Search Results

Search found 10040 results on 402 pages for 'drawing color'.

Page 56/402 | < Previous Page | 52 53 54 55 56 57 58 59 60 61 62 63  | Next Page >

  • Erase part of RenderTarget when drawing primitives?

    - by user1495173
    I'm creating a paint like application using XNA. I have a render target which acts as a canvas. When the user draws something I draw corresponding triangles using DrawUserPrimitives and triangle strips to make lines and other curves. I want to implement an eraser in the application, so that the user can erase the triangles from the texture. I've used OpenGL in the past and there I would just use a blend function like so: glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_ALPHA); How would I do this in XNA? I tried setting the GraphicsDevice blend mode to AlphaBlend, Additive, etc.. but it did not work. Any ideas? Thanks!

    Read the article

  • Fingertip drawing applications on Android?

    - by STD
    Hi, I'm a new user to this interesting forum! I want start developing an application for android and before starting i want learn about some android features... The first android feature is how to correlate finger motion on the screen with java... Are there any source code examples that show how to draw with your finger on an android screen? Can you suggest a good place for me to download an example? thanks

    Read the article

  • Drawing unfilled rectangle shape in c++ openGL

    - by Bahaa
    I want to draw unfilled rectangle shape in openGL using c++ programming language but when I used the glBegin(GL_QUADS) or glBegin(GL_POLYGON), the resulted shape is filled but I want to be unfilled. How I can draw unfilled rectangle. void draweRect(void) { glClear(GL_COLOR_BUFFER_BIT); glColor3f(0.0,0.0,1.0); glLineWidth(30); glBegin(GL_POLYGON); glVertex2i(50,90); glVertex2i(100,90); glVertex2i(100,150); glVertex2i(50,150); glEnd(); glFlush(); }

    Read the article

  • Drawing a 2D line on a canvas

    - by Jason94
    I have the datalist = 62, 76, 80, 72, 71, 75, 77 that i want to present as a 2D line drawed point to point. In my Wpf application i have a canvas with the height: 173 and width: 455. How do i go about it and draw a line by my datalist and use almost the whole height of the canvas? as it is now the data is just represented on a line at the bottom at the canvas, not using (and therefor giving a bad representation of the data) whole heigh of the canvas. It would also be nice to place it in the center of the box too...

    Read the article

  • change text color using jquery

    - by pradeep
    <input type='radio' name='specific_consultant' id='specific_consultant_no' value='no'>No</input> hii. i have a radio button like this . on click of this radio button , i need to change text color of text like No .. how do i do it..

    Read the article

  • Generating Color Gradient

    - by Malfist
    I want to display to my user how many (percent wise) of their forms are compliant with the new standard. The way I want to let them know visually is the percent amount will be colored. It will be 0xFF0000 (pure red) for 0% and 0x00FF00 (pure green) at 100%. What is the best way to calculate the color for each step along the way?

    Read the article

  • Drawing with GDI+ under IIS

    - by Zac
    I'm running a web application under IIS that we draw graphs with that are sent to the clients. We were previously running under iis6, while migrating to 2008 ( iis7 ) we have encountered some very weird issues with the graphing. I stumbled across the msdn docs for GDI+ stating that "GDI+ functions and classes are not supported for use within a Windows service." I suspect that my issues are probably related to further isolation of services http://msdn.microsoft.com/en-us/library/ms533798%28VS.85%29.aspx My question is how the heck are we supposed to draw graphics? Raw GDI? OpenGL - but doesn't that still require a DC?

    Read the article

  • Drawing Image onto Canvas Stretches Image?

    - by Fred Finkle
    I have this code (stolen from the web): function readIt() { var reader = new FileReader(); reader.onload = (function(e) { var img = new Image(); img.src = e.target.result; var c = document.getElementById("canvas"); var ctx = c.getContext("2d"); ctx.drawImage(img, 0, 0); } ); reader.readAsDataURL(document.getElementById('userImage').files[0]); } Which works up to a point. The canvas's width and height are set to the size of the image, but only the top left of the image appears - It appears to be stretched so it fits all the space allocated to the canvas (enough to display the whole image - 615px x 615px). If I add an <img> element sized the same size as the canvas and point the src to the image in the file system it appears perfect. I'm using Chrome, but it appears the same in Firefox. Thanks in advance.

    Read the article

  • Drawing a waveform in C#

    - by user488792
    Hi! I want to be able to display a WaveForm in C#, along with some simple features such as zooming and selection. I already have the data as a short[] of amplitude values. However, I am an amateur when it comes to hardcoding GUI. I have already found a possible helper class WaveFormClass that may help me achieve this but as a backup, I want to learn how to manually do it. So may I ask for some methods and possibly some links that will help? Thanks!

    Read the article

  • Drawing straight lines in JavaScript

    - by Shawn31313
    I'm just trying to draw a line with JavaScript. I would like it to be like this: http://deepliquid.com/projects/blog/arrows2.html My version: http://jsfiddle.net/shawn31313/qsWML/5/show Doesn't work too well and I don't know how to get it too work. It must be an issue in my JavaScript. This my code: $(document).ready(function() { var dragStatus = 2, getPos, giveRandomID; $(document).mousedown(function(event) { dragStatus = 0; getPos = { top: event.clientY, left: event.clientX }; giveRandomID = Math.floor(Math.random() * 99999); }); $(document).mousemove(function() { var line = $('#line' + giveRandomID); if (dragStatus == 0) { $('body').append("<div id='line" + giveRandomID + "' style='position:absolute;top:" + getPos.top + "px;left:" + getPos.left + "px;background:black;width:2px;height:5px'></div>"); dragStatus = 1; } if (dragStatus == 1) { if (event.clientX > getPos.left) { line.css({ left: getPos.left, width: event.clientX - getPos.left }); } else { line.css({ left: event.clientX, width: getPos.left - event.clientX }); } if (event.clientY > getPos.top) { line.css({ top: getPos.top - Math.abs((event.clientY - getPos.top) * 2), '-webkit-transform': 'rotate(' + (event.clientY - getPos.top) + 'deg)' }); } else { line.css({ top: getPos.top + Math.abs((getPos.top - event.clientY) * 2), '-webkit-transform': 'rotate(' + (getPos.top - event.clientY) + 'deg)' }); } //for DEG "-" Top-Math.abs(DEG*2) for Deg "+" Top+(DEG*2) } }); $(document).mouseup(function() { dragStatus = 2; }); });? Thanks for any help fixing this. Mainly an issue with the math, just don't know how I can fix this.

    Read the article

  • negative color with glBlendFunc() ?

    - by Newbie
    i want my lines to be drawn with negative color (taken from the screen under the line), i just didnt understand how the blending works, looked at docs etc, tested 50 combinations and so on. started to think its not possible at all... could someone just give the two values, im tired of thinking how it works. thanks,

    Read the article

  • Linear color interpolation?

    - by user146780
    If I have a straight line that mesures from 0 to 1, then I have colorA(255,0,0) at 0 on the line, then at 0.3 I have colorB(20,160,0) then at 1 on the line I have colorC(0,0,0). How could I find the color at 0.7? Thanks

    Read the article

< Previous Page | 52 53 54 55 56 57 58 59 60 61 62 63  | Next Page >