What i want to do is to make an animation of a female character that appears on SCREEN and does everything it was supposed to do during animation.
The MAIN problem that i have no idea how to do this on the screen, without any borders of audio/video player. Closest EXAMPLE is VHGD aka VirtuaGirl player - girls walk on your screen without any border of the player (my version is NOT porn, it is rather gift).
Animation will be done by myself, all i ask is how to make it look like a VHGD.
How can i perform this using C# or any 3rd party libraries/ect?
The first thing is - thank you for the reply. I`ll look into that right now (well i`m working my 16th hour now )
If i get it right, i just need to use some sort of player to play usual AVI/H.264 file with animation... (of cource using technique you`ve provided)
Another question... this animation is "Advisor" - a copy of a real user actually that performs some actions like find document, search the database, edit the tables in the database and even dancing a bit. Is there any way to manipulate the AVI file to trigger events according to gestures?
For example, advisor raising it`s hand in the air and windows creates several buttons near advisor`s fingers.
You would need some sort of image recognition software or collision detection, to trigger an event when part of the body hits a certain point on the screen. Sorry, but that is well beyond my knowledge and experience level.
Thank you anyway, image recognition can be done using AForge library and neural networks... For some weird reason i`m occupied in program for image recognition (motion detection). Thanks a lot for a pointer to obvious thing!
I am here to inquire would anyone like to tell me which one software would be most remain preferable for editing the photos. Because I am hurry to use it due to the reason i am working on the project of Joomla Templates and CSS Template design.
Hi all (sorry if this is the wrong forum). In my work (I'm a financial planner) I use liquidity risk software^ (like this one) in order to evaluate different types of risks in different financial scenarios. These types of programs are genrally very useful, except that they usually spit out data in a difficult form to read. Sometimes they do display data visually, but the quality and readability of the visual aid is usually low.
I was wondering: is it possible to write some type of plugin or external software that would process this data (automatically or as close to that as possible) and present it visually in a more friendly way? I'm not a programmer myself, so I'd appreciate it if you could point me in the right direction. Would this only apply to open-source software? Does this sound plausible? possible? already outdated?
When using this code, there are some corruption in the display, surface "patches" are not rendered appropriately when displaying against "itself", for example a front facing polygon of a cone or cylinder which is displayed against a back" face of the same cone or cylinder.
To achieve real transparency at a fast rate is hard. To get exact picture , you need to sort triangles from back to front , based your camera vector. Also sometiems , if triangles overlap , you need to splitup it.
The best way to do this is by implementing BSP tree. Using that you can do both front-to back or back-to-front rendering. I would suggest you to look into that first.
In general for a scene , i do like this ( for fake transparency )
1. Render all opaque objects
2. Sort triangles based on their material transparency.
3. Draw triangles which having lesser transparency level first followed by others.
I think this[^] has the answer you're looking for (particularly answer 4). It isn't as simple as it seems and the other solutions I've seen simply set a transparent replacement colour, which is going to result in popping pixels if any part of your rendered objects happen to contain that colour.
u may need to used blending. opengl supports different blending operation between source and destinations. u can use the function glBlendFunc(..) to define the operations. first u need to enable
blending by calling glEnable(GL_BLEND)
I think this problem occurs because of x and y of points because when I change the points, the shape will fill correctly.
Here is the code:
publicpartialclass Form1 : Form
privatevoid Form1_Paint(object sender, PaintEventArgs e)
Graphics g = e.Graphics;
GraphicsPath gp = new GraphicsPath(FillMode.Winding);
gp.AddLine(new PointF(290, 170),new PointF(98, 128));
gp.AddLine(new PointF(110, 170), new PointF(290, 170));
gp.AddLine(new PointF(110, 170), new PointF(98, 128));
g.FillPath(new SolidBrush(Color.Red), gp);
I want a tool to plot real time graph for .net platform.The data which has to be plotted is continuously coming in some time interval.Is there any tool available?
Also Performance issue is there.Performance also matters when I am using the tool.
Thanks in adv...
Since your question mentions the fact that you want to do this in .NET I would expect the .NET Framework forum would be a good start. I note that you have been a CP member for over a year now so you should be familiar with the posting guidelines.
Just say 'NO' to evaluated arguments for diadic functions! Ash
What is the proper way to cause dc to release bitmap without assigning another "real" resource (return the dc to its freshly created state) so that another dc in another subroutine can select mybitmap?
GDI works with handles: HDC for device-contexts, HBITMAP for bitmaps, and so on. MFC provides a wrapper class for each entity provided by GDI: the CDC class wraps a device-context and internally holds an HDC, the CBitmap class wraps a bitmap and internally holds an HBITMAP and so on.
When you call CDC::SelectObject(), it returns a pointer to the appropriate MFC class that represents the GDI object previously selected into the device-context; these pointers are obtained calling the FromHandle() method (e.g. in case of a bitmap object CBitmap::FromHandle() is called).
The pointers obtained in this way could be temporary because, if your application reach the idle state, i.e. its CWinApp::OnIdle() is called, the objects pointed are deleted; this doesn't mean that the underlaying handle is destroyed, but only that the wrapper class is destroyed. As a conseguence, you cannot store such a pointer to use it later: you should select it back into the device-context before returning from the current message handler.
I found the following code to create a MultiFrame image in C#[^] and used it on 3 jpeg files. The file sizes were 96 KB, 103 KB and 82 KB. However, the output file was 2.7 MB.
It seems like the process is decompressing the jpegs or something. I tried to add another parameter to set the quality, but I really don't want to decrease the quality or change the dimensions.
I'm basically trying to find the simplest methods to put the images into an "archive" that I can then read and separate the images at a later time. I don't want to use zip files. I just want to append all images and read them back via offsets and a binary reader and then display the images in a picture box. I'd like to also store these offsets in the output file as some sort of "header" record if possible. I'm trying to keep it simple and the output file size around the same size as the originals.
Any thoughts here on the MultiFrame size issue or a sample of how to create a some "archive"?
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