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Please have a look on my doubt. i want to develop a SIP fone application.I think the sip communication is supported by Adobe Flash , no need to use an extra SIP stack to implement this.is it correct or not???if i am wrong, how to solve this???
Thanks in advance..
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I have an application that needs to be able to convert a jpeg into hex ascii, and then put that hex ascii into a postscript file. I know of one way to put this jpeg into postscript, but that's without using the jpeg's hex - instead, it uses a local path to a filename. I need to know two things:
1. Within a jpeg, how can I extract the hex ascii to use in postscript, in a way that postscript will understand it? Do I need all the header information? If anyone has done this before, please shed some insight. I have found the red book to be not as helpful for this specific problem as I would like.
2. Within said postscript file, how do I enter the hex of the jpeg back so that it will display properly?
Thank you very much.
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Is it possible in opengl to get a textures pixel dimensions (what was passed in to the glTexImage2D function) given a texture handle (what's returned by glGenTextures)?
¡El diablo está en mis pantalones! ¡Mire, mire!
Real Mentats use only 100% pure, unfooled around with Sapho Juice(tm)!
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Save an Orange - Use the VCF!
VCF Blog
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write a fragment shader, read the results in texture coordinates.
_________________________
Asu no koto o ieba, tenjo de nezumi ga warau.
Talk about things of tomorrow and the mice in the ceiling laugh. (Japanese Proverb)
John Andrew Holmes "It is well to remember that the entire universe, with one trifling exception, is composed of others."
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What about outside of a frag shader? What if I've got some code that has a handle to texture, is there a way to get the textures pix dimensions?
¡El diablo está en mis pantalones! ¡Mire, mire!
Real Mentats use only 100% pure, unfooled around with Sapho Juice(tm)!
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Does anyone know of a good utility that can automatically compress JPEG images that a user uploads to the server?
For instance, a user uploads a photograph that is 2 MB, and the utility automatically compresses it to take up only 20 KB at a slight loss of picture quality (after the upload is complete).
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You do know that JPEG is a compressed format already? You can, however, reprocess it and resave a higher compression ratio obviously with more loss. Your mileage may vary.
"Republicans are the party that says government doesn't work and then they get elected and prove it." -- P.J. O'Rourke
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I believe that's the .Net wrapper for GDI+ and they have reasonable image handling but I avoid everything C# as a matter of policy.
"Republicans are the party that says government doesn't work and then they get elected and prove it." -- P.J. O'Rourke
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I'm trying to render multiple fragment shaders in opengl, something like this:
in-img-tex1 --> shader1 --> result --> shader2 --> render tex
I have all the code working for rendering a texture with a single shader working. However when I add a second, it doesn't do anything. I suspect I'm
a) misunderstanding how this is supposed to work
b) not using the correct techniques
The way I'm doing this is to create tex1, load up the image into it. then make it the active text at slot 0. Make the shader program active (glUseProgramObjectARB), bind the texture, and then draw the rectangle where the texture will go. I then repeat this, using the second shader program.
What I'm trying to emulate is Apple's CoreImage, the idea of being able to specify a graph of operations, say:
in-image --> adjust-hue-filter --> gaussian-blur-filter --> out-image
or
in-image1
\
\
+-------------------------+--> mix-filter --> out-image
/
+--> motion-blur-filter -+
/
in-image2
If you can't run 1 shader after the other on a texture, is another way to do something like this?
¡El diablo está en mis pantalones! ¡Mire, mire!
Real Mentats use only 100% pure, unfooled around with Sapho Juice(tm)!
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multi-pass rendering: http://people.csail.mit.edu/ericchan/papers/rds/[^]
_________________________
Asu no koto o ieba, tenjo de nezumi ga warau.
Talk about things of tomorrow and the mice in the ceiling laugh. (Japanese Proverb)
John Andrew Holmes "It is well to remember that the entire universe, with one trifling exception, is composed of others."
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Thanks, I had a look at the paper, haven't fully read it yet though. However before I got your suggestion I came across Frame Buffer Objects, which, so far, seem to perfectly fit the bill. What I do is create a single FBO, then walk the filter graph, with the output of the filter being assigned to the FBO's texture, and then rendering the filters input plus the filter's shader into the FBO. The next filter will have the output of the prev filter as it's input, so I can accumulate the results. Then I turn the FBO off, and just dump the output texture to the screen and voila! it works perfectly.
¡El diablo está en mis pantalones! ¡Mire, mire!
Real Mentats use only 100% pure, unfooled around with Sapho Juice(tm)!
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Save an Orange - Use the VCF!
VCF Blog
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How to put Pictire on the button ???
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Its not a graphic question but you can load your image with LoadImage and then you need to use of SetBitmap.
Of one Essence is the human race
thus has Creation put the base
One Limb impacted is sufficient
For all Others to feel the Mace
(Saadi )
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I have checked all the blogs and even in codeproject, a dll is used but it is commercial one, i want open source or freeware, is there any conversion logic or dll(not commmercial).
Please help me.
Thanks in advance
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For goodness sake Google it. There are thousands of hits for 'pdf conversion' not least of which is ITextSharp.
Henry Minute
If you open a can of worms, any viable solution *MUST* involve a larger can.
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Hi all,
I want to draw a line with patter "----- -- "( 1111100011000 ). The problem is that, the glLineStipple() function accepts pattern in short variable(16 bits). But in my case there is only 13 bits.
Is there any method to draw a line with the above pattern?
Thanks
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Not directly, but you could play with the bit pattern and the scale to make your pattern fit, using the following equation,
pattern bit ( counter / factor ) mod 16
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Thanks.
I saw this equation in MSDN. But didnt understand the equation correctly. Could you please elobarate it? Does this eqation mean
pattern bit * ( counter / factor ) mod 16
Also what is this counter? How can I change its value?
Thanks
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The counter is internal to the raster unit, it is reset to zero on a glBegin and incremented for every antialiased pixel box until glEnd is called.
Factor defines how many pixel blocks are printed for each single bit, so lets say you wanted to print 110011, what you could also do is 101 with factor = 2.
So basically, you may not get the exact pattern you want, but by basing the factor to the smallest consecutive bits you can have a bit more freedom.
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Hi all,
I have written a program that draws graphics to a picturebox control with GDI+ graphics. I want to be able to save the graphics as a jpg file. What I have done is create a temporary bitmap object and using the pictureboxs DrawToBitmap method copying the picturebox to the bitmap.
Then I have used the bitmap objects Save method to write the jpg file. When I view the the jpg all I see is black with none of the graphics that are on the picturebox control.
Private Sub btnSave_Click(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles btnSave.Click
Dim bmpMap As New Bitmap(924, 722)
Dim Rect As Rectangle = imgMap.DisplayRectangle
imgMap.DrawToBitmap(bmpMap, Rect)
bmpMap.Save("C:\STARS!\Map.jpg", System.Drawing.Imaging.ImageFormat.Jpeg)
End Sub
This code compiles without errors, but the result is not what I expected. Can anyone help please?
Thanks in advance
Rob.
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Hi
I am fresh to 3d programmng and currently I have no knowledge about 3d programming libraries.
I have an academic project which has to be completed in 3 months.
An individual has offered me a 3d project. Project requirment is as follows. A webcam will capture a person face which is rotated from left to right, displaying the entire front side of a person. A 3d image is to be created from these data.
Is it feasible to get a clear 3d picture of the face?? If so , will it be feasible to finish the project in 3 months for academic students?
Also can you pls suggest me the best suited library? wpf, opengl or directx or some other??
What else aspects should I know to do the project??
thanks in advance
Fadi
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That is a hell of an undertaking for someone without ANY 3D knowledge as of now. I would suggest not doing that as your final project. What I would do however is take the aspects that you are good at, combine them, then take a few small things that you are not so good at, and throw them in there.
That would be a very cool application however.
The best way to accelerate a Macintosh is at 9.8m/sec² - Marcus Dolengo
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is there any one can help with codes or articals or tutorials..
i am reaaly so confused ,,
i don't know how can i work with pixels and designe my application ..?
please need ur help ..
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Hey u can use Aforge.Net which gives u all options to work on a picture.Give reference to dlls related to Aforge. You can get info on Aforge in this site only. In a project called "Image Processing Library" u will get it.
Check it , i am sure that it will help u.
Cheers
Gtag.
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