I am trying to develop a 2D graphics editor on C#.
In that editor I want continuous co-ordinates where ever the mouse hovers.
I tried using Graphics class in C# but it uses the screen co-ordinates.
Instead I want to use world co-ordinates to draw different shapes.
(Some what like a Autocad Editor, but I don't want to include the complex functionalities)
How can I achieve that?
With a lot of hard work. And what do you mean by, "I want to use world co-ordinates to draw different shapes."? It does not matter what co-ordinate system you use, drawing a shape is much the same process.
Sorry can't reply on your question, but highly recommend you to think about 3d, not 2d. With the development of technology, virtual and augmented reality - 2d images are something that might be undemanding soon enough
I really need your help on this topic. I designing some PSD template websites and apps is this is the right web design or I have to code also? What responsive website means for a web designer is just create the same design for mobile, tablet... or the real meaning of the automatically changing weight for each screen?
And are we able to prototype our web page in Photoshop like the prototyping feature of Adobe XD?
Using OpenTK in devStudio 15 and windows forms on my dell desktop.
When I render a color (eg red = 255, 0, 0, 255), and read the results back it is about, but not quite half of the written value, eg 127, 0, 0, 127.
On a laptop, running the same code, same extremely simple shaders, but different gpu, the red is sometime red on the screen, and sometimes 'half red' and the values I read back are sometimes not exactly half,
Using a framebuffer in opengl instead of Marshalling gives the same results.
All other colors and using r,g,b or any combination gives the same result.
I was planning to use 'designated colors' to identify objects, similar to a shadow map, but the colors are not consistent.
Is this a known or expected behavior? Is it fixable? Running out of things to look for.
Here, there is an article about Creating OpenGL Windows in WPF. But is it possible to embed a pure С++ OpenGL-GLFW or SDL based context into the WForms/WPF, which in its turn will provide controls on the GLFW-context and objects? In other words, WForms/WPF C# editor + C++ GLFW Context.
I am generating a PDF for use in a lasercutter.
The printerdriver for the laser cutter takes vectors with a specific color and stroke-width, and uses them to cut all the way through the material. All rasters/bitmaps are just burnt into the surface of the material.
I would like to be able to take a piece of text and convert it to a vector outline.
I thought this would do it:
I have need to use the Vector2.CatmullRom(...) method in a memory intensive program that currently produces extremely large pictures for testing purposes. I found the ability to do this on the XNA platform. Before adding this reference, I was able to create the pictures I need. Unfortunately, since I now have to compile a 32 bit runtime as that seems to be the only format for the XNA library, I do not have enough memory available to complete the task(s) necessary.
IS there a 64 bit version of this method in this or another library? I need the ability to turn blocky cardinal direction lines into smooth lines with easy slopes (which is why I am using this function).