2d

Convert polynomial curve to Bezier Curve control points

心不动则不痛 提交于 2019-12-25 14:34:09
问题 How do I compute the control points given a curve in the form of power form? Say I have p(t)=(x(t),y(t)) and 4 control points. x(t) = 2t y(t) = (t^3)+3(t^2) 回答1: You can always convert from power basis to Bernstein basis. This is always doable and will give you the precise result. Refer to section 3.3 of this link (http://cagd.cs.byu.edu/~557/text/ch3.pdf) for details. EDIT: Since the above link is no longer available, I am listing the formula below: where M is the degree of the Berstein

VBO with texture in LWJGL

依然范特西╮ 提交于 2019-12-25 08:56:06
问题 How do I attach a texture to a VBO? I had it working with a colorBuffer and now i want to implement a texture. This is my draw method: Color.white.bind(); glBindTexture(GL_TEXTURE_2D, texture.getTextureID()); glBindBuffer(GL_ARRAY_BUFFER, vboVertexHandle); glBufferData(GL_ARRAY_BUFFER, vertexData, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ARRAY_BUFFER, vboVertexHandle); glBufferData(GL_ARRAY_BUFFER, textureData, GL_STATIC_DRAW); glVertexPointer(vertexSize, GL_FLOAT, 0

Processing: How can I color the squares drawn by my 2D Array in different colors?

岁酱吖の 提交于 2019-12-25 05:04:04
问题 I'm trying to make a game board for bomberman in processing with a 2D array. (The final version will have colors or bitmaps and the properties of each block type and will define the walking space that the player has.) I want this game board which consists of 11 rows and 11 columns to have squares of different colors for each block type in the game. ( j being a solid block, i being walking space and k being a breakable block, as you'll see in the array) I've already managed to draw the array

C# GDI+ ScaleTransform ok on picturebox but image saved is original

泪湿孤枕 提交于 2019-12-25 04:42:29
问题 Hi I have the issue that when I use ScaleTransform(zoomFactor,zoomFactor) the image saved on disk is the original version always, while on screen in the picturebox the image is distorted in proportion to the zoomFactor. Why this could be happening ? Shouldn't I have the final result as applied from e.Graphics on disk written image ? My code is the following which is a version with matrix. but the instead of matrix I have used the ScaleTransform as well. Result is always the same: g=e.Graphics

C# GDI+ ScaleTransform ok on picturebox but image saved is original

牧云@^-^@ 提交于 2019-12-25 04:42:07
问题 Hi I have the issue that when I use ScaleTransform(zoomFactor,zoomFactor) the image saved on disk is the original version always, while on screen in the picturebox the image is distorted in proportion to the zoomFactor. Why this could be happening ? Shouldn't I have the final result as applied from e.Graphics on disk written image ? My code is the following which is a version with matrix. but the instead of matrix I have used the ScaleTransform as well. Result is always the same: g=e.Graphics

Load Spritesheet/Atlas through Streaming Assets

大憨熊 提交于 2019-12-25 04:14:05
问题 I am trying to allow a degree of modding in my Unity game by utilizing streaming assets. I can import a single sprite no problem, but I am not sure how to set an imported streaming assets sprite to Sprite Mode: Multiple and slice that sprite into its sub parts. Here is a test class I am using for the import right now: using System.Collections; using System.Collections.Generic; using UnityEngine; using PixelsoftGames.Tools2D; using System.IO; public class Sandbox : MonoBehaviour {

Get single sprite from sprite atlas

自作多情 提交于 2019-12-25 04:07:02
问题 I'd like to get a single sprite which GameObject has in a SpriteRenderer component. Unfortunately, this code returns the whole atlas, but I need to a part of this atlas. Texture2D thumbnail = GetComponent<SpriteRenderer>().sprite.texture; 回答1: There is no native API to get single sprite from the SpriteRenderer and no API to access individual Sprite by name. You can vote for this feature here. You can make your own API to get single sprite from Atlas located in the Resources folder like the

Extract colour gradient pixel information

心已入冬 提交于 2019-12-25 03:32:58
问题 I am attempting to control a 240 long line of RGB pixels (ws2812b) using an artnet to dmx controller and need to generate colour gradients down the length of the line of pixels. I had the idea of using the C# built in graphics libraries to generate the colour gradients and then extract the individual pixel values and send these to the dmx controller. Is it possible to extract individual interpolated values from a LinearGradientBrush or a LinearGradientBrush applied to a shape (line/rectangle

Pixi.js lines are rendered outside dedicated area

好久不见. 提交于 2019-12-25 02:59:50
问题 I'd like to draw some kind of popyline chart using pixijs lineTo method. The problem is the lines are rendered outside dedicated area. Sample: var stage = new PIXI.Stage(0xFFFFFE); var renderer = new PIXI.WebGLRenderer(600, 600); document.body.appendChild(renderer.view); var graphics = new PIXI.Graphics(); graphics.lineStyle(1, 0x0000FF, 1); graphics.moveTo(0, 50); graphics.lineTo(50, 50);//draw min Y line graphics.moveTo(0, 100); graphics.lineTo(50, 100);//draw max Y line graphics.moveTo(60,

tkinter is very slow - how to speed it up or use a different library?

守給你的承諾、 提交于 2019-12-25 02:23:02
问题 I am generating 2D morphogenic plots using tkinter. I find it incredibly slow. For example, this script takes almost 10 seconds on my 8-core Xeon: #!/usr/bin/env python3 import random import tkinter as tk A = 3.419384662527591 B = 2.0158889752347022 C = 19.479697084985673 D = 61.006212908774614 F = 1.3449991745874286 G = 1.9590223710983992 H = 5.129501734860241 WIDTH = 800 HEIGHT = 600 class Morphogenic(tk.Frame): def __init__(self, root): tk.Frame.__init__(self, root) self.canvas = tk.Canvas