Ardor3D transparent quad - java

I am using Ardor3D for a 3D application in Java. I can draw a quad to the screen with a texture mapped to it. Part of the texture image is transparent, and the quad background shows through there.
How do you make the quad itself transparent, so the rendered scene will show through?

If your texture format supports an alpha channel (png, tga, dds, etc. but not jpg) then you just also need a BlendState. Something like:
BlendState blend = new BlendState();
blend.setBlendEnabled(true);
myQuad.setRenderState(blend);
You may also want to place your quad into the Transparent render queue if your quad is partially transparent (an alpha in between 0% and 100%) to get the correct sorting:
myQuad.getSceneHints().setRenderBucketType(RenderBucketType.Transparent);
There are other, non-alpha based ways to blend, but the above is usually what you want.

Related

Thickness of OpenGL 2D Textures

What is the easiest way to give 2D texture in OpenGL (lwjgl) some kind of "Thickness". Of course i could get the border of the texture somehow and add Quads, orriented by the normal of the quad that the texture is drawn on, in the color of the adjacent texture pixel. But there has to be an easier way to do it.
Minecraft is using lwigl as well and there are the (new) 3D Items, that spin down on the ground and don't cause as much of a performance issue, as is if they were drawn of dozends of polygons. As well, when you hold an item in your hand, there is that kind of "stretched" Texture in depth, which also works with high resolution textures.
Does anyone know how that is done?
A 2D texture is always infinitely thin. If you want actual thickness (when you look edge onto it) you need geometry. In Minecraft things look blocky, because they've been modeled that way.
If you look at some angle and ignore the edges you can use parallax mapping to "fake" some depth in the texture. Or you can use a depth map and use a combination of tesselation shaders and vertex shaders to implement a displacement map, that generates geometry from the texture.

Detect contours with imagemagick

I'm trying to detect rectangles in a image, I know this is possible with OpenCv but I was thinking of using ImageMagick. The question is, is it possible to do it with ImageMagick? I was looking to find a equivalent findContours function from OpenCV in ImageMagick but I couldn't find one?
Here's a not fully robust version that achieves what I have need for simply connected regions. It plays on the fact that there are no holes for the regions the contours bound and that no region makes contact with the coordinate 0,0. Both are not likely in my application so I'm able to exploit these facts to establish the background. I can also exploit that I know in advance what the color of my contour is, which I've indicated with #ContourColor
convert inputImage.jpg -fill black +opaque #ContourColor
-fill blue -draw "color 0,0 floodfill"
-fill #ContourColor -opaque black
-fill white -opaque #ContourColor
-fill black -opaque blue
outputImage.jpg
Here's the breakdown of each step...
Fill everything not ContourColor as black
Fill background as blue, assuming no simply connected object touches top left pixel 0,0
Fill all black interiors as ContourColor to fill contours
Replace ContourColor for White to establish foreground
Replace blue background as black to establish background
It would be very useful for ImageMagick to implement the same contour functionality as OpenCV, but I'm in the same boat as you where I'm just looking for a simple tool to tease out some regions that I happen to be hand drawing and wish to make use of in some image processing regression tests. I don't want to write a full blown application to make these segmentation comparisons and am hoping I can get by scripting some ImageMagick magic!
Contours of this image will be double lines due to the thickness of the outline and text. For example to get the contours (outline) of the green box, use
convert HetI7.jpg -fuzz 20% -fill white +opaque green1 -morphology edgeout diamond:1 -negate green_outline.png
But perhaps you just want the green box and not its outline.
convert HetI7.jpg -fuzz 40% -fill white +opaque green1 green_region.png

LWJGL: Discolored Textures

So I am developing a small Pong replica simply for some practice with LWJGL. Since there is no easy way to write customizable text in LWJGL, I am using textures for the start button, other buttons, and so on. However, when I drew the texture, it turned out to be discolored on my purple background. If I change the background to white, there is no discoloration. Help?
Also, my start button texture is something like 50x22, but I put it on a 64x64 image because Slick can only load resolutions that are an exponent of two. I adjusted the rectangle being drawn so that it is not warped, and the rest of the image is transparent, so it shouldn't be visible once I sort out the above problem. Are there any alternatives to my method?
This is where I initialize my OpenGL stuff:
public static void setCamera()
{
glClear(GL_COLOR_BUFFER_BIT);
glEnable(GL_TEXTURE_2D);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0,width,0,height,-1,1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
And this is where I draw the texture:
public void draw()
{
logic();
glPushMatrix();
glTranslated(x,y,0);
texture.bind();
glBegin(GL_QUADS);
glTexCoord2d(0,1); glVertex2d(0,-196.875);
glTexCoord2d(1,1); glVertex2d(width+18.75,-196.875);
glTexCoord2d(1,0); glVertex2d(width+18.75,height);
glTexCoord2d(0,0); glVertex2d(0,height);
glEnd();
glPopMatrix();
}
Thanks :)
As discussed in comments, your initial problem was that you had neglected to reset the "current color" before drawing your texture. GL is a glorified state machine, it will continue to use the color you set for every other draw operation... so setting glColor3d (...) when you drew your background also affects your foreground image.
Adding the following before drawing your textured quad will fix this problem:
glColor3f (1.0f, 1.0f, 1.0f);
However, you have brought up a new issue in your comments related to blending. This question boils down to a lack of a blending function. By default when you draw something in OpenGL it will merely overwrite anything else in the framebuffer.
What you need for transparency to work is enable blending and use this function:
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
This effectively does the following:
NewColor = (NewColor.RGB * NewColor.A) + OldColor.RGB * (1.0 - NewColor.A)
With this, the parts of your texture that have an alpha value != 1.0 will be a mix of whatever was already in the framebuffer and what you just drew.
Remember to enable blending before you draw your transparent objects:
glEnable (GL_BLEND);
and disable it when you do not need it:
glDisable (GL_BLEND);
Lastly, you should be aware that the order you draw translucent objects in OpenGL is pretty important. Opaque objects (such as your background) need to be drawn first. In general, you need to draw things from back-to-front in order for alpha blending to function correctly. This is the opposite order you would ideally want for opaque geometry (since hardware can skip shading for obstructed objects if you draw objects in front of them first).

Java drawImage interpolation

My question involves the drawImage method in Java Graphics2D (this is for a desktop app, not Android).
My BufferedImage that I'd like to draw contains high resolution binary data, most pixels are black but I have some sparse green pixels (the green pixels represent data points from an incoming raw data stream). The bitmap is quite large, larger than my typical panel size. I made it large so I could zoom in and out. The problem is when I zoom out I lose some of my green pixels .. as an example if my image is 1000 pixels and by panel is 250 pixels, I'd lose 1 out of 4 pixels in each direction (X and Y). If I use nearest neighbor interpolation when I scale the pixels can just disappear to black. If I use something like bilinear interpolation my green pixel will get recolored to somewhere between black and green.
I understand all this behavior, but my question is that is there any way to get the behavior I want, which is to make sure if any pixels is non-black I want it to be drawn at it's full intensity. Perhaps something like a "max-hold" interpolation.
I realize I could probably do what I want by drawing shape primitive over a black background, and maybe this is what I'll have to do. But there is a reason I'm using bitmaps (has to do with the fact that I'm showing the data in a falling spectrogram-type display - and it does have a mode where all the pixels could be colored and not just black and green).
Thanks,
You could look at the implementation of drawImage and override it to get your desired behaviour, however probably the core of the scaling uses hardware acceleration, so re implementing it in Java would be really slow.
You could look into JOGL, but my impression is that, if your pixels are really sparse, just drawing the green pixels on a black background (or over an image) would be both easy to code and very fast.
You could even have an heuristic switching between painting the dots to scaling the image if the number of dots starts being too high.

Strange issues with texture mapping

I am attempting to use texture coordinates from a pre-generated PNG file on a 3d world of quads loaded into Java with LWJGL's slick-util extension.
The texture file is 192x96pixels, and properly formatted. It's composed of 6x3 32x32 tiles.
The 3d quads are 1.5f wide and long. They are spaced apart properly.
I am having issues getting the right texture coordinates. When I put 0.0f to 0.333333f as the y coordinates, I get slightly more than the top tile's height displayed. However, if I put 0.0f-0.25f, I get exactly 1/3rd, which is my tile's height. I have yet to find a magic number for the X coordinates, but maybe someone could explain to me why 1/4 of 96 is 24 according to textures coordinates, or what I'm doing wrong? I'm suspecting it could be a clash between my quad size and textures.
The tops of the cubes are using the texture coordinates (0.0, 0.0f), (0.0, 0.333333f), (0.166666f, 0.333333f), (0.166666f, 0.0f), which is applied moving anticlockwise from the top left to the top right. Again, the main texture file is 32x32 tiles arranged to make 192x96(96 is the height).
Notice I placed a white line at the top of one of the tiles to see its border, and black line at it's bottom, then a white line for the top of the next one below it. The texture 'bleeds' too far down. The other textures have their own even stranger coordinates, as you can see.
Arranging texture coordinates with the assumption the top of the image is 1.0 rather than the bottom produces odd squares with a rectangular hole in the center where quads should be.
I am using TEX_ENV GL_MODULATE.
Texture sizes are usually a power of 2. I suspect something resized your 192x96 texture as a 256x128 or 256x256 texture. This doesn't really explain the values you found however... But, I think, if you resize your texture to 256x256(increase the size, don't scale!) and calculate your texture coordinates based on that, your problem will go away.
I don't know about java but with my image atlases in objective C and openGL ES you need to make the textures smaller than what you are referring to when selecting them from the atlas.
Have you left a sufficient gap between the texture images to prevent 'bleeding?

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