Scale SVG coordinate system without scaling element sizes - html

I have a bunch of circles in SVG.
I would like to zoom in 2x such that the distances between all the circles are 2x apart, but the stroke-thickness and radius remain the same.
(I use circles here as an easy example, but the same idea extends too all shapes. I would like the end points of lines to become 2x far apart but keep the line thickness the same.).
Thanks in advance.

Related

Interface gets extra pixel

I made an interface for a game, using extended viewport and when i resize the screen the aspect ratio changes and every element in scene is scales, but when this happens this is what i get :
This is the most annoying issue i dealt with, any advice ? I tried making the tower n times bigger and then just setting bigger world size for the viewport but same thing happens, idk what is this extra pixels on images..
I'm loading image from atlas
new TextureRegion(skin.getAtlas().findRegion("tower0"));
the atlas looks like this:
skin.png
size: 1024,1024
format: RGBA8888
filter: Nearest,Nearest
repeat: none
tower0
rotate: false
xy: 657, 855
size: 43, 45
orig: 43, 45
offset: 0, 0
index: -1
In the third picture, you are drawing your source image just slightly bigger than it's actual size in screen pixels. So there are some boundaries where extra pixels have to be filled in to make it fill its full on-screen size. Here are some ways to fix this.
Use linear filtering. For the best appearance, use MipMapLinearLinear for the min filter. This is a quick and dirty fix. The results might look slightly blurry.
Draw your game to a FrameBuffer that is sized to the same aspect ratio as you screen, but shrunk down to a size where your sprites will be drawn pixel perfect to their original scale. Then draw that FrameBuffer to the screen using an upsampling shader. There are some good ones you can find by searching for pixel upscale shaders.
The best looking option is to write a custom Viewport class that sizes your world width and height such that you will be always be drawing the sprites pixel perfect or at a whole number multiple. The downside here is that your world size will be inconsistent across devices. Some devices will see more of the scene at once. I've used this method in a game where the player is always traveling in the same direction, so I position the camera to show the same amount of space in front of the character regardless of world size, which keeps it fair.
Edit:
I looked up my code where I did option 3. As a shortcut, rather than writing a custom Viewport class, I used a StretchViewport, and simply changed its world width and height right before updating it in the game's resize() method. Like this:
int pixelScale = Math.min(
height / MIN_WORLD_HEIGHT,
width / MIN_WORLD_WIDTH);
int worldWidth = width / pixelScale;
int worldHeight = height / pixelScale;
stretchViewport.setWorldWidth(worldWidth);
stretchViewport.setWorldHeight(worldHeight);
stretchViewport.update(width, height, true);
Now you may still have rounding artifacts if your pixel scale becomes something that isn't cleanly divisible for both the screen width and height. You might want to do a bit more in your calculations, like round pixelScale off to the nearest common integer factor between screen width and height. The tricky part is picking a value that won't result in a huge variation in amounts of "zoom" between different phone dimensions, but you can quickly test this by experimenting with resizing a desktop window.
In my case, I merged options 2 and 3. I rounded worldWidth and worldHeight up to the nearest even number and used that size for my FrameBuffer. Then I draw the FrameBuffer to the screen at just the right size to crop off any extra from the rounding. This eliminates the possibility of variations in common factors. Quite a bit more complicated, though. Maybe someday I'll clean up that code and publish it.

Make images larger in HTML with no blur

I have been messing around with some new ideas in Javascript, but I'm not very good at making extremely detailed images in Paint, Paint.NET, etc. The problem is when I have a 64 * 64 image or an 8 * 8 and I want it to display 640 * 640 or 16 * 16; the images get blurry. I've seen many other forums and things were people ask this question or a similar one, but I'm relatively new to this and don't want to make the image larger in photoshop or whatever. On a similar note, can I display only part of an image at one time but have a larger image than shown, so that I don't have to make multiple images of the same thing?
Maybe this CSS attribute on your img helps:
image-rendering: pixelated;
I found it in this blog post:
https://css-tricks.com/keep-pixelated-images-pixelated-as-they-scale/
The reason your images get blurry when enlarged is because it is a rasterised graphic (pixel based image) and not a vector graphic (path based image).
When you try to enlarge the rasterised image, the pixels expand in size too which leads to the lower quality/blurry result (also referred to as 'pixelation').
The difference between vector and raster graphics is that raster graphics are composed of pixels, while vector graphics are composed of paths.
Source: http://pc.net/helpcenter/answers/vector_and_raster_graphics
You can't make it bigger without the picture becoming blurry. You are using a raster image. A raster image is an image that is made up of pixels. a color is assigned to each individual pixel. If you enlarge the picture. Each pixel will just be scaled so that it takes up more space on the screen. This will cause the image to appear blurry.
Here's an example:
rrr
rbr
rrr
"r" is a red pixel and "b" is a blue pixel. The dimensions are 3*3.
If you try to make the dimensions larger than 3*3, lets say 6*6, this happens.:
rrrrrr
rrrrrr
rrbbrr
rrbbrr
rrrrrr
rrrrrr
With the image was enlarged, each pixel just became bigger. In the larger image, each 2*2 square was originally 1 pixel in the original image. Now with this example, the new image wasn't blurry because it was just a square. But if you have a more complex image, it becomes blurry.
To fix your problem, use a vector image. A vector image is different from a raster image. Instead of being made up of pixels, it is made of shapes and lines and stuff like that. Each shape has a width, height, x coordinate, and y coordinate. Some shapes have even more variables. Because of this, vector images can be zoomed in indefinitely without becoming blurry. Sometimes when you zoom in on a vector image the quality even becomes better!
Here's an example:
rrr
rbr
rrr
Again, "r" is a red pixel and "b" is a blue pixel. Let's say this image has a width of 500. But you are zoomed out so far that it appears as a 3*3 square on the screen. In the center of the image is a blue circle. Now it doesn't look like a circle because it only takes up one pixel on the screen. So it looks like square. The circle has a fixed radius. and it is located in the center of the image.
Let's zoom in:
rrrrr
rrbrr
rbbbr
rrbrr
rrrrr
The image still has dimensions of 500*500. It is just zoomed in farther so that it takes up 5*5 on the screen. But the circle looks less like a square and more like a cross. and a 3*3 cross looks more like a circle than a 1*1 square.
The farther you zoom in, the more the image will look like a circle. But since you are using a raster image, enlarging it will result in a blurry picture.
To fix your problem use vector images instead of raster images.
For any form of res-sizing images, you will need a Vector-formatted image.
Vector formats are of the following:
CGM
Gerber format (RS-274X)
SVG
Image File Formats - Wikipedia
Use vector based graphics (svg), not raster bitmaps (jpg, png, gif).
Good thing about SVG is you can add CSS and JS to interact with it in a webpage.
Check this article on how to interface with the SVG

Solid lines become dotted - flash 3d transform

I am trying to 3d transform a floor tile pattern in flash, But when i do so the tile lines become dotted (dashed) here is the screenshot
The best solution is as LDMS said, thickening your lines (even if it is an image), or if you can, enable Anti Aliasing (which i think is what smoothing does)
As for why this happens, this is due to texture sampling. You will probably see that if you move your camera around the gaps/dots in the lines move. Now without going into too many details these are the basics:
Close to your camera the amount of pixel from your image that fit into a pixel on your screen will be less then 1, meaning that one pixel from your image is bigger then an actual pixel on your screen, so it will just display that color from the image. But what happens, if your image is so far away that multiple pixels from your image are so small that they combined fit into one pixel on your screen? With smoothing and Anti Aliasing you run an algorithm to combine colors and get en estimated result. But if you do not do this it will have to pick a color, say we have 2 pixels of black (your line) and 2 of the red background for the same pixel on screen, it will (randomly or based on some variable) pick a color and display it without regard of the other colors.
This is why you sometimes see your line and sometimes the background.

HTML Tiny image becomes blurry

I'm using this HTML
<img src="stone.png" height="100" width="100"></img>
to display a tiny image that originally contains 5x5 pixels to instead be 100x100. The image becomes extremely blurry when I do this. Is there any way I ca retain the intentional "pixely" design when resizing it?
Note: I don't want to repeat the image, I just want to display it in a larger way and keep each pixel distinct.
No, there isn't.
When you scale an image of 5x5 pixels to 100x100 there needs to be 20x interpolated pixels for each axis (generated synthetically using bi-cubic or bi-linear interpolation) between each points which will always result in a blurry image.
You cannot even fix a huge scale-up like that in dedicated software.
The only solution is to create your image at the intended resolution or close to it. It's also better to down-scale an image as you would remove information rather then generate it.

AS3: mask does not work if maskee is over certain pixel size?

I have a mask i'm using for a continuous scroll type thingy, and notice that when my masked sprite gets past a certain pixel size in height (2878) the mask does not mask. Has anyone experienced this? is this a bug?
to reproduce:
create a sprite over 2878 px in height and apply mask, mask breaks
create a sprite 2877 px in height and apply mask, mask works
I can't verify if that is a hard limit, but there are a bunch of similar size limits for bitmaps in Flash that crop up in various areas. One potential solution would be to use the scrollRect property of your content display object. When you set scrollRect you are essentially creating a rectangular mask and I'm almost positive I've done it with 5000+ pixel wide sprites in the past.