I am trying to rotate a circle image using jquery rotate plugin. But, I observe that the circle image appears to be oscillating about it's center while rotating. Something like a linear movement.
In IE7, it's pretty much observable. In Chrome/Firefox, if you zoom a bit, this wobbling issue can be observed.
I tried to rotate the image using Raphael library too. But still, the circle was wobbling.
Then I rotated the image with a c# program to see if the problem is with the browsers' graphic engine. But even here this issue is observed. I even took various images to see if the circle was imperfect. But, all the images show this behavior.
Can this be happening because of anti aliasing? Or, is it just an optical illusion?
If not, then what else can be the reason?
I am using jqueryrotate plugin rotate method to do this. $('#circleimg').rotate(Position);
Check this jsFiddle. Btw, this is the kind of source code you can include yourself in your question to make answering it easier for others.
http://jsfiddle.net/KyJzQ/
I used this rotate plugin since you did not specify which one you used.
HTML
<img id="circleimg" src="http://i.imgur.com/KgUDClr.png">
<img id="circleimg2" src="http://i.imgur.com/sK4qP6z.png">
JAVASCRIPT
var rot = 0;
window.setInterval(function() {
$('#circleimg').rotate(rot);
$('#circleimg2').rotate(rot);
rot += 1;
},
5
);
I think the circle you've provided is not actually a perfect circle, hence the tiny "oscillations" you see.
I added another circle that I rendered myself. If you zoom in closely enough you will see jagged pixels moving around the edge of my circle, but I don't see any way around this since the jQuery plugin is not actually re-rendering the image. I don't see any of the "oscillating" you mention in my circle.
This issue is more about vector art than it is about programming. Get a nice vector graphics program and render the nicest circle you can. Even the one I made is not really that good. Or use HTML5 and canvas to draw dynamically, rather than moving a static image around.
Related
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.
I want to draw a polyline in Google Maps SDK for iOS but the ends of the line look pretty ugly to me. Is there a way I could smooth them out or round them off? I tried adding a GMSCircle to the end of the line but the circle gets zoomed in differently than the polyline, ruining the whole effect.
I am sorry but I don't have enough reputation to post images of it yet.
Is there another way I could achieve this whole "rounding-off" effect?
Following Quote from this source:
http://www.cambridgeincolour.com/tutorials/image-projections.htm
Equirectangular image projections map the latitude and longitude
coordinates of a spherical globe directly onto horizontal and vertical
coordinates of a grid, where this grid is roughly twice as wide as it
is tall.
I have a 13312 px width and 6656 pixel height Panorama picture. It's a equirectangular projection of a room and have a 2:1 ratio.
I use following formular to calculate the xPosition:
var xPosition = ( panorama.width / 360 ) * azimuth
Azimuth = Phi = Heading = Angle to the left or right
How do I project this now on a 1366x768px browser screen?
I think my results are wrong, because it's not on the point where it should be.. it could be because the sphere has a distortion on the left and right:
Is there any formular to calculate the position with attention to the distortion and scale it to fit on the browser screen? I looked many (MANY) sources to find a solution for this, but they always just say that equirectangular are just lat and long.. they don't consider the distortion.
Last question: To find a special solution, I tryed to put a plane on the circle and expanded the line which shows the alpha angle. I though with Phytagoras I could find the position.. but this didn't worked either.. maybe I did something wrong? Is this the way even possible or am I doing it wrong?
edit
THIS is what I'm actually looking for: http://othree.github.io/360-panorama/three-2d/
The black grid in the background. What is the name of this? For what do I have to google or look for? When you start the 2D Panorama, if you want to get the coordinations of the top right corner of the window, what do you have to do?
The whole calculation problem was about to create a Google Streetview similiar view from a 2:1 equirectangular image. We already found a solution for this with a great help from Martin Matysiak (https://github.com/marmat | Google).
It's been a while so I can't give a direct answer to what the main solution is, but I can provide a URL to an AddOn Martin wrote for adding the custom Markers that we actually were trying to make.
You can follow https://github.com/marmat/google-maps-api-addons and look for yourself. In the end it helped a lot to solve the main problem and let us continue with our main Framework for Google Business Tours.
If you follow the link in the threejs demo you included, it would take you to the source code.
particularly look at:
https://github.com/mrdoob/three.js/blob/dev/examples/webgl_panorama_equirectangular.html
and
https://github.com/mrdoob/three.js/blob/dev/src/geometries/SphereBufferGeometry.js
not sure if there is distortion though. The distortion comes from the fact that the texture is mapped to the sphere, and the sphere is rendered in 3D (openGL).
There are three basic ways to move a path in Raphael.
If that path has a fill image that has PNG transparency, and you need IE8 (VML), all three are flawed.
JSBin demo
If you use a simple transform...
path1.animate({transform: 't20,100'},1000);
...then in IE8, the png transparency in the fill breaks and translucent pixels turn black. Edges become pixelated and ugly, and depending on the image you might get a scuffy black outline around the translucent edge of the image. Not good, and there doesn't seem to be any reliable way to fix this after the event.
Sometimes, inconsistently, the background image also doesn't stay relative to the element (more on that below).
If you animate the path attribute, for example like this:
path2.animate({path: Raphael.transformPath( path2.attr('path'), 't100,20') },1000);
...IE8 doesn't wreck the image background. However, the fix for making background images relative to the element not the paper does not work with this method (and various ways I've tried to bodge it using improved background image offset with an additional "M-20,-20" element don't seem to work), and I can't find any way to make that work either.
Also, just having lots of transformations on the go can break the delicate IE8 bug the background image fix depends on in VML mode, causing the background to move. This seems to be inconsistent - with the JSBin above, in IE8, sometimes they all move, sometimes only the top one moves.
If you use translate...
path3.translate(42,42);
...the results are the same as transform (presumably both use the same translate functions).
With Raphael image elements, it's possible to fix this broken alpha by applying opacity with the transform in an attr or animate call. This doesn't work with path fills. Also, turning off the fill and resetting it from the original URL string doesn't remove the broken alpha contamination. You can see this in this demo.
So, I'm looking for a way to move a Raphael path that has a background image that has PNG transparency that a) keeps the image relative to the element, consistently and b) doesn't wreck the PNG transparency in IE8 by turning partial transparency into pixelated black.
Similar problems occur with any form of transformation - such as scale, rotate etc.
I can't find any good answer to this: the closest I've found is an ugly but functional workaround for IE8 transform (wrapped in if(Raphael.type=='VML')s so you don't spoil things for real browsers):
Before doing any transform to anything that has an alpha transparency PNG / pattern fill, remove the pattern fill (path.attr({fill:'none'});), storing the fill setting like path.data('fill',path.attr('fill'));
After the transform, asynchronously (e.g. wrapped in setTimeout(function(){ })) re-apply the fill e.g. path.attr({fill: path.data('fill')});
The crucial thing seems to be: the fill must not be applied when the transform occurs, else it'll be ruined forever, even if you remove and re-apply it. Be careful with the timing on this - it mustn't be possible for the fill to re-apply before the transform completes (e.g. watch out for race conditions with animations or other async processes).
If you're animating a transform, your options seem to be to either:
Clear the fill before the animation, just accept that there will be no fill while the animation takes place, and re-set in a callback after the animation completes
Implement your own animation handler than removes and re-applies the fill before and after every frame (this, of course, risks being a performance nightmare).
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.