clipping

Can you have multiple clipping regions in an HTML Canvas?

情到浓时终转凉″ 提交于 2020-01-09 23:46:15
问题 I have code that loads a bunch of images into hidden img elements and then a Javascript loop which places each image onto the canvas. However, I want to clip each image so that it is a circle when placed on the canvas. My loop looks like this: $$('#avatars img').each(function(avatar) { var canvas = $('canvas'); var context = canvas.getContext('2d'); var x = Math.floor(Math.random() * canvas.width); var y = Math.floor(Math.random() * canvas.height); context.beginPath(); context.arc(x+24, y+24,

Can you have multiple clipping regions in an HTML Canvas?

☆樱花仙子☆ 提交于 2020-01-09 23:44:21
问题 I have code that loads a bunch of images into hidden img elements and then a Javascript loop which places each image onto the canvas. However, I want to clip each image so that it is a circle when placed on the canvas. My loop looks like this: $$('#avatars img').each(function(avatar) { var canvas = $('canvas'); var context = canvas.getContext('2d'); var x = Math.floor(Math.random() * canvas.width); var y = Math.floor(Math.random() * canvas.height); context.beginPath(); context.arc(x+24, y+24,

How to get the rid of the z-fighting problem in OpenGL?

浪子不回头ぞ 提交于 2020-01-02 10:19:14
问题 I'm writing a flight simulator and got stuck with the classic problem of this genre: the near plane of the viewing frustum must be close enough to make aircraft cockpit visible, the far plane has to be far away to enable visible distances with up to 40km. The visibility distance or near/far ratio is indeed beyond the z-buffer precision ability of opengl and distant objects flicker violently. This is the place a fancy 3d engine leaves you alone with your problem and you need a true knowledge

WPF clipping even when no clipping is desired - how to turn it off?

杀马特。学长 韩版系。学妹 提交于 2019-12-30 08:03:16
问题 I need to float out some content out of the ListBox as specified in a DataTemplate for an ListBox.ItemTemplate . I am using RenderTransform but the content gets clipped on ListBox boundaries. ClipToBounds is False for the entire visual tree. I have read somewhere that WPF internally performs some clipping even when none is specified with dedicated clipping properties. I have also found out that using Canvas can sometimes cure the clipping problem but it does not help here. How can I overcome

How to Clip content with rounded corners in Windows Store App

百般思念 提交于 2019-12-29 05:22:14
问题 I've attempted to have a <Grid/> (with interactive stuff inside, not just an image) clipped with rounded corners (a <Border/> or a <Rectangle/> , whatever works). I've attempted multiple solutions, but none of them was compatible with a Windows Store App. No brush: RadialGradientBrush is not supported in a Windows App project. DrawingBrush is not supported in a Windows App project. The type 'VisualBrush' was not found. Verify that you are not missing an assembly reference and that all

libgdx ScissorStack not working as expected

泪湿孤枕 提交于 2019-12-29 01:45:27
问题 I'm trying to create a "progress bar" of sorts but the clipping doesn't seem to work the way I expect it to. Is this something I am doing wrong or something I've misinterpreted? The draw() routine that should clip: @Override public void draw(SpriteBatch batch, float parentAlpha) { Rectangle scissors = new Rectangle(); Rectangle clipBounds = new Rectangle(getX(), getY(), getWidth() * 0.75f, getHeight()); ScissorStack.calculateScissors( getStage().getCamera(), getStage().getGutterWidth(),

OpenGL ES stencil operations

只愿长相守 提交于 2019-12-25 18:16:44
问题 In reference to the problem diskussed in article OpenGL clipping a new question arises. I am implementing the clipping for a node based 2D scene graph. Whenever the clipping boxes are axis aligned I am using the glScissor like proposed in OpenGL clipping. I have sucessfully implemented node clipping of boxes that are axis aligned. It turns out that each node has to intersect it's clipping rectangle with the ones of it's ancestors that use clipping. (That is necessary in case of siblings that

Base64 clipping images from database PHP

末鹿安然 提交于 2019-12-25 01:17:20
问题 I am making a website that displays games from a database made in MySQL workbench. I want to have images appear next to the relevant game title of said game. The problem I am having is that I am inserting these images into my database using BLOB and converting them to base64 within the PHP. When I do this and run it, the images come out clipped. This gets the information from the table that I created in MySQL function find_all_games(){ global $db; //Connects to database $sql = 'SELECT * FROM

Line and Polygon clipping returns empty Paths using Clipper library (c++)

北城以北 提交于 2019-12-24 08:27:20
问题 I am trying to split a polygon by a line using the Clipper library. After the execution of clipping, it returns empty path. Can someone suggest the right way to do the same. Paths clip(2),soln; clip[0] << IntPoint(-264,-210) << IntPoint(650,-209); Path sub = clip[0]; Path poly << IntPoint(531,49) << IntPoint(-21,49) << IntPoint(-970,-961) << IntPoint(-945,-1019) << IntPoint(1045,-1071) ; Clipper c; c.AddPath(poly,ptSubject,true); c.AddPath(sub,ptClip,true); c.Execute(ctIntersection,soln

Is clipping done automatically in Three.js?

我只是一个虾纸丫 提交于 2019-12-24 04:51:36
问题 So, I was reading about clipping in this Wikipedia article. It seems pretty essential to any and all games, so, do I have to do it, or is it done automatically by Three.js, or even WebGL? Thanks! 回答1: You can pass values for the near and far clipping planes to your camera object: var camera = new THREE.PerspectiveCamera( fov, aspect, near, far ); near and far can contain values for example near = 0.1 and far = 10000 so an object which lies between these values will be rendered. EDIT: near and