Trying to add an image to the shape script while defining MDG technology profile.Transparent images which i add becomes opaque when adding inside MDG like below ( Tranparent is replaced with black background)
Is there any work around for it ..? Am adding .PNG image
Any work around for it.?
Related
I want to merge an image to another image in one shape. Example:
1- People image
2- Shape Image:
So how to do draw that. I already implement for merging but it's not fill to that shape.
It's possible to do this using the masking functions in the Quartz 2D framework. It's a little bit more involved than using the higher level image functions of UI Kit, but Quartz 2D gives you a lot more power to do cool graphics techniques.
The relevant Apple Developer guide to this can be found here: https://developer.apple.com/library/mac/documentation/GraphicsImaging/Conceptual/drawingwithquartz2d/dq_images/dq_images.html
For this example, you'd want to create a mask shape for the inside part of the shape image. There are two ways you can do this. One way is to use image editing software to create a second mask image, with the same size as your shape image, with pure black in the area where you want the people image to appear, and white where you don't want to appear. In this example, that would be the area inside the blue shape. It is important to not crop this image, or else they won't match up exactly.
The other way to create the masking image would be to do that dynamically based on the shape image, and honestly, this is the way I would do it. This would mean that you're including fewer images in your app, and if you made any changes to the shape image, you wouldn't have to recreate the mask image as well. You could do this by making a small change to the way your shape image is formatted. You would need to use a format that allows transparency - png is preferred - so that there is alpha transparency in the part of the image outside of the shape, which is white in your JPEG image. Make sure the section in the center of the image is white (really, any color that is NOT USED in the wanted part of the shape image would work, but I'll say white for this example) and that you don't have parts of it that aren't pure white after image compression.
You will then use Quartz to select the area that's white, and create a mask from that. This technique is a bit more involved, but what you need can be found in the document I linked to above. Because of this, you might start with a static masking image, and then convert to the more involved technique after you've got the code to make the first technique work.
When you have your masking image, you would create the mask itself with the function CGImageMaskCreate(::::::::). You can then apply the mask to the people image using the function CGImageCreateWithMask(::), which will give you an image with the person's portrait, with the correct shape cropped from the center.
Finally, you would display this in your app by placing the masked people image on top of the shape image, and voila, you'll have what you're looking for.
Also, keep in mind, when using the Quartz 2D framework, you'll have to make sure you release images when they are no longer needed, or else you could have memory leaks.
I'm importing a sprite into Unity, and adding it to a Screen Space Overlay canvas to use for a UI.
The image I'm importing looks exactly as I want it, but in Unity the anti-aliased edges look like they're going to a white background color, instead of just fading over whatever is actually behind them.
I'm using these import settings:
I'm using a default UI/Image component to add it to the canvas.
This is the image I'm importing - it's a 32 bit PNG exported from Fireworks: (also shown over a black background)
Just to confirm, this looks fine everywhere else in Unity, preview panels, pickers etc. I am packing this sprite using the built in Sprite Packer if that changes anything.
And the final result:
How can I get rid of these artifacts on the corners?
The problem was the RGB values of the transparent pixels. By default they are white, and any scaling operations cause this white color to be blended with the partially transparent pixels.
I essentially made a slightly larger version of the button background shape, put it in a layer behind everything, and then wrote back into the alpha channel making it transparent. This means that the neighboring pixels are then the same color as the partially transparent ones.
The end result:
In Eclipse, I have a view that uses GEF and for some of the figures that I display. I need to paint some background.
For some of the background, I use a system of folders with a set of predefined images (top_left.png, top.png, top_right.png, left.png, middle.png, ...., bottom_right.png) and, while I can recreate the background when needed, it is highly inefficient (especially since it redraws every time the view is being scrolled or a fly is passing by).
To avoid having to recreate the background image everytime, I want to use a cache system: I create an Image object on which I paint each image, and then I cache that image in a map (the key being the dimension of the image).
To be able to have rounded corners, the cache image needs to have a transparent background and this is where I am blocking:
I have tried to set the transparent pixel and paint with the same color but without success
I tried to use ImageData to set the alpha depending on the alpha of each source image but in that case, while the transparency is done well, the image created is all white.
Is there a way in SWT to do a transparent background image that I can paint some images on?
Update:
I found a possible solution by using a BufferedImage from AWT and converting to SWT using code found in http://www.java2s.com/Code/Java/SWT-JFace-Eclipse/ConvertbetweenSWTImageandAWTBufferedImage.htm
While a good base, this code doesn't actually handle transparency, and I modified it quickly (and quite dirtily) to do it. Is there a reliable code for converting Images from AWT to SWT and inverse?
I would prefer some solution to my problem that doesn't involve converting back and forth between images format.
I want to create a dark grill texture that fades to black for a configuration screen under a page curl effect.
Garmin StreetPilot Onboard uses something like this:
http://www.pcmag.com/slideshow_viewer/0,3253,l%253D286397%2526a%253D286507%2526po%253D7,00.asp?p=n
How do I programmatically create a background such as this? I really don't want to include an image the size of the iPhone screen; this seems the lazy approach.
I would create it in two parts. First, draw a gradient using the normal quartz drawing functions. Then, add an overlay with a repeating pattern of dots. These dots could be a small PNG file that is tiled, or you could use quartz to draw them.
See the documentation for CGContextDrawLinearGradient and [UIColor initWithPatternImage:]
I am developing an iphone application which would let me modify the image by dragging other images over its top along with functionality that would let me choose a specific color from the image and replace it with some other color shades i choose. If anyone has some clue like how to actually implement it or some code, that would be great help for me to proceed in right direction
Thanks in advance :)
If you just want to overlay images, you can simply drag UIImageViews around and position them within the view hierarchy such that the appropriate images are overlaid one on top of the other.
For generating a new image out of those composited images, you may want to use something like CGContextDrawImage() within a UIView subclass's -drawRect: method or in a custom CGContext. You can also refer to these similar questions:
How can we combine images and get image object from this two images in iphone apps
Combining images
As far as selectively replacing a specific color within a UIImage, that's a commonly asked question here:
In a UIImage (or its derivatives), how can I replace one color with another?
How to make one color transparent on a UIImage?