I have a ifc file with with some walls & furniture.
When i am using the IfcSurfaceStyleRendering or IfcSurfaceStyleShading I makes all my walls transparent like this.
All the walls are IIfcWall & I have also tried IIfcStyeItem from IIfcWall.Representation but it is making transparent all the walls at same time.
Whereas I just need a single wall to remain visible like this
so the reason why all the walls for ifc file became transparent is that all the walls uses the IfcStyleItem.in order to make a single wall transparent u just need to create and assign a new style item to that wall.
Related
So I have an instanced scene that is supposed to be the child of a colour rect in my tree. I want to randomly generate the nodes, but I also want parts of the view to be cut off if the texture no longer is above the main section. I know you can render nodes below their parents, but I don't know if stopping part of them from rendering is physically possible.
In this image I want the bottom circle to remain the same, but the top circle to not show anything above the dark purple box
This is the node tree in the editor
Is there any way to do this directly, or am I gonna have to use a viewport of some variety?
I believe what you want is to set rect_clip_content to true on the ColorRect (or whatever Control). Making invisible any part of its children outside of it.
From Godot's documentation:
bool rect_clip_content
Enables whether rendering of CanvasItem based children should be clipped to this control's rectangle. If true, parts of a child which would be visibly outside of this control's rectangle will not be rendered.
If what you want is the opposite, perhaps you can use z_index to have something render on top, occluding the parts you don't want visible.
There is also a trick you can use with lights (including 2D lights):
Make a light that matches the area you want things to be visible.
Set a custom material that will be transparent by default, but visible on the light pass. The simpler way to do this is to set the light_mode of the material to "Light Only". You could also do it with a custom shader instead.
Making something disappear with light, in 2D, is impossible. In 3D, you can use flags_use_shadow_to_opacity. That is how you make a shadow catcher.
But, there is one more trick: you can use a mask. This should give you full control of when to show or hide things. So, if none of the above solutions works for you, use a mask. I have an explanation in a different answer. See also: How to crop sprite in a non-rectangular form?.
Mighty Mochi Games recently (2022-03-30) made a compilation of the different approaches in video form: Mask Methods Collection - Godot 3.x - 2D
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I am developing a game using Phaser where a user is rendered a triangular canvas. User can crop this canvas to any possible shape by drawing any crop pattern on the canvas. Besides this, i need to get this cropped canvas in suitable data format to be used as an image to render and also trace changes made on this canvas for undoing puspose.
Any help to get this through will be appreciated.
Thanks in advance.
Initial canvas
Canvas after crop
Cropped canvas used to create new canvas
So it's like folding a piece of paper and then cutting it so it looks like a snowflake? Interesting idea.
I think you could either use BitmapData to draw the initial cut out, then copy that bitmap 6 (or 12?) times and rotate and flip x-axis to construct the rest. Though maybe there will be seems, so like small lines, between the parts idk.
Another appproach would be to keep track of the initial cutlines like vectors. Then use math/trigonometry to calculate the result. No idea how to do this though, sorry.
Scratch allows selection of the color using the set pen color. Does anyone know if its possible to program to set the color to transparent so that what ever is drawn can effectively be erased? What would the color number be for that?
Update
The idea was to cover a picture (background) with a colour drawn over the top. Now give the player a little creature that erases the colour on top, they have a certain amount of moves or time to guess what the picture is. The less moves/time they use the more points the player will be awarded.
But the problem seems to be that in the paint a sprite part of scratch erase is an option, but not in the pen programming.
If I cant solve it using erase apprach, my alternative is to make a lot of sprites covering the picture and hide them when the creature touches them. But it seems less fun for the player as the uncovered patterns will be more predictable.
Unfortunately, this isn't really possible. If you have a backdrop that's all one color, you could set the pen color to be the same as the backdrop and color over what you already have (giving the illusion of erasing), but other than that there really isn't a good way.
Your only other option is to use the clear block and then re-draw everything except the piece you want to erase.
If you want to give more context about your specific project, I might be able to help you work out a solution (I've done quite a lot with pen blocks over the years).
Like PullJosh said, it isn't really possible but you can make a sprite called Cover and make it a circle of any color you want. Then, it can clone it's sprite over the sprite you want to hide. Then you can attach a script to the clones:
https://i.stack.imgur.com/S6h4c.png (ctrl + click)
I know this has been asked many times, but not quite the way I'm trying to solve it.
I have Labels in a Panel on a UserControl, and the UserControl goes onto a form.
The Label.BackColor = Transparent.
The panel is from DevExpress, and I've set a gradient background.
Problem: The Labels aren't transparent; they each show as a white solid rectangle around the text. (I presume the white comes from the Panel, as the first of the two gradient colors is White.)
Everything I google about this problem says I need to roll my own Label control and fire off peculiar GDI+ commands, and Invalidate the control, and hook the Paint event and sing a stirring sea shanty and hold one foot above my head and...
Really? Doesn't the Label allow ".BackColor=Transparent" ? Why doesn't that work?
And what's the best way through this?
Somehow it turns out I never tried making the Label backgrounds transparent.
I am not a proud.
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.