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.
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.
I did not find in the OP's question that he / she was having general problems with the quality of his / her display. The OP made it very clear that when he / she loads an image with a 48x48 dimension that the image he / she loaded was of poor quality.
It is important that you understand the question before you post an absurd reply like you have just did. You should be ashamed of yourself.
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.
I want to know whether opcode can give me the messages besides triangle. As mesh defined in the opcode is consist of triangles, but most of my model is constructed using polygons, so before my collision qurey, I have to transform the polygons to triangles, but i want to know wether i could know which polygon the triangles detected are belong to. if the anwser is yes, how can i get the message?
I had got the resource from the OPCODE net address, and i also have read the mannual about the OPCODE, but as I wanted to learn some details about the OPCODE, I found it was difficult. And i had got the two projects "opcode" and "CDTestFramework" from that address. because i had not found the information about how to get which polygon the detected triangle is belong to in the user mannual. i hoped to find my anwser in the two projects above, but I find it was difficult to read the code in the two projects. if you had some experience about using OPCODE, i really wished you could give some suggestion about how to read the two projects. And as the most important one of my requests is to get the polygons, so if you know, can you tell me is there any manner i can get the polygons. If the answer is NO, i think I have to think about take us of other detection manners.
Im writing a paint program in openGL 3.0, it works fine so far
except that when I try and draw a square over another square it is drawn
behind it instead of on top of it. How can I fix this so that
I can draw on top of an image? Why would this happen?
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.
// Set projection.
glMatrixMode( GL_PROJECTION );
glOrtho(-20,20,-20,20,0, 100 );
glEnable( GL_DEPTH_TEST );
glDepthFunc( GL_LESS );
// No model view transformation.
glMatrixMode( GL_MODELVIEW );
// Draw object 1
glBegin( GL_TRIANGLES );
glVertex3f( 0,0, -3 );
glVertex3f( 1,1, -3 );
glVertex3f( 0,1, -3 );
// Draw Object 2. Here z is -2, it will be displayed on top of object -3
glBegin( GL_TRIANGLES );
glVertex3f( 0,1, -2 );
glVertex3f( 1,1, -2 );
glVertex3f( 1,0, -2 );
SwapBuffers( m_hDC );
Someone has inquired if <insert random="" computer="" device=""> will support gestures such as swipe. I've already written the code to reboot the device if you give it the middle finger
Seriously, I'm looking for articles and descriptions of the underlying technology and approach for implementing a page swipe. I can visualize that I'm working with off-screen images and moving in a column at a time, but this would seem quite tedious at the Win32 level (which is where I'm working).
<italic>You're going to tell me what I want to know, or I'm going to beat you to death in your own house.
"Where liberty dwells, there is my country." B. Franklin, 1783
“They who can give up essential liberty to obtain a little temporary safety deserve neither liberty nor safety.” BF, 1759