I would like to get all .svg files with material icons in OUTLINE style: https://material.io/tools/icons/?style=outline
I couldn't find it in repo on github. Is there any solution? I can download each icon manually from the link above but that's nonsense.
Thanks!
The official repository seems to have a lot of icons in different formats. Maybe you can collect what you want with some path pattern matching. Hopefully it won't be too many and become more tedious than manually downloading from the link.
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I am looking for an open source tool that I can use to create a text based logo. I would like to use the Lato font from the Google Fonts family. I have tried Gimp and Pencil Project but neither worked. Any suggestions / recommendations?
Logos are vector art so you should be using InkScape for this.
I am currently working on Appcelerator (Titanium) and now I want colorize image in APP. Like I have an image and I can able to change its color through Hue or saturation just like in Photoshop. I have searched too many things but still nothing found in working condition.
Any help would be highly appreciable
Probably the best architecture is to create a webview in which you have a canvas tag, then you are able to use any canvas image manipulation library you wish. There are a number of them, but here are a few.
I would like to apply a color saturation on the entire final renderer.
Is there an easy way to do it without using shaders ?
I don't know anything about DirectX :x
I saw an "Effect" parameter in spriteBatch.Begin() but i didn't find any tutorial about it :s
Hope you can guide me.
You need a shader to this. A shader is an Effect.
You can create a new effect by right clicking a content project, clicking "Add New Item", and selecting a "Effect" file. The resulting .fx file is in the HLSL language. It will be compiled by the content pipeline, and you an load it with:
Effect myEffect = Content.Load<Effect>("myEffect");
There is an official example of how to use effects with SpriteBatch here (if you want desaturation, there's an example in there). And this blog post may also be useful.
I won't reproduce the code for a saturation effect here, but you can find several examples via Google. Here is one example on the GameDev site.
I am processing gigapixel images and want to display them.I have the subimages at different levels of the image pyramid.Now I need a viewer which can be used to show these images in the output? I looked at deep zoom and indeed my output is like the one wanted by it but I do not want to use deep zoom composer .I want to directly link the subsampled images that I create with the viewer.Is it possible to do so and if so how?
I'm not sure what you are doing, but maybe Nip2 can help?
If you have created your deepzoom image in .dzi format, this will help. Download the openseadragon folder from https://github.com/openseadragon/openseadragon/releases/download/v2.3.1/openseadragon-bin-2.3.1.zip.
Copy script from https://openseadragon.github.io/docs/ and give correct path of image directory and openseadragon folder and save it in .HTML to view the .dzi image from browser. You can write your own code to automatically link the image path and openseadragon js folder if you need. Hope this help.
I am using subfloats to import 2 .png files in a figure to basically generate subfigures. There's no space between the figures when I compile it. How do I put some white space in between them? And is it possible to convert them to black and white using LaTeX?
Try \vskip 1em between the figures. If this doesn't work, post your nonworking figure code so we can see what's going on.
To put white space in between them, you can throw a \quad—or anything that makes whitespace—in between the subfloats within the figure. Converting to grayscale is not in the graphicx package as far as I can see; all the literature on it says to use an external program. My first instinct is to explore TikZ (a LaTeX package) just because it is so powerful, but I have no idea if it can do anything with external graphics. This Page deals with compile time options to specify a grayscale or color version. For example, if you have all the color images in one folder, you batch convert them to grayscale and put them in a separate folder with identical filenames. Then, at compile time, specify from which folder to get the images. See the comments for the graphicspath implementation.