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);
I want a tool to plot real time graph for .net platform.The data which has to be plotted is continuously coming in some time interval.Is there any tool available?
Also Performance issue is there.Performance also matters when I am using the tool.
Thanks in adv...
Since your question mentions the fact that you want to do this in .NET I would expect the .NET Framework forum would be a good start. I note that you have been a CP member for over a year now so you should be familiar with the posting guidelines.
Just say 'NO' to evaluated arguments for diadic functions! Ash
What is the proper way to cause dc to release bitmap without assigning another "real" resource (return the dc to its freshly created state) so that another dc in another subroutine can select mybitmap?
GDI works with handles: HDC for device-contexts, HBITMAP for bitmaps, and so on. MFC provides a wrapper class for each entity provided by GDI: the CDC class wraps a device-context and internally holds an HDC, the CBitmap class wraps a bitmap and internally holds an HBITMAP and so on.
When you call CDC::SelectObject(), it returns a pointer to the appropriate MFC class that represents the GDI object previously selected into the device-context; these pointers are obtained calling the FromHandle() method (e.g. in case of a bitmap object CBitmap::FromHandle() is called).
The pointers obtained in this way could be temporary because, if your application reach the idle state, i.e. its CWinApp::OnIdle() is called, the objects pointed are deleted; this doesn't mean that the underlaying handle is destroyed, but only that the wrapper class is destroyed. As a conseguence, you cannot store such a pointer to use it later: you should select it back into the device-context before returning from the current message handler.
I found the following code to create a MultiFrame image in C#[^] and used it on 3 jpeg files. The file sizes were 96 KB, 103 KB and 82 KB. However, the output file was 2.7 MB.
It seems like the process is decompressing the jpegs or something. I tried to add another parameter to set the quality, but I really don't want to decrease the quality or change the dimensions.
I'm basically trying to find the simplest methods to put the images into an "archive" that I can then read and separate the images at a later time. I don't want to use zip files. I just want to append all images and read them back via offsets and a binary reader and then display the images in a picture box. I'd like to also store these offsets in the output file as some sort of "header" record if possible. I'm trying to keep it simple and the output file size around the same size as the originals.
Any thoughts here on the MultiFrame size issue or a sample of how to create a some "archive"?
If you read the documentation accompanying the sample, it says bitmaps are created from the supplied images and then saved in a tiff format; so yes, the images are decompressed before saving. (Tiff supports various compression schemes, but the sample doesn't give any details as to the particulars of the tiff encoder, and the result implies compression of the tiff was minimal, if employed at all.)
If you're just trying to save the original images into a signle 'archive' file, just open a binary file and write the images into it, one after another. That'll preserve whatever encoding/compression scheme was used in the original image files. It'll be up to you to maintain some sort of index data giving file sizes and/or offsets into the binary archive so you can pull individual images out when you want. As you say, you could create a data structure for this purpose and put it at the head of the file where it'd be read first. Make the first member in the structure the number of images it contains, followed by size and offset for each individual image contained in the archive. It should be fairly simple to implement this, once you've worked out the details of your desired scheme.
glut provide some API to draw sphere such as glutSolidSphere and glutwireSphere. I want to draw 3D earth with diffrent resolution texture like google earth. but the glut API can not realize, where can i find some useful knowledge about it? thanks
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