 0); } private void SetOverlayOption() { if(mOverlay) Camera.SetOption(NP_OPTION_TEXT_OVERLAY_OPTION, 255); else Camera.SetOption(NP_OPTION_TEXT_OVERLAY_OPTION, 0); } public void StopCamera() { if (Camera != null) { Camera.Stop(); timer1.Stop(); CameraRunning = false; Camera.FrameAvailable -= FrameAvailable; Camera.SetOption(NP_OPTION_NUMERIC_DISPLAY_OFF, 0); startStopButton.Content = "Start Camera"; } } private void greyscaleButton_Click(object sender, RoutedEventArgs e) { if(mGreyscale) mGreyscale = false; else mGreyscale = true; SetGreyscaleOption(); } private void OverlayButton_Click(object sender, RoutedEventArgs e) { if(mOverlay) mOverlay = false; else mOverlay = true; SetOverlayOption(); } private void exposureSlider_ValueChanged(object sender, RoutedEventArgs e) { if (mCamera!=null) { mCamera.SetOption(NP_OPTION_EXPOSURE, (int) this.exposureSlider.Value); } } private void thresholdSlider_ValueChanged(object sender, RoutedEventArgs e) { if (mCamera != null) { mCamera.SetOption(NP_OPTION_THRESHOLD, (int)this.thresholdSlider.Value); } } private void optionsButton_Click(object sender, RoutedEventArgs e) { if (!propertyPanel.IsVisible) propertyPanel.Visibility = Visibility.Visible; else propertyPanel.Visibility = Visibility.Collapsed; } } } ================ "CameraView.xaml"

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  • Instead of the specified Texture, black circles on a green background are getting rendered. Why?

    - by vinzBad
    I'm trying to render a Texture via OpenGL. But instead of the texture black circles on a green background are rendered. (They scale, depending what the rotation of the texture is) Example: The texture I'm trying to render is the following: This is the code I use to render the texture, it's located in my Sprite-class. public void Render() { Matrix4 matrix = Matrix4.CreateTranslation(-OriginX, -OriginY, 0) * Matrix4.CreateRotationZ(Rotation) * Matrix4.CreateTranslation(X, Y, 0); Vector2[] corners = { new Vector2(0,0), //top left new Vector2(Width ,0),//top right new Vector2(Width,Height),//bottom rigth new Vector2(0,Height)//bottom left }; //copy the corners to the uv coordinates Vector2[] uv = corners.ToArray<Vector2>(); //transform the coordinates for (int i = 0; i < 4; i++) corners[i] = new Vector2(Vector3.Transform(new Vector3(corners[i]), matrix)); //GL.Color3(TintColor); GL.BindTexture(TextureTarget.Texture2D, _ID); GL.Begin(BeginMode.Quads); { for (int i = 0; i < 4; i++) { GL.TexCoord2(uv[i]); GL.Vertex3(corners[i].X, corners[i].Y, _layerDepth); } } GL.End(); if (EnableDebugDraw) { GL.Color3(Color.Violet); GL.PointSize(3); GL.Begin(BeginMode.Points); { for (int i = 0; i < 4; i++) GL.Vertex2(corners[i]); } GL.End(); GL.Color3(Color.Green); GL.Begin(BeginMode.Points); GL.Vertex2(X, Y); GL.End(); } } This is how I setup OpenGL. public static void SetupGL() { GL.Enable(EnableCap.AlphaTest); GL.AlphaFunc(AlphaFunction.Greater, 0.1f); GL.Enable(EnableCap.Texture2D); GL.Hint(HintTarget.PerspectiveCorrectionHint, HintMode.Nicest); } With this function I load the texture: public static uint LoadTexture(string path) { uint id; GL.GenTextures(1, out id); GL.BindTexture(TextureTarget.Texture2D, id); Bitmap bitmap = new Bitmap(path); BitmapData data = bitmap.LockBits(new System.Drawing.Rectangle(0, 0, bitmap.Width, bitmap.Height), ImageLockMode.ReadOnly, System.Drawing.Imaging.PixelFormat.Format32bppArgb); GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, data.Width, data.Height, 0, OpenTK.Graphics.OpenGL.PixelFormat.Bgra, PixelType.UnsignedByte, data.Scan0); bitmap.UnlockBits(data); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear); return id; } And here I call Sprite.Render() protected override void OnRenderFrame(FrameEventArgs e) { GL.ClearColor(Color.MidnightBlue); GL.Clear(ClearBufferMask.ColorBufferBit); _sprite.Render(); SwapBuffers(); base.OnRenderFrame(e); } As I stole this code from the Textures-Example from OpenTK, I don't understand why this doesn't work.

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  • Editing 8bpp indexed Bitmaps

    - by Pedro Sá
    hi, i'm trying to edit the pixels of a 8bpp. Since this PixelFormat is indexed i'm aware that it uses a Color Table to map the pixel values. Even though I can edit the bitmap by converting it to 24bpp, 8bpp editing is much faster (13ms vs 3ms). But, changing each value when accessing the 8bpp bitmap results in some random rgb colors even though the PixelFormat remains 8bpp. I'm currently developing in c# and the algorithm is as follows: (C#) 1- Load original Bitmap at 8bpp 2- Create Empty temp Bitmap with 8bpp with the same size as the original 3-LockBits of both bitmaps and, using P/Invoke, calling c++ method where I pass the Scan0 of each BitmapData object. (I used a c++ method as it offers better performance when iterating through the Bitmap's pixels) (C++) 4- Create a int[256] palette according to some parameters and edit the temp bitmap bytes by passing the original's pixel values through the palette. (C#) 5- UnlockBits. My question is how can I edit the pixel values without having the strange rgb colors, or even better, edit the 8bpp bitmap's Color Table? Regards, Pedro

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  • Soft Paint Bucket Fill: Colour Equality

    - by Bart van Heukelom
    I'm making a small app where children can fill preset illustrations with colours. I've succesfully implemented an MS-paint style paint bucket using the flood fill argorithm. However, near the edges of image elements pixels are left unfilled, because the lines are anti-aliased. This is because the current condition on whether to fill is colourAtCurrentPixel == colourToReplace (the colours are RGB uints) I'd like to add a smoothing/treshold option like in Photoshop and other sophisticated tools, but what's the algorithm to determine the equality/distance between two colours? if (match(pixel(x,y), colourToReplace) setpixel(x,y,colourToReplaceWith) How to fill in match()? Here's my current full code: var b:BitmapData = settings.background; b.lock(); var from:uint = b.getPixel(x,y); var q:Array = []; var xx:int; var yy:int; var w:int = b.width; var h:int = b.height; q.push(y*w + x); while (q.length != 0) { var xy:int = q.shift(); xx = xy % w; yy = (xy - xx) / w; if (b.getPixel(xx,yy) == from) { b.setPixel(xx,yy,to); if (xx != 0) q.push(xy-1); if (xx != w-1) q.push(xy+1); if (yy != 0) q.push(xy-w); if (yy != h-1) q.push(xy+w); } } b.unlock(null);

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  • What file format can represent an uncompressed raster image at 48 or 64 bits per pixel?

    - by finnw
    I am creating screenshots under Windows and using the LockBits function from GDI+ to extract the pixel data, which will then be written to a file. To maximise performance I am also: Using the same PixelFormat as the source bitmap, to avoid format conversion Using the ImageLockModeUserInputBuf flag to extract the pixel data into a pre-allocated buffer This pre-allocated buffer (pointed to by BitmapData::Scan0) is part of a memory-mapped file (to avoid copying the pixel data again.) I will also be writing the code that reads the file, so I can use (or invent) any format I wish. However I would prefer to use a well-known format that existing programs (ideally web browsers) are able to read, because that means I can visually confirm that the images are correct before writing the code for the other program (that reads the image.) I have implemented this successfully for the PixelFormat32bppRGB format, which matches the format of a 32bpp BMP file, so if I extract the pixel data directly into the memory-mapped BMP file and prefix it with a BMP header I get a valid BMP image file that can be opened in Paint and most browsers. Unfortunately one of the machines I am testing on returns pixels in PixelFormat64bppPARGB format (presumably this is influenced by the video adapter driver) and there is no corresponding BMP pixel format for this. Converting to a 16, 24 or 32bpp BMP format slows the program down considerably (as well as being lossy) so I am looking for a file format that can use this pixel format without conversion, so I can extract directly into the memory-mapped file as I have done with the 32bpp format. What raster image file formats support 48bpp and/or 64bpp?

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