Search found 25 matches
- 18 Feb 2014, 00:48
- Forum: General Discussion
- Replies: 7
- Views: 5805
Re: HTML5 canvas blend mode
The main important one is to support "clear" of alphas. (e.g. in canvas, clearRect) So basically I want to draw a shape. The fragment shader(/fixed function Blend) should multiply the destination alpha with the invert of the source alpha (rgb values don't need to be changed) Is that possib...
- 17 Feb 2014, 19:37
- Forum: General Discussion
- Replies: 2
- Views: 2555
text blocks matrix
I am having problems with setting a matrix transform on Text For paths it works, this is what I call: m_pPath->GetData()->SetTransform(m_pMatrixTransform.GetPtr()); But for text blocks, all I could find was this API: m_pText->SetLayoutTransform(m_pMatrixTransform.GetPtr()); When I set it, the text d...
- 15 Feb 2014, 19:24
- Forum: General Discussion
- Replies: 1
- Views: 1561
HTML5 Canvas shadows
Is there a way using the C++ API to set shadows settings like HTML5 Canvas shadows :
http://www.w3.org/TR/2dcontext/#shadows
http://www.w3.org/TR/2dcontext/#shadows
- 15 Feb 2014, 19:23
- Forum: General Discussion
- Replies: 7
- Views: 5805
HTML5 canvas blend mode
Is there a way using the C++ API to set similar HTML5 canvas blend modes:
http://www.w3.org/TR/2dcontext/#dom-con ... eoperation
http://www.w3.org/TR/2dcontext/#dom-con ... eoperation
- 14 Feb 2014, 16:11
- Forum: General Discussion
- Replies: 13
- Views: 8313
Re: Rendering curves
Having said that, and sorry for posting several times, I am thinking that probably you could extend noesisGUI creating a new class that derives from UIElement and implement the OnRender method. void OnRender(DrawingContext* context); DrawingContext offers a lot more flexibility for drawing: class D...
- 14 Feb 2014, 16:09
- Forum: General Discussion
- Replies: 13
- Views: 8313
Re: Rendering curves
Yes, BeginFigure is equivalent to a moveTo. You can use several BeginFigures to create paths. But all those path will use the same Fill and Stroke. When you need to apply different brushes you need to create a new StreamGeometry (and corresponding Path object in the tree). I assume then that means ...
- 14 Feb 2014, 02:12
- Forum: General Discussion
- Replies: 13
- Views: 8313
Re: Rendering curves
I am not sure how the stream geometry context really works. I build the geometry iterativley, and not just in one scope Your example was this: void funcComposite( .. geometry ...) { StreamGeometryContext context = geometry->Open(); context.BeginFigure(Point(260.0f, 200.0f), true); context.ArcTo(Poin...
- 13 Feb 2014, 21:25
- Forum: General Discussion
- Replies: 13
- Views: 8313
Re: Rendering curves
Background: I am implementing a JS HTML5 Canvas bindings in my app which I want to render with Noesis I have found some issues that I wanted to get your feedback: 1) Is BeginFigure equivalent of moveTo? i.e. if I had something like this: cs.beginPath(); cs.moveTo(100,100); cs.lineTo(200, 200); cs.mo...
- 13 Feb 2014, 06:52
- Forum: General Discussion
- Replies: 13
- Views: 8313
Re: Rendering curves
Thanks Regarding this piece of code: Ptr<StreamGeometry> geometry = *new StreamGeometry(); { StreamGeometryContext context = geometry->Open(); context.BeginFigure(Point(260.0f, 200.0f), true); context.ArcTo(Point(140.0f, 200.0f), Drawing::Size(60.0f, 60.0f), 0, false, true); context.ArcTo(Point(260....
- 12 Feb 2014, 15:28
- Forum: General Discussion
- Replies: 13
- Views: 8313
Rendering curves
Hi I would like to use the Noesis renderer to render 2D primitives using the C++ API Previously I was loading Xaml files and setting up the renderer like this: Ptr<UIElement> xaml = LoadXaml<UIElement>(name.c_str()); Ptr<IRenderer> *xamlRenderer = new Ptr<IRenderer>; *xamlRenderer = CreateRenderer(x...