This should be trivial to fix, but it's hard to suggest the exact solution without seeing the section code. Code I have: Initialising Texture using cursor.Texture helper.LoadPicture('skincursor. This is also a reason why you see more blacks on mobile - because browser uses more smaller JPG images for narrow mobile screen. I wanted to ask how can I load Texture2D image from file (i dont want to use XNAs Content Pipeline) while preserving transparency of my image, because I want skinning in my game. If you try to right-click this image and save it, it will be saved as a JPG.Īlso note that the biggest image is PNG, so if your original image is not too wide, browser will use this master PNG image and background will still be transparent. The small/top image will have to have an alpha channel and be transparent in the background for the overlay to work. You can load the image using Image.FromFile (). Many of these in alternatives are listed in Chapter 16, 'Other Libraries and. (Thats partly why Ive never tried the StretchDIBits approach Ive always used libpng or WIC to handle all the PNG reading. 1 Answer Sorted by: 18 You need to enable blending for transparency to work: glEnable (GLBLEND) glBlendFunc (GLSRCALPHA, GLONEMINUSSRCALPHA) Also, you should check that the loaded PNG file contains an alpha channel. Put the big/bottom image on a PictureBox, then add a handler to the OnPaint event and use one of the e.Graphics.DrawImage () overloads. Complete or partial code for reading and/or writing PNGs is available for the C, C++, Java, Pascal, tcl/tk, Python, and Visual Basic languages, at a minimum some of it is in the form of commercial libraries, some as free source code, and some as a combination of both. Note the format=pjpg parameter which instructs Shopify image engine to convert image to JPG. To know the dimensions of the image, youd either have to write a png decoder (or use libpng or WIC) to read them from the PNG file, or store them as a separate resource thats kept in sync with your PNG resource. To read PNG images with transparency (alpha) channel, use cv2.IMREADUNCHANGED as second argument in cv2.imread () function as shown in the following. Any transparency present in the image is not read. This is when black background appears because JPGs do not support transparency - it's a part of the image and you can't fix it with CSS The syntax of imread () function contains a second argument whose default value is cv2.IMREADCOLOR. To implement responsive images they submit a set of smaller sources for each picture, however, for these smaller images they convert your original PNG to a JPG (which makes it load faster as JPGs are generally much smaller than PNGs). This section looks like it was created by Axome developers and not a part of base Dawn.
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