Object in Blender turned into a grid [Blender] - grid

I am new to Blender. I was creating an object and a skeleton when suddenly the object basically turned into a grid instead of showing off the default material.
How to make it look normal again ?

The 3dview has several shading modes available, you have switched to wireframe mode.
You can switch back to solid or texture that you had before from the viewport shading menu.
There are some shortcuts to change the shading mode. Z toggles between wireframe and solid shading which is most likely how you switched to wireframe shading, ⎇ AltZ will toggle between solid and textured shading while ⇧ ShiftZ enables rendered shading in the viewport.

Related

How can I get rid of banding in JavaFX gradients?

I'm using the GraphicsContext of a JavaFX Canvas to draw gradients (linear as well as radial), some times using the alpha channel to layer gradients on top of each other. But since the color resolution is so low (8 bits per channel), I have very obvious and annoying banding artifacts on each and every one of the gradients, for instance as shown in the image below.
I would like to increase the color resolution so that the banding disappears. If that is not possible, I would be eager to know if there are different Java-compatible APIs/frameworks for creating 2D drawings - I don't need UI stuff, I just want to draw, display, and save images.
Thanks in advance for any useful advice!

Unreal Development Kit Layers Not Showing Up

While using the UDK im trying to paint the height map with different texture, so ier setup the layers and texture samples but when i try and add them so i can paint them i get the blue and white boxes. Any help?
Screenshot of materials in the layers
http://i.imgur.com/0SZpw.jpg
Screen shot of the layers panel
http://i.imgur.com/7Pb7s.jpg
I figured out my problem it appears i didn't set my Landscape Material in the Landscape Properties tab
http://www.xavierck.com/landscapetut/tut_008.png

Qt graphical button

I'd like to create a button in Qt that is the size and shape of a PNG that I give it. I've tried using a QToolButton with setAutoRaise set to true so that the 3D frame only appears on mouseover and press, but I don't want that 3D frame to extend beyond the PNG. Setting the icon size and/or the button's min and max sizes isn't helping.
In other words, I'd like the functionality of buttons like on (say) iOS, instead of something that one would expect on a Windows dialog box. The chrome that QToolButton provides (the 3D frame) is great and I still want that sort of behavior, but it seems like I'd have to do everything by hand -- ie, draw the mouseover, depressed, and disabled versions of the button.
Is there some way to treat a QToolButton's icon as the entire extents of the button? Or is there another control that I could use instead?

Drawing shapes in Flex / Actionscript

I want to develop an image editing application in Flex 4. My initial requirement is to draw various shapes like Line, Rectablge, Triangle, Circle, Star etc in appication. I want to facilitate user to draw shapes using rubber banding like professional applications do.
All shapes would be vector and should look smooth in an size. So, can't use bitmap and scale them.
What are better methods to achieve this?
if you don't want to start from scratch with the basic shapes, there is this framework called degrafa: http://www.degrafa.org/
they have plenty of parametric shapes & curves and advanced features to organize them together.
Make shape editor with some control points. Control points are draggable sprites (circles or squares as you like). When control point is moved, editor must be updated - it may be resize or move action. On resize, draw your vector shape according to new size. The easiest way to make sprite draggable is startDrag() function - you can also set limits there (to stay in editor area or to disable negative sizes).
I have done such editors based on Sprites, added into Flex application with rawChildren.addChild, but you can try to use Canvases instead of Sprites if you wish.

Aero: How to draw ClearType text on glass?

Using GDI+ to draw text on glass:
graphics.DrawString(s, Length(s), font, MakePointF(x, y), brush);
You'll notice that the ClearType enabled text draws very poorly on glass:
But with glass disabled the text, of course, draw fine:
By way of comparison here is Anti-alias font smoothing:
And here is no font smoothing:
Note: No font smoothing looks better than it really does because StackOverflow resizes the images on your monitor.
How do i draw ClearType text on glass?
Notes
Win32 native
not .NET (i.e. native)
not Winforms (i.e. native)
GDI+ (i.e. native)
What Mark is suggesting is that you cannot honor the user's preferences for text rendering (i.e. "SystemDefault". ClearType does not function on glass, and you cannot use it.
In other words, if you're rendering on glass you must override the text rendering with:
graphics.SetTextRenderingHint(TextRenderingHintAntiAliasGridFit);
Otherwise you should leave the TextRenderingHint at it's default TextRenderingHintSystemDefault.
See also
Aero: How to draw solid colors on glass?
Windows Aero: What color to paint to make “glass” appear?
WPF: Extending glass into client area disables ClearType entirely
The problem is inherent to the way drawing is performed. All of your text is being drawn on a black background, then composited onto a glass background; the semi-transparent font smoothing is being combined with black to make near-black.

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