How do i generate an image and draw it in C#?
I am generating an image then allowing the user to further modify it by clicking the imagebox.
This is an editor so i shouldn't need any directX? whats the easiest way to generate a bitmap and draw it to screen?
You need to use the GDI+ libraries found in the System.Drawing, System.Text, System.Printing, System.Internal , System.Imaging, System.Drawing2D and System.Design namespaces.
http://www.c-sharpcorner.com/UploadFile/mahesh/gdi_plus12092005070041AM/gdi_plus.aspx
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I have a png that's size 150x100 , and I set the UI image to the same, but it makes a bunch of extra space around it (that can be interacted with). How do I fix this?
Image of Problem: https://imgur.com/a/2ILXY1t
Unity isn't adding extra space. The image itself HAS that space.
There are options to crop out the alpha space in Unity by using the sprite editor, but by my experience i prefer using a proper Image editor like Gimp. using one is the best way to handle your image assets.
To crop out the extra space you just have to reduce the canvas size.
Well, first you could check (in Unity) wether your Image has its property Preserve Aspect set to True.
You could click Set Native Size which is right below it, so the 'box' around your image will take it's size.
Edit: Nevermind the first two. I do not know why i thought they could solve it, i looked at your image again and i, too, think there are transparent pixels above and below it. So you should try this:
Then you could check whether your picture has any transparent pixels around it, using an image editor. If it has, you would need to cut them out.
How I can create and save png-image in Windows8/C#? I find way without DirectX. Is there a way to render the set of XAML-primitives to png?
You can use the BitmapEncoder class to create a PNG image. Use the PngEncoderId as the Guid argument to CreateAsync. See this sample. See this sample for an example of how to save data.
There is no easy way to pickle the visual tree into an image like there is in Silverlight.
I'm looking for analog of BitBlt functionality, which was available in WinAPI.
Check out method BitmapSource.CopyPixels (it also has one more overload).
Where do you want to copy that part to? Another image?
In WPF, you create a Graphics context on an empty Image, then you draw the Image into this Graphics context, where you can specify parameters such as the location and width/height of the source image to draw.
I have a System.Drawing.Image that I would like to use as the centered portion for a new, larger image. I’m given the dimensions of the (always) larger image and the idea is to make that image all white and overlay its center with the first image. Is there a way to do this using GDI+? Some combination of TextureBrush and the Graphic class perhaps? I’m open to suggestions. Thanks!
Lots of similar questions, here's one that I think will show you the basics:
How could I position multiple transparent PNGs onto a JPG using c# and asp.net?
Using VS2005 and C#.
Having a button in a form and an image from a resource, the image does not have transparency.
How can I have transparency when assigning the image from the IDE ?
Thank you.
Open the image in an image editor (Paint.NET and GIMP are free) and add the transparencies wherever you need to.
It will all work once the image actually has transparent pixels.
You can also use a couple methods of the Bitmap class to do this:
Bitmap b = Properties.Resources.MyImage;
b.MakeTransparent(b.GetPixel(0, 0));
I don't really understand what you are asking. You can use an image with transparency on a button as long as the image type you are using supports transparency - such as .png.
Edit: I read your question again and it is still confusing, but maybe you meant to say that you want to add transparency to the image? If so, you would have to use an image editor to add the transparency and save it in a format that supports this. Paint.Net is a good free tool for this.