So it seems that because of the menu bar on the right hand side of the gui, the overlay I'm adding is being squished. The image I'm getting from the artist is a square, but once the overlay is applied inside the camera it is no longer square. What do I have to do to get the image to be applied for the whole screen, or what must I do to get the square to appear as a square in my app? Any ideas about how to get over this problem would be appreciated. Thanks.
Sincerely,
Sean
I thought this was an Xcode issue, but it turns out I was subtracting 100 from the width because of a problem I was previously solving. Sorry for wasting your time on this one- the problem was in my code.
Related
I'm using openseadragon with the excellent svg overlay plugin.
On Chrome, the app behaves as expected: users can tap to zoom in until a table rendered in SVG is fully visible, the note on the table is legible.
Here's the link to the demo. Zoom out to see the SVG version of the table appear, overlaying the fuzzy raster version of the background.
On Safari on iOS or OSX when zooming past a seemingly arbitrary threshold the table and everything on it start to disappear. The point of disappearance seems to depend on other factors I don't understand, hence this question for insight. For example, a orange circle drawn with two.js will disappear when the scale transform is precisely 51201 (at 51200 the circle is there). For the more complex table SVG, elements on the table will disappear at different scale levels, between ~23000 to 50000. Sometimes they'll disappear and then reappear upon a slight zoom in. Sometimes they'll disappear on zoom and then reappear as I pan around, the objects nearing the edge of the viewport.
IE 11 has a very similar issue.
Has anyone dealt with this before or solved it?
That's a really slick project!
In my experience, that kind of problem with SVG disappearing has to do with extreme amounts of zoom. The good news is you should be able to work around it by changing your viewport coordinates. By default the width of the image is a viewport value of 1, but you can set your image to be width 10,000 or some such, which will look exactly the same on the screen, but it means that the SVG thinks it's zoomed out a lot at first, so when you zoom in you can go a lot further.
If you're using two.js, another possible fix would be to switch over to canvas rendering and use https://github.com/altert/OpenSeadragonCanvasOverlay.
Btw, I'd love to share your project when it's done... please file a ticket at https://github.com/openseadragon/site-build/issues when you're ready and we can add it to http://openseadragon.github.io/examples/in-the-wild/.
For some reason when I use certain SKSpriteNode textures, they appear as black boxes in the app. For example in my game scene in Xcode I see:
But in the actual app I see:
Does anyone know why this happens, or how to fix it? Any help is greatly appreciated. Thanks!
I found the issue. Even though the picture size after manually changing the size was fine, the original picture size was too big. I fixed the issue by simply resizing the original image.
I have 2 UIImage's one on top of another and the top one slides and reveals the coloured one. The issue is that I want the indicator (purple line, which is a view) to indicate in the left side only by the end of the image (image`s background is clear).
What I want is to resize that purple line so it wold be visible in the left side and on the image but not on the right side, as it is now.
Any ideas of what I can try ? I have no idea where to start, thank you!
What I did so far:
what I want:
It is possible to implement programmatically using CGImageCreateWithMask, but it is very hard. Also such solution will be not very fast, if you want to do it in real time.
I offer next solution: create 3-d image, as shown below. That picture must be a white mask, which will limit your line. Place that picture above pic 1 and 2. Pink line should also be placed below that picture.
Sorry, if I wrote something unclear.
Thanks kelin, the idea that you gave me was interesting, but I did not had time for that, so I found another way of doing this. I used a third image for the mask witch is an image with the lady`s shape cut off and a white background but only in the right side of the picture (the left half side image and lady shape is transparent), and the line crosses on top of the pictures shown previously and under the image I added with mask...
Simple and efficient, and it uses way less memory for a real time displaying with an animation .
Was playing around with CAEmitterLayer and discovered something really weird.
I set up the CAEmitterLayer at the lower left corner, positioned at 45 degree (pointing towards the top right corner) and tried to shoot some arrows toward the top right corner.
Everything worked, except the image that I set via the content property of the cell.
Here is the original image on iOS 7 device:
When run on iOS 6, it becomes like this:
Has anyone experienced this and do you know why this is so? Having two sets of images and check whether the device is iOS 6 or iOS 7 and set the image up accordingly is not a problem for me, but my curiosity urges me to find out why this is so. Thanks in advance.
I am using Xcode 5.
This is normal behaviour in CAEmitterLayer. It uses a different coordinate system than the rest of iOS. As it was a technology derived from MacOS its origin (0,0) is located at the bottom left, while in iOS the origin is located at the top left. When the picture gets drawn it causes the image to get flipped. CAEmitterLayer was not really designed to use images like that, mostly made for particle systems that do not require a specific orientation.
The simplest solution to this would be to flip the image yourself so when CAEmitterLayer flips it again it will appear like you want it. This might have gotten changes in iOS7 so you would have to do a version check and apply the correct image.
You could also flip it in code if you wanted. This is a short code that does it:
UIImage *flippedPicture = [UIImage imageWithCGImage:picture.CGImage scale:1.0 orientation:UIImageOrientationLeftMirrored];
Source: http://www.vigorouscoding.com/2013/02/particle-image-gets-mirrored-by-uikit-particle-system/
I need to display some images. And I want to slide out one image from one slide of the screen so the the next image is displayed.
Is it possible to have such an animation?
thanks
It's probably not useful to you yet, but device software 5 has features for doing just that.
(PictureScrollField)
I can do it with a timer which can keep on feeding new values to the x or y coordinates of the bitmap. That way we show it moving horizontally, vertically or diagonally.
Any more ideas??