Is it possible to create this shape with two colors in QGIS?
To get this kind of effect, we can use multiple layers on the symbol selector interface. Add in another layer to the symbol (using the plus symbol in the bottom-left corner), set both layers to have a transparent fill and set the outline of the bottom layer to have a wider outline than the top layer. Then set the colours for the two layers accordingly, with transparency scaled down for the bottom layer. Here are a few screenshots, though I've used black instead of white to make it more visible on the symbol selector dialogue:
Note the "outline width" on the bottom layer is larger than that on the top, to let it show through. Hope this helps!
Related
I realize I may not have my terminology down yet, I'm new to after effects, so I've attached a picture of what I am trying to achieve. I'd like to know how to resize the black canvas surrounding the "of magic" text layer can add more text.
Go to Composition > Composition Settings and change the size (in pixels) of that canvas under width and height.
Alternatively if this is a text block within an already larger canvas, click onto your text in the composition with the Type Tool cmd+t/ctrl+t and expand using the corner points to expand the visible type.
The colors that I choose on the symbol selector do not match the colors on the layer. The colors are appearing faded on my map.
For example, the last item on my map shows red as the current symbol, but on the map, it appears like pink.
What could be the reason and how can I fix it?
This happens if the transparency of the layer is > 0%. If you have a basemap or another layer underneath, you'd be able to see through the states to that other layer, but it comes at the cost of color intensity -- reds appear pink, and colors in general are "faded".
Change the layer transparency in the Layer Properties dialog, under the "Display" tab.
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'm using Raphael to draw rectangles. Whoo-hoo!
Is there a way to right align contents of an SVG file?
Not just text, but shapes as well?
I can do the math and get the computed x value, but I'm looking for the lazy-simple solution.
Thank you.
There isn't. Unlike normal web pages where the window is resized and the content flows into it, when a Raphael paper is resized, there is no sort of flow, so aligning is irrelevant. Instead of setting align=right, you just set the right edge to be the same position you set the width of the paper to be. If you enlarge the paper, you can scale the contents with a single operation. Once you've set the position of the right edge, you've essentially set the align position. You don't need to re-set all edge values when the paper changes size, you just scale everything with one command. Hope that helps
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.