The following diagram like this image, the draw style is special, the line is free
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I'm trying to make something like this:
But I don't know how to make the central part.
I know that it can be made programming because others did it (with bézier curves or Canvas), but I'd like to make it with a drawable, an image or SVG (so, without Java code). I can't use any external libraries.
The white part must be transparent, so I can't add a white circle at the bottom of the '+' button.
Currently I have a Constraint Layout, with 2 LinearLayout with background color:
After some searching I found that material.io had the exact same design as an example:
So I just followed the provided code tutorial.
I am new to EA, and for my high level layered architecture, I just want to draw a whiteboard diagram with few rectangles. I want to change the colour of the rectangles, However, the right click context pop for colour is not changing my rectangle colour. Any inputs on this is soo appreciated...Thanks
You can't change it. Those elements are created with the help of shape scripts. If you take for example the rounded rectangle you see that they don't regard the user color settings. You can either manipulate the shape scripts in the Whiteboard MDG yourself or ask Sparx for a new feature. (If you want to see a change in your lifetime I'd recommend the first.)
Alternatively just draw a Boundary which can be set to Solid which enables color filling.
Hello fellow Stackoverflowers:
I am curious if it is possible to create a style or control the aestetic of the graphs and diagrams to look like they are from a turn-de-siclé book (talking about the 19th-20th centuries), that is, imitate the look of an etched graph. I have a simple diagram that I produced on inkscape that is a very very crude aproximation to what I am looking.
Could I produce something more "metal/wood engraving" on gnuplot? I have gnuplot 5.0.5. Thank for your attention, I hope this is the right forum.
Use gnuplot command test to see what fill patterns available.
Modifying or adding custom fill pattern is extremely difficult in gnuplot, as far as I know. See this example for how to manipulate the fill pattern: Gnuplot: how to fill a bar with both a color background and a pattern
I need to draw a diagram with different colors. Therefore I would like to have one layer per color.
When I add a layer that contains only a rectangular filled with a color above a layer with a white drawing on a black background. Then I can use the "Blend mode" multiply and the white drawing is colorized.
Is it also possible to just colorize everything in a layer that is black?
I don't think there'll be any GUI-based solution lighter than the one you have.
But since you are in StackOverflow, you can probably code. Then you could use a script with a text file parser (such as sed) to modify the colour of desired elements in the svg file.
I have a multiviewport OpenGL modeler application. It has three different viewports : perspective, front and top. Now I want to paint a label for each viewport and not succeeding in doing it.
What is the best way to print a label for each different perspective?
EDITED : The result
Here is the result of my attempt:
I don't understand why the perspective viewport label got scrambled like that. And, Actually I want to draw it in the upper left corner. How do I accomplished this, because I think it want 3D coordinate... is that right? Here is my code of drawing the label
glColor3f(1,0,0);
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glRasterPos2f(0,0);
glPushAttrib(GL_LIST_BIT); // Pushes The Display List Bits
glListBase(base - 32); // Sets The Base Character to 32
glCallLists(strlen("Perspective"), GL_UNSIGNED_BYTE, "Perspective"); // Draws The Display List Textstrlen(label)
glPopAttrib();
I use the code from here http://nehe.gamedev.net/data/lessons/lesson.asp?lesson=13
thanks
For each viewport switch into a projection that allows you to supply "viewport space" coordinates, disable depth testing (glDisable(GL_DEPTH_TEST)) and depth writes (glDepthMask(GL_FALSE)) and draw the text using one of the methods used to draw text in OpenGL (texture mapped fonts, rendering the full text into a texture drawing that one, draw glyphs as actual geometry).
Along with #datenwolf's excellent answer, I'd add just one bit of advice: rather than drawing the label in the viewport, it's usually easier (and often looks better) to draw the label just outside the viewport. This avoids the label covering anything in the viewport, and makes it easy to get nice, cleanly anti-aliased text (which you can normally do in OpenGL as well, but it's more difficult).
If you decide you need to draw the text inside the viewport anyway, I'll add just one minor detail to what #datenwolf said: since you generally do want your text anti-aliased (even if the rest of the picture isn't) you generally want to draw the label after all the other geometry of the picture itself. If you haven't turned on anti-aliasing otherwise, you generally will want to turn it on for drawing the text.