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DirectX, OpenGL and GDI/GDI+ discussions

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    Member 10853121 wrote: I need to avoid pixilation, the print should retain the curved lines and curves in the font. If you scale/zoom, then you will have pixelation. You could throw in a smoothing-effect, but that would simply blur them pixels. If you don't want pixelation, draw the image again. Adjust coordinates to match the desired size. Bastard Programmer from Hell :suss: If you can't read my code, try converting it here[^]
  • Loading 3D model from file

    csharp performance help
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    These might get you started... https://helixtoolkit.codeplex.com/[^] http://slimdx.org/[^] Jeremy Falcon
  • I need to write player,can you help me?

    help csharp c++ question
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  • display non English text in GLUI

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    GLUI? Never heard of that. Google showed me http://glui.sourceforge.net/[^] - do you think of that? Well, then look at that number: "Status July 2006" - 8 Years old. Did they know what is Unicode? And that's what you need: support for Unicode.
  • Direct x8 download

    help question
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    Really DirectX 8? As far as I can remember this is for Win 98/ME. I found a Microsoft link for non-english versions of 8.1: http://www.microsoft.com/de-de/download/details.aspx?id=10830[^]. You may also check the media of old games. They often provide DirectX installers. I would not download executables from untrusted sites. The risk of compromising your system is very high.
  • SharpDX Community

    question graphics game-dev json
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    Thanks a lot, I saw that post, and it makes me sad. The main problems I have with SharpDX are not related to DirectX, but rather with all the moved cheese on the API. It's hard to guess if a CreateXXX function on the DirectX API has become: - A static Create or New method on the XXX type. - A constructor on the XXX type. - A static Create method on a factory type. - A instance method on a factory type. - A instance method on another type that is related in some way to XXX. To make it even harder, some types offer more than one or two of the above options, while others seen to offer none. Thats were i wanted help from the comunity. And on top of all, the toolkit isn't even suported, making it work is just guess work and the hope that something relates to XNA on some way. That makes me sad, because i do like SharpDX and love all of the conveniences that were added, like the conversion operators.
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  • How do I plot lines to separate boundaries in a video or image

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  • 3D C# windows from

    csharp help
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    please refer links below http://www.devdept.com/products/eyeshot[^] and also somehow Draw 3D model in C# windows application[^] thread will helpful to you. Maulik Dusara Sr. Sofware Engineer
  • Useage about OPCODE collision detection

    question tutorial learning
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    You have already been given the answer; reposting in other forums is not likely to change that. Use the best guess
  • hello

    com help question
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    Enable Depth test to draw objects beyond others. glEnable( GL_DEPTH_TEST ); glDepthFunc( GL_LESS ); // Near objects will be displayed. object with z -3 displayed on top of object with z -4 If you are creating an app similar to MSPAINT, setup projection matrix with glOrtho(). glOrtho() is used because it creates an orthographic projection, therefore the size of rendered image of same size with different z value will be same. Provide different z values for each objects, based on their z order in the screen. ie, z value of the object drawn at first should be as small, say 1. Then increase z value of each new objects. Render code should be like this. // set depth range and clear depth value. glDepthRange(-100, 100); glClearDepth(100); glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); // Set projection. glMatrixMode( GL_PROJECTION ); glLoadIdentity(); glOrtho(-20,20,-20,20,0, 100 ); glEnable( GL_DEPTH_TEST ); glDepthFunc( GL_LESS ); // No model view transformation. glMatrixMode( GL_MODELVIEW ); glLoadIdentity(); // Draw object 1 glColor3f(0,0,1); glBegin( GL_TRIANGLES ); glVertex3f( 0,0, -3 ); glVertex3f( 1,1, -3 ); glVertex3f( 0,1, -3 ); glEnd(); // Draw Object 2. Here z is -2, it will be displayed on top of object -3 glColor3f(1,0,0); glBegin( GL_TRIANGLES ); glVertex3f( 0,1, -2 ); glVertex3f( 1,1, -2 ); glVertex3f( 1,0, -2 ); glEnd(); SwapBuffers( m_hDC );
  • Gestures, jestures, and swipes - implementation fundamentals

    question learning
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    They do, and that brings its own problems. I was brought up to respect my elders. I don't respect many people nowadays. CodeStash - Online Snippet Management | My blog | MoXAML PowerToys | Mole 2010 - debugging made easier
  • Contouring problem using pixel shader

    question css hardware beta-testing performance
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    Hum. My shader knowledge is limited but if anything I thought it'd be higher (I seem to recall some modern cards being able to do 64bit floats). You possibly have to turn it on (or off) since working with fixed points is inherently faster. For this application I sense that speed is not your issue. Immediately I see- http://www.opengl.org/discussion_boards/showthread.php/170053-Shader-floating-point-precision [^] And http://stackoverflow.com/questions/4414041/what-is-the-precision-of-highp-floats-in-glsl-es-2-0-for-iphone-ipod-touch-ipad[^] as being relevant. (There should be a corally in directx as well). Hope this helps.
  • hue and saturation in direct show

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    Based on what I've read, I would look to write a DirectX Media Object which I could host in the DirectShow graph and use that to filter the stream. You can find details here[^]. *pre-emptive celebratory nipple tassle jiggle* - Sean Ewington "Mind bleach! Send me mind bleach!" - Nagy Vilmos CodeStash - Online Snippet Management | My blog | MoXAML PowerToys | Mole 2010 - debugging made easier
  • Applying Texture for a complied OpenGl List

    graphics game-dev tutorial
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  • GDI OpenGL composition

    graphics game-dev c++
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    I also have a problem about this, thanks for the info. Spoolrd