Paint3D | program allowing painting textures of different channels | 3D Animation library

 by   league1991 C Version: Current License: No License

kandi X-RAY | Paint3D Summary

kandi X-RAY | Paint3D Summary

Paint3D is a C library typically used in User Interface, 3D Animation, WebGL applications. Paint3D has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.

A program allowing painting textures of different channels SIMULTANEOUSLY on a 3d model. You can also see this page:
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              Paint3D has a low active ecosystem.
              It has 19 star(s) with 11 fork(s). There are 3 watchers for this library.
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              It had no major release in the last 6 months.
              There are 1 open issues and 0 have been closed. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of Paint3D is current.

            kandi-Quality Quality

              Paint3D has no bugs reported.

            kandi-Security Security

              Paint3D has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              Paint3D does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
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              Without a license, all rights are reserved, and you cannot use the library in your applications.

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              Paint3D releases are not available. You will need to build from source code and install.

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            Paint3D Key Features

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            Paint3D Examples and Code Snippets

            No Code Snippets are available at this moment for Paint3D.

            Community Discussions

            QUESTION

            C# Icon created looks fine, but Windows directory thumbnails don't look right
            Asked 2020-Jul-29 at 11:30

            I wrote some code to create ico files from any png, jpg, etc. images. The icons seem to be getting created correctly, and looks almost like the original image, when opened in Paint3d. Here is how it looks:

            But when setting the image as a thumbnail to a folder, it looks weird and shiny.

            Here is how it looks in windows file explorer:

             

            Firstly, I would like to know if this is an issue in Windows itself, or is it code related? If this is Windows related, the code doesn't matter. If not, here it is:

             

            I picked up a couple of code snippets from across the internet, so probably some non-optimized code, but here is the meat of my code:

            ...

            ANSWER

            Answered 2020-Jul-29 at 11:30

            The differences in scaling are the result of the fact you're not doing the scaling yourself.

            The icon format technically only supports images up to 256x256. You have code to make a square image out of the given input, but you never resize it to 256x256, meaning you end up with an icon file in which the header says the image is 256x256, but which is really a lot larger. This is against the format specs, so you are creating a technically corrupted ico file. The strange differences you're seeing are a result of different downscaling methods the OS is using in different situations to remedy this situation.

            So the solution is simple: resize the image to 256x256 before putting it into the icon.

            If you want more control over any smaller display sizes for the icon, you can add code to resize it to a number of classic used formats, like 16x16, 32x32, 64x64 and 128x128, and put them all in an icon file together. I have written an answer to another question that details the process of putting multiple images into a single icon:

            A: Combine System.Drawing.Bitmap[] -> Icon

            There are quite a few other oddities in your code, though:

            • I see no reason to save your in-between image as png file. That whole fs1 stream serves no purpose at all. You never use or load the temp file; you just keep using the b variable, which does not need anything written to disk.
            • There is no point in first making the icon in a MemoryStream, then loading that as Icon class through its file loading function, and then saving that to a file. You can just write the contents of that stream straight to a file, or, heck, use a FileStream right away.
            • As I noted in the comments, Bitmap is a disposable class, so any bitmap objects you create should be put in using statements as well.

            The adapted loading code, with the temp png writing removed, and the using statements and resizes added:

            Source https://stackoverflow.com/questions/62364153

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install Paint3D

            You can download it from GitHub.

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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            gh repo clone league1991/Paint3D

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            git@github.com:league1991/Paint3D.git

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