12/2/2023 0 Comments Hypersnap png instead of bmpMy initial feeling was that there may be an issue with your printscreen key in that its randomly firing when it shouldnt and therefore had already taken a screenshot prior to you pressing it. Have you tried pasting that Screen Shot to an email, just to get the image and then save that image to whatever you name it on Desktop, and then right click it on desktop and select Copy and then paste it in VP? If I try over and over again, it sometimes manages to get the screenshot right, but it takes endless tries for it to happen. I'm not hitting the printscreen key until the table is ready to play, after the ball comes up, so how could it possibly be taking screenshots from earlier? It also doesn't seem to matter what table it is. Does anybody have any idea what is going on here? This is driving me nuts because it doesn't make any sense. So what could possibly be happening here? I've tried taking screenshots of my desktop outside of FP and the clipboard seems to capture fine, and I've never had this issue before. Here's another example: This is Expo: Again, this is not what was on screen when I hit printscreen - I waited until the table is ready to play, like this (different table where the screenshot actually worked): This is when I hit the printscreen key. Except instead of the screenshot I thought I took, I get a different screenshot: Here's an example using the recent Fireball table: This is the image that is captured to the clipboard. Here's the problem: I load up the table, take a screenshot using "printscreen", exit FP, and right-click the table in VPLauncher and select "take over screenshot from clipboard". I'm trying to take screenshots of my tables in Future Pinball, and use those screenshots in VPman or VPLauncher. Here's another example: This is Expo: Again, this is not what was on screen when I hit printscreen - I waited until the table is ready to play, like this (different table where the screenshot actually worked): This is when I hit the printscreen key - when the table is ready to play. Let encoder = BitmapEncoder::CreateAsync(BitmapEncoder::BmpEncoderId()?, stream)?.I'm trying to take screenshots of my tables in Future Pinball, and use those screenshots in VPman or VPLauncher. Let stream = file.OpenAsync(FileAccessMode::ReadWrite)?.get()? CreateFileAsync("screenshot.png", CreationCollisionOption::ReplaceExisting)? Let folder = StorageFolder::GetFolderFromPathAsync(path.as_str())?.get()? While this example is in rust, i'd be fine with c++ code too. Since I only really want to have the bitmap stored in memory and manipulate it from there (ie get values of a the colours at certain pixels), how would I go about modifying this code to just have the image in m emory so that other image processing libraries can access the bmp?Ĭurrently I save the image to a file, and then load that file back in using another library, but seems the file saving stage is a bit redundant? The following code creates a bmp from a raw vector of bits and saves it to a file.
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