clipping

Inbuilt polygon clipping in OpenGL

本小妞迷上赌 提交于 2021-02-11 15:27:38
问题 Can someone help me in understanding why below code is showing triangle in front of the Quad? For gluLookAt(10, 10, 60, 0, 0, 0, 0, 1, 0) and glOrtho(-30, 30, -30, 30, 0, 90) ? Expected Output: Because the 'z' value of the triangle is less than the quad and observer is at 60 unit in the +ive 'z' axis. Thus, the rectangle should had been visible as a whole and only a few parts of the triangle would had been visible. glBegin(GL_QUADS); glColor3f(1, 1, 1); glVertex3f(10, 10, 15); glVertex3f(20,

Inbuilt polygon clipping in OpenGL

冷暖自知 提交于 2021-02-11 15:26:27
问题 Can someone help me in understanding why below code is showing triangle in front of the Quad? For gluLookAt(10, 10, 60, 0, 0, 0, 0, 1, 0) and glOrtho(-30, 30, -30, 30, 0, 90) ? Expected Output: Because the 'z' value of the triangle is less than the quad and observer is at 60 unit in the +ive 'z' axis. Thus, the rectangle should had been visible as a whole and only a few parts of the triangle would had been visible. glBegin(GL_QUADS); glColor3f(1, 1, 1); glVertex3f(10, 10, 15); glVertex3f(20,

JavaFX 8 - How to set NearClip and FarClip on a Parallel Camera?

六月ゝ 毕业季﹏ 提交于 2021-02-10 22:51:50
问题 I am part of a team building an application that manipulates a visual model using JavaFX 8 3D. We use both a Perspective Camera and a Parallel Camera. The Perspective Camera is working as expected. It is currently working with isEyeAtCameraZero false. This was done for maximum compatibility with the Parallel Camera. The Perspective Camera behaves correctly when camera.setNearClip() and camera.setFarClip() are called. The Parallel Camera does not appear to respond to camera.setNearClip() and

Flutter clip without space around the clipped widget

空扰寡人 提交于 2020-05-15 08:01:46
问题 I want to clip a widget and use this clipped image in a layout and the bounderies should be the visible part of the imgage when clipped. Using this custom clipper @override Rect getClip(Size size) { Rect rect = Rect.fromLTRB(25,0,size.width - 25, size.height); return rect; } @override bool shouldReclip(CustomRect oldClipper) { return true; } } results in 25 px blank space left of the clipped image and 25 px blank space right of the clipped image. 回答1: You need to add a transform to translate

Multiple Clipped Rects to Create Collage in Core Graphics

一个人想着一个人 提交于 2020-01-30 18:13:03
问题 I am creating a collage combined with elements from other images. Here is some ASCII art to explain what I am doing: Given images A, B and C, AAA, BBB, CCC AAA, BBB, CCC AAA, BBB, CCC I take part of A, part of B and part of C as columns: Axx, xBx, xxC Axx, xBx, xxC Axx, xBx, xxC ...and combine them in one image like this: ABC ABC ABC where the first 1/3rd of the image is a colum of A's pic, the middle is a column of B's pic and the last is a column of C's pic. I have some code written but it

Multiple Clipped Rects to Create Collage in Core Graphics

谁说我不能喝 提交于 2020-01-30 18:11:39
问题 I am creating a collage combined with elements from other images. Here is some ASCII art to explain what I am doing: Given images A, B and C, AAA, BBB, CCC AAA, BBB, CCC AAA, BBB, CCC I take part of A, part of B and part of C as columns: Axx, xBx, xxC Axx, xBx, xxC Axx, xBx, xxC ...and combine them in one image like this: ABC ABC ABC where the first 1/3rd of the image is a colum of A's pic, the middle is a column of B's pic and the last is a column of C's pic. I have some code written but it

Cocos2d iPhone CCClippingNode doesn't do the clip

半腔热情 提交于 2020-01-15 09:14:15
问题 Here are my code how I am trying to draw an image and a hole on it. (The code is from the cocos2d test project) CCSprite *target = [CCSprite spriteWithFile:@"blocks.png"]; target.anchorPoint = CGPointZero; target.scale = 3; CCClippingNode *outerClipper_ = [[CCClippingNode clippingNode] retain]; outerClipper_.contentSize = CGSizeApplyAffineTransform(target.contentSize, CGAffineTransformMakeScale(target.scale, target.scale)); outerClipper_.anchorPoint = ccp(0.5, 0.5); outerClipper_.position =

opengl - framebuffer texture clipped smaller than I set it?

谁说我不能喝 提交于 2020-01-15 03:40:12
问题 I'm using opengl ES 2.0 I'm using a framebuffer linked to a texture to compile an offscreen render (of some simplistic metaballs), and then I'm rendering that texture to the main back buffer. Everything is looking great except that the texture appears clipped, ie. it is not the full window dimensions (short of about 128 pixels on one axis). Here's a screenshot: http://tinypic.com/r/9telwg/7 Any ideas what could cause this? I read here to set glViewport to the size of the texture, but that

Transform CSS clip-path with mixed (fixed and percentage) values to SVG clip-path

柔情痞子 提交于 2020-01-14 09:58:27
问题 I have a card image with gradient with clipped corner using clip-path : .card { width: 200px; height: 200px; background: linear-gradient(to bottom, blue, green); clip-path: polygon(20px 0, 100% 0, 100% 100%, 0 100%, 0 20px); } <div class="card"></div> Clipped corner must have fixed size regardless of card size so I'm using pixels for clipping corner. But clip-path has not the best browser support at the moment, so I've tried converting this HTML and CSS to SVG. .container { width: 200px;

WPF 3D transparent textures - clipping?

社会主义新天地 提交于 2020-01-11 05:44:09
问题 http://www.youtube.com/watch?v=gZNdfVwkttM - you can see all of the problem described on this video if you can't see pictures. All of walls in all images below have a semitransparent PNG texture. Each square wall, floor and ceiling tile is a separate GeometryModel3D (I know that is no good for performance but...). The floor and the ceiling of the central cube have no any geometry and textures - so they have a color the same as Window.Background (black). But the effect considered appears in