Graphics samples
绘制二次曲线:
public void paint(Graphics g) {
// TODO 自动生成的方法存根
super.paint(g);
Graphics2D g2=(Graphics2D)g;
QuadCurve2D.Double curle=new QuadCurve2D.Double(60,20,120,100,180,20);
g2.draw(curle);
}
绘制三次曲线:
public void paint(Graphics g) {
// TODO 自动生成的方法存根
super.paint(g);
Graphics2D g2=(Graphics2D)g;
QuadCurve2D.Double curle=new QuadCurve2D.Double(60,20,120,100,180,20);
g2.draw(curle);
}
绘制文本:
public void paint(Graphics g) {
// TODO 自动生成的方法存根
super.paint(g);
String str=new String("静夜思");
int x=50;
int y=50;
g.drawString(str, x, y);
}
设置文本字体:
Font font=new Font(TOOL_TIP_TEXT_KEY, Font.BOLD, 26);
g.setFont(font);
设置文本颜色:
Font font=new Font(TOOL_TIP_TEXT_KEY, Font.BOLD, 26);
g.setFont(font);
设置笔画的粗细:
Graphics2D g2=(Graphics2D)g;
Stroke st=new BasicStroke(20);
g2.setStroke(st);
g2.drawLine(0, 0, 200, 200);
设置笔画样式及连接方式:
Stroke st=new BasicStroke(20,BasicStroke.JOIN_ROUND,BasicStroke.JOIN_BEVEL);
g2.setStroke(st);
设置虚线模式:
float[] arr={10.0f,10.0f};
Stroke st=new BasicStroke(2,BasicStroke.JOIN_ROUND,BasicStroke.JOIN_BEVEL,1.0f, arr,0);
g2.setStroke(st);
Graphics samples的更多相关文章
- Vulkan SDK Demo 之一 熟悉
DiligentEngine的API是D3d11和D3D12风格的,vulkan也被封装成了这种风格的API. 在了解Diligent Engine是如何对vulkan进行封装之前,我准备先学习下Vu ...
- Vulkan 开发学习资料汇总
开发资料汇总 1.API Reference 2.Vulkan Spec 有详细说明的pdf 文章 1.知乎Vulkan-高性能渲染 2.Life of a triangle - NVIDIA's l ...
- A trip through the Graphics Pipeline 2011_13 Compute Shaders, UAV, atomic, structured buffer
Welcome back to what’s going to be the last “official” part of this series – I’ll do more GPU-relate ...
- A trip through the Graphics Pipeline 2011_08_Pixel processing – “fork phase”
In this part, I’ll be dealing with the first half of pixel processing: dispatch and actual pixel sha ...
- A trip through the Graphics Pipeline 2011_07_Z/Stencil processing, 3 different ways
In this installment, I’ll be talking about the (early) Z pipeline and how it interacts with rasteriz ...
- A trip through the Graphics Pipeline 2011_04
Welcome back. Last part was about vertex shaders, with some coverage of GPU shader units in general. ...
- A trip through the Graphics Pipeline 2011_02
Welcome back. Last part was about vertex shaders, with some coverage of GPU shader units in general. ...
- [ZZ] Understanding 3D rendering step by step with 3DMark11 - BeHardware >> Graphics cards
http://www.behardware.com/art/lire/845/ --> Understanding 3D rendering step by step with 3DMark11 ...
- CUDA samples 第三章 sample reference 概况
示例代码分为下列几类: 1. Simple Reference 基础CUDA示例,适用于初学者, 反应了运用CUDA和CUDA runtime APIs的一些基本概念. 2. Utilitie ...
随机推荐
- linux内核模块
一个简单的驱动 模块的使用能使linux内核便于裁剪,根据不同的应用需求得到一个最小的内核,同时调试内核驱动也更为方便,比如如果调试i2c驱动,如果不采用模块的方式,那么每次修改i2c驱动就得编译整个 ...
- hadooop2.6 job pending research
https://hadoop.apache.org/docs/r2.6.0/hadoop-project-dist/hadoop-common/ClusterSetup.html 我使用的是已经运行在 ...
- [转]Javascript中的自执行函数表达式
[转]Javascript中的自执行函数表达式 本文转载自:http://www.ghugo.com/javascript-auto-run-function/ 以下是正文: Posted on 20 ...
- 【读书笔记《Android游戏编程之从零开始》】20.游戏开发基础(游戏数据存储)
对于数据的存储,Android 提供了4种保存方式. (1)SharedPreference 此方法适用于简单数据的保持,文如其名,属于配置性质的保存,不适合比较大的情况,默认存放在手机内存里 (2) ...
- [转]MySQL数据库的优化-运维架构师必会高薪技能,笔者近六年来一线城市工作实战经验
本文转自:http://liangweilinux.blog.51cto.com/8340258/1728131 年,嘿,废话不多说,下面开启MySQL优化之旅! 我们究竟应该如何对MySQL数据库进 ...
- 数论+spfa算法 bzoj 2118 墨墨的等式
2118: 墨墨的等式 Time Limit: 10 Sec Memory Limit: 259 MBSubmit: 1283 Solved: 496 Description 墨墨突然对等式很感兴 ...
- 树形DP codevs 1814 最长链
codevs 1814 最长链 时间限制: 1 s 空间限制: 256000 KB 题目等级 : 钻石 Diamond 题目描述 Description 现给出一棵N个结点二叉树,问这棵二叉树中 ...
- Zbrush遮罩边界该怎么实现羽化和锐化
很多情况下为了雕刻制图需要,在ZBrush®中不仅要使用边缘清晰的遮罩,有时还要将遮罩边缘变得模糊,做羽化效果.那么如何在ZBrush中实现羽化遮罩效果或锐化遮罩效果,本文将做详细讲解. 若有疑问可直 ...
- poj-3739. Special Squares(二维前缀和)
题目链接: I. Special Squares There are some points and lines parellel to x-axis or y-axis on the plane. ...
- Unity4.6新UI系统初探(uGUI)
一.引言 Unity终于在即将到来的4.6版本内集成了所见即所得的UI解决方案(视频).事实上从近几个版本开始,Unity就在为这套系统做技术扩展,以保证最终能实现较理想的UI系统.本文试图通过初步的 ...