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Graphics

DirectX, OpenGL and GDI/GDI+ discussions

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769 Topics 2.5k Posts
  • 2d drawing----help???

    graphics help question
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  • Perspective image transform help required .???

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    www.geocities.com/eyalzach/tdt.zip good luck :)
  • Photoshop...Help

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    friendship wrote: i wanna increase the resolution so that i can enlarge the pic You can't. It will only make the pixels bigger, which is why the picture is blurred. increasing the resolution would either make the picture smaller (to accomodate the higher resolution), or would require more image data if you were to make the picture larger. Cheers, Drew.
  • Open CAD drawing *.DWG without AutoCAD

    graphics help
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    Open Design Alliance[^] offers a full DWG API. It's free so long as you are using it internally. There are significant costs if you want to license it to include in a product you plan to sell. Cheers, Drew.
  • GDI, display buffers, ect.

    graphics tutorial question
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    thanks man! :) but but this code seems difficult to translate, if you know something like this in Delphi, please let me know... and "grab a screenshot of the entire desktop and then grab the area around your window" seems too slow :( and I need to draw my window to it myself, like dsct.Canvas.draw(wndpo.x,wndpos.y,wndbitmap); P.S. I hope Delphi is not a shame here....
  • Copy screen & render with OpenGL

    css graphics game-dev sales question
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    Get in the habit of doing this: if (BG_WARP == bgType) That won't compile with the single = Christian Graus - Microsoft MVP - C++ "I am working on a project that will convert a FORTRAN code to corresponding C++ code.I am not aware of FORTRAN syntax" ( spotted in the C++/CLI forum )
  • Color managment

    help algorithms workspace
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    You should read this article. IdealTextColor[^]
  • page is not refreshing while accessing WS

    graphics help tutorial
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  • OpenGL directly on the desktop

    graphics game-dev question
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    Firstly, what do the #includes actually include. I assume they are unimportant and have either been left out or forgotten. But more to the point, you should have a look at PFD_DRAW_TO_WINDOW in the variable pfd.dwFlags. I too am using OpenGL for a small project I am making. I don't know that much about it but i think you might have to set it to draw to the DESKTOP. I think the desktop is just a special kind of window. What you are trying to do sounds interesting. Let me know when you have it working -------------------------------- Customer in computer shop: "Can you copy the Internet onto this disk for me?"
  • How to change Hue of image???

    question help tutorial
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  • Highlighting a part of an Image

    csharp question
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  • Unable to properly load PPM texture data

    graphics json question
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  • Image appears blurred some times??

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    Yes but why it is different always? I mean i draw image once it is acceptable Second time i resize litle it becomes blurred than first Third time i further resize again it becomes acceptable. For each resize i am using original image so there cant be effect of previous resize operation. ?? Thanks, Sandip.
  • About the GPU Gems 2

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    If you are starting in graphics programming start with something like the OpenGL Superbible or a tutorial on 3D graphics. GPU gems I, II, and soon III are as was mentioned, cook-book recipes for advanced 3D chefs. I have used my two copies often and get a lot out of them. But you have to be in the need of something beyond what all the beginning graphics books give you. Even Graphics Gems series I would classify in the medium to advanced depending on category, but they are less advanced than the GPU Gems. GPU Gems series assumes you have mastered 3D graphics programming on the PC and need only techniques of utilizing graphics on the GPU only. So you would need to know just about everything about graphics programming except techniques on the GPU. Even then it assumes you already know how to get the programming onto the GPU and interface with the CPU in a co-rendering cycle, that is a big assumption. Stay away from any of the Gems series, until you have mastered all the beginning level books. When the tutorials and superbible leave you dry and begging for more, grab the Graphics Gems or Game programming Gems. When those two leave you dry and you are begging for more speed and capability out of a multi-pipe (and thus parallel) GPU to assist in the process, then and only then grab the GPU Gems series. _________________________ Asu no koto o ieba, tenjo de nezumi ga warau. Talk about things of tomorrow and the mice in the ceiling laugh. (Japanese Proverb)
  • Resolution of GDI+ bitmap from resource

    c++ graphics winforms question learning
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    If you're using SetPageUnit() then maybe this will be of interest: Types of Coordinate Systems[^] "Go that way, really fast. If something gets in your way, turn."
  • Webcam

    graphics game-dev help
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  • OpenGL, DirectX, WPF ??

    game-dev graphics csharp wpf performance
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    BusyDeveloper wrote: Things to consider ? if your focus is on the "scene" of objects, not on the objects themselves, you might change focus a bit towards a scene-graph. This is not a replacement of OpenGL or DirectX, it is a higher level operation that is simply an organization construct. Objects are placed on the scene-graph and the scene-graph is then rendered via OpenGL or DirectX. There are many scene-graphs available, but if you are using OpenGL already, OpenSceneGraph might be easiest to switch to. http://www.openscenegraph.com/index.php[^] _________________________ Asu no koto o ieba, tenjo de nezumi ga warau. Talk about things of tomorrow and the mice in the ceiling laugh. (Japanese Proverb)
  • How to AddAlpha Values ??

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    With DrawImage(), on the destination Graphics... SetCompositingMode(CompositingModeSourceCopy) will cause the drawn image to replace whatever was in the destination image. SetCompositingMode(CompositingModeSourceOver) will cause the drawn image to be blended with whatever was in the destination image (the resulting alpha values are not always set to 255). You should get the same results as with a pen and a brush. A bitmap filled with values with alpha set to 0 drawn on an image with alpha set to, say, 0x80, will leave the destination alpha 80. That matches your replace 0s with the first column alpha value, just like with a brush or pen. Regardless, I guess my point was that to get the results you want with the alpha channels, I don't believe the APIs are going to do it. Even though you were looking to avoid it, LockBits/UnlockBits makes it relatively trivial to loop through the images and combine them yourself. Mark -- modified at 13:09 Monday 25th June, 2007 "Go that way, really fast. If something gets in your way, turn."
  • OpenGL alpha transparency

    help graphics game-dev sales question
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    El Corazon wrote: are you blending these via vertex coloring or via alpha textures? I am blending via vertex colouring. And you're right, i don't really care about all of the High Dynamic events. I do a Computer Science degree at uni but graphics is not one of my courses. I am just doing this as a hobby because i like graphics. So i really shouldn't waste my time learning about OpenGL lighting effects (i might read up on it on the holidays). I guess i will just use GL_SRC_ALPHA, GL_ONE for now, as long as i don't blend many colours at once and end up with a white screen! :) thanks for your help anyway -------------------------------- Customer in computer shop: "Can you copy the Internet onto this disk for me?"
  • OpenGL slection/picking(mouse based) HEELP?

    graphics csharp game-dev help question
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    The gamedev tutorial is definatly a good place o start. The basic concept is as follows. You have an object (say a box) give the box a bounding box or sphere. Pass the center vertex position of the box through the projection pipeline (i.e. project it onto the screen, there are opengl matrices that can do this). This will give you the coords of the object in 2d screen space. You also have to find the screen space size of your bounding area (same kind of method) once you have these you can test the mouse coords against the screen space bounding area. That isn't the best explination ever but it's somthing to start on. I'll see if I can dig out the code to project into screen coords