I am currently developing a ecommerce site which ofcourse contains images for each product. The layout used requires 3 different image sizes;
Product overview size: W: 203, H: 186
Main image on product page: W: 471, H: 260
Thumbnails on product page: W: 90, H: 84
(all pixel sizes).
The goal is that one should only upload 1 image - and then my resize script should just be able to resize the image to the desired, and predefined, sizes. i have tried and tried to find the optimal size, but there is no size that will resize to all the sizes mentioned above - so perhaps i need to change some of the sizes above? And what would be the perfect staring point - ie. what size should be upload with the product?
That problem is that you've got three completely different aspect ratios there.
You're better off maintaining the aspect ratio while resizing and then padding it out with blank space.
Related
So I just created a blog on Blogspot. And I'm currently using a simple free blog template from the internet.
You can refer my blog here - https://hariinisayarasa.blogspot.com
Im using the free template from here - https://www.way2themes.com/2020/08/sylva-blogger-template.html
As you can see, you can compare the slider image on my blog is blurry and pixelated compared to the one on the Demo Page here - https://sylva-way2themes.blogspot.com/
Is there any way I can resize my image or any setting that can be done in my template coding so that the slider images are not blurry anymore?
Please let me know if I can provide any code for you so that you can help me solve this problem.
Or you can download the code here - https://www.way2themes.com/2020/08/sylva-blogger-template.html
One of the simplest ways to resize an image in the HTML is using the height and width attributes on the img tag. These values specify the height and width of the image element.
Resizing img with HTML
<img src="https://ik.imagekit.io/ikmedia/women-dress-2.jpg"
width="400"
height="500" />
Resizing img with CSS
img { width: 400px, height: 300px}
From what I've seen, you're using very small raster images.
notice the 'intrinsic size' property
same goes here
Photographs are always saved as raster images. It means that the data of an image is stored in the form of a pixel map - a matrix of squares. If you try to scale the image up, every pixel is also scaled up. Therefore, you lose quality, and the pictures seem pixelated/blurry.
There's no way to keep both the size and detail. Alternatively, you could try to keep the initial size of an image (or at least scale down) - this would, on the other hand, not fill the entire container space.
now check the intrinsic size of one of the images on the demo page
The more scaled image is, the more blurry it gets. The pictures on the demo page have the scale aspect of 2. However, your photo that is 72 x 72px has been scaled up a lot more.
If those photos have been taken by you in higher quality, you might want to use the raw version.
I'm creating a team page that needs to include many team members' profile images, due to the image quality and sizes being different, I tried to modify it in the HTML code by simply setting them to the same width and length. However, in the preview, the width seems to match but the length is still different. Is it because the images are set to be must in proportion to the original image? Is there any way I could tackle this and make them all in one standard size?
Simple w ay if you be uploading images, just add custom image size like
add_image_size( 'team', 390, 490, array( 'top', 'center' ));
But if client is uplading images :D :D, then expect images be to small for croping them to thumbnails. then easies way to do this, have figure with backtround image, set to top center / contain no-repeat, and in figure just have transparent png image with right ratio
<figure style="background: url(IMAGE_SRC) top center / contain no-repeat;"><img src="TRANSPARENT.PNG"></figure>
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.
I am designing a site that sells apps. Each product page contains text with screenshots. I'm having trouble controlling the size and behavior of the images.
Each screenshot is a different size and shape - some being tall and narrow while others being short and wide.
My question:
How am I supposed to control the size of these images? Some are perfect at 100%, but some others would be way too big at 100%. So if I set a value in the css, it will be ok for image 1,3,6,9 but not for images 2,4,6,8 (and obvioulsy there are more than 2 types of sizes...).
I tried using max-width, but that obviously failed because if one picture exceeds the max-width, it will be scaled down, while another will not - this produces a funny looking page!
Am I supposed to do local styling for each image in such a case?
And if the answer is that local styling is required here, does that mean that each page needs it's own media queries also to resize responsively?
Thanks.
You can make 5 css class, named .width1 to .width5, having width value from 20% to 100%.
When adding an new image, choose a class that fit your need.
If you need more precision, create a set of 10 class instead of 5 !
Edit : as promised, the code :
.size1{width:10%;}
.size2{width:20%;}
.size3{width:30%;}
.size4{width:40%;}
.size5{width:50%;}
.size6{width:60%;}
.size7{width:70%;}
.size8{width:80%;}
.size9{width:90%;}
.size10{width:100%;}
So the image :
<img class="size2" src="..." />
will be 20% wide.
I have a html which includes body background. the imagae size is w: 400 and h: 300. and also i have set the this html window / browser size to 400 x 300. when i maximize the window the background image also should fit to the screen. how could i do this?
Read through the techniques here, look at the demos, and pick the one you find most suitable:
http://css-tricks.com/perfect-full-page-background-image/