I\'m trying to create a simple 8-bit png writer, and I\'ve got all the chunks being written correctly except the IDAT chunk (the important one).I believe my problem is in the compression.I\'ve tried u
i\'ve saved my icon as a png-32, with transparency checked and tried saving for web but the black background is still there. i\'ve also saved as a nornmal png and still no 开发者_Python百科good. i fix
I\'m writing a simple J2ME game that uses PNG images with 8-bit alpha channel. Problem: not all hardware supports full alpha transparency rendering. However, since my game is pretty static in nature (
I have a little Facebook application and I would like to be able to post the contents of my canvas onto someone\'s wall if they so choose after they save their image data.
I try to use custom icons for the markers on my map. It works great on FF and IE8, but IE7 only shows the default google markers.
ive got a problem, ive been researching for like 1 month already and nothing worked. Ive got a Image Slider with jQuery, and when there is a transition the alpha on images get black colored, i know I
can some one please provide me with a C++ code, for transforming a text file to any format of images, I know the image will have no meaning, bu开发者_如何转开发t I am doing this thing for security rea
Updated: webOS version 2.1... This base64 encoded image data generates the correct data image when I append it to the source of an image, like this:
I need to draw a bitmap on top of a completely rendered GLSurfaceView.By completely rendered I mean that the entire thing is filled with colorized triangles.Obviously the bitmap will hide the triangle
I would like to know a way to generate a single pixel in JavaScript converting it to base64. The ideal function would be: