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They do, and that brings its own problems.
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Hi all
I want Import 3D model in C# windows from aplication,
and rotating it.
Would you Help me, Please!
Thanks
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Please don't crosspost[^].
Bastard Programmer from Hell
If you can't read my code, try converting it here[^]
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Hi all.
I need to draw a thick line with SetPixel API. I search very, but can't find any open source algorithm (Bresenham algorithm is one pixel, murphy algorithm is for line with more than 3 pixel thick, ... ).
If you can please help me.
Notice that I can not use CPen and other facilities in windows. I should use SetPixel.
Excuse me for bad English.
Thanks.
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Hello,
you can draw a filled rectangle and a filled circle at every end.
Uwe
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You did read, that he has to build it on his own with setpixel? So the problem is he can't draw a rectangle.
------------------------------
Author of Primary ROleplaying SysTem
How do I take my coffee? Black as midnight on a moonless night.
War doesn't determine who's right. War determines who's left.
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Some years ago (nearly ten) I adopted Xiaolin Wu's line algorithm for that. It's an antialiasing algorithm, but with little changes you can use it.
You can even do it on your own. When you draw, you got a virtual direction corresponding to an angle. You can turn 90° and paint the neighbor points.
------------------------------
Author of Primary ROleplaying SysTem
How do I take my coffee? Black as midnight on a moonless night.
War doesn't determine who's right. War determines who's left.
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Sounds like a school assignment to me...
Its been a few years (20+) since I had to do this, but I seem to remember the best way to acheive this was to use the standard Bresenham algorithm, but to just set more than one pixel at each point. Basically for a three pixel wide line, set the 8 pixels around each point as well as the point itself... Some optimisation is possible.
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Background
I have an application that displays (large 2500X3000) 12-bit grayscale images within an image control. I am using the Gray16 pixel format and I am scaling the data to 16 bits by simple bit-shifting. Images have low contrast, so I implemented functionality to adjust brightness and contrast. The functionality was based on setting the image's Effect to a pixel shader that accepts brightness and contrast parameters. Obviously, this implementation is very efficient and avoids moving large amount of data around in memory.
Problem
When adjusting the contrast to a high setting, the displayed image exhibits unacceptable contouring, as though the bit-depth of the image has been reduced to 5 or 6. As a baseline test, I implemented the same functionality without a pixel shader - I applied the contrast and brightness settings to the image, reduced the bit-depth to 8 bits and displayed the image with the Gray8 pixel format (one that I have a great deal of familiarity with). The latter implementation showed little to no contouring.
Question
Does anyone know why applying a pixel shader would reduce the apparent bit-depth of an image? Does the pixel shader HLSL code work on reduced bit-depth data, e.g. eight or less, that is a function of the hardware/drivers or the OS?
All data in the pixel shader are floats that are scaled from 0 to 1, so you haven't any idea of the quantization level (at least to my knowledge)
Thanks in advance for any feedback
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How can I change hue and saturation of incoming stream while capturing in direct show?
tank you in advanced
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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[^].
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how to create a running text in c#.
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You need to provide more detail as to your actual problem, but do not expect someone to provide you with a full working solution; that is Google's job.
One of these days I'm going to think of a really clever signature.
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I am looking to apply Texture to an already compiled OpenGL List.
Is it possible to apply texture to a GL List. Please let me know how to do it.
My OpenGL list contains TRIANGLE STRIPS (defined with gl.Normal3d & gl.Vertex3d)
Typically my code would be generating a GL List as below. To this List I want to apply some texture.
gl.NewList(GLListTag, gl.COMPILE);
{
gl.Begin(gl.TRIANGLE_STRIP);
for (int i = 0; i< PointsCount; i++)
{
gl.Normal3d(x,y,z)
gl.Vertex3d(a,b,c)
}
gl.End();
}
gl.EndList();
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Gents, I've created round edges on a moveable container but have a run into a little wrinkle.
How do you remove the left over bits of the original rectangle? They look like 4 pointed hats, one on each corner of that original rectangle.
I'm no GDI+ expert (obviously) but is there an easy way to remove the left over edges from a rectangle that is now a rounded rectangle?
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How are you drawing your rectangle? There's a really useful demo here[^] that might help you out.
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Thank you! I did read through that and I noted that it was a container in a container housing another container. I was trying to avoid adding one more container to the list if possible but if you think that's a good route, then I'm buying it!
I've got a working datagridview housed in a toolstrip though a host. It's resizeable, and rounded, and those pesky little rectangle corners show up if the background is changed...yuk!
Thanks...
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Is it possible to draw a hexagon with children and paint it with Lineargradientbrush? If it is possible, can somebody help me with the sample?
Example is the type used in Microsoft office 2007 color dialog box.
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Trying a Google search first would have got you these links[^].
One of these days I'm going to think of a really clever signature.
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Ok I am waiting. I believe that there must be a clever way of doing that.
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Tonielro wrote: Ok I am waiting. Waiting for what?
One of these days I'm going to think of a really clever signature.
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