I have PNG images with rounded corners, inner shadows and a fill gradient, that I thought I could slice in Asset Catalogs horizontal and vertically. But no matter what I try, the gradient slice doesn't stretch or tile as I expected. With Xcode 9.1.
The gradient is not copied (although the inner shadow is), and in IB and the simulator, there are just two bars and no gradient.
What am I missing?
Here are the original image:
Here's how I sliced them:
And what they looked like in IB:
And here's what it looks like in IB (with the colors reversed in the simulator (with a red view and another similar image as background without any gradient) and device.
The center is the part that is getting tiled. You defined a 1x1 square that’s getting repeated on the interior of your image in order to make the image fill the space you defined, which isn’t your stated goal. What you can do is change your center to Stretches, and increase the center’s height and width to take up everything in your image that doesn’t include your rounded corners end caps.
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I am trying to render a few images in NSImageView's. These images are much larger than the size of the NSImageView (which I have set to scale proportionally up or down). But, the rendered image don't look very good. For example, in this sample image, the white border seems to have jagged edges at the 12,3,6 and 9 o'clock positions. The source image seems to be fine, even when I zoom out all the way in Preview.app.
I have tried scaling the image myself (using MGCropExtensions - which sets the interpolation quality to High), but, it doesn't seem to help. I would imagine NSImageView would internally draw on device boundary automatically, so that shouldn't be an issue?
Any ideas on how to get the image rendered crisply in the NSImageView? Thanks
Source Image - It has a white border which doesn't show here (against the white background)
Rendered NSImageView screenshot
I've created an image in Photoshop to be used as a sprite in Unity and everything works fine while the sprite is scaled at X: 1; Y: 1.
The problem starts when I scale the image up as the border of the image stretches out with the rest of the image. Is there any way to scale an image from its centre or to ignore the image's border when it's scaled?
Here's the example now that I am able to show it:
The rectangle on top is the original image without being scaled up or down and the rectangle on the bottom is scaled at X:5, Y:0.5 but the borders are stretched.
I think that the borders are stretched because it's part of the image and when it's being scaled, the image (including the borders) is just being stretched.
Is there any way to stretch the sprite image but by ignoring the borders?
Are you trying to scale the image and keep the original ratio?
If so, here are the steps:
Hope this helps. Please let me know if you were trying to do something else.
You can use a sliced sprite. The center of the image is scaled to fit the control rectangle but the borders maintain their sizes regardless of the scaling. Check out the Unity doc here: Unity - Manual: Image
I'm adding borders to various images in a .pdf document. The borders all have the same width, but in the .pdf the borders have different widths. It is more pronounced as the width of the border increases.
Also, is there a way to move the border outside of the image, so that it is not covering any of the image using the methods of the image class? I realize I can first put a filled rectangle and then add the image on top of the rectangle as an option. Just curious as to if this can be done with methods from the Image class.
Here is the code snippet
magazine.open();
canvas = pdfw.getDirectContent();
image = Image.getInstance("a.JPG");
image.setBorder(Rectangle.BOX);
image.scaleAbsolute(200,200);
image.setBorderWidth(50);
image.setAbsolutePosition(50,10);
//canvas.addImage(image);
magazine.add(image);
image = Image.getInstance("b.jpg");
image.setBorder(Rectangle.BOX);
image.scaleAbsolute(200,200);
image.setBorderWidth(50);
image.setAbsolutePosition(50,230);
//canvas.addImage(image);
magazine.add(image);
I fear you'll have to work with the workaround you described.
There are two ways to define a border for an image:
image.setUseVariableBorders(false);
This is the default. This is what you have (even though you aren't calling the method explicitly).
In this case, the thickness of the border is distributed in a way that half of the line width is inside the rectangle and half of the line width is outside of the rectangle. Maybe that's what's causing the effect that the difference you notice is more pronounced as the border width increases.
Then there is:
image.setUseVariableBorders(true);
Now the borders will be drawn inside the area needed for the image. This is useful for tables (both PdfPCell and Image are subclasses of the Rectangle class where these methods are defined), but I fear it doesn't help you in the case of images.
So your best chance is to add the border using a workaround.
I was creating an effects library for a PhotoBooth App. I have created effects like Black/White, Vintage, Sepia, Retro etc. etc.
I wanted to create a few effects now in which I wanted to have a Dark Border at the edges which kind of form a frame for the image .. something like this -> Example Effect
How can I do this using Pixel Bender and Flash ?
The effect you are describing is called vignetting. It is basically just darkening the pixels with some weight that changes depending on distance from the center of the image. In image editing it corresponds to overlaying the image with black color and applying a circular or elliptic mask to it, for example:
(source: johnhpanos.com)
You can do this by several methods depending on how you operate with image and its pixels. For example by multiplying the pixels by a weight coefficient that is smaller when closer to the center and bigger when farther away from it. The distance can be calculated from the difference between pixel coordinates.
I'm trying to create a graphic in Sketch (a vector-based graphic design application). I export to PDF and this is what my original graphic looks like:
But when I set it as the image of an NSButton, it gets drawn like this:
Why does this occur? The right and bottom edges in particular are altered a lot. I'm not sure if this is a Cocoa drawing issue or an issue with my original graphic.
The problem is with (mis)alignment with the pixel grid and anti-aliasing. It looks like you've scaled the image so that the borders on the left, right, and bottom are roughly one pixel in thickness. However, the right and bottom borders are straddling the boundary between pixels. The result is that they contribute half their "darkness" to the pixel on one side of the boundary and the other half to the pixel on the other side of the boundary.
You should tweak either the proportions of the image or the size at which you're drawing it to avoid that particular alignment. It looks as though it's being rendered as roughly 10.5 pixels wide. You want it to be either 10 pixels or 11 pixels wide, so the right edge corresponds more closely to a pixel column.