I've been trying to get coordinates from Minecraft and putting them on an WPF canvas for a map viewer. However, most of it does not work and it is not centered. How would you go about with doing this?
Help is appreciated!
Update #1:
I'll be a bit more descriptive of what I want. I'd like to show positions (not images or terrain and stuff) on a WPF Canvas. What I am trying to do is making a navigation system showing lines from certain coordinates to other coordinates. One thing I've tried was making the canvas as big as a Minecraft map, but that didn't work well. https://www.codeproject.com/Articles/85603/A-WPF-custom-control-for-zooming-and-panning I've been using that with no problems, but the thing is that I want to actually translate in game coordinates to coordinates on the maps for waypoints and such.
Sorry for the lack of detail at first!
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I want to drag an image to one line by using the mouse and when the image is close to the line, the image will automatically move on to the line, like some "floor planner" program ------------you create wall and drag the door to this wall and when the door is close to the wall, the door will automatically show up on the wall.
Can OpenGL do it?
if it can, can anyone tell me how? If it can not, can anyone tell me how I can do it?
Show me an example.
OpenGL is a rendering API, it's purpose is to generate rasterized images based on descriptions provided to it by an application.
It knows nothing about user input, and even less about the application's "domain objects" such as doors, walls, and so on. All it deals with is abstract coordinates and matrices that describe the transforms and projections to take those 3D coordinates into 2D for rasterization, as well as shading for surfaces and so on.
So, it's up to you to implement that, so that the coordinates you eventually pass to OpenGL end up being what you want them to be.
Snapping is typically a combination of measuring the distance to some guiding object, and the following quantization of the input coordinates to correspond to the the guide.
I'm building a form with two layers of controls. The bottom layer is a set of Panels with defined properties, one of which is a color different from the form background. The top layer is a set of picture boxes I'm using to display a circle. I've set the PictureBox Background to Color.Transparent, and I've offset it from the underlying Panel by one pixel to get the form to draw the underlying Panel. However, the area around the circle in the PictureBox is displaying the Form Background color, not the panel color. I don't want to draw the circle in the Panel, because I want the circles to move between Panels, and actually look like just a circle that's floating across the form independent of the Panel board underneath. Think of the effect as moving a piece on a board game (you see the peg move across the board, possibly on a diagonal not following the normal game path, then stop in a place on the game).
How can I get the PictureBox to have the underlying Form and panels show through, not just the form background color? I'm using C# Visual Studio 2010, and I'm not a terribly experienced programmer, so a code example would be helpful. An image of the form is at:
http://www.imageurlhost.com/images/salgmpcxvcz830c3flt.jpg
Found a way around the problem. I got rid of the Panels for the spaces in the game, and instead drew them as rectangles on the form's background image.
Lets say I have a Canvas with one Image centered on the screen. When I move the image away from the center, lets say to the upper right corner, I want it to be skewed as if the Canvas was a perspective 3d-camera with a certain FOV. Can this be done somehow? Im playing around with the Perspective-property in Silverlight for WP7 but I cant get the effect Im after.
I believe this may be what you're looking for: How to Set this Kind of Perspective Transform in Matrix3D?
What i'm trying to do is making a "light projector" with visible ray(like with fog) also called volumetric light;
and which project a image (bitmap) ;
Because i would like to keep this project connected with a wpf application ( to get brush, position, rotation from data), i've choose to use WPF 3D
But it seem that WPF can't handle light projection or render ray.
So to do that, i have extruded each pixel of my source bitmap into a polygon colored by a solidColorBrush of the pixel color.
and keep the pixel order with (x,y) position.
For performance issue, i've set all the bitmaps to 32x32 px ( 1024 polygon for only one light !!)
But the result is too pixelated as you can see on the picture.
Moreover, it probably take much memory for nothing ...
my question is, how can i make it smooth or even rethink the extrusion system to optimize performance ...
Is any other tehnology that can be integrated into a wpf application and do that better or easier ?
Thanks, and sorry my English is pretty bad ...
alt text http://www.visualdmx.fr/pic_example.png
I am trying to create a Deep Zoom based multiscale image that essentially has 2 views. Initially it will display a large map of the world. When the user click the USA the image should then zoom into the USA. Clicking an external button should zoom the image back out. Thats it. I don't want panning or additional zooming.
What I don't understand is how to define a "hit area" around the USA that zooms it in. Can anyone provided links to resources that explain how to do this... I never seem to find exactly what I am after?
Thanks in advance.
I can't remember the code exactly.
But if you generate a project with the source code in Deepzoom composer and then take a look at the source code.
Right down the bottom of the the Deepzoom code is a function for zooming into a LogicalPoint.
Convert the top left point of the image you are zooming into a logical point. Set this as your ViewportOrigin as this will put it in the top left.
http://blogs.msdn.com/jaimer/archive/2008/06/23/working-with-collections-in-deep-zoom.aspx This post here explains the ViewportOrigin quite well. Just remember that everything is related to the Width.
You will also need to set the the ViewportWidth.
When the ViewportWidth = 1 the whole image is displayed so it will be a fraction of the total width of the image. (USA width / WorldMap Width)
Hope this makes sense.