PCM Audio and Wave Files
Provides a broad overview of what PCM audio is and how it is implemented in WAVE files.
Provides a broad overview of what PCM audio is and how it is implemented in WAVE files.
Learn how .NET enables you to easily allow your users to create a cropping area of an image with the mouse and then create a new image consisting of only that cropped area.
For years, one of the biggest complaints about MFC was its lack of imaging support. Tom Archer shows how Managed C++, the .NET Image class, and the PictureBox control make loading, displaying, and dynamically sizing an image a snap.
Tom Archer illustrates how you can use the TranslateTransform and ScaleTransform methods to invert and display the reflection of a string.
Learn about an implementation of a simple approach that will allow you to include support for TIFF files in your applications with a few library calls.
Tom Archer illustrates how the Matrix object and transforms enable you to draw horizontally or vertically sheared text.
Learn how to use GDI+ to render several 3D text effects, such as shadowed, blocked, embossed, and engraved text.
Tom Archer illustrates how the combination of Managed Extensions and GDI+ enable you to draw gradient and hatched text with only a few lines of C++ code.
Learn about a DirectX Quaternion-based camera class to implement the camera modal in 3D flight simulations.
Discover an application that allows any two persons on the LAN/Intranet (possibly the Internet) to have a video conference.
The Longhorn speech API offers baked-in functionality for voice commands inside the operating system.
This class makes it easy to print output in OpenGL. Based on the code on http://nehe.gamedev.net, and made for WindowsAPI.
This article explains a method to perform Previewing and Grabbing Simultaneously from a Webcam using DirectShow. Other than using the conventional ISampleGrabber interface, this application used the Directshow VMR Filters & IPin Interfaces .
Learn about CMeshViewer, a CStatic-derived class that can be used to write .x files in an application.
Debugging a DirectX application is not the easiest thing to do.
An article describing a trick to capture video screen shots.
Use adaptive color quantization to create better GIF files with GDI+.
Despite its somewhat confusing name, Unsharp Mask is an important procedure to enhance the quality of bitmap pictures. The QGaussFilter class performs Unsharp Mask, and more. (The project code was updated.)
Create a volume bar control similar to the one presented in the RealOne Player.
Learn how you can apply visual and audio effects to the Desktop. The example shows how to display bullet holes.
Discover a tool that can be used to retreive the color of any pixel on the Desktop.
Learn to create a simple balloon game using OpenGL. (The corrupted source code file was reposted.)
Learn everything you always wanted to know about your bitmap pictures, and more, with QImageProperties.
The IVideoWindow interface of DirectShow doesn't provide you with a GetVideoWindowHandler method. Learn how to get the HWND of a VideoWindow so you can drag a video window with a mouse.
Learn how to draw lines in XY axes as well as how to find the slope of the line based on the line equation.
GDI+ lets you "warp" graphics objects. At least, that's the story. In reality, the method is buggy to an unacceptable degree.
A version of SetWorldTransform, converted to MFC instead of GDI. SetWorldTransform scales, translates, rotates, shears, and reflects graphics.
You can do great things with ColorMatrix in GDI+. Use the QColorMatrix class to open up the possibilities. You'll be able to affect gamma, saturation, contrast, brightness, hue, and more. (The demo project and source code were updated.)
Use the details of using PatternBrushes to fill the interiors of rectangles, ellipses, polygons, and paths.
cSound is a really tiny and very easy to use C++ class to play *.WAV, *.MID, and *.RMI files. You can add it to your project without changes. To play a Wave, MIDI, or Riff-MIDI file, you need only one function call!
Learn how to implement texture mapping, using OpenGL to create a texture manager. (The article was updated and a performance demo project was added.)
Here is (in C++) an ActiveX control for Visual Basic that allows playing any movie file that's compatible with DirectShow.The ActiveX object also provides the complete interface for controlling the movie's playback.
Loading an image file into a HBITMAP handle without using MFC.
Simply create an object with this class and call SetParent(...); the whole world of DirectX will be available to you without endless hours of not understanding how the interfaces work.
What does an image look like when it is dipped in a tub of water when the tub is subjected to a constant vibration? Producing the ripple effect, as when a pebble is thrown in the tub, is difficult. This article provides an explanation on how to produce the graphics ripple effect.
How to set up a 3D model in OpenGL so that a user can pick and identify objects in the model. This technique is very helpful in both game programming and visualization.
Loading a bitmap can be relatively simple. See one more step-by-step approach to loading and using a bitmap.
Discover a technique for "texture mapping" images onto 3D surfaces using OpenGL.
A technique for drawing and printing OpenGL graphics directly to Device-Independent Bitmaps (DIBs).
How to create MS Windows icons and cursors. More specifically, you'll learn how to extract them from EXEs and from resources, and then how to make icon groups. A simple Icon/Cursor Editor is included. (The demo project and source code were updated.)
des: Create a class for changing colors in a bitmap. You can also make an icon out of the bitmaps.
Learn how to change a CBitmap's palette to an arbitrary palette stored in a CPalette object.
Create a simple C++ 3D computer graphic example. Basic algorithms in this matter are discussed.
GDI+ can be used for image processing. Learn a simpler way to use the methods that directly address pixels to allows image processing capabilities.
Capture different portions of the screen and the save them to a file. (The source code was updated.)
Learn about digital sound and how it is stored in a computer. You'll learn to open, extract, and represent the information from a WAVE file.
Capture a Windows image into a bitmap file that will support all PaintBrush tools and Thumbnail Views of Windows Explorer. This code helps you avoid the "white out" problem that can occur when capturing bitmaps.
An 8-bit Run-Length-Encoded (RLE) bitmap compression routine in VC++.
Merge a group of BMP files to a HBITMAP and return the corresponding palette. Also, see how to load a bitmap from a BMP file with the palette information and display a bitmap without flicker.
The ability to draw an image on the screen that is a different size than the original source image is incredibly easy. In this article, learn how to do it quicker and more efficiently.