TexturePaint | Painting directly in mesh textures in Unity 3d with shaders | 3D Animation library
kandi X-RAY | TexturePaint Summary
kandi X-RAY | TexturePaint Summary
Texture painting in Unity using shaders. There is no support for mipmapping at the moment.
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QUESTION
I'm making simple game in Java and I'm using Swing. I have JFrame and inside it I want to have two JPanels - one for score and so on and second below, for actual game. I read that every JPanel has its own coordinates, so point (0, 0) is on the upper-left corner of that panel.
I override method paintComponent() im my class GameView which displays the game (so it's the second JPanel from these I mentioned). But when I want to draw something in upper-left corner of gameView and set coordinates of that image to (0,0) it draws on BarView.
I read many tutorials and posts about drawing and I don't see what am I doing wrong. So my question is, how to draw something using JPanel coordinates, not JFrame ones? Here's some code:
Adding objects extending JPanel to JFrame:
...ANSWER
Answered 2017-Jan-04 at 21:28It looks like you haven't specifed a LayoutManager
for your frame
, so it will default to BorderLayout
.
When you subsequently call frame.getContentPane().add(component)
without passing in a position constant, the position BorderLayout.CENTER
will be defaulted.
The result is that your GameView
and BarView
components will be rendered on top of each other.
As a quick test, try specifying the component position as follows:
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