I have UV mapped the object, And added a texture material, But i can't see the texture.
Error image
If you press the hotkey 6 ( or 5), it will activate the "Show Texture Mode" in Maya. This will enable the textures in the view port.
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If sprites are rendered into a transparent render texture with different blend modes and some are rendered against the transparent parts, they render black when on top of a background.
Is it possible to get blend modes to work against the background i.e something set as add or multiply inside the render texture will add or multiply with the background? I'd probably have to put each blend mode into its own render texture and set the whole render texture to use that blend mode.
Assuming it's not possible to have the blend modes work with a single render texture, is it possible to make the black parts transparent? Multiply or add against transparent renders black in a render texture by default.
In Android Studio, while creating a Launcher Icon, there is a preview of a "Safe zone" circle that defines a certain padding around the edge of the displayed boundaries.
What does it specifically define?
Adaptive Icons, which are introduced in Android O, allows the system to apply a shape mask on top of your icons, which gives users a more consistent icon theme. Instead of a mixed bag of square & circle icons, users can now be shown all square or all circle icons.
The question is, how big a mask can systems make? Can they clip away 40px (10px from each side) of your icon? How about 80px? 120px? Even 400px? So Google created a rule:
A device OEM can specify a mask that may include a radius that is as short as 33 dp along certain points of the shape.
So the "safe zone" is the area that is guaranteed to not be clipped.
It looks like Android is planning on introducing parallax effects on icons when scrolling in the home screen, when they do, icons that are not completely in the "safe zone" may get see unnatural motion with the background when they are being animated. (See the "Clock" icon, and how it "escapes" the bounds of the background)
I am developing an app using Qt 5.5
I have a main window with a dock, and a dockable window which can be dragged out/popped out, floating in its own separate window. (QDockWidget)
The resize border width of the main window is perfectly adequate, so resizing the main window using the mouse is very easy.
Resize margin width of main window (ie: when docked):
The space within the red border here represents the area where the mouse cursor changes to a resize cursor.
Resize margin width of undocked window (ie: when hovering):
When I pop out my docked window (QDockWidget), so that it's now floating, the resize border width drops down to a single pixel
As such, it is almost impossible to resize a floating dock window.
I am running Ubuntu Gnome 14.04, so using Gnome 3 with (I think?) Adwaita theme.
I have tested this on default Ubuntu 14.04, so using Unity, and this is not an issue there (the resize border width is several pixels, so much easier to "find" with the mouse)
Question:
How can I configure Gnome 3 / Adwaita to increase this border width?
I have 4 CToolbars in MyCFrame. They are docked on MyCFrame. How can I calculate free CFrame client area? I need to find some CRect with value (CFrameClientRect without size of docked bars).
From seeing your snapshot I conclude you are using some windows displaying image.
Get this windows rectangle: call GetWindowRectangle(ptrToRect)
and convert it to frame window’s client coordinates, passing rect as follows:
pMyFrame->ScreenToClient(ptrToRect)
I am using PNG type image with transparent background in picturebox control with stretch Mode in Windows CE. But in pocket pc device it shows wrong behaviour. I provide its screen shot below:
How can I resolve it?
As you've discovered, ARGB transparency isn't supported in the CF. You need to change your image and then use ColorKey transparency. See the answers to this question for more links.
looks to me like you have used an alpha type png RGBA, which is not displayable by your code and its converted to RGB so just displays your background colour as one rectangle.
Greg.