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 already outdated?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);
Last Visit: 31-Dec-99 18:00 Last Update: 27-May-17 14:42