canvasResize | Javascript Canvas Resize Plugin | Computer Vision library
kandi X-RAY | canvasResize Summary
kandi X-RAY | canvasResize Summary
canvasResize is a plug-in for client side image resizing. It’s compatible with iOS6. It can work both with jQuery and Zepto. I fixed iOS6 Safari’s image file rendering issue for large size image (over mega-pixel) using few functions from [ios-imagefile-megapixel] And fixed orientation issue by using [exif-js] You can change image size and quality with plugin [options] #options) easily.
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QUESTION
My goal is to create a basic tab control using the Win32 API that contains a canvas for rendering OpenGL. My tab contains a static control for rendering OpenGL. However, the only way I can get the canvas to appear in the GUI is to exclude the tab control (comment out the CREATE_TAB_PANE macro in my example to do this).
My example is given below:
...ANSWER
Answered 2017-Jul-15 at 16:35You have a number of things going on in this sample that are all possibly contributing:
The most immediate issue might simply be that the tab window is covering the canvas window and you are not actually painting anything in response to WM_PAINT. The tab control is going to paint over your canvas as soon as its invalidated as Windows usually lets child windows paint all over each other; so adding WS_CLIPSIBLINGS to the tab control might help.
You are grabbing an HDC to the static control and holding on to it after associating it with the current wgl context. You should not really do this unless you are using a window class with CS_OWNDC and especially not with one that probably has CS_PARENTDC (because then, as soon as the parent - or a different child - window paints, the DC is re-associated with a window that never had SetPixelFormat associated with it).
You are just making your opengl context current, and expecting it to be set later. This is fine - assuming you have a CS_OWNDC window with an HDC you can grab up front and keep around - and also assuming you never want to create a 2nd GL context for any reason.
So, when doing OpenGL in an application where you are not controlling the window class styles (or there might be more than one OpenGL context) you need to ensure that you always clear the current context and release the DC as soon as you are done with it.
For example, your CanvasWindowProc should look more like this:
QUESTION
I made a game drawn on a canvas. The canvas background is blue. The draw function from processingJS is just drawing a light-blue background over the canvas.
The canvas takes up the whole window. That part is ok. The canvas resizes to fit the window and I can see in the console that the window event listerner is working fine.
Ideally, I should see only light-blue. But I do not.
No matter what size the window, the screen is initially light-blue. If I resize to make it smaller, the window stays light-blue. If I make the window bigger than it was originally (when I refreshed the page), the remaining area of the window that is greater than the original size of the canvas is blue, instead of light-blue (meaning that the canvas is resizing, but the draw function is not drawing over all of it like I want).
Here is the css and html:
...ANSWER
Answered 2017-May-13 at 20:15Your problem is because even though you're resizing the canvas, Processing.js doesn't really know that you've resized the canvas. So it keeps using the original width
and height
values it calculated at the beginning of your program.
You can confirm this by adding this line to your draw()
function:
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