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  • Saving NSBitmapImageRep as NSBMPFileType file. Wrong BMP headers and bitmap content

    - by niko34
    I save a NSBitmapImageRep to a BMP file (Snow Leopard). It seems ok when i open it on macos. But it makes an error on my multimedia device (which can show any BMP file from internet). I cannot figure out what is wrong, but when i look inside the file (with the cool hexfiend app on macos), 2 things wrong: the header have a wrong value for the biHeight parameter : 4294966216 (hex=C8FBFFFF) the header have a correct biWidth parameter : 1920 the first pixel in the bitmap content (after 54 bytes headers in BMP format) correspond to the upper left corner of the original image. In the original BMP file and as specified in the BMP format, it should be the down left corner pixel first. To explain the full workflow in my app, i have an NSImageView where i can drag a BMP image. This View is bind to an NSImage. After a drag & drop i have an action to save this image (with some text drawing over it) to a BMP file. Here's the code for saving the new BMP file : CGColorSpaceRefcolorSpace = CGColorSpaceCreateWithName(kCGColorSpaceGenericRGB); CGContextRefcontext = CGBitmapContextCreate(NULL, (int)1920, (int)1080, 8, 4*(int)1920, colorSpace, kCGImageAlphaNoneSkipLast); [duneScreenViewdrawBackgroundWithDuneFolder:self inContext:context inRect:NSMakeRect(0,0,1920,1080) needScale:NO]; if(folderType==DXFolderTypeMovie) { [duneScreenViewdrawSynopsisContentWithDuneFolder:self inContext:context inRect:NSMakeRect(0,0,1920,1080) withScale:1.0]; } CGImageRef backgroundImageRef = CGBitmapContextCreateImage(context); NSBitmapImageRep*bitmapBackgroundImageRef = [[NSBitmapImageRepalloc] initWithCGImage:backgroundImageRef]; NSData*data = [destinationBitmap representationUsingType:NSBMPFileType properties:nil]; [data writeToFile:[NSStringstringWithFormat:@"%@/%@", folderPath,backgroundPath] atomically: YES]; The duneScreenViewdrawSynopsisContentWithDuneFolder method uses CGContextDrawImage to draw the image. The duneScreenViewdrawSynopsis method uses CoreText to draw some text in the same context. Do you know what's wrong?

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  • How to use RelativeLayout to make a custom component on Android

    - by Styggentorsken
    I'm trying to make a custom component based on buttons without having to deal with all the layout myself. The problem is that i can't find a way to make use of RelativeLayout to draw the thing. This is my latest attempt. A bitmap is returned by layoutManager.getDrawingCache(), but it does not show any buttons. canvas.drawColor(...) however works. public class MyView extends View { Button myButton; RelativeLayout layoutManager; public MyView(Context context) { super(context); initMyView(); } public MyView(Context context, AttributeSet attrs) { super(context); initMyView(); // ... } public void initMyView() { layoutManager = new RelativeLayout(getContext()); } @Override protected void onMeasure(int widthMeasureSpec, int heightMeasureSpec) { setMeasuredDimension( MeasureSpec.getSize(measureSpec), MeasureSpec.getSize(measureSpec) ); } @Override protected void onDraw(Canvas canvas) { super.onDraw(canvas); myButton = new Button(layoutManager.getContext()); myButton.setVisibility(VISIBLE); myButton.setDrawingCacheEnabled(true); layoutManager.addView(myButton); layoutManager.setDrawingCacheEnabled(true); layoutManager.layout(0, 0, 150, 150); layoutManager.setVisibility(VISIBLE); layoutManager.buildDrawingCache(); layoutManager.draw(canvas); canvas.drawBitmap(layoutManager.getDrawingCache(), 0.0f, 0.0f, null); } }

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  • iPhone Rendering Question

    - by slythic
    Hi all, I'm new to iPhone/Objective-C development. I "jumped the gun" and started reading and implementing some chapters from O'Reilly's iPhone Development. I was following the ebook's code exactly and my code was generating the following error: CGContextSetFillColorWithColor: invalid context CGContextFillRects: invalid context CGContextSetFillColorWithColor: invalid context CGContextGetShouldSmoothFonts: invalid context However, when I downloaded the sample code for the same chapter the code is different. Book Code: - (void) Render { CGContextRef g = UIGraphicsGetCurrentContext(); //fill background with gray CGContextSetFillColorWithColor(g, [UIColor grayColor].CGColor); CGContextFillRect(g, CGRectMake(0, 0, self.frame.size.width, self.frame.size.height)); //draw text in black. CGContextSetFillColorWithColor(g, [UIColor blackColor].CGColor); [@"O'Reilly Rules!" drawAtPoint:CGPointMake(10.0, 20.0) withFont:[UIFont systemFontOfSize:[UIFont systemFontSize]]]; } Actual Project Code from the website (works): - (void) Render { [self setNeedsDisplay]; //this sets up a deferred call to drawRect. } - (void)drawRect:(CGRect)rect { CGContextRef g = UIGraphicsGetCurrentContext(); //fill background with gray CGContextSetFillColorWithColor(g, [UIColor grayColor].CGColor); CGContextFillRect(g, CGRectMake(0, 0, self.frame.size.width, self.frame.size.height)); //draw text in black. CGContextSetFillColorWithColor(g, [UIColor blackColor].CGColor); [@"O'Reilly Rules!" drawAtPoint:CGPointMake(10.0, 20.0) withFont:[UIFont systemFontOfSize:[UIFont systemFontSize]]]; } What is it about these lines of code that make the app render correctly? - (void) Render { [self setNeedsDisplay]; //this sets up a deferred call to drawRect. } - (void)drawRect:(CGRect)rect { Thanks in advance for helping out a newbie!

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  • Drawing line Continous.

    - by japs
    Hi All, How to draw line continuous in uiview? I have used below code and it works fine but after drawing line straght when i draw another line then first one gets clear if i do not clear that then they join each other. Please suggest some solution. (void)drawRect:(CGRect)rect { CGContextRef context = UIGraphicsGetCurrentContext(); //for( Line *eachLine in lineArray ) // [eachLine drawInContext:context]; CGContextSetLineWidth(context, 2.0); CGContextSetStrokeColorWithColor(context, [UIColor redColor].CGColor); CGContextSetFillColorWithColor(context, [UIColor redColor].CGColor); if (firstTouch.x != 0.0 && firstTouch.y != 0.0) { CGRect dotRect = CGRectMake(firstTouch.x - 3, firstTouch.y - 3.0, 5.0, 5.0); CGContextAddEllipseInRect(context, dotRect); CGContextDrawPath(context, kCGPathFillStroke); **CGContextMoveToPoint(context, firstTouch.x, firstTouch.y); for (NSString *onePointString in points) { CGPoint nextPoint = CGPointFromString(onePointString); CGContextAddLineToPoint(context, nextPoint.x, nextPoint.y); }** CGContextStrokePath(context); } else { CGContextSetFillColorWithColor(context, self.backgroundColor.CGColor); CGContextAddRect(context, self.bounds); CGContextFillPath(context); } }

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  • Drawing only part of a texture OpenGL ES iPhone

    - by Ben Reeves
    ..Continued on from my previous question I have a 320*480 RGB565 framebuffer which I wish to draw using OpenGL ES 1.0 on the iPhone. - (void)setupView { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_CROP_RECT_OES, (int[4]){0, 0, 480, 320}); glEnable(GL_TEXTURE_2D); } // Updates the OpenGL view when the timer fires - (void)drawView { // Make sure that you are drawing to the current context [EAGLContext setCurrentContext:context]; //Get the 320*480 buffer const int8_t * frameBuf = [source getNextBuffer]; //Create enough storage for a 512x512 power of 2 texture int8_t lBuf[2*512*512]; memcpy (lBuf, frameBuf, 320*480*2); //Upload the texture glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 512, 512, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, lBuf); //Draw it glDrawTexiOES(0, 0, 1, 480, 320); [context presentRenderbuffer:GL_RENDERBUFFER_OES]; } If I produce the original texture in 512*512 the output is cropped incorrectly but other than that looks fine. However using the require output size of 320*480 everything is distorted and messed up. I'm pretty sure it's the way I'm copying the framebuffer into the new 512*512 buffer. I have tried this routine int8_t lBuf[512][512][2]; const char * frameDataP = frameData; for (int ii = 0; ii < 480; ++ii) { memcpy(lBuf[ii], frameDataP, 320); frameDataP += 320; } Which is better, but the width appears to be stretched and the height is messed up. Any help appreciated.

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  • Drawing only part of a

    - by Ben Reeves
    ..Continued on from my previous question I have a 320*480 RGB565 framebuffer which I wish to draw using OpenGL ES 1.0 on the iPhone. - (void)setupView { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_CROP_RECT_OES, (int[4]){0, 0, 480, 320}); glEnable(GL_TEXTURE_2D); } // Updates the OpenGL view when the timer fires - (void)drawView { // Make sure that you are drawing to the current context [EAGLContext setCurrentContext:context]; //Get the 320*480 buffer const int8_t * frameBuf = [source getNextBuffer]; //Create enough storage for a 512x512 power of 2 texture int8_t lBuf[2*512*512]; memcpy (lBuf, frameBuf, 320*480*2); //Upload the texture glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 512, 512, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, lBuf); //Draw it glDrawTexiOES(0, 0, 1, 480, 320); [context presentRenderbuffer:GL_RENDERBUFFER_OES]; } If I produce the original texture in 512*512 the output is cropped incorrectly but other than that looks fine. However using the require output size of 320*480 everything is distorted and messed up. I'm pretty sure it's the way I'm copying the framebuffer into the new 512*512 buffer. I have tried this routine int8_t lBuf[512][512][2]; const char * frameDataP = frameData; for (int ii = 0; ii < 480; ++ii) { memcpy(lBuf[ii], frameDataP, 320); frameDataP += 320; } Which is better, but the width appears to be stretched and the height is messed up. Any help appreciated.

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  • Unexplained crashs with coregraphic

    - by Ziggy
    Hello there, i'm on this bug for a week now, and i can't solve it. I have some crash with coregraphic calls, it happen randomly (sometimes after 2 mn, or just at the start), but often at the same places in the code. I have a class that just wrap a CGContext, it have a CGContextRef as member. This Object is re-created each time DrawRect() is called, so the CGContextRef is always up-to-date. The draw calls came from the main thread, only After looking for this kind of error, it appear that it should be object Release related. Here is an example of an error : #0 0x90d8a7a7 in ___forwarding___ #1 0x90d8a8b2 in __forwarding_prep_0___ #2 0x90d0d0b6 in CFRetain #3 0x95e54a5d in CGColorRetain #4 0x95e5491d in CGGStateCreateCopy #5 0x95e5486d in CGGStackSave #6 0x95e54846 in CGContextSaveGState #7 0x00073500 in CAutoContextState::CAutoContextState at Context.cpp:47 the AutoContextSave() class look like this : class CAutoContextState { private: CGContextRef m_Hdc; public: CAutoContextState(const CGContextRef& Hdc) { m_Hdc = Hdc; CGContextSaveGState(m_Hdc); } virtual ~CAutoContextState() { CGContextRestoreGState(m_Hdc); } }; It crash at CGContextSaveGState(m_Hdc). Here is what i see into GDB: * -[Not A Type retain]: message sent to deallocated instance 0x16a148b0. When i type malloc-history on the address, i have this : 0: 0x954cf10c in malloc_zone_malloc 1: 0x90d0d201 in _CFRuntimeCreateInstance 2: 0x95e3fe88 in CGTypeCreateInstanceWithAllocator 3: 0x95e44297 in CGTypeCreateInstance 4: 0x95e58f57 in CGColorCreate 5: 0x71fdd in _ZN4Flux4Draw8CContext10DrawStringERKNS_7CStringEPKNS0_5CFontEPKNS0_6CBrushERKNS_5CRectENS0_12tagAlignmentESE_NS0_17tagStringTrimmingEfiPKf at /Volumes/Sources Mac/Flux/Sources/DotFlux/Projects/../Draw/CoreGraphic/Context.cpp:1029 Which point me at this line of code : f32 components[] = {pSolidBrush->GetColor().GetfRed(), pSolidBrush->GetColor().GetfGreen(), pSolidBrush->GetColor().GetfBlue(), pSolidBrush->GetColor().GetfAlpha()}; //{ 1.0, 0.0, 0.0, 0.8 }; CGColorRef TextColor = CGColorCreate(rgbColorSpace, components); Point this func : CGColorCreate(); Any help would be appreciated, i need to finish this task very soon, but i don't know how to resolve this :( Thanks.

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  • populate FusionCharts with XML data AJAX

    - by Mick
    Hi I have a js file that uses ajax to get a XML doc from a php script . The XML file forms the data to draw a Fusion Chart. I know I am getting the XML data ok but FusionCharts will not draw it . I would really appreciate any help , thanks (FusionCharts.js is included earlier in my script) if(XMLHttpRequestObject) { XMLHttpRequestObject.open("GET", "chart.php?job="+job, true); XMLHttpRequestObject.onreadystatechange = function() { if (XMLHttpRequestObject.readyState == 4 && XMLHttpRequestObject.status == 200) { var xdoc = XMLHttpRequestObject.responseXML; var chart1 = new FusionCharts("Pie3D.swf", "chart1Id", "400", "300", "0", "1"); chart1.setDataXML(xdoc); chart1.render("chart1div"); chart.php produces this XML data <chart caption='ADI Chart Test ' > <set label='Driver' value='12.25' /> <set label='Other Staff' value='223.21' /> <set label='Equipment' value='0.00' /> <set label='Additional Items' value='0.00' /> <set label='Vehicle Fuel' value='0.00' /> <set label='Accomodation' value='0.00' /> <set label='Generator Fuel' value='0.00' /> </chart>

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  • SWT TabFolder: Weird Drawing Behaviour

    - by JesperGJensen
    Hello StackOverflow Experts Description I have an SWT Page with a TabFolder with a number of dynamically created TabItems. On each TabItem i crate a Composite and set the TabItem.setControl() to the Composite. I then use this Composite as the page on which i draw my items. I draw a set of Controls, including Textbox's and Labels. For the First, Default Tab, this works fine. No problems. Problem On tabs that is not the first tab i have the following problems: I am unable to visually alter then Edited/Enabled state of my Controls. I am unable to visually set the Text content of my elements My Controls look disabled and have a Greyed out look. But i am able to Select the content with my mouse and use CTRL+C to copy it out. So the text contet is there and they are Editable. Visually it is just not updated. Any comments are appeciated, Any requests for code, examples will be supplied and help Welcommed. Updates I tried added the suggest debug loop to the code, where i attempt to enable my Controls. This was the result: [main] INFO [dk.viking.controller.LayerController] - f038.stklok is now Editable [true] and enabled [true] [main] INFO [dk.viking.controller.LayerController] - true Text {} [main] INFO [dk.viking.controller.LayerController] - true Composite {} [main] INFO [dk.viking.controller.LayerController] - true TabFolder {} [main] INFO [dk.viking.controller.LayerController] - true Shell {Viking GUI}

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  • MySQL INJECTION Solution...

    - by Val
    I have been bothered for so long by the MySQL injections and was thinking of a way to eliminate this problem all together. I have came up with something below hope that many people will find this useful. The only Draw back I can think of this is the partial search: Jo =returns "John" by using the like %% statement. Here is a php solution: <?php function safeQ(){ $search= array('delete','select');//and every keyword... $replace= array(base64_encode('delete'),base64_encode('select')); foreach($_REQUEST as $k=>$v){ str_replace($search, $replace, $v); } } foo(); function html($str){ $search= array(base64_encode('delete'),base64_encode('select')); $replace= array('delete','select');//and every keyword... str_replace($search, $replace, $str); } //example 1 ... ... $result = mysql_fetch_array($query); echo html($result[0]['field_name']); //example 2 $select = 'SELECT * FROM safeQ($_GET['query']) '; //example 3 $insert = 'INSERT INTO .... value(safeQ($_GET['query']))'; ?> I know, I know that you still could inject using 1=1 or any other type of injections... but this I think could solve half of your problem so the right mysql query is executed. So my question is if anyone can find any draw backs on this then please feel free to comment here. PLEASE GIVE AN ANSWER only if you think that this is a very useful solution and no major drawbacks are found OR you think is a bad idea all together...

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  • Image drawing library for Haskell?

    - by absz
    I'm working on a Haskell program for playing spatial games: I have a graph of a bunch of "individuals" playing the Prisoner's Dilemma, but only with their immediate neighbors, and copying the strategies of the people who do best. I've reached a point where I need to draw an image of the world, and this is where I've hit problems. Two of the possible geometries are easy: if people have four or eight neighbors each, then I represent each one as a filled square (with color corresponding to strategy) and tile the plane with these. However, I also have a situation where people have six neighbors (hexagons) or three neighbors (triangles). My question, then, is: what's a good Haskell library for creating images and drawing shapes on them? I'd prefer that it create PNGs, but I'm not incredibly picky. I was originally using Graphics.GD, but it only exports bindings to functions for drawing points, lines, arcs, ellipses, and non-rotated rectangles, which is not sufficient for my purposes (unless I want to draw hexagons pixel by pixel*). I looked into using foreign import, but it's proving a bit of a hassle (partly because the polygon-drawing function requires an array of gdPoint structs), and given that my requirements may grow, it would be nice to use an in-Haskell solution and not have to muck about with the FFI (though if push comes to shove, I'm willing to do that). Any suggestions? * That is also an option, actually; any tips on how to do that would also be appreciated, though I think a library would be easier.

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  • How can I create "glass" effect on my own UIViews?

    - by lindes
    Hi there, I'm working on an iPhone app that has some non-rectangular UI elements. Currently, I'm subclassing UIView, and in drawRect I'm using a CGPathRef to draw black border and a color-filled interior. I'd like to make these items look more like "buttons", though, so I'd like to have some of the same sort of "glass effects" that are used on e.g. the icons for an iPhone app (when you don't set UIPrerenderedIcon to true), or in other buttons. I hunted around, and found this, which seems to be close to what I need: http://stackoverflow.com/questions/422066/gradients-on-uiview-and-uilabels-on-iphone But I'm having difficulty figuring out how to clip the gradient to my shape. It seems like the mask property on the view would be the right place to go, which seems like it would call for me to create a new CALayer object, with the clipping somehow applied to it. I'm hoping there's some nice convenience function for doing this, though if I need to write something more complicated, that's OK, too. I'm just having difficulty figuring out how to apply the path as a mask. I'm unsure if I need to create a new drawing context and draw the path into it? And then use CGContextClip? I think I've got a lot of the right pieces figured out, I'm just having difficulty understanding how to assemble them. Could someone please point me in the right direction? (I'm happy to read more in the docs, just point me in the right direction, please.)

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  • How can I suppress the vertical gridlines in a ggplot2 plot while retaining the x-axis labels?

    - by Tarek
    This is a follow-on from this question, in which I was trying to suppress the vertical gridlines. The solution, as provided by learnr, was to add scale_x_continuous(breaks = NA), but this had the side effect of also suppressing the x-axis labels, as well. I am totally happy to write the labels back in by hand, but it's not clear to me how to figure out where the labels should go. The other option is to suppress all gridlines (using opts( panel.grid.major = theme_blank()) or some such) and then drawing back in just the major horizontal gridlines. Again, the problem here is how to figure out what the breaks are in the plot to supply to geom_hline(). So, essentially, my options are: Suppress vertical gridlines and x-axis labels (using scale_x_continuous(breaks = NA) ) and add the x-axis labels back in. Suppress all gridlines (using opts( panel.grid.major = theme_blank()) ) and add the major horizontal gridlines back in using geom_hline(). Here are the two options: library(ggplot2) data <- data.frame(x = 1:10, y = c(3,5,2,5,6,2,7,6,5,4)) # suppressing vertical gridlines and x-axis labels # need to re-draw x-axis labels ggplot(data, aes(x, y)) + geom_bar(stat = 'identity') + scale_x_continuous(breaks = NA) + opts( panel.grid.major = theme_line(size = 0.5, colour = '#1391FF'), panel.grid.minor = theme_blank(), panel.background = theme_blank(), axis.ticks = theme_blank() ) # suppressing all gridlines # need to re-draw horizontal gridlines, probably with geom_hbar() ggplot(data, aes(x, y)) + geom_bar(stat = 'identity') + scale_x_continuous(breaks = NA) + opts( panel.grid.major = theme_blank(), panel.grid.minor = theme_blank(), panel.background = theme_blank(), axis.ticks = theme_blank() )

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  • What is faster with PictureBox? Many small redraws or complete redraw.

    - by kornelijepetak
    I have a PictureBox (WinMobile 6 WinForm) on which I draw some images. There is a background image that goes in the background and it does not change. However objects that are drawn on the picturebox are moving during the application so I need to refresh the background. Since items that are redrawn fill from 50% to 80% of the surface, the question is which of the two is faster: 1) Redraw only parts of the background image that have been changed (previous+next location of the moving object). 2) Redraw complete background and then draw all the objects in their current position. Now, the reason for asking is because I am not sure how much of processor power is needed for a single drawImage operation and what are the time consuming factors. I am aware if there is almost complete coverage of the background, it would be stupid to redraw portions of it, because by drawing portions I will have drawn the complete picture. But since sometimes only half of the image had changed (some objects remained in their old position), it may (perhaps) be benefitial to redraw only those regions. But I need your insight on this... Thanks.

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  • Save XML directly to Database with C#

    - by LifeH2O
    Here is a part of my xml file <teams> <team-profile> <name>Australia</name> <id>1</id> <stats type="Test"> <span>1877-2010</span> <matches>721</matches> <won>339</won> <lost>186</lost> <tied>2</tied> <draw>194</draw> <percentage>47.01</percentage> </stats> <squad> <player id="135" fullname="Shane Warne"/> <player id="136" fullname="Damien Martyn"/> <player id="138" fullname="Michael Clarke"/> </squad> </team-profile> </team> I have read somewhere that there is a way to save this XML directly to database. I am using VS2010. I have created the dataset, for the data i need from this xml. Is there any way to map this XML directly on dataset? Any other idea? I also have to save some other more complex XML files to database. I have tried xsd.exe to create xsd schema for this XML.

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  • Turning off antialiasing in Löve2D

    - by cjanssen
    I'm using Löve2D for writing a small game. Löve2D is an open source game engine for Lua. The problem I'm encountering is that some antialias filter is automatically applied to your sprites when you draw it at non-integer positions. love.graphics.draw( sprite, x, y ) So when x or y is not round (for example, x=100.24), the sprite appears blurred. The same happens when the sprite size is not even, because (x,y) points to the center of the sprite. For example, a sprite which is 31x30 big will appear blurred again, because its pixels are painted in non-integer positions. Since I am using pixel art, I want to avoid this all the way, otherwise the art is destroyed by this effect. The workaround I am using so far is to force the coordinates to be round by littering the code with calls to math.floor(), and forcing all the sprites to have even sizes by adding a row or column of transparent pixels with the paint program, if needed. Is there some command to deactivate the antialiasing I can call at program startup?

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  • Problem Loading multiple textures using multiple shaders with GLSL

    - by paj777
    I am trying to use multiple textures in the same scene but no matter what I try the same texture is loaded for each object. So this what I am doing at the moment, I initialise each shader: rightWall.SendShaders("wall.vert","wall.frag","brick3.bmp", "wallTex", 0); demoFloor.SendShaders("floor.vert","floor.frag","dirt1.bmp", "floorTex", 1); The code in SendShaders is: GLuint vert,frag; glEnable(GL_DEPTH_TEST); glEnable(GL_TEXTURE_2D); char *vs = NULL,*fs = NULL; vert = glCreateShader(GL_VERTEX_SHADER); frag = glCreateShader(GL_FRAGMENT_SHADER); vs = textFileRead(vertFile); fs = textFileRead(fragFile); const char * ff = fs; const char * vv = vs; glShaderSource(vert, 1, &vv, NULL); glShaderSource(frag, 1, &ff, NULL); free(vs); free(fs); glCompileShader(vert); glCompileShader(frag); program = glCreateProgram(); glAttachShader(program, frag); glAttachShader(program, vert); glLinkProgram(program); glUseProgram(program); LoadGLTexture(textureImage, texture); GLint location = glGetUniformLocation(program, textureName); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, texture); glUniform1i(location, 0); And then in the main loop: rightWall.UseShader(); rightWall.Draw(); demoFloor.UseShader(); demoFloor.Draw(); Which ever shader is initialised last is the texture which is used for both objects. Thank you for your time and I appreciate any comments.

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  • Computing "average" of two colors

    - by Francisco P.
    This is only marginally programming related - has much more to do w/ colors and their representation. I am working on a very low level app. I have an array of bytes in memory. Those are characters. They were rendered with anti-aliasing: they have values from 0 to 255, 0 being fully transparent and 255 totally opaque (alpha, if you wish). I am having trouble conceiving an algorithm for the rendering of this font. I'm doing the following for each pixel: // intensity is the weight I talked about: 0 to 255 intensity = glyphs[text[i]][x + GLYPH_WIDTH*y]; if (intensity == 255) continue; // Don't draw it, fully transparent else if (intensity == 0) setPixel(x + xi, y + yi, color, base); // Fully opaque, can draw original color else { // Here's the tricky part // Get the pixel in the destination for averaging purposes pixel = getPixel(x + xi, y + yi, base); // transfer is an int for calculations transfer = (int) ((float)((float) (255.0 - (float) intensity/255.0) * (float) color.red + (float) pixel.red)/2); // This is my attempt at averaging newPixel.red = (Byte) transfer; transfer = (int) ((float)((float) (255.0 - (float) intensity/255.0) * (float) color.green + (float) pixel.green)/2); newPixel.green = (Byte) transfer; // transfer = (int) ((float) ((float) 255.0 - (float) intensity)/255.0 * (((float) color.blue) + (float) pixel.blue)/2); transfer = (int) ((float)((float) (255.0 - (float) intensity/255.0) * (float) color.blue + (float) pixel.blue)/2); newPixel.blue = (Byte) transfer; // Set the newpixel in the desired mem. position setPixel(x+xi, y+yi, newPixel, base); } The results, as you can see, are less than desirable. That is a very zoomed in image, at 1:1 scale it looks like the text has a green "aura". Any idea for how to properly compute this would be greatly appreciated. Thanks for your time!

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  • Calculate lookat vector from position and Euler angles

    - by Jaap
    I've implemented an FPS style camera, with the camera consisting of a position vector, and Euler angles pitch and yaw (x and y rotations). After setting up the projection matrix, I then translate to camera coordinates by rotating, then translating to the inverse of the camera position: // Load projection matrix glMatrixMode(GL_PROJECTION); glLoadIdentity(); // Set perspective gluPerspective(m_fFOV, m_fWidth/m_fHeight, m_fNear, m_fFar); // Load modelview matrix glMatrixMode(GL_MODELVIEW); glLoadIdentity(); // Position camera glRotatef(m_fRotateX, 1.0, 0.0, 0.0); glRotatef(m_fRotateY, 0.0, 1.0, 0.0); glTranslatef(-m_vPosition.x, -m_vPosition.y, -m_vPosition.z); Now I've got a few viewports set up, each with its own camera, and from every camera I render the position of the other cameras (as a simple box). I'd like to also draw the view vector for these cameras, except I haven't a clue how to calculate the lookat vector from the position and Euler angles. I've tried to multiply the original camera vector (0, 0, -1) by a matrix representing the camera rotations then adding the camera position to the transformed vector, but that doesn't work at all (most probably because I'm way off base): vector v1(0, 0, -1); matrix m1 = matrix::IDENTITY; m1.rotate(m_fRotateX, 0, 0); m1.rotate(0, m_fRotateY, 0); vector v2 = v1 * m1; v2 = v2 + m_vPosition; // add camera position vector glBegin(GL_LINES); glVertex3fv(m_vPosition); glVertex3fv(v2); glEnd(); What I'd like is to draw a line segment from the camera towards the lookat direction. I've looked all over the place for examples of this, but can't seem to find anything. Thanks a lot!

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  • JavaScript (SVG drawing): Positioning x amount of points in an area

    - by Jack
    I'm using http://raphaeljs.com/ to try and draw multiple small circles. The problem I'm having is that the canvas has a fixed width, and if I want to draw, say, 1000 circles, they don't wrap onto a 'new line' (because you have to specify the xy position of each circle). E.g. I want this: .................................................. to look like this: ............................ ...................... At the moment I'm doing this: for ( var i = 0; i < 1000; i++ ) { var multiplier = i*3; if ( i <= 50 ) { paper.circle((2*multiplier),2,2); } else if ( i >= 51 && i <= 101 ) { paper.circle((2*multiplier) - 304,8,2); } else if ( i >= 152 && i <= 202 ) { paper.circle((2*multiplier) - 910,14,2); } } For reference: circle(x co-ord, y co-ord, radius) This is messy. I have to add an if statement for every new line I want. Must be a better way of doing it..?

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  • How to pass dynamic parameters to .pde file

    - by Kalpana
    class Shape contains two methods drawCircle() and drawTriangle(). Each function takes different set of arguments. At present, I invoke this by calling the pde file directly. How to pass these arguments from a HTML file directly if I have to control the arguments being passed to the draw function? 1) Example.html has (current version) <script src="processing-1.0.0.min.js"></script> <canvas data-processing-sources="example.pde"></canvas> 2) Example.pde has class Shape { void drawCircle(intx, int y, int radius) { ellipse(x, y, radius, radius); } void drawTriangle(int x1, int y1, int x2, int y2, int x3, int y3) { rect(x1, y1, x2, y2, x3, y3); } } Shape shape = new Shape(); shape.drawCircle(10, 40, 70); I am looking to do something like this in my HTML file, so that I can move all the functions into a separate file and call them with different arguments to draw different shapes (much similar to how you would do it in Java) A.html <script> Shape shape = new Shape(); shape.drawCircle(10, 10, 3); </script> B.html <script> Shape shape = new Shape(); shape.drawTriangle(30, 75, 58, 20, 86, 75); </script> 2) Iam using Example2.pde has void setup() { size(200,200); background(125); fill(255); } void rectangle(int x1, int y1, int x2, int y2) { rect(x1, y1, x2, y2); } My Example2.html has var processingInstance; processingInstance.rectangle(30, 20, 55, 55); but this is not working. How to pass these parameters dynamically from html.

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  • Font advance calculation problem on Blackberry OS 5.0

    - by John
    I am currently working on my own implementation of a tab bar for a BlackBerry app, where each tab bar has a title that is right aligned (i.e. the last character in each should be the same distance from the right hand side of the screen). To work out where to draw the text I am using the following calculation: screen width - advance of title - indent. The font I am using is 'BBAlpha Sans' (height 28). Using BlackBerry OS 4.6 everything seems to be calculated properly and the text is aligned when I move between tabs, however I am finding that when I use OS 5.0 it doesn't calculate the advance properly and as a result the alignment is off by maybe 5 pixels or so. With the default font (also BBAlpha Sans, but height 24 - for OS 5.0 at least) it works fine in both versions.. but I don't necessarily always want to use the default font/size, so any ideas what could be going wrong? Is this a bug in the 5.0 API? Thanks. Code: public class TitleBarBackground extends Background { .. public void draw(Graphics graphics, XYRect rect) { graphics.pushRegion(rect); .. Font titleBarFont = FontFamily.forName("BBAlpha Sans").getFont(Font.PLAIN, 28); ... int textWidth = titleBarFont.getAdvance(title); graphics.drawText(title, rect.width - textWidth - TITLE_OFFSET, textYOffset); graphics.popContext(); } .. }

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  • Canvas scroll animation not working correctly

    - by pedalpete
    I'm building a gantt chart style timeline using html canvas element. I am currently attempting to add the functionality which allows the user to click a next/prev button to have the gantt chart scroll to display earlier or later times. The way I am doing this is to have a span.adjustTime where the id holds a value in seconds for the time to be adjusted (eg 86400 for one day). I am trying to animate the scrolling so it looks like a scroll, rather than jumping ahead by one day. I have a small problem in my timing calculation, but the script below is not animating, but rather jumping directly to the final time. I do have the draw function running on a separate setInterval which updates every second, so I'm hoping it isn't an issue of conflicting timers on the same function on the same element and data. jQuery('span.adjustTime').click(function() { var adjustBy = parseInt(jQuery(this).attr('id').replace('a', '')); var data = jQuery('img#logo').data(); for(var m = 1; m >= 30; m++) { gantt.startUnixTime = gantt.startUnixTime + (adjustBy * (m * 0.001)); var moveTimer = setTimeout(function() { draw(document.getElementById('gantt'), data, gantt); }, 1000); if (m == 30) { clearTimeout(moveTimer); } } });

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  • Place JComponent On The Top Of JXLayer

    - by Yan Cheng CHEOK
    Hello, currently, I had successful applying JXLayer on my charting component, to draw a yellow information box on the top of it. final org.jdesktop.jxlayer.JXLayer<ChartPanel> layer = new org.jdesktop.jxlayer.JXLayer<ChartPanel>(this.chartPanel); this.chartLayerUI = new ChartLayerUI<ChartPanel>(this); layer.setUI(this.chartLayerUI); At the same time, I wish to add the following JComponent (DefaultDrawingView) on the top of JXLayer. This JComponent has the ability 1) To receive mouse event to draw figures on itself. Within ChartLayerUI, I add the following code @Override @SuppressWarnings("unchecked") public void installUI(JComponent c) { super.installUI(c); JXLayer<JComponent> l = (JXLayer<JComponent>) c; l.getGlassPane().setLayout(new java.awt.BorderLayout()); // this.view is DefaultDrawingView drawing object. l.getGlassPane().add(this.view, java.awt.BorderLayout.CENTER); } However, after having the above code, I get the following outcome 1) My charting component ChartPanel are being blocked by DefaultDrawingView 2) My charting component no longer able to receive mouse event. What I wish is that A) ChartPanel and DefaultDrawingView able to show up B) ChartPanel and DefaultDrawingView able to receive mouse event Is there other steps I had missed out, or did wrong? Thanks.

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  • Dynamically setting the queryset of a ModelMultipleChoiceField to a custom recordset

    - by Daniel Quinn
    I've seen all the howtos about how you can set a ModelMultipleChoiceField to use a custom queryset and I've tried them and they work. However, they all use the same paradigm: the queryset is just a filtered list of the same objects. In my case, I'm trying to get the admin to draw a multiselect form that instead of using usernames as the text portion of the , I'd like to use the name field from my account class. Here's a breakdown of what I've got: # models.py class Account(models.Model): name = models.CharField(max_length=128,help_text="A display name that people understand") user = models.ForeignKey(User, unique=True) # Tied to the User class in settings.py class Organisation(models.Model): administrators = models.ManyToManyField(User) # admin.py from django.forms import ModelMultipleChoiceField from django.contrib.auth.models import User class OrganisationAdminForm(forms.ModelForm): def __init__(self, *args, **kwargs): from ethico.accounts.models import Account self.base_fields["administrators"] = ModelMultipleChoiceField( queryset=User.objects.all(), required=False ) super(OrganisationAdminForm, self).__init__(*args, **kwargs) class Meta: model = Organisation This works, however, I want queryset above to draw a selectbox with the Account.name property and the User.id property. This didn't work: queryset=Account.objects.all().order_by("name").values_list("user","name") It failed with this error: 'tuple' object has no attribute 'pk' I figured that this would be easy, but it's turned into hours of dead-ends. Anyone care to shed some light?

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