2d

How does an operating system draw windows on the screen?

扶醉桌前 提交于 2020-08-24 07:33:33
问题 I realized after many years of using and programming computers that the stack of software that actually draws on the screen is mostly a mystery to me. I have worked on some embedded LCD GUI applications and I think that provides some clues as to a simplified stack but the whole picture for something like the Windows operating system is still murky. From what I know: Lowest level 0 is electronic hardware (integrated circuits) that provide a digital interface to turn a pixel on the screen a

Draw spline(smooth path) with SkiaSharp lib on Xamarin.Forms?

你说的曾经没有我的故事 提交于 2020-06-26 06:24:39
问题 I'm making app with using Xamarin forms. I want to draw a smooth path (spline) with SKPath, but I am unable to find a simple way to achieve this. Skiasharp does not support it currently unless I make path smoothly myself. Thanks. 回答1: SkiaSharp supports cubic Bezier curves. So, what you can do, is divide the spline into segments (points determine segment endpoints), and draw each segment using a cubic Bezier curve. To do this, you need to introduce two control points between each point in

minimal bounding box of a clipped point cloud

假如想象 提交于 2020-05-27 07:24:12
问题 I am trying to find the minimal bounding box of a 2d point cloud, where only a part of the point cloud is visible. Given a point cloud with a rough rectangular shape, clipped so that only one corner is visible: The point cloud is clipped at the green border. I know the position of the border in the image, and I know that there will always be exactly one corner of the rectangular shape visible within this border. I also know the size of the rectangular shape. Now I want to find the minimal

canvas context property to PREVENT hardware accelerated rendering?

痴心易碎 提交于 2020-05-24 05:42:23
问题 Is there a setting for the canvas context that will prevent its renderer from using hardware acceleration? I want to render without it, but don't want to ask the user to disable it from their chrome browser since that is counter-intuitive and doesn't provide a seamless workflow experience. 回答1: Short Answer: No, but it is at least being considered by those developing Chromium. MDN: CanvasContext2D In the page you'll find an internal method called demote . Long Answer: There's nothing

canvas context property to PREVENT hardware accelerated rendering?

喜你入骨 提交于 2020-05-24 05:42:14
问题 Is there a setting for the canvas context that will prevent its renderer from using hardware acceleration? I want to render without it, but don't want to ask the user to disable it from their chrome browser since that is counter-intuitive and doesn't provide a seamless workflow experience. 回答1: Short Answer: No, but it is at least being considered by those developing Chromium. MDN: CanvasContext2D In the page you'll find an internal method called demote . Long Answer: There's nothing

WebGL 2D camera zoom to mouse point

血红的双手。 提交于 2020-05-09 12:07:40
问题 I'm currently building a 2D drawing app in WebGL. I want to implement zoom to point under mouse cursor similar to example in here. But I can't figure out how to apply the solution from that answer in my case. I have done basic zoom by scaling camera matrix. But it zooms to the top-left corner of the canvas, due to that being the origin (0,0) set by the projection (as far as I understand). Basic pan & zoom implemented: My draw function (including matrix computations) looks like this: var

WebGL 2D camera zoom to mouse point

試著忘記壹切 提交于 2020-05-09 12:05:08
问题 I'm currently building a 2D drawing app in WebGL. I want to implement zoom to point under mouse cursor similar to example in here. But I can't figure out how to apply the solution from that answer in my case. I have done basic zoom by scaling camera matrix. But it zooms to the top-left corner of the canvas, due to that being the origin (0,0) set by the projection (as far as I understand). Basic pan & zoom implemented: My draw function (including matrix computations) looks like this: var

JavaScript wall collision on convex shapes, getting stuck at corner

99封情书 提交于 2020-05-09 07:54:27
问题 The bounty expires tomorrow . Answers to this question are eligible for a +50 reputation bounty. bluejayke wants to draw more attention to this question. this is a follow up to this other question: How do I handle player collision with corners of a wall In inspiration of the code given in its answer, I tried to write some new code. Basically, in the original, the wall sliding works very well on the inside of the walls, but I wanted to make it work on the outside as well, so I made a new basic

Unity 5.6 2D- How can I check if 2 colliders isn't touching any other collider?

╄→尐↘猪︶ㄣ 提交于 2020-02-08 10:47:59
问题 In Unity 5.6 C#, I know there is a way to check for if a collider is being touched by any other collider by using IsTouching. However, I would like to know how to group two colliders together(that are touching each other), and how to check if they both are touching any collider besides each other. 回答1: I will give it a shot with the idea I mentioned in the comments (I see it is hard to understand with only the comments section). I would use a list of collisions and store any touches here,