orchard cms shape tracer is not selecting my shape - orchardcms

The shape tracer shows Part_Product [Empty] . I could see the shape renderes, but my shape is not selectable by shape tracer. Any idea?
Regards
George

it was a silly mistake while I was testing, enclose the data arround html tags, the shape tracer would select the shape

Related

why is the color and texture of 3d file missing in arcgis scene?

i am trying to build arcgis scene with my custom 3d models with ModelSceneSymbol but when the model finally loaded(.dae format) it appeared pure white when i explicitly designed it red, also most of the other formats like .fbx,obj etc. don't seem to get rendered on the scene, can anyone give me a solution for the color part alone, i am using vectary for 3d model creation btw

SwiftCharts cutting off points (clips bounds)

I am tweaking the Areas Example project from SwiftCharts and I am running into the issue where the point indicators are getting cut off like so:
In the github issues a found this and this other issue where the solutions were to set chartSettings.clipInnerFrame = false
However, when I do this the the area color awkward shape also becomes visible like so:
How can I get the whole shape of the points but all the other stuff?
You have to pass to the ChartPointsViewsLayer with the points clipViews: false (see example). ChartSettings.clipInnerFrame has to be true (i.e. the default). This way only the layer with the points is clipped.
Finally, if you want to clip the unclipped points layer (to limit the area outside of the chart where they are displayed), you can do it passing a custom rectangle, like here (this setting is admittedly not very intuitive).

Applying rotation to Graphics object

I have very little experience programming with graphics objects. I am currently tasked with exporting a document (.tiff image) with redacted annotations. The redacted annotation is just a black rectangle object. I am able to get the x coordinates, y coordinates, width and height properties through the .XMP data. There is also a property called rotatation. This is where I am getting stuck, applying the rotation.
So, imagine a document with a redaction on it blacking out the first paragraph. Then, using a tool in the editor the user rotates the document so that it is now laying on it's side. The client is able to render the redaction correctly because we are using the Atalasoft controls to get and display annotations. Now we have a web service that will go and retrieve that image with redactions. We are not able to use the Atalasoft controls in this service due to licensing issues so we just extract the .XMP data from the .tiff image and manually draw the redactions. The problem is, if the user rotates the document when the redaction is already on the document I am having a hard time getting the redaction to rotate correctly (due to my lack of knowledge on graphics programming). If I do not apply any rotation, the redaction is displayed where it was BEFORE the document had been rotated, thus redacting the wrong area of the document.
Here is what I have tried:
Dim rectangle As New Rectangle(xCoordinate, yCoordinate, width, height)
graphics.RotateTransform(rotation)
graphics.FillRectangle(Brushes.Black, rectangle)
When I do this, the redaction does not show up at all on the final document. I have read that I may need to call the following before applying the rotation:
graphics.TranslateTransform(x,y)
But I have no idea what I should be passing in as x and y. It seems like I just need to get the rotation to apply from the upper left corner of the rectangle, but I have yet to figure out a way to properly do this.
Thank you so much for any help or pushes in the right direction!
EDIT 1:
I have also tried this (taken from How can I rotate an RectangleF at a specific degree using Graphics object?).
Dim rectangle As New Rectangle(xCoordinate, yCoordinate, width, height)
Using rotationMatrix As New Matrix
rotationMatrix.RotateAt(rotation, New PointF(rectangle.Left + (rectangle.Width / 2), rectangle.Top + (rectangle.Height / 2)))
graphics.Transform = rotationMatrix
graphics.FillRectangle(Brushes.Black, rectangle)
graphics.ResetTransform()
End Using
Which does rotate the rectangle, but it ends up in the wrong spot so it is not redacting the correct portion of the document. Once again, when I display the document without any rotation transform, it looks like the redaction simply needs to be rotated using the upper left corner as an axis but I'm not quite sure how to accomplish that.
Figured it out. Here is how I am rotating a rectangle using the upper left-hand corner as the axis:
Dim rectangle As New Rectangle(xCoordinate, yCoordinate, width, height)
Using rotationMatrix As New Matrix
rotationMatrix.RotateAt(rotation, New PointF(rectangle.Left, rectangle.Top))
graphics.Transform = rotationMatrix
graphics.FillRectangle(Brushes.Black, rectangle)
graphics.ResetTransform()
End Using

WebGL: Text rendering and blend issue

Hy
I have a rendering issue with text in WebGL.
Here the pb:
The first rendering is crappy the second is OK.
The difference is my DOM (nothing related to the HTML DOM):
The difference between the view V2 and V3 is:
V2 is just a green rectangle (composed of 2 GL triangles) and contains a DOM child V4 which is a Text View (means a text, render into a Canvas then copy into a texture)
The blend is done by the GPU
V3 is TextView with a green background. The text is rendered into a Canvas then into a texture (like the V4). And a Shader fill the rectangle and takes the texture to generate the final view => no blend (actually done by the shader)
It should be a problem of blend and texture configuration. But I cannot find the right configuration.
Here my default configuration for the blend:
gl_ctx.disable (gl_ctx.DEPTH_TEST);
gl_ctx.enable (gl_ctx.BLEND);
gl_ctx.blendFunc (gl_ctx.SRC_ALPHA, gl_ctx.ONE_MINUS_SRC_ALPHA);
gl_ctx.clearDepth (1.0);
gl_ctx.clearColor (1, 1, 1, 1);
Thanks in advance for your help.
NOTE 1: A view (Vn) is the basic document object into my WebGL toolkit. It's called internally a Sprite, it's composed basically by 4 vertices, and a vertex and fragment shaders are associated to it, for the rendering purpose.
NOTE 2: If I use this blend configuration:
gl_ctx.blendFunc (gl_ctx.ONE, gl_ctx.ONE_MINUS_SRC_ALPHA);
The text rendering works well but the rest of rendering, specially images had incorrect alpha.
NOTE 3: sorry dont have enough reputation(!!!) to include image in my post :-(
Canvas 2D always uses pre-multiplied alpha so you pretty much have to use the second blendfunc. Can you set that blendfunc just when you render text?

ImageOverlay and Rectangle Z index issue

I have a function that adds an imageOverlay and a semitransparent Rectangle on top of that image (so as to tint the image, and draw a keyline around it).
activeUserImage = new L.imageOverlay(imageUrl, imageBounds).addTo(map);
activeUserTile = new L.rectangle(imageBounds, {stroke: true, color: "#ffffff", opacity:1, weight: 1, fillColor: "#003572", fillOpacity: 0.7, clickable:true}).addTo(map);
this works great, but then I want to remove the image and rectangle with:
map.removeLayer(activeUserImage);
map.removeLayer(activeUserTile);
This seems to work well...
However when I try and add a second Image & Rectangle (using the same function) the rectangle SVG is being rendered underneath the image, so I don't see the colored overlay.
This seems to be because the element is being left behind from the first creation, and then when the image is being added a second time it appears in front of the SVG.
Q:
Is this a bug? Should the SVG element not be cleared too?
Can I adjust z-index of the image or SVG on creation?
should i be containing to rectangle in a different layer to the images? How?
Many Thanks
OK, so the Leaflet bringToFront() method didn't work, but instead I have used a bit of JQuery to force the same approach.
svgObj = $('.leaflet-overlay-pane svg');
svgObj.css('z-index', 9999);
This works, but still feels like a hack... however if (?) there is a bug in LEaflet, then maybe this will have to do???
Any better ideas?
The bringToFront() function alows you to bring layer to the top.
Search it in the docs.

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