PixColor | Generate palette color from image | Computer Vision library
kandi X-RAY | PixColor Summary
kandi X-RAY | PixColor Summary
Generate palette color from image.
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QUESTION
I have some code that searches a predetermined area for a specific color. However, I want to take a screenshot of the area (done), search the entirety of it for the color (done), and if the color appears at all, do the search again for the same area. If the color is never found, exit the script. I can't seem to figure out where to put the if statements and brackets. What I have now doesn't quite work.
...ANSWER
Answered 2019-May-22 at 19:13I changed the while loop with an infinite loop, because the author wanted to loop until the colour was not found in the screenshot. If the colour is not found (isFound == false), the application is exited with the System.exit(1) command.
QUESTION
Ok guys so I’m trying to make a 2d map (a literal map of my game) for my gui. When in game I exported the terrain data to an external lua file which looks like this Info = { 1 = { Color = “blue”, x = 0, y = 0 }, ect ect...} basically one big array. My gui reads this file and wxDrawcircle and place pixel size colored dots at the coordinates. This all works and creates a nice looking map but the problem is when I go to click or do anything it freezes and looks like the GUI can’t handle all those dots. It almost seems like when ever I click the GUI refreshes and re renders all those dots again. So my question is should I make a texture instead or is there a way my GUI can render the map once and not over and over again like it’s refreshing it’s self?
UPDATE: Thanks for the feedback guys really improved the speed at which it loads up. But I added if canrun then
so it will only run once because I found out everytime you moved the scroll wheel it regenerated the whole map which was causing the crash. So if there is a workaround to keep the map from disappearing when you scroll up or down that would work.
My GUI. UPDATED
...ANSWER
Answered 2018-Jul-29 at 05:56There are several things you can improve:
- You are creating
dc
for each dot. This is hugely inefficient, as you only need to create it once before the loops (in fact you do this, but don't use it). - Same for deleting
dc
; only do it once after the loop - You keep reloading the files multiple times; load them ones and save the results in a table, then use it as needed.
- You are resetting pen and brush even when the colors don't change; to minimize the changes, you may want to group them by color.
- You draw circle with 1 dot radius. Why not use
DrawPoint
instead?
So my question is should I make a texture instead or is there a way my GUI can render the map once and not over and over again like it’s refreshing it’s self?
Yes, you can save what you are drawing to a bitmap and then draw the bitmap itself without spending time to draw its components. Your OnPaint
handler will look like this:
QUESTION
I'm trying to make something where an image is gradually revealed by the path of a spiral. I've gotten to the point where I can make it have the colors of the image I'm using, I can get it to spiral, but I can't figure out how to make it do both. Here is the code I'm using:
...ANSWER
Answered 2017-Oct-12 at 20:20I recommend that you break your problem down into smaller pieces. Start with a sketch that just shows the path of a spiral. Get that working perfectly. Then start over with a new sketch that just reveals an image at hard-coded point values, or wherever the mouse is. Get those working perfectly before you think about combining them.
But taking a look at your code, this section doesn't make a ton of sense:
QUESTION
I'm trying to learn how to use the GetPixels function and I'm trying something simple for now - to get the pixels of the current object of a 2 x 2 area. I just want to display the results in the console first so I can better understand the results of GetPixels.
...ANSWER
Answered 2017-Mar-23 at 18:49You need a Texture2D to access the GetPixels Method, try to add a public Texture2D Variable, assign a texture to it in the unity inspector, and then Get the Pixels with yourTextureVariable.GetPixels(...).
Take a look at the documentation: https://docs.unity3d.com/ScriptReference/Texture2D.GetPixels.html
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