I am using C++ and GDI+. I am drawing 2D diagrams. I am using the standard lines, ellipse, rotation transformations and Fonts. I need to scale the print so the screen image fills a single page. I need to avoid pixilation, the print should retain the curved lines and curves in the font. The GDI+ print tutorials I am finding are very basic. Can someone point me to a GDI+ printing tutorial that shows this type of scaled printing.
I am working on a biomedical application. I need to import a 3D model
of heart and displaying it after rotation. I use C# and the model is
stored in a 3ds file (I have an obj file,too). I don't need high
performance, engines. I just need the simplest engine for rotating and
displaying this model.
I was wondering if you could help me.
I am looking forward to hearing from you,
I am trying to use OpenGL to display the result of my rendering engine but I get a blank screen with no display. Below is my main c++ file with OpenGL calls and the file with the rendering engine. Please what am I doing wrongly
I understand the need to convert RGB to gray scale for further processing.
If I am after edge detection should I convert all colors equally - 1/3 of value or should I adjust the colors so it looks natural?
Thanks for reading
I have a working DirectShow graph using "still" pin on video source filter.
I have set both hardware and software triggering. So far using only the hardware trigger.
It works but I have to push the camera button twice to get the snap shot.
It takes only onle push in control panel wizard to snap a picture.
Any suggestion what is missing / wrong in my code?
I run both preview and capture via smart T filter - so I got three video rendered when it all runs.
GLUI? Never heard of that. Google showed me http://glui.sourceforge.net/[^] - do you think of that?
Well, then look at that number: "Status July 2006" - 8 Years old. Did they know what is Unicode? And that's what you need: support for Unicode.
Thanks a lot, I saw that post, and it makes me sad.
The main problems I have with SharpDX are not related to DirectX, but rather with all the moved cheese on the API.
It's hard to guess if a CreateXXX function on the DirectX API has become:
- A static Create or New method on the XXX type.
- A constructor on the XXX type.
- A static Create method on a factory type.
- A instance method on a factory type.
- A instance method on another type that is related in some way to XXX.
To make it even harder, some types offer more than one or two of the above options, while others seen to offer none. Thats were i wanted help from the comunity.
And on top of all, the toolkit isn't even suported, making it work is just guess work and the hope that something relates to XNA on some way.
That makes me sad, because i do like SharpDX and love all of the conveniences that were added, like the conversion operators.