I have a time based tile server with radar data. I want to show this in mapbox.
The only way I get this working is this. Remove Source and layer and create a new source and layer.
mapboxMap.RemoveLayer("layer");
mapboxMap.RemoveSource("source");
RasterSource source = new RasterSource("source", tileset, 256);
mapboxMap.AddSource(source);
RasterLayer layer = new RasterLayer("layer", "source");
mapboxMap.AddLayer(layer);
This is working, bur the problem is that it is flickering. Is there another way to do this. I'm using Naxam.Mapbox.Droid version for Xamarin.
Thanks
Jelle
Related
I'm testing the example https://github.com/petrbroz/forge-potree-demo trying to import a NWD and point cloud into the Forge Viewer but can't make them match the coordinates.
I confirmed on Navisworks that both PC and model are aligned at 0,0,0. But they are displaced more than 200' in the Viewer.
What we did tried
Point cloud was converter using Potree converted 1.6 and 1.7 https://github.com/potree/PotreeConverter/releases/tag/1.7
The point cloud is scaled from meters to feet using let scale = new THREE.Vector3(3.28084,3.28084,3.28084);.
The models are being inserted with a global offset of 0,0,0. globalOffset: {x:0,y:0,z:0}
We created a sphere at a know point directly in Threejs using coordinates in foots and it matches the location on the NWD.
We found that potree converter is not 100% compatible with the sample, a quick fix is needed on the line 464 to read categories created by the converter.
var pointAttributeName = pointAttributes[i].name.toUpperCase().replaceAll(' ','_');
Also we needed to add a new category around line 434
PointAttribute.RGBA = new PointAttribute(PointAttributeNames.COLOR_PACKED, PointAttributeTypes.DATA_TYPE_INT8, 4);
Without those two latest fixes we can't load the point cloud.
What are we missing?
We can override the location by hand but the final coordinates doesn't make sense with the project. Too arbitrary. Could the two fixes be the problem? What should be an alternative?
We found the problem, potree was using a bounding box based on absolute units from the actual point cloud bounding box.
This makes sense if you want the point cloud to be on the center of the scene. But not at our case.
So, if you override this feature by changing potree.js bounding box set from
boundingBox.min.sub(offset);
boundingBox.max.sub(offset);
tightBoundingBox.min.sub(offset);
tightBoundingBox.max.sub(offset);
to
tightBoundingBox.min.sub(offset);
tightBoundingBox.max.sub(offset);
boundingBox.copy(tightBoundingBox);
the point cloud will align with the model.
FYI: The fixes we made where actually making us able to run potree converter 1.7 instead of 1.6 as specified in the demo readme.
I've tried so much, but I don't get this work.
I want to build up an QT4 Application with an QVTK Widget.
Sadly I need to use QT4 and therefore VTK 5.10.
There is an vtkActor that is dealing with some vtkPoints that should be rendered (nothing fancy, more or less from the Examples from VTK). Here is the pipeline initialization:
m_pdata = vtkSmartPointer<vtkPolyData>::New();
m_pdata->SetPoints(m_points);
m_vfilter = vtkSmartPointer<vtkVertexGlyphFilter>::New();
m_vfilter->SetInputConnection(m_pdata->GetProducerPort());
m_vfilter->Update();
m_vdata = vtkSmartPointer<vtkPolyData>::New();
m_vdata->ShallowCopy(m_vfilter->GetOutput());
m_mapper = vtkSmartPointer<vtkPolyDataMapper>::New();
m_mapper->SetInputConnection(m_vdata->GetProducerPort());
m_pactor = vtkSmartPointer<vtkActor>::New();
m_pactor->SetMapper(m_mapper);
m_pactor->GetProperty()->SetPointSize(2);
m_renderer->AddActor(m_pactor);
After this the App calls m_rwindow->Render() to render the scene ...
Then I have an QT QLineEdit to add a Point to the vtkPoints, like this:
m_points->InsertNextPoint(point[0], point[1], point[2]);
And I want to refresh the view, so that the new point will be rendered too.
But this will not happen ...
I tried to Update the pipeline like this (more or less in every constellation):
m_pdata->Modified();
m_pdata->Update();
m_vfilter->Modified();
m_vfilter->Update();
m_vdata->Modified();
m_vdata->Update();
m_mapper->Modified();
m_mapper->Update();
m_pactor->Modified();
After this update process I called m_rwindow->Render() again.
But everything I get updated will be the old points (for example the color, or size of points ...).
Is it possible to rerender the points so the new Points are displayed too?
I'm making an isometric city builder using Monogame Extended and Tiled. I've got everything set-up and now i need to somehow access the specific tiles so i can change them at runtime as the user clicks on a tile to build an object. The problem is, i can't seem to find a "map.GetLayer("Layername").GetTile(x,y) or .SetTile(x,y) function or something similar.
Now what i can do is edit the xml(.tmx) file which has a matrix in it that represents the map and it's drawn tiles. The problem with this is that i need to build the map in the content pipeline again after editing for the changes to be displayed. I can't really build at runtime or can i?
Thanks in advance!
Something like this will get you part way there.
var tileLayer = map.GetLayer<TiledMapTileLayer>("layername");
TiledMapTile tile;
if(tileLayer.TryGetTile(x, y, out tile))
{
// do something with tile
}
However, there's only a limited amount of things you can actually do with the tile once you've got it from the map.
There's no such thing as a SetTile method because changing tile data at runtime is not currently supported. This is a limitation of the renderer, which has been optimized for rendering very large maps by building static geometry that can't be changed once it's loaded into the graphics card.
There has been some discussion about building another renderer that would handle dynamic map changes but at this stage nothing like that has been implemented in the library. You could always have a go at implementing a simple renderer yourself, a really basic one is not as hard as you might think.
An alternative approach to dealing with this kind of problem might be to pre-process the map data before giving it to the renderer. The idea would be to effectively separate the layers of the map that are static from those that are dynamic and render the dynamic tiles as normal sprites. Just a thought, I'm not sure about the details of how this might work.
I plan to eventually revisit the Tiled API in the next major version of MonoGame.Extended. Don't hold your breath, these things can take a lot of time, but I am paying attention to the feedback and kinds of problems people are experiencing with the existing API.
Since the map data is stored in a XML (or csv) file which runs through the Content Pipeline you can not change it at runtime.
Anyways, in a city builder you usually do not change existing tiles but you place object on top of existing tiles.
I have a problem to depict many mini-versions of my InkCanvas. In my app it is possible to write or draw on a InkCanvas. Now I want to depict all created InkCanvas in a GridView.
But with mini versions in this GridView i can not create enough mini versions.
I tested it with 36 mini versions and after I show one and navigate back, the App crashs everytime by rendering the same mini InkCanvas with the error: Insufficient Memory. So I searched an found this post:
Insufficient memory to continue the execution of the program when trying to initialize array of InkCanvas in UWP
I checked the Memory workload:
var AppUsageLevel = MemoryManager.AppMemoryUsageLevel;
var AppMemoryLimit = MemoryManager.AppMemoryUsageLimit;
and the memory has enough free space. (is this a bug?)
So I tried to render a image from my grid with a InkCanvas but the strokes were not rendered and all pictures were empty. ( can I save Memory this way?)
So now my question is:
Can someone tell me how to solve this problem? And what is the best way?
Thank you very much in advance!
Agredo
If you want to preview your drawings, better way is to render them to bitmap and show this bitmaps in grid instead of multiple complex controls InkCanvas is.
Here is some code to render inks to bitmap from another SO Answer:
CanvasDevice device = CanvasDevice.GetSharedDevice();
CanvasRenderTarget renderTarget = new CanvasRenderTarget(device, (int)inkCanvas.ActualWidth, (int)inkCanvas.ActualHeight, 96);
using (var ds = renderTarget.CreateDrawingSession())
{
ds.Clear(Colors.White);
ds.DrawInk(inkCanvas.InkPresenter.StrokeContainer.GetStrokes());
}
using (var fileStream = await file.OpenAsync(FileAccessMode.ReadWrite))
await renderTarget.SaveAsync(fileStream, CanvasBitmapFileFormat.Jpeg, 1f);
You also need to add Win2D.uwp nuget package to your project.
I've been trying for two days to find an alternative to loading an image into my current project. I am using Adobe Flash Professional CS6 as my IDE and Animation program. I would like to be able to display an image in my application. What I am trying to do is have the image display onto the screen, the user enters the PLU associated with the image, and if the PLU is right then they receive a point. I have everything else already to go, but I just can't find an efficient way to deal with loading the image.
Right now I'm using this to accomplish getting my image on the display:
var myDisp:Layer0 = new Layer0();
var bmp:Bitmap = new Bitmap(myDisp);
spDispBox.addChild(bmp);
The above code works just find, but the limitation I can't get around is that I'm going to have to import each image into the library and then consecutively code each part in. I wanted to stick to OOP and streamline this process, I just don't know where I should turn to in order to accomplish my project goal. I'm more than happy to give more information. Thanks in advance, everyone.
July, 26, 2014 - Update: I agree, now, that XML is the way to go. I'm just having a hard time getting the grasp of loading an external XML file. I'm following along, but still not quite getting the idea. I understand about creating a new XML data object, Loader, and URLRequest. It's just loading the picture. I've been able to get output by using trace in the function to see that the XML is loaded, but when I go to add the XML data object to the stage I'm getting a null object reference.
I'm going to try a few more things, I just wanted to update the situation. Thanks again everyone.
it seems like these images are in your FLA library. To simplify your code you can make a singleton class which you can name ImageFactory (factory design pattern) and call that when needing an image which will return a Sprite (lighter than a MovieClip)
spDispBox.addChild( ImageFactory.getImageA() ); // returns a Sprite with your image
and in your ImageFactory
public function getImageA():DisplayObject {
var image:Layer0 = new Layer0(); // image from the FLA library
var holder:Sprite = new Sprite();
holder.addChild( new Bitmap( image ) );
return holder;
}
also recommend using a more descriptive name than Layer0