I am looking for workflow to make animated rotating GIF in black.
I have drawn 3D shape in Tinkercad. And now when I output STL that it is white. Then I am using online converter to rotating gif. But it is white. How could I do that black??
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I have a texture and I want to draw it to a FrameBufferObject. The texture has transparent areas. I would like the following:
For all transparent pixels, let them be drawn transparent in the FrameBufferObject.
For all non-transparent pixels, let them be drawn using a color of my choosing, ie pure red (ignore their actual rgb value)
I've tried Batch.setColor(red) before drawing the texture, but that just tints it - I want all non-transparent pixels to be drawn pure red.
I am also trying to figure out how to achieve this in just opengl directly, looks like there may be a way to do this with blending, which can then be related back to gdx.
Thanks
You need to write a shader and the shader is the OpenGL program that renders the texture. So your shader would render transparency without change and all else would the color of your own choosing.
The following link has libgdx shaders for palette swapping i.e. direct reassignment of color at render, which you can easily adapt for single color and transparency.
https://www.javaer101.com/en/article/12241616.html
When I use waifu2x model to scale an image with transparent pixels, the transparent black background seems to bleed into the image. Using bicubic interpolation also has this problem.
As specified in this blog, the transparent background can be filled with color as near as context as possible.
It's simple to find borders of such transparent borders. But is there any algorithm to generate such background?
I'm using a prefab for a box shape, which has a front and back plane.
My images are PNG and have transparent areas around the edge. I dragged the image onto my front plane, which now has a drop-down box for "Shader".
First I chose Shader: "Standard" but the transparent areas of my PNG image weren't transparent, so in order to fix that I changed it to "Sprites / Diffuse"... now the image looks fine (from the front).
However, when I rotate the shape, the image is also visible from the back. I want a way to not see the image / texture from the back.
How can I make the images only visible from the front side of a plane, whilst also preserving the transparency areas of the image / texture?
If you are using the standard built-in shader, you need to set the rendering mode to transparent in order for the texture's alpha channel to be transparent. The sprite shader, by default, forces the rendering of otherwise invisible back-faces, whereas the standard shader does not.
The goal is to turn any transparent PNG into a 3D card with a slight thickness and the geometry of the image minus transparency. For example, I'd like to take an image like this one: http://findicons.com/files/icons/730/soft/128/user_male.png and turn it into a card object with a slight thickness. However, the card should not be rectangular - its edges should follow the shape of the transparency in the image.
Is there any simple procedural way to accomplish this on any given PNG?
Thanks.
I am developing on libgdx for android and the thing is that I've used masks for my sprites before (not in libgdx) to set the surrounding of my sprites to be transparent so when I draw them to the screen they show the background and not a white rectangle, but I don't seem to find any way to do this in libdgx, how do you guys go about crating masks for your 2d sprites? Do I have to use OpenGL cause I don't know much about it if so can you tell me how? and also can I do it on a texture?
I just use PNG images for sprites with transparent pixels in them. These PNG images are packed to bigger PNG texture file with either Texture Packer or using Libgdx to make the texture.
You can use mesh like this http://code.google.com/p/libgdx/wiki/MeshColorTexture