White = transparency ?
Hi everyone.
This has bugged me for a long time now, maybe some clever folks can help ?
I would like to make an image semi-transparent in such a way, that it looks as before when adding a white layer underneath it.
That's not a big feat with a grayscale image (see left side of the illustration). Command-Click the RGB channel, invert the selection, add a black (colour fill) layer (the selection is automatically added as layer mask), then add a white layer underneath. Done. The image looks the same as when we started out.
Now how can this be done with a colour image (see right side of the illustration) ?
I need a solution for ANY image, not just the example here (for which the problem can of course easily be solved as you can see, even in colour). And I would need an exact solution, not an approximation (e.g. via blend if or select >> color range, etc.).
Granted, it does seem tricky, but on the other hand, it must be solvable. Because let's imagine we would have started out with the example image in the bottom/right corner (or any other semi-transparent image for that matter) and would have added a white layer underneath. We would have obtained the example image in the upper/right corner. So we know, that there must be an image that fulfills the requirements. And merging with a white layer doesn't seem like a destructive/irreversible action, so there must be a way to reverse the process ...
any ideas how ?
my sincere thanks in advance.
(PS: Cybia Alphaworks and the Whiteout plugin won't do the job as needed.)
Your problem is not as simple as it sounds, and there can be no one click solution that will work for all images. What you want to do, would be to take out what you are calling "white", and all intermediate colours, leaving transparency values in their place
The problem is that what I am calling the intermediate colours can have almost any value. Your "white" may be not completely white (2% yellow for example). There has to be a clear way of interpreting what the bleed values are, and distinguishing those from values that you want to keep. Impossible without some judgment per image.
Producing alpha channels, in some way and recreating the image, which you have said you don't want to do, would be the only way. This would have to be done differently per image and case.
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File Name : nativtest.h
Code:
/* DO NOT EDIT THIS FILE - it is machine generated */
#include "jni.h"
/* Header for class nativetest */
#ifndef _Included_nativetest
#define _Included_nativetest
#ifdef __cplusplus
extern "C" {
#endif
* Class: nativetest
* Method: sayHello
* Signature: (Ljava/lang/String;)Ljava/lang/String;
JNIEXPORT jstring JNICALL Java_nativetest_sayHello
(JNIEnv *, jobject, jstring);
#ifdef __cplusplus
#endif
#endif
File Name : nativtest.c
#include "nativetest.h" /*double quotes tells it to search current directory*/
#include <stdio.h>
#include "glut.h"
#include <stdlib.h>
#include <string.h>
#include <math.h>
#include <GL/glut.h>
JNIEXPORT jstring JNICALL Java_nativetest_sayHello(JNIEnv *env, jobject thisobject, jstring js){
main(0, NULL);
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typedef enum {
RESERVED, BODY_SIDE, BODY_EDGE, BODY_WHOLE, ARM_SIDE, ARM_EDGE, ARM_WHOLE,
LEG_SIDE, LEG_EDGE, LEG_WHOLE, EYE_SIDE, EYE_EDGE, EYE_WHOLE, DINOSAUR
} displayLists;
GLfloat angle = -150;
int moving, begin;
int W = 300, H = 300;
GLdouble bodyWidth = 3.0;
int newModel = 1;
GLfloat body[][2] = { {0, 3}, {1, 1}, {5, 1}, {8, 4}, {10, 4}, {11, 5},
{11, 11.5}, {13, 12}, {13, 13}, {10, 13.5}, {13, 14}, {13, 15}, {11, 16},
{8, 16}, {7, 15}, {7, 13}, {8, 12}, {7, 11}, {6, 6}, {4, 3}, {3, 2},
{1, 2} };
GLfloat arm[][2] = { {8, 10}, {9, 9}, {10, 9}, {13, 8}, {14, 9}, {16, 9},
{15, 9.5}, {16, 10}, {15, 10}, {15.5, 11}, {14.5, 10}, {14, 11}, {14, 10},
{13, 9}, {11, 11}, {9, 11} };
GLfloat leg[][2] = { {8, 6}, {8, 4}, {9, 3}, {9, 2}, {8, 1}, {8, 0.5}, {9, 0},
{12, 0}, {10, 1}, {10, 2}, {12, 4}, {11, 6}, {10, 7}, {9, 7} };
GLfloat eye[][2] = { {8.75, 15}, {9, 14.7}, {9.6, 14.7}, {10.1, 15},
{9.6, 15.25}, {9, 15.25} };
GLfloat lightZeroPosition[] = {10.0, 4.0, 10.0, 1.0};
GLfloat lightZeroColor[] = {0.8, 1.0, 0.8, 1.0};
GLfloat lightOnePosition[] = {-1.0, -2.0, 1.0, 0.0};
GLfloat lightOneColor[] = {0.6, 0.3, 0.2, 1.0};
GLfloat skinColor[] = {0.1, 1.0, 0.1, 1.0}, eyeColor[] = {1.0, 0.2, 0.2, 1.0};
int overlaySupport, red, white, transparent, rubberbanding;
int anchorx, anchory, stretchx, stretchy, pstretchx, pstretchy;
float vx, vy, vx2, vy2, vw, vh;
float wx, wy, wx2, wy2, ww, wh;
int fancy, wasFancy, help, clearHelp;
void
extrudeSolidFromPolygon(GLfloat data[][2], unsigned int dataSize,
GLdouble thickness, GLuint side, GLuint edge, GLuint whole)
static GLUtriangulatorObj *tobj = NULL;
GLdouble vertex[3], dx, dy, len;
int i;
int count = dataSize / (int) (2 * sizeof(GLfloat));
if (tobj == NULL) {
tobj = gluNewTess();
gluTessCallback(tobj, GLU_BEGIN, glBegin);
gluTessCallback(tobj, GLU_VERTEX, glVertex2fv);
gluTessCallback(tobj, GLU_END, glEnd);
glNewList(side, GL_COMPILE);
glShadeModel(GL_SMOOTH); /* smooth minimizes seeing
tessellation */
gluBeginPolygon(tobj);
for (i = 0; i < count; i++) {
vertex[0] = data[0];
vertex[1] = data[i][1];
vertex[2] = 0;
gluTessVertex(tobj, vertex, data[i]);
gluEndPolygon(tobj);
glEndList();
glNewList(edge, GL_COMPILE);
glShadeModel(GL_FLAT);
glBegin(GL_QUAD_STRIP);
for (i = 0; i <= count; i++) {
glVertex3f(data[i % count][0], data[i % count][1], 0.0);
glVertex3f(data[i % count][0], data[i % count][1], thickness);
dx = data[(i + 1) % count][1] - data[i % count][1];
dy = data[i % count][0] - data[(i + 1) % count][0];
len = sqrt(dx * dx + dy * dy);
glNormal3f(dx / len, dy / len, 0.0);
glEnd();
glEndList();
glNewList(whole, GL_COMPILE);
glFrontFace(GL_CW);
glCallList(edge);
glNormal3f(0.0, 0.0, -1.0);
glCallList(side);
glPushMatrix();
glTranslatef(0.0, 0.0, thickness);
glFrontFace(GL_CCW);
glNormal3f(0.0, 0.0, 1.0);
glCallList(side);
glPopMatrix();
glEndList();
void
makeDinosaur(void)
extrudeSolidFromPolygon(body, sizeof(body), bodyWidth,
BODY_SIDE, BODY_EDGE, BODY_WHOLE);
extrudeSolidFromPolygon(arm, sizeof(arm), bodyWidth / 4,
ARM_SIDE, ARM_EDGE, ARM_WHOLE);
extrudeSolidFromPolygon(leg, sizeof(leg), bodyWidth / 2,
LEG_SIDE, LEG_EDGE, LEG_WHOLE);
extrudeSolidFromPolygon(eye, sizeof(eye), bodyWidth + 0.2,
EYE_SIDE, EYE_EDGE, EYE_WHOLE);
glNewList(DINOSAUR, GL_COMPILE);
glMaterialfv(GL_FRONT, GL_DIFFUSE, skinColor);
glCallList(BODY_WHOLE);
glPushMatrix();
glTranslatef(0.0, 0.0, bodyWidth);
glCallList(ARM_WHOLE);
glCallList(LEG_WHOLE);
glTranslatef(0.0, 0.0, -bodyWidth - bodyWidth / 4);
glCallList(ARM_WHOLE);
glTranslatef(0.0, 0.0, -bodyWidth / 4);
glCallList(LEG_WHOLE);
glTranslatef(0.0, 0.0, bodyWidth / 2 - 0.1);
glMaterialfv(GL_FRONT, GL_DIFFUSE, eyeColor);
glCallList(EYE_WHOLE);
glPopMatrix();
glEndList();
void
recalcModelView(void)
glPopMatrix();
glPushMatrix();
glRotatef(angle, 0.0, 1.0, 0.0);
glTranslatef(-8, -8, -bodyWidth / 2);
newModel = 0;
void
redraw(void)
if (newModel)
recalcModelView();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glCallList(DINOSAUR);
glutSwapBuffers();
void
output(int x, int y, char *string)
int len, i;
glRasterPos2f(x, y);
len = (int) strlen(string);
for (i = 0; i < len; i++) {
glutBitmapCharacter(GLUT_BITMAP_HELVETICA_18, string[i]);
char *helpMsg[] =
"Welcome to zoomdino!",
" Left mouse button rotates",
" the dinosaur.",
" Middle mouse button zooms",
" via overlay rubber-banding.",
" Right mouse button shows",
" pop-up menu.",
" To reset view, use \"Reset",
" Projection\".",
"(This message is in the overlays.)",
NULL
void
redrawOverlay(void)
if (help) {
int i;
glClear(GL_COLOR_BUFFER_BIT);
glIndexi(white);
for (i = 0; helpMsg[i]; i++) {
output(15, 24 + i * 18, helpMsg[i]);
return;
if (glutLayerGet(GLUT_OVERLAY_DAMAGED) || clearHelp) {
glClear(GL_COLOR_BUFFER_BIT);
clearHelp = 0;
wasFancy = 0;
} else {
if (fancy || wasFancy) {
glLineWidth(3.0);
glIndexi(transparent);
glBegin(GL_LINE_LOOP);
glVertex2i(anchorx, anchory);
glVertex2i(anchorx, pstretchy);
glVertex2i(pstretchx, pstretchy);
glVertex2i(pstretchx, anchory);
glEnd();
if (wasFancy) {
glLineWidth(1.0);
wasFancy = 0;
if (fancy)
glLineWidth(3.0);
glIndexi(red);
glBegin(GL_LINE_LOOP);
glVertex2i(anchorx, anchory);
glVertex2i(anchorx, stretchy);
glVertex2i(stretchx, stretchy);
glVertex2i(stretchx, anchory);
glEnd();
if (fancy) {
glLineWidth(1.0);
glIndexi(white);
glBegin(GL_LINE_LOOP);
glVertex2i(anchorx, anchory);
glVertex2i(anchorx, stretchy);
glVertex2i(stretchx, stretchy);
glVertex2i(stretchx, anchory);
glEnd();
glFlush();
pstretchx = stretchx;
pstretchy = stretchy;
void
defaultProjection(void)
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
vx = -1.0;
vw = 2.0;
vy = -1.0;
vh = 2.0;
glFrustum(vx, vx + vw, vy, vy + vh, 1.0, 40);
glMatrixMode(GL_MODELVIEW);
void
mouse(int button, int state, int x, int y)
if (button == GLUT_LEFT_BUTTON) {
if (state == GLUT_DOWN) {
glutSetCursor(GLUT_CURSOR_LEFT_RIGHT);
moving = 1;
begin = x;
} else if (state == GLUT_UP) {
glutSetCursor(GLUT_CURSOR_INHERIT);
moving = 0;
if (overlaySupport && button == GLUT_MIDDLE_BUTTON) {
if (state == GLUT_DOWN) {
help = 0;
clearHelp = 1;
rubberbanding = 1;
anchorx = x;
anchory = y;
stretchx = x;
stretchy = y;
glutShowOverlay();
} else if (state == GLUT_UP) {
rubberbanding = 0;
glutHideOverlay();
glutUseLayer(GLUT_NORMAL);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
#undef max
#undef min
#define max(a,b) ((a) > (b) ? (a) : (b))
#define min(a,b) ((a) < (b) ? (a) : (b))
wx = min(anchorx, stretchx);
wy = min(H - anchory, H - stretchy);
wx2 = max(anchorx, stretchx);
wy2 = max(H - anchory, H - stretchy);
ww = wx2 - wx;
wh = wy2 - wy;
if (ww == 0 || wh == 0) {
glutUseLayer(GLUT_NORMAL);
defaultProjection();
} else {
vx2 = wx2 / W * vw + vx;
vx = wx / W * vw + vx;
vy2 = wy2 / H * vh + vy;
vy = wy / H * vh + vy;
vw = vx2 - vx;
vh = vy2 - vy;
glFrustum(vx, vx + vw, vy, vy + vh, 1.0, 40);
glutPostRedisplay();
glMatrixMode(GL_MODELVIEW);
void
motion(int x, int y)
if (moving) {
angle = angle + (x - begin);
begin = x;
newModel = 1;
glutPostRedisplay();
if (rubberbanding) {
stretchx = x;
stretchy = y;
glutPostOverlayRedisplay();
void
reshape(int w, int h)
if (overlaySupport) {
glutUseLayer(GLUT_OVERLAY);
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(0, w, 0, h);
glScalef(1, -1, 1);
glTranslatef(0, -h, 0);
glMatrixMode(GL_MODELVIEW);
glutUseLayer(GLUT_NORMAL);
glViewport(0, 0, w, h);
W = w;
H = h;
GLboolean lightZeroSwitch = GL_TRUE, lightOneSwitch = GL_TRUE;
void
controlLights(int value)
glutUseLayer(GLUT_NORMAL);
switch (value) {
case 1:
lightZeroSwitch = !lightZeroSwitch;
if (lightZeroSwitch) {
glEnable(GL_LIGHT0);
} else {
glDisable(GL_LIGHT0);
break;
case 2:
lightOneSwitch = !lightOneSwitch;
if (lightOneSwitch) {
glEnable(GL_LIGHT1);
} else {
glDisable(GL_LIGHT1);
break;
case 3:
defaultProjection();
break;
case 4:
fancy = 1;
break;
case 5:
fancy = 0;
wasFancy = 1;
break;
case 6:
if (!rubberbanding)
help = 1;
glutShowOverlay();
glutPostOverlayRedisplay();
break;
glutPostRedisplay();
int
main(int argc, char **argv)
//glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("zoomdino");
glutDisplayFunc(redraw);
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutCreateMenu(controlLights);
glutAddMenuEntry("Toggle right light", 1);
glutAddMenuEntry("Toggle left light", 2);
glutAttachMenu(GLUT_RIGHT_BUTTON);
makeDinosaur();
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
defaultProjection();
gluLookAt(0.0, 0.0, 30.0, /* eye is at (0,0,30) */
0.0, 0.0, 0.0, /* center is at (0,0,0) */
0.0, 1.0, 0.); /* up is in postivie Y direction */
glPushMatrix(); /* dummy push so we can pop on model
recalc */
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
glLightfv(GL_LIGHT0, GL_POSITION, lightZeroPosition);
glLightfv(GL_LIGHT0, GL_DIFFUSE, lightZeroColor);
glLightf(GL_LIGHT0, GL_CONSTANT_ATTENUATION, 0.1);
glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, 0.05);
glLightfv(GL_LIGHT1, GL_POSITION, lightOnePosition);
glLightfv(GL_LIGHT1, GL_DIFFUSE, lightOneColor);
glEnable(GL_LIGHT0);
glEnable(GL_LIGHT1);
glutInitDisplayMode(GLUT_SINGLE | GLUT_INDEX);
overlaySupport = glutLayerGet(GLUT_OVERLAY_POSSIBLE);
if (overlaySupport) {
glutEstablishOverlay();
glutHideOverlay();
transparent = glutLayerGet(GLUT_TRANSPARENT_INDEX);
glClearIndex(transparent);
red = (transparent + 1) % glutGet(GLUT_WINDOW_COLORMAP_SIZE);
white = (transparent + 2) % glutGet(GLUT_WINDOW_COLORMAP_SIZE);
glutSetColor(red, 1.0, 0.0, 0.0); /* Red. */
glutSetColor(white, 1.0, 1.0, 1.0); /* White. */
glutOverlayDisplayFunc(redrawOverlay);
glutReshapeFunc(reshape);
glutSetWindowTitle("zoomdino with rubber-banding");
glutAddMenuEntry("------------------", 0);
glutAddMenuEntry("Reset projection", 3);
glutAddMenuEntry("------------------", 0);
glutAddMenuEntry("Fancy rubber-banding", 4);
glutAddMenuEntry("Simple rubber-banding", 5);
glutAddMenuEntry("------------------", 0);
glutAddMenuEntry("Show help", 6);
} else {
printf("Sorry, no whizzy zoomdino overlay usage!\n");
glutMainLoop();
return 0;
File Name : nativtest.java
public class nativetest
static
System.loadLibrary("nativetest");
public native String sayHello(String s);
public static void main(String[] argv)
String retval = null;
nativetest nt = new nativetest();
retval = nt.sayHello("Beavis");
System.out.println("Invocation returned " + retval);
}So can anyone help me about this.
or if anyone have any kind of information realted to overlay on webbrowser then also can tell me...so it will helpfull 2 me.
Regards,
Ajay Patelcgicmd.dat is not right place. let me put the whole code here. What I was referring was you need to have front page where you can display the reports links or if you are calling reports from forms you can use this.
A From Forms
1 formsweb.cfg
HTMLbeforeForm=<script>var windowHandle;function openWindowURL(URLString){windowHandle =window.open(URLString,"Forms","location=false,toolbar
=false,resizable,scrollbars");windowHandle.focus();}function closeWindow(){if (windowHandle && !windowHandle.closed){windowHandle.close();}el
se{}}</script>
2 from form use
web.show_document('javascript:window.openWindowURL("'||http://reports url ||'");','_self');
B From Home page /HTML page to call reports/any link
1. Replace ... with <
...html>
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
<title>Untitled Document</title>
<script>var windowHandle;function openWindowURL(URLString){windowHandle =window.open(URLString,"Forms","location=false,toolbar=false,resizable,scrollbars");windowHandle.focus();}function closeWindow(){if (windowHandle && !windowHandle.closed){windowHandle.close();}else{}}</script>
</head>
<body>
<p align=center>
... a href="javascript:void(0)" onclick="openWindowURL('http://www.oracle.com')">Oracle</a>
<br><br><br><br><br>...a href="javascript:void(0)" onclick="openWindowURL('http://www.alexyscorp.com')">Alexys</a>
<br>
</p>
</body>
... html>
Message was edited by:
RajeshAlex
Message was edited by:
RajeshAlex
Message was edited by:
RajeshAlex
Message was edited by:
RajeshAlex
Message was edited by:
RajeshAlex -
Adobe Media Encoder CS4 White Overlay after encoding
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Original video specs:
11 second .mov, 1196px X 528px (non standard dimension, I know, video created from microscope, but plays perfectly on several systems, Mac/PC)
No Audio
Encoding to:
.mp4
H.264
600px X 265px (same aspect ratio)
24 fps
Field order: None (Progressive)
Pixel Aspect Ratio: Square Pixels
No audio, No filters
Is there something I am missing? Been at this for 2 days, its driving me mad!What player(s) show the white overlay, and on what operating system & version? Can you give us access to sample clips (original and AME encodes) or at least post screenshots?
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so I make the end tab 0% opacity. transparent,
however the transition gradient slider at top between the colour and the transparent tab still shows the influence of the transparent, this creates a colour bleed from the transparent tab even if I set it to white, the left colour fades out into white then transparency. (this is not due to the cream left tab, it happens on any colour sample)
I want the left colour tab to fade out with no influence in the transition period to the "white transparent" tab, but the transition slider does carry some of the gradation from the white tab... is there a way to delete the white tab all together and have a true transition from the cream to nothing?I just thought of the solution, - use the same colour on both colour stops, and make one transparent.
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Im buying this iskin for my brother´s ipod video which is black, but sadly I could only find the transparent white one, will it look ok on the black ipod?
Macbook! Mac OS X (10.4.7)When the Nanos first came out all I could find was a white transparent silicon rubber case for it. It did not look too bad, you could tell that it was black underneath, but the important thing is that it was protected. It should be fine. I am sure he will be happy to get the case. Será bueno y usted es un hermano bueno para comprarle un caso. Yo espero que esto ayude y Feliz Navidad
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how do i erase lower layers seen through the transparent areas of an upper layer - i only want to mask or hide or erase the areas of a lower layer seen through the transparent areas of an upper layer. sorry if this is easy - i'm a bit of a newbie. thanks!
Howdy.
Try this:
Click on the horse with the Magic Wand Tool to select it. Contiguous should be unchecked in the options bar. Add a layer below and fill it with red. (It will make sense later.)
Now select Layer 1 and and a vector mask by clicking on the highlighted button. The mask is added and the Layer Mask Thumbnail is selected. Everything but the horse is masked, and you can see the red showing through. We need to remove the top left part of the mask.
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Peace,
Lee -
Needing rest of my custom caption to be transparent
I created 5 simple .bmps to be custom captions. They have a white background, however I placed a single yellow pixel in the top-left corner of each so that it would render anything outside of the caption that was white transparent, but inside of the caption that was white, - white.
I have read that by placing a color that would not be used in the course on the caption, and by placing it in the top-left corner, Captivate would do this. The captions are having the white background (which is great), but still showing the rest of the images background to show the full rectangle. I'm almost there - but not quite what I was going for.
Please see image below:
Not sure what I am doing wrong here. I have tried inserting a 1px stroke around entire image, and this is what I got. It shows the image, but also the entire stroke.
When I insert just a white background without the odd-color pixel, the following is seen:
Please. Any suggestions you can provide would be greatly appreciated. Thanks!
KevinHey Rick -
Just so as I understand. If I have the green caption with a white internal background, all I need to do is lift the green balloon (with white color within the caption), and place it on a pink canvas - and that will keep all the surrounding areas on the outside of my caption transparent? I also need to make sure that I have to have probably at least a 1px area around the image from the edge of the canvas so it doesn't touch the size of the caption. Is that what I am understanding?
I still save it as a .bmp right from my image editor, correct (Fireworks)?
No, I do not save a bmp as a FCM file extension. I have opened up the FCM file extensions (and have in the past), and know that they contain the x,y cooridinates and margins for the captions - as well as the same for the hotspots.
Kevin -
Iphone 4s Halo/ White edge around screen
Please help!!
I replaced the screen on my 4S.
When switched on it works perfectly except a white transparent "halo" around the outside of the screen.
Its like the brightness is too high for 10mm all the way around the edge is the best way of describing it.
Someone must know what the devil is wrong with it....??
thanks in ainticipationYour screen in not made to specifications. Something is too thick and the LCD Display is being pressed (smashed). The pressure on the display is giving the halo. Most likely the Front Glass is wrong, too thick. You need entire new Front Screen Assembly, unless you decide the Halo is OK.
Less likely but still possible, some object, ie screw, screwdriver, protection sheet was left in during the replacement process, and needs to be removed.
Maybe you are looking for
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