Im working with text recognition with Java and Tess4J. Im recognizing black and red images (separately), both with white background, very clear. With the black ones, it works perfectly, but with the red ones, tesseract just goes crazy. I tried adding the variable ("editor_image_text_color", "RED"), but it does not help at all.
Right now, what I do for the red ones is scan the whole image and set every red pixel to black, which I find very inefficient, because I need a few calculations for each pixel, due to the pictures have different intensity of red that I have to conserve.
Thanks a lot!
For instance:
http://imageshack.us/photo/my-images/593/3eu9.png/ does always give me a 9, but
http://imageshack.us/photo/my-images/818/efxf.png/ does not, is like if it were losing the number in the preprocessing, because the black ones work extremely well, but the red ones arent any better than a random number.
Try to convert the colored image to grayscale using ImageHelper.convertImageToGrayscale(BufferedImage image) method.
Thanks for the answer nguyenq, I tried that function and it didn't work very well, but after checking out that ImageHelper class, I used the method:
ImageHelper.convertImageToBinary(BufferedImage image)
and it works quite well, thanks!
Related
I read all the million posts about the problem with black lines shown on screen when rendering tilemaps on libgdx. All the solutions talk about add padding to the tile sets. So I did it, but it didn't solved the problem.
I think maybe I didn't understand it well, so I will post here the process I'm doing, and I will be glad if someone can point out my mistake, if any:
This is an image of my initial tile set:
This is an image of my tile set after adding padding using GIMP plugin which was suggested from this post:
Then in Tiled, I add this tileset and set Margin to 1px and Spacing to 2px like written in this post.
Now as I understand the problem should be solved, but still when I run the program I get:
I can add code parts if you want, but there is really nothing special the way I render my map- just load it with TmxMapLoader and render with MapRenderer (using camera also, of course, otherwise the problem wouldn't appear).
I know this thread is very old, but it took me two hours to figure out the solution myself. So in case somebody has the same problem in the future:
I noticed that only some tiles behaved like this - for example, a grass tile would, a water tile wouldn't. Even if they were used on the exact same position in the map.
For me the problem was - apparently - that my PNG tile sheet's height was not a power of 2. A few days before, I added a line to an existing tilesheet and changed the height from 1024px to 1056px. After a lot of experimenting, I found out that after removing this line again, the black stripes would disappear.
Load your maps like this:
TmxMapLoader.Parameters() params = new TmxMapLoader.Parameters();
params.generateMipMaps = true;
TmxMapLoader mapLoader = new TmxMapLoader();
TiledMap map = mapLoader.load("pathToMap", params);
I had the same problem I fixed it by changing the size of my spritesheet to a power of two
example :
640*640 --> wrong
512*512 --> right
Hello I would like to know how I can clip off part of a texture that overlaps with another texture. Like the image below but without rendering part of the overlapped white "X". The octagon has an alpha transparency, i want to be able to see every thing under it except part of the overlapped white X.
Maybe this can help you
libgdx open gles 2.0 stencil alpha masking
It Looks like you Need to use a mask..
Another link, where I had my own Problem, where I used a depth buffer would be this here:
https://gamedev.stackexchange.com/questions/119821/libgdx-shaperender-within-a-circle-as-limitter/119869#119869
I hope this will help you furthermore.
I have a colored textual Image to be in black and white.
Specifically the text to be in black and background to be in white for whatever colored it might be
I am using JAVA to perform this operation.
Can anybody help me out to with a code snippet or point me to a discussion which is useful.
if you want to develop your own converter RGB to Black/White, please check Java - get pixel array from image . Here you import a image, access the pixel and with a specific threshold of the color you can decide to convert to black or white.
Or you use http://www.imagemagick.org/ as commandline tool (with api http://www.imagemagick.org/script/api.php).
Regards
I'm using LibGDX to make a platformer. I'm using square tiles for the platforms but when they are drawn some of them have gaps between them. When I zoom in/out or move the camera around the gaps move position.
More details:
Tiles are 32x32 and I have tried both 32x32 and 64x64.
Tiles are lined up 32 pixels apart (e.g. first tile would be x=0 y=0, second x=32 y=0, and so on in both x and y directions).
The gaps are not texture artifacts as I have checked this.
I use the TexturePacker with padding.
My best guess is that it is a problem when converting the textures to screen coords but have no idea how to fix this and I couldn't find any solution. I have checked and double-checked my precision with tile sizes and lining them up.
Has anyone had the same problem or know how it fix it?
I got it fixed by setting the duplicatePadding field of the TexturePacker.Settings class to true.
Example code:
import com.badlogic.gdx.tools.texturepacker.TexturePacker;
import com.badlogic.gdx.tools.texturepacker.TexturePacker.Settings;
Settings settings = new Settings();
settings.maxWidth = 1024;
settings.maxHeight = 1024;
settings.duplicatePadding = true;
TexturePacker.process(settings, "source", "destination", "name");
Well, I'm here to save your day!
The solution is called "Edge padding". Now if you are working with tilesets, I can assure you that this will work.
Personally I'm using Tiled which allows me to adjust margin and spacing in my tilesets. The only downside by this is that you'll have to use GIMP with this plugin: http://registry.gimp.org/node/26044
This plugin will let you apply edge padding to your tileset and voila! No more ugly artifacts.
Bleeding
Gaps
The short answer is that it may be your filter, which likely needs to be set to NEAREST.
Might also want to check out the working tutorials at Libgdx.
It's called "texture bleeding". You need to add padding to your tiles so that when the texture bleeds, it can collect the correct pixel data to fill the gap.
I know it's a bit late to answer on this post, but when I was looking for a solution I came here.
However, for me I found a much easier way to get rid of the flickering or gaps that appear randomly between the tiles.
I simply added a cast to the very long decimals I got for the player's position:
camera.position.set((int)robot.position.x, (int)robot.position.y, 0);
That made the player move very weirdly and to make him move smoothly again I added a cast to its render method aswell:
batcher.draw(robotSprite, (int)robot.position.x, (int)robot.position.y, 16, 16);
Et voilĂ ! Working perfectly for me.
I would post my solution here and what I had tried for Libgdx about this problem.
--
T1. Make original spritesheet (no atlas file) that downloaded from somewhere to padding 2.
A1. This would be impossible for repacking the spritesheet that have no atlas, even if you find a slice/splitter tool, it should be a bunch of images that need to be repack properly for TiledMap(.tmx)
A1(Updated). Script that provided by #Nine Magics would be the best way to do this! (I use this as my final solution)
--
T2. Use TiledMapPacker that provided by libgdx-nighty or gdx-toolg, The batch code should be:
java -classpath "gdx.jar";"gdx-natives.jar";"gdx-backend-lwjgl.jar";"gdx-backend-lwjgl-natives.jar";"gdx-tiled-preprocessor.jar";"extensions/gdx-tools/gdx-tools.jar" com.badlogic.gdx.tiledmappacker.TiledMapPacker "PathToYourProject\android\assets\RawMap" "PathToYourProject\android\assets\Map" --strip-unused
A2. The output .tmx that could not be readable by Tiled If you are using complex folder path to category your .png files. And the output file could be possibly failed to load by AtlasTmxMapLoader.
--
T3. Camera position correction, make camera position to integer. The code liked #Julian or #strangecat from libgdx tiledmap flicker with Nearest filtering
A3. I use this solution for no problem, and also post my code that different from them.
float cameraX = (int)(mainCamera.position.x * Game.PPM_X) / Game.PPM_X;
float cameraY = (int)(mainCamera.position.y * Game.PPM_X) / Game.PPM_X;
float cameraZ = mainCamera.position.z;
mainCamera.position.set(cameraX, cameraY, cameraZ);
And also load it with TmxMapLoader.Parameters
TmxMapLoader.Parameters params = new TmxMapLoader.Parameters();
params.textureMinFilter = Texture.TextureFilter.Linear;
params.textureMagFilter = Texture.TextureFilter.Nearest;
params.generateMipMaps = true;
assetManager.load(TILED_MAP_SETS.FIRST_MAP, TiledMap.class, params);
If you used PPM and want to move pixel by pixel, you could use this integer correction for your game, If not you could just convert the position to integer.
I almost wasted whole day to slove this, hope these investigation could help every game developers :)
Edit(2018/04/21)
I found out that Unity is also having the same problem, but I haven't tested If Libgdx have 2x Anti-Alias setting by default. Libgdx might fix the issue as Unity by turning off the Anti-Alias.
Within the frame of a chess applet, I have a few sets of such greyscale/black & white (not sure) :
Is there any way to give a color tint to a PNG picture via Java Code ? Tried to google the matter and didn't find anything really matching what I'm looking for.
For the following piece for example, I'd like to give it white/yellow tint for the White player, and a flavour of black for the Black player. The idea of setting the color dynamically is to tweak themes at runtime.
It would be a lot simpler to give your program translucent images (PNG) which are plain coloured (plain or gradient) in the colours you want, and have a certain % of transparency (you can do that in photoshop/illustrator in 1min).
Then programmatically merge the tint image (preserving transparency) with the other image underneath.
Check this SO post for how to merge two images:
Merging two images
I found this on StackOverflow. It's pretty good explanation, so I won't bore you with any additional details :) Hope that helps: Applying a tint to an image in java