Anyone know of a way to change the colors of a MKMapView? Is there a way to XOR an image over or blend one that you could "possibly" create a "night version" of the map that isn't so bright?
Thanks!
Dan
better solution would be to add custom colored overlays
I guess you could create a UIView with a 50% alpha that covered the MKMapView, but then you will have UI problems. I am assuming the Satellite mode doesn't suit?
What I ended up doing is adding a MKAnnotation with a 50% transparent black background color. Then I moved the annotation to the back of the stack maintained by the mapview, so that all the other annotations can still be interacted with.
Where it really gets interesting is when the map moves... OK if you are on iOS4 but a little tricky on iOS3 devices. Well, I figured it out eventually.
I agree with #RolandasR, you can try creating a custom overlay as in this answer https://stackoverflow.com/a/13592117/3847
Related
Scratch allows selection of the color using the set pen color. Does anyone know if its possible to program to set the color to transparent so that what ever is drawn can effectively be erased? What would the color number be for that?
Update
The idea was to cover a picture (background) with a colour drawn over the top. Now give the player a little creature that erases the colour on top, they have a certain amount of moves or time to guess what the picture is. The less moves/time they use the more points the player will be awarded.
But the problem seems to be that in the paint a sprite part of scratch erase is an option, but not in the pen programming.
If I cant solve it using erase apprach, my alternative is to make a lot of sprites covering the picture and hide them when the creature touches them. But it seems less fun for the player as the uncovered patterns will be more predictable.
Unfortunately, this isn't really possible. If you have a backdrop that's all one color, you could set the pen color to be the same as the backdrop and color over what you already have (giving the illusion of erasing), but other than that there really isn't a good way.
Your only other option is to use the clear block and then re-draw everything except the piece you want to erase.
If you want to give more context about your specific project, I might be able to help you work out a solution (I've done quite a lot with pen blocks over the years).
Like PullJosh said, it isn't really possible but you can make a sprite called Cover and make it a circle of any color you want. Then, it can clone it's sprite over the sprite you want to hide. Then you can attach a script to the clones:
https://i.stack.imgur.com/S6h4c.png (ctrl + click)
When I set the badge value, it's red background with white font.
Is it possible to change the background color of the badge to eg. blue?
I had to do this recently and there isn't a built-in way.
But really, it's not that hard to write your own:
Have a graphic designer make you 3 images: left side, right side, and a 1 pixel wide image you can stretch for larger numbers
Make a new control and inherit from UIView
Use a UILabel and three UIImageViews for each picture
The only slightly difficult part is going to be measuring the length of the text for centering.
Rolling your own let's you make it exactly how you need. I exposed a int? Value property that made extremely easy to use from within my apps as well as a ValueChanged event.
I have been doing some searching the last couple of days and I have been curious how to do this. I have a UIImagePickerController.
So I want to add a effect like black and white, sepia, etc. I am creating a custom UIImagePickerVController and I am curious. Can this be done with OpenGL ES? If so, how?
This is possible through the use of pixel shaders using OpenGL-ES 2.0. You could also write an Objective-c++ routine that gets all the pixels of your image into an array then applies a custom algorithm to modify the color of the image.
Edit:
Here are some links that might help get you started.
http://www.sunsetlakesoftware.com/2010/10/22/gpu-accelerated-video-processing-mac-and-ios
http://www.dreamincode.net/forums/topic/76816-image-processing-tutorial/
http://www.efg2.com/Lab/Library/ImageProcessing/Algorithms.htm
Was trying to get Stencil to work in my app. I use Sprites to render content on to the Device. Content could be movies, pictures or text.
Can I set the stencil buffer using these Sprites, which can be used in later passes to stencil out other Sprites being rendered?
I'm even not able to stencil out any of the Sprites by setting StencilFunction = Compare.Never! Anything wrong that I might be doing?
I've already spent almost an entire day checking out posts related to Stencils in MDX, but just couldn't get it to work.
Bit more searching got me to a technique wherein we draw silhouette of the shapes to be added to the stencil buffer. Is this really required in my case? I just want to use the Sprites, and add them to stencil buffer to stencil out other Sprites.
EDIT: OK.. So I figured out how to get it done. Referred to this post - http://www.gamedev.net/community/forums/viewreply.asp?ID=1999276
But now the sprite is ignoring alpha values and rendering sprites opaque. Similar to the effect we get when alpha blending is set to false. Any ideas?
So, I finally figured it out. It's all related to Sprites and its Begin() method.
Sprite.Begin() will modify the RenderState and disable stencil. We can prevent it by setting SpriteFlags.DoNotModifyRenderState flag, but then the alpha blending is not supported when sprites are drawn.
What I did now was simply call Sprite.Begin() without SpriteFlags.DoNotModifyRenderState flag set. And before the call to Sprite.Draw(), enabled stencil on the device.
How do I prevent colors form bleeding into one another when using the vb .net Graphics.Drawstring method. This Occurs with colors that really shouldnt be used together eg green/orange and black and red.
Thanks
Sounds like you have antialiasing enabled. Have you tried to disable that?
I fixed this by generating png's instead of jpegs the quality ended up being a lot better