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Graphics

DirectX, OpenGL and GDI/GDI+ discussions

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769 Topics 2.5k Posts
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    Here you go: Practical C#: Charts and Graphics : Advanced Chart and Graphics Programming for Real-world .NET Applications http://books.google.ca/books/about/Practical_C.html?id=557FevGmvyUC&redir_esc=y[^]
  • West Indies and tournament

    csharp php html database com
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    I went through my model creation process again; saved and exported after each step and checked the number of vertices in XNA. Everything appears fine until the deform modifier is applied in Blender. As a work-around I decided to export my model after applying modifier. Importing the model into a new blender file, and then exporting the model. This worked! :-D Before doing this, I had tried exporting my model in .x format but this didn't make any difference. I'm not sure if this problem exists with any modifier or just the deform modifer.
  • Galatasaray - Bursaspor Maçi Canli Izle 01 subat 2015

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    Thanks, I'm aware that the math can be done manually. I was hoping for a third-party component so I could focus my efforts elsewhere and not have to focus on writing code for the existing drawing components.
  • PNG vs JPG

    mobile visual-studio com tools question
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    not quite true. progressive JPG (an uncommon but perfectly legal variation) allows for JPGs to be transferred in a series of images, each with higher resolution. the final image gets sharper as you go. interlaced PNG allows you to transfer pixels out of the standard order - they are transferred in a fixed pattern that's basically an ever-finer grid. the receiver would just the duplicate pixels it has received until all have been transferred. any speedup depends entirely on the reader being smart enough to display the images progressively. image processing toolkits | batch image processing
  • Rotate TTF Font Glyph?

    graphics question csharp game-dev algorithms
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  • Dx installation

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    Otekpo Emmanuel wrote: I learnt from an article I read that dx11 can't be used with vb in ease way Do you have any problems now? If not you should not care about something you have read somewhere. You can try to install the DX9 runtime from http://www.microsoft.com/en-us/download/details.aspx?id=8109[^] or the SDK from http://www.microsoft.com/en-us/download/details.aspx?id=6812[^]. This should be possible because only missing parts will be installed and DX11 contains DX9. In fact the DX version that will be used depends on the capabilities of your graphics card. If your graphics card does not support DX10/11, DX9 will be used. The runtime is used by most games and may be already installed if you have installed some games on your system. The SDK is only required if you want to use DX for your own programs (it includes the runtime). From the above runtime download link: Quote: The DirectX runtime cannot be uninstalled So you should try to use your version first. If you really need a development system with an older DX version, you must setup one using an old Windows version.
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    If you want to know more details about opengl concepts and to know how open gl works , I found one of the good link where we can find all answer of the opengl related question. Refer this page for more details.http://www.abhilashatechnology.com/2014/11/computer-graphics-hardware-part-two.html[^]
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    I think I found the answer to my question: GDI and GDI+ do both not resolve by fractions of pixels. That is mainly why my measurement result and the rendered output do not match in all situations. I have now received an advice from a friend to take a closer look into the features of DirectWrite. Indeed, this engine appears to be the solution for my demands.
  • Image editor control for asp.net

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    I can suggest one thing - STOP POSTING IN MULTIPLE FORUMS !!! pick the best forum that you think fits, and post there, ONCE
  • Thick Line Algorithm

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    http://www.zoo.co.uk/~murphy/thickline/[^]
  • Process USB camera output

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    iirc -- you want SetDIBitsToDevice and not BitBlt. You are using a Device Independent Bitmap and those do not automatically translate to Device Dependent Bitmaps.
  • How to make a font height equal to "tmHeight"?

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    The information -- is correct. There is internal leading (rhymes with sledding) and external leading. They are there to pad the character within its space and to provide space between lines for things like ascenders and descenders, which exceed the character's space.
  • can you review the graphic design on our new website :)

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  • Bezier Curve issue

    help graphics game-dev tutorial question
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    Didn't you understand the answer to your previous question http://www.codeproject.com/Messages/4850994/How-to-write-an-element-address-of-array-in-Csharp.aspx[^]? You must use the unsafe keyword and use its respective compiler option.
  • graphics quality very poor, how to improve?

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    An image with a dimension of 48x48 literally means that you have an image consisting of 48 * 48 pixels. If you load that image into a control with an Image property, and the said control's dimension are bigger than that of the image itself, the image will be stretched (zoomed) to fit the dimension of the control. However, in a Picturebox you can control how an image is displayed - zoomed, stretched, centered, etc. As mentioned before, try and use a higher resolution image. Higher resolution means a higher number of pixels. That will give you an image file with a greater dimension. The control you are using the display the image (other than a picturebox) will fit the image according to its own dimensions and not that of the image. Make sure that the control's dimensions are relative to that of the image to prevent the image from being distorted.
  • Help calculating a perpendicular line end point.

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    To Yang Kok Wah I tested your solution and it works very well. Thank You
  • SharpGL: how to add a solid object to a scene

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    Please do not repost, see http://www.codeproject.com/Messages/1278604/How-to-get-an-answer-to-your-question.aspx[^], especially point 1.