I\'m working on a simple JavaScript game using HTML5 canvas. It\'s a very typical game-loop setup involving:
I am trying to Draw an Image (JPG, TIFF, PNG) on the background of my user control. My user control will highlight certain portions of the Image using Rectangles. If I draw the image unscaled they are
开发者_JAVA百科I\'m building an application that captures video frames from a camera (30fps @ 640x480), processes them, and then displays them on a Windows Form. I was initially using DrawImage (see c
I\'m trying to images in Java, and right now I\'m using images that are in the local directory and it is working fine.However, it would be nice if I could put the images in a folder and reference the
I am experimenting with animation in <canvas> and can\'t work out how to draw an image at an angle. The desired effect is a few images dr开发者_运维问答awn as usual, with one image rotating slow
Sorry asking so many questions but believe me.. I tried Google first. :) When you use theg.drawIma开发者_如何学Cge in paint() on an Applet... is there a way you can remove it? What I mean is remove t
I was just wondering, is Graphics.DrawImage() asynchronous? I\'m struggling with a thread safety issue and can\'t figure out where the problem is.
I have the following piece of HTML: <style type=\"text/css\"> #c开发者_StackOverflow社区{width:200px;height:500px}
I have this problem with my applet. It only paints ONE row before it produces the error. Here\'s my code: http://www.so.pastebin.com/RkG5YHVQ
I\'m displaying a PNG with a transparent background that looks good in Windows 7, but then I run my app in XP Mode or remote desktop to a Windows XP machine and the PNG looks incorrect. I noticed that