Is there a tool available to convert VRML or X3D file to Direct3D .x object?
Or is there a code snippet for the same?
This one is good. Please let me know if anything similar is available.
Related
I have a requirement in my project where in I need to convert the ZPL code to image format. We are not suppose to use Labelary as it is a lisenced product and my clients will not give permission.
Can you please help with an approach?
Use the official docs for getting started. With these informations you can start writing a parser which then can convert the ZPL label to an image. But be aware, that this can be a very timeconsuming task!
Since you don't have have specified your favourite programming language, I can't give you any further advice.
When I create a DAC for using that object on the code, worked on the version 4.20.2344
invoice.(somethig)
But when I try to call the same object on version 5.3, it does not appear in visual Studio and I can't compile it, could you help me with this issue? Some one has the same problem?
I leave some images for explaining what happened
Here is the example on v4.20
Here is the error example in the v5.3 can't use the same
You must create a cache extension object for the DAC udfs and then create an instance of it in your code. See the code attached to the question here. NOTE, the code has a slight bug in it, make sure you read the answer!
Man so much has changed since I learned DirectX 7.
Everywhere I look (except Wikipedia), it says I have to render from DWrite to D2D or GDI before I can do anything.
Is that Wikipedia article wrong? Can I not render to Direct3D?
I'd like to avoid having to render to D2D, since apparently, to get D2D to write to D3D, you have to open up a D3D10.1 device as well.
Does it really take all this just to render text in D3D11?
Unfortunately, Microsoft decided to remove native text support from their DirectX API. Now you can either use DirectWrite, and then as you said render to GDI or D2D, which is somewhat clunky, or alternatively, make your own font-handling class, and use that (which is what I've chosen to done for my project).
There is a good tutorial on how to produce a custom Font-handling class, here: http://www.rastertek.com/dx11tut12.html
Obviously, you should write your own, but it provides a good starting point, and allows you to see all the necessary proceedures (something you will probably want to add will be support for multiple fonts, for which I recommend creating a Font class, which your Font-Handler stores with an associative string in a std::map< char*, Font* >).
Hope this helps! :)
We are using the OpenCollada plugin for Max 2011. Geometry and animation data is coming through fine but I don't see any shader or material data included in the DAE.
Do I need to modify the Max exporter or should it just work out-of-the-box?
Using MaxScript we can iterate through the materials and export the cgfx (or directx shaders) to a separate file. Exporting it as part of the Collada is possible if we write a Collada exporter and insert the shader params as extra data. We're going the MaxScript route.
Update/Edit: wow, were we wrong about using MaxScript! The correct solution was to use the Max SDK and the IGame interface to query the materials. Yannick Puech has the definitive article.
How can I parse DICOM files in VC++? How to edit the DICOM tags?
If possible, it is better to use some already existing libraries such as MergeCom (not free) or DCMTK. They handle all kinds of conditions such explicit VR, implicit VR, parsing of nested sequence items etc. Take a look at this link regarding the basic structure of a dicom file: Introduction DICOM single file format.
For editing the DICOM file, remember that you might have update the group length tag also. Also, its going to be quite tricky if you want to validate the edited value as there are so many VRs and different IODs have different mandatory and optional tags. So I suggest again to use the existing libraries if possible.
Are you looking for any library that would do it for you? Or you want to write your own? Try DCMTK if you want the first.
Try GDCM, it is even wrapped in C#. It uses CMake, so generation of Visual Studio file is easy.
Ref:
http://gdcm.sf.net
As other people suggested there are many 3rd party library available. Although many are paid but nobody will stop you from using trial versions :)
MergeCom (C version, Java Version) Windows/Linux, This is the best one , You will get a lots of sample along with library to learn.
http://www.mergecom3.com/
DCMTK
http://dicom.offis.de/dcmtk
DVTK
http://www.dvtk.org/
Imebra
http://imebra.com/
GDCM
http://gdcm.sourceforge.net/wiki/index.php/Main_Page
There are a lot more, needed is you start work on one :)
As posted before, there are many free libraries who would gladly do it for you.