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I originally got a program that reads the pixels in a picture, In order for it to work the picture has to be the same size as the canvas or for you to see it. Well I loaded in a 1920 x 1080 picture and loaded it into a 1000 x 500 canvas, I set the images
(image(img, 0, 0, width, height);
) size to the height and the width of the canvas, but when I load the picture using the loadImage
method it loads the image in its original resolution in the background where I cant see it, I want it to load the image into the size of the canvas, how can I accomplish this?
Code:
PImage img;
int direction = 1;
float signal;
int imgX = 0;
int imgY = 0;
int w = width;
int h = height;
void setup() {
size(1000, 500);
//fullScreen();
noFill();
frameRate(60);
}
void draw() {
// int boxX = img.width/2;
//int boxY = img.height/2;
img = loadImage("203.jpg");
background(255);
if (mousePressed) {
int mx = constrain(mouseX, 0, width-1);
int my = constrain(mouseY, 0, height-1);
signal = my*width + mx;
} else {
//signal += 0.33*direction;
}
// set(imgX, imgY, img); // fast way to draw an image
int sx = int(signal) % width;
int sy = int(signal) / width;
color c = img.get(sx, sy);
image(img, 0, 0, width, height);
//rect(sx, sy, 10, 10);
fill(c);
rect(50, 50, 50, 50);
print("Color " + c);
println(" X " + sx + " Y " + sy );
}
In order for this code to work you have to set the canvas size to the resolution of the image, and I do not want that. Plus the canvas size cannot be re-sized.
Answers
Your image will always be loaded at whatever size it is. If you want to load your image so it is a different size, you will need to change the size of the image file itself!
Of course, you can always specify the size that you want to draw it at when you call image(). So there's really no need to resize it beforehand unless you're concerned that it is using up a lot of memory.
https://processing.org/reference/PImage_resize_.html
Tried resizing and it didn't work
Oh, and
i tried it and it did work
and remove the loadImage() from draw()