pixelate | Pixelate an image 's canvas just by select | Canvas library
kandi X-RAY | pixelate Summary
kandi X-RAY | pixelate Summary
This libray can turn an image’s canvas, element, source link to a selectable area that you can select and real time preview what is changing.
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Top functions reviewed by kandi - BETA
- xl image
- Initialize the canvas
- Image source from obj
- pixels by obj
- Check if objects are valid .
- Instantiates a new Pixel instance .
- Init an A
- calculate X and margin
- Calculates the insertion predicate function .
- Calculate a number
pixelate Key Features
pixelate Examples and Code Snippets
Community Discussions
Trending Discussions on pixelate
QUESTION
I have a couple problems with sprite scaling which seem to work fine for other people.
So, this is my game:
As you can see there are 2 big problems: the images are really pixelated and texture bleeding.
This is my config:
...ANSWER
Answered 2022-Mar-31 at 19:29I just tried it on a small demo project, I think the solution is just, to edit your game - config
to this (check code below).
Info: You added the correct properties, but only into the physics
- Object. I belongs one level higher.
Like this it should work:
QUESTION
I have a dataset which comprises of the binary data of pixelated 50x50 images. The array shape is (50, 50, 90245)
. I want to reach 50x50 pixels of each of the 90245 images. How can I slice the array?
ANSWER
Answered 2022-Mar-19 at 20:53If data
is the variable storing the image data, and i
is the index of the image you want to access, then you can do:
QUESTION
ANSWER
Answered 2022-Feb-23 at 09:38I don't think there is a way to pixelate divs as they would be drawn using vectors. But with some clever CSS you can clip the borders. Check out Luke Bonaccorsi's Pixelated Rounded Corners tool.
Here is the outcome of his tool
QUESTION
I'm using Matplotlib's imshow to plot data as a function of two variables, one of which is time. There were significant interruptions in data collection in many cases, and I want to note that on the graph using whitespace (or something similar) separating data that has a lapse in between them. I'm having difficulty putting this into practice, however. I inserted a dummy line of data consisting of NaN values, which plot as white on a color map. The issue is in the visual appearance. I'm using the catrom interpolation to create the heatmap, which causes a wider whitespace than I'd prefer. Using another interpolation scheme doesn't produce plots I'm happy with.
I can't provide a MWE because my data is sufficiently large that I can't supply it, and I don't have the time to create a dummy data set that would show this well enough. However, I can provide the code I use to create the plots themselves and their output. Here is the code to produce something similar to what I'd like to see:
...ANSWER
Answered 2022-Feb-08 at 06:09If you have matplotlib 3.5.0 or higher, you can use the imshow parameter interpolation_stage
and set it to "rgba" instead of "data" in order to achieve what you want.
QUESTION
- wxWidgets: 3.1.5 (also tried the latest source from github)
- wxWidgets: built using gcc-11.2 under msys2 (ucrt64)
- Windows 10 Application: build using gcc-11.2 under msys2 (ucrt64)
- Monitor native resoultion: 3840 x 2160
- IDE: Eclipse 2021-09
If I build my application and link against a resource file that is not using a HiDPI aware manifest then everything works correctly but the fonts are, as one would expect, pixelated. However, once I link with a HiDPI aware resource file then the controls are not resized proportionally with their associated text. Please see the following screenshots.
The image above shows the test wxFrame being rendered without a HiDPI aware resource file. The monitor scaling was 200%. As you can see, the wxFrame has rendered correctly.
The image above shows the test wxFrame being rendered without a HiDPI aware resource file. The monitor scaling was 350%. As you can see, (aside from the blurry text) the wxFrame has rendered correctly..
The image above shows the test wxFrame being rendered with a HiDPI aware resource file. The monitor scaling was 200%. As you can see, the wxFrame has rendered badly. This wxFrame renders correctly at 100% scale.
Here is a minimal fully functional code sample to demonstrate my problem.
...ANSWER
Answered 2022-Feb-03 at 00:25It's a pretty bad idea to use sizes in pixels in general, as this doesn't take the current font size into account, and so using dialog units or just the result of GetTextExtent("something") would be better.
But if you absolutely want to use pixels, you need to at least convert them to the proper units using FromDIP()
, see HiDPI overview in the manual for more information.
And if you use
QUESTION
I' m trying to align my buttons horizontally for my personal website. Any solutions of how I can do so? I'm a beginner but I can mostly understand HTML and CSS. Any help is appreciated.
...ANSWER
Answered 2022-Jan-06 at 04:25You can wrap your button
tags around a div
and then add a display: flex
for the div
tag
QUESTION
For a Belgian sports community project, built in ASP.Net Core, I am dynamically rendering an image in C#. The image is based on a "base picture", in which I dynamically add Text and then return the image to the client.
It works well, and I am quite happy with the results.
However, when I compare the image that is generated client side, on my dev environment (which is MacOS), that image renders more beautiful, compared to my production environment (a Linux VM in the Azure platform).
As a comparison, you can see two pictures, and you will see the difference, when looking at the texts. The text strings look much more pixelated, in the second picture.
Is there something I can do, to avoid this? Could this be related to the (un)availability of a GPU, or something like that?
Any insights are welcome.
(I also have added the Nuget package runtime.osx.10.10-x64.CoreCompat.System.Drawing
to my project, which was needed to run successfully on my MacOS)
For reference: the relevant code snippet:
...ANSWER
Answered 2021-Dec-23 at 21:38Don't use System.Drawing
. Microsoft itself warns against this in the documentation. It exists in .NET Core only for compatibility
In .NET 6 and later versions, the System.Drawing.Common package, which includes this type, is only supported on Windows operating systems. Use of this type in cross-platform apps causes compile-time warnings and run-time exceptions. For more information, see System.Drawing.Common only supported on Windows.
The linked article explains what's wrong and offers several cross-platform alternatives like ImageSharp and SkiaSharp.
System.Drawing
's primary job is to draw the UI on the screen anyway, not manipulate images. On Windows it's just a very thin wrapper over GDI+. The equivalent cross-platform technology is MAUI, which hasn't been released yet.
The equivalent code in ImageSharp could be:
QUESTION
With CSS you can add style to img tag with 'image-rendering: pixelated;'.
Is there a way to do it in Android with similar effect?
...ANSWER
Answered 2021-Nov-28 at 12:44You can make it (turning anti-aliasing off) by setting setFilterBitmap(false)
to Drawable
object (or Paint
object when using Canvas
).
QUESTION
I'm facing this situation where I need to render the content of a framebuffer object onto the screen. The screen already has some contents onto it and I would like to draw the contents of my framebuffer onto this content.
I'm using Qt5 and QNanoPainter to implement this.
The rendering commands I've implemented essentially take a QOpenGLFramebufferObject
and converts this into a QNanoImage
(using this) and then calls QNanoPainter::drawImage.
This works ok but the problem is that when the content of the fbo is rendered onto the screen, the previously existing content of the screen becomes "pixelated". So for example, before I draw the FBO the screen looks like this
Then when I draw the FBO onto the default render target, I get this (red is the content of FBO)
I assume this has something to do with blending and OpenGL, but I'm not sure how to solve this problem.
...ANSWER
Answered 2021-Oct-07 at 19:57This happens when you over-draw a semi-transparent image over itself multiple times. The white pixels become whiter, the blue pixels become bluer, and, consequently, the anti-aliased edge disappears over a couple iterations.
I therefore deduce that your 'transparent framebuffer' already contains the blue line and the black grid lines. The solution thus will be to clear the 'transparent framebuffer' before you proceed with drawing the red line into in.
QUESTION
My SceneKit shadow has chainsaw like rough/pixelated edges. I simply use the default value with simple setup:
...ANSWER
Answered 2021-Sep-18 at 23:27Try to increase shadowSampleCount:
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Install pixelate
dist/pixelate.min.css
dist/jquery.min.js
dist/pixelate.min.js
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