I'm using this project to find a Bitmap inside another Bitmap, its working perfectly but I want to make it support transparency, that mean I want to search for a Bitmap which contains transparency inside another Bitmap. To clearify more, in this example I want to modify the code make it able to find the red dot (with transparency) inside the image :
The image
The red dot
Related
I opened a PNG image, clicked Save As, changed to 16 color Bitmap, and saved it.
Then, MSPaint warned about loss of information about transparent and image qualities and, I clicked OK.
As a result, letters behind the black glass object disappeared clearly like this image (Before->After).
By changing PixelFormat or removing transparent area on C# (.Net 4.6.2), I tried to implement this feature just like MSPaint, however, it wasn't removed clearly. In some way, Nothing changed.
Is that not about PixelFormat or ColorDepth?
Or, Is there a way to get rid of objects behind another on PNG?
What should I do to implement that?
EDIT 1
Thank you so much, #TaW. By following your method ApplyGamma, I could solve the issue.
How can I load 2 Images in one PictureBox ?
Here is an example:
http://postimg.org/image/l78kth897/
Thank you so much.
You can use Graphics.DrawImage() to draw any image anywhere inside a PictureBox or any other control for that matter. If you're writing your own control, override OnPaint(). If you want to use an existing PictureBox, simply use its Paint event to do this:
e.Graphics.DrawImage(YourImageObjectHere, ...);
e.Graphics.DrawImage(YourSecondImageObjectHere, ...);
GDI+ already supports transparency channel, so if your images have transparent areas, they'll draw just like the sample image you have posted. DrawImage() has over a dozen overloads, using which you can control several aspects of how an image is drawn. The simplest one takes the image object and the position to draw at.
Remember that an image object is an object of System.Drawing.Image or one of its derived classes. If all you have is the path of the image, you should use Image.FromFile() to create an Image object from that image file first.
I would like to know how I can create one image from many. I would like to create a tile in my windows phone application like in this image (specifically, the People tile):
(source: addictivetips.com)
I have nine pictures, and I would create an image, that I will add like tile to background. Does anybody know how can I create an image that looks like the one in that picture?
I have very little experience in this space, but have you considered creating a control that simply displays up to 9 pictures side by side in a grid like that? You then can bind each image independently & change them out however you want. This article touches on how to bind phontos in WP7 nicely:
http://msdn.microsoft.com/en-us/library/hh286418(v=vs.92).aspx
If you're talking about assembling an actual graphic image like a jpeg or bitmap, you'll need to look at the Image Class, Bitmap Class, and Graphics Class. Essentially you'll need to implement the following steps:
Load the relevant images with From method in Image, typically Image.FromFile.
Determine how many rows and columns you'll be using.
Calculate the total width and height for your layout using the widths and heights of the loaded images with appropriate padding added.
Create a new Bitmap of the appropriate size with the correct background color and iamge format.
Have variables for the current drawing location (x & y).
Have variables for the current row and column in your layout.
In a loop, Create your Graphics object.
Use Graphics.DrawImage to add your loaded image to the layout bitmap.
Increment your drawing row and or column as appropriate.
Calculate your new drawing location.
Repeat until done.
One of the options is to use WriteableBitmapEx
Also you can probably find an answer to your question here: How can I merge two images into one?
before question think about for example photoshop. When you draw a rectangle on the picture.You can move it. And when you move it works very quickly and it doeasnt make some traces on the picture.
So my question is, how to do that in c# application?
This might be useful for you
Image Processing for Dummies with C# and GDI+ Part 1 - Per Pixel Filters
Image Processing for Dummies with C# and GDI+ Part 2 - Convolution Filters
Image Processing for Dummies with C# and GDI+ Part 3 - Edge Detection Filters
Image Processing for Dummies with C# and GDI+ Part 4 - Bilinear Filters and Resizing
Image Processing for Dummies with C# and GDI+ Part 5 - Displacement filters, including swirl
Image Processing for Dummies with C# and GDI+ Part 6 - The HSL color space
When you are moving the rectangle, Photoshop doesn't put it in the image and then draw the image, instead the image is drawn without the rectangle, and the rectangle is drawn on top of that on the screen. That way when you move the rectangle it can redraw the part of the image that previously was covered by the rectangle, and draw the rectangle at the new position.
I think you're asking about selection rectangles (or other temporary shapes) on top of the document image. This effect is sometimes known as “rubber banding”, especially when drawing a line from one point to another (it stretches like a rubber band).
Traditionally, this was done by using XOR drawing -- instead of overwriting the image with the selection shape, the colors in that area are inverted. Then, to remove the selection, it suffices to invert the colors again, returning to the same original image. Today, graphics rendering is fast enough that such tricks are not usually necessary; it suffices to simply repaint that part of the window (without the rectangle).
Either way, it is important to recognize that the document image — the image the user is editing — is not the same as the window image, which is just a copy to be remade whenever necessary. In the window, the document image is drawn and then selections, guide marks, and other such controls are drawn on top of it.
I'm not familiar with C#'s GUI facilities (and I understand there is more than one GUI framework you might be using), but it's probably got the usual structure of putting many "widgets", "views", or "controls" in the window (possibly nested inside each other). You can do a straightforward selection box — though not an optimally efficient one — by just putting an appropriately sized rectangle widget (with a solid border and a transparent background) on top of an image widget. This lets your GUI framework take care of the appropriate redrawing for you and is probably a good cheap way to start.
I've got this topimage with alpha channel in it and I need to put this image over another background image, while the alpha channel from the top image stays intact obviously.
Now I've seen some tutorials with Canvas, but my project doesn't seem to recognize Canvas.
Anyone got an idea why I cant use Canvas or how to put those 2 images over each other?
Ok, I will try to answer: after loading the image, like this more or less, pseudocode:
Bitmap bmp = new Bitmap("MyCooolSemiTransparentImage.png");
bmp.MakeTransparent(colorHaveToBeRenderedTransparent);
colorHaveToBeRenderedTransparent is a color wich results non transparent after loading it into Bitmap object.
EDIT
if alphachannel is ok, here is a simple tutorial how to draw in image on WinForms:
msdn: DrawImage
Call method provided in yuor forms OnPaint override and you will get what you want.
Hope this helps.
Regards.