Is there a way to manipulate alpha of an image using alpha from another image?
Suppose I have a Image and I want to alter its alpha starting opaque at left and totally transparent at right, currently I draw another image with LinearGradientBrush and set alpha of orginal image from second image by looping pixel by pixel, is there another...
I have a problem with incorrect alpha blending results with openGL ES on iPhone.
This is my code for creating texture object:
glGenTextures(1, &tex_name);
glBindTexture(GL_TEXTURE_2D, tex_name);
glTextImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex_width, tex_height, GL_RGBA, GL_UNSIGNED_BYTE, tex_data);
'tex_data' is loaded from raw RGBA8888...
I want to draw transparent windows (with alpha channel) on Linux (GTK) and OSX. Is there an API to do that ? Note that I don't want to set a global transparency, the alpha level should be set per pixel.
I'm looking for the same kind of API than the UpdateLayeredWindow function on Windows, as in this example: Per Pixel Alpha Blend.
...
Hi,
Do you know of KeePass Password Safe 2? It's open-source and I'm trying to do some things but I've hit a dead end and can't find where the code is doing this and why it's doing it at all.
The source code is here and it's coded in C#:
http://downloads.sourceforge.net/keepass/KeePass-2.08-Source.zip
The problem is that the icons of ...
I have a graphics system for Java which allows objects to be "wallpapered" by specifying multiple images, which can have (relatively) complex alignment and resizing options applied.
In order to perform adequately (esp. on very low powered devices), I do the image painting to an internal image when the wallpaper is first painted, and the...
I asked a question about this some years back when Vista was first released, but never resolved the problem and shelved it as something to consider later.
I have a splash screen that I went to great effort to make look great. It's a 32bpp alpha-blended PNG. I have some code (which I can dig up if required!) that works great under Windo...
I have a BufferedImage created using
new BufferedImage(wid,hgt,BufferedImage.TYPE_INT_ARGB);
to which I assemble a wallpaper using multiple other images. It works fine in Jave SE, but when I tried to run the code on a J9 CDC/PP platform I discovered that the Personal Profile BufferedImage has no constructors!
Can anyone point me to ...
I want to use partially transparent images in drag/drop operations. This is all set up and works fine, but the actual transformation to transparency has a weird side effect. For some reason, the pixels seem to be blended against a black background.
The following image describes the problem:
Figure a) is the original bitmap.
Figure ...
Hi,
I have a bunch of shapes that I'm rendering with different graphics objects. I'd like it so when the shapes overlap, they use some alpha blending to combine the colors. However, I only want them to blend with the other shapes, not with anything else rendered. Is this possible?
thanks,
Jeff
...
I have a somewhat transparent view (alpha = 0.6) that has some subviews. I'd like one of the subviews (a UILabel) to be drawn with alpha of 1.0 because the blending makes the text difficult to read but by adding it as a subview of the main view it has adopted its parent's alpha value. Is there a way to override this behavior? I believe I...
This is a .NET application on Windows forms using C++/CLI. I have a JPEG that I want to paint in my client area to represent an object. On some occasions -- like when the user is dragging objects around -- I'd like to draw the object with some transparency.
What are the various available ways to do this?
...
Is there a way in wxWidget to do alpha blending operations such as multiplying the alpha of a bitmap versus the RGB of other bitmap to generate new images (such as rendering a photo as an anti-aliased circular shape).
...
I'd like to draw antialiased text on a transparent bitmap and have the antialiasing drawn as alpha blended pixels. This way, I can draw the bitmap onto any color surface (or an image, for that matter) and the antialiasing still looks fine.
Here is a simplified sample showing the problem:
protected override void OnPaint(PaintEventArgs e...
I would like to render two scenes in OpenGL, and then do a visual crossfade from one scene to the second. Can anyone suggest a starting point for learning how to do this?
Cheers
...
Essentially, what I want to do (in DirectX) is to take two partially-transparent images and blend them together. This works fine with default blending, insofar as they both show up as overlapping, etc. However, the problem is that the opacity goes up markedly where the two intersect. This causes increasing problems as more sprites ove...
I'm trying to blend a background with a foreground image, where the foreground image is a transparent image with lines on it.
I am trying to do it this way.
UIGraphicsBeginImageContext(CGSizeMake(320, 480));
CGContextRef context = UIGraphicsGetCurrentContext();
// create rect that fills screen
CGRect bounds = CGRectMake( 0,0, 320, ...
I have one texture that has some portions which are transparent transparent I want to apply over an object whose faces are some opaque material (or colour if it's simpler) but the final object gets transparent. I want the final object to be totally opaque.
Here is my code:
First I set the material:
glDisable(GL_COLOR_MATERIAL);
...
I'm looking for a Python library that's suitable, with DOM access too.
I don't mind if the flash transparency doesn't carry over. PyQT's license isn't compatible with the project, and PySide isn't compiled cross-platform yet.
Any thoughts?
...
This is related to my last question. To get this image:
I draw a white background (color = (1, 1, 1, 1)).
I render-to-texture the two upper-left squares with color = (1, 0, 0, .8) and blend function (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA), and then draw the texture with color = (1, 1, 1, 1) and blend function (GL_ONE, GL_ONE_MINUS_SRC...
Currently, I have blending and depth testing turn on for a 2D game. When I draw my textures, the "upper" texture remove some portion of the lower textures if they intersect. Clearly, transparent pixels of the textures are taken into account of the depth test, and it clear out all the colors of the drawn lower textures if they intersect. ...