Light And Shadow Mac OS

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Palo Alto, Calif.-based Light Crafts Inc. on Tuesday announced LightZone for Mac OS X v10.4. LightZone is a digital photo editing and image processing tool that focuses on light and objects instead of pixels — the software was designed to appeal specifically to photographers, according to the developer.

Features in Lightzone include StudioFinder, an image viewer and file browser that lets you view, organize, print and publisher your work using a digital negative format. StudioFinder integrates a RAW image converter for various digital cameras. ZoneFinder analyzes images, recognizes and segments digital negatives, then displays the shape, light and color values in the image. ZoneMapper controls and adjusts light and tonal values of an image to help manage color correction, contrast correction and to set up optimal points for highlights and shadows. RegionMapper selects areas and shapes in an image, automatically blending transformations with the rest of the image.

LightZone treats the original image as a digital negative, so it makes transformations separately, doing non-destructive editing. It works in a linear color space instead of a gamma-corrected one to help produce more consistent and predictable results.

No pricing or release schedule was announced for LightZone. The software was publicly previewed for the first time at DEMOfall 2005, an annual conference dedicated to new technology innovations.

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  2. It explains how shadow is formed with proper example. It also explains the basic properties of shadow like it is always black; it shows only shape or outline.
  3. Remove Shadows from Mac OS X with ShadowKiller. People with certain eye conditions have trouble with bright backgrounds (especially on old display hardware), and find it better to switch to 'white on black' in System Preferences / Universal Access.

A shadow is an image painted underneath, and offset from, a graphics object such that the shadow mimics the effect of a light source cast on the graphics object, as shown in Figure 7-1. Text can also be shadowed. Shadows can make an image appear three dimensional or as if it's floating.

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Shadows have three characteristics:

  • An x-offset, which specifies how far in the horizontal direction the shadow is offset from the image.

  • A y-offset, which specifies how far in the vertical direction the shadow is offset from the image.

  • A blur value, which specifies whether the image has a hard edge, as seen in the left side of Figure 7-2, or a diffuse edge, as seen in the right side of the figure.

This chapter describes how shadows work and shows how to use the Quartz 2D API to create them.

How Shadows Work

Shadows in Quartz are part of the graphics state. You call the function CGContextSetShadow, passing a graphics context, offset values, and a blur value. After shadowing is set, any object you draw has a shadow drawn with a black color that has a 1/3 alpha value in the device RGB color space. In other words, the shadow is drawn using RGBA values set to {0, 0, 0, 1.0/3.0}.

You can draw colored shadows by calling the function CGContextSetShadowWithColor, passing a graphics context, offset values, a blur value, and a CGColor object. The values to supply for the color depend on the color space you want to draw in.

If you save the graphics state before you call CGContextSetShadow or CGContextSetShadowWithColor, you can turn off shadowing by restoring the graphics state. You also disable shadows by setting the shadow color to NULL.

Light And Shadow Mac OS

Shadow Drawing Conventions Vary Based on the Context

The offsets described earlier specify where the shadow is located related to the image that cast the shadow. Those offsets are interpreted by the context and used to calculate the shadow's location:

  • A positive x offset indicates the shadows is to the right of the graphics object.

  • In Mac OS X, a positive y offset indicates upward displacement. This matches the default coordinate system for Quartz 2D.

  • In iOS, if your application uses Quartz 2D APIs to create a PDF or bitmap context, a positive y offset indicates upwards displacement.

  • In iOS, if the graphics context was created by UIKit, such as a graphics context created by a UIView object or a context created by calling the UIGraphicsBeginImageContextWithOptions function, then a positive y offset indicates a downward displacement. This matches the drawing conventions of the UIKit coordinate system.

  • Picfind - find some different mac os. The shadow-drawing convention is not affected by the current transformation matrix.

Painting with Shadows

Follow these steps to paint with shadows:

  1. Save the graphics state.

  2. Call the function CGContextSetShadow, passing the appropriate values.

  3. Perform all the drawing to which you want to apply shadows.

  4. Restore the graphics state.

Follow these steps to paint with colored shadows:

  1. Save the graphics state.

  2. Create a CGColorSpace object to ensure that Quartz interprets the shadow color values correctly.

  3. Create a CGColor object that specifies the shadow color you want to use.

  4. Call the function CGContextSetShadowWithColor, passing the appropriate values.

  5. Perform all the drawing to which you want to apply shadows.

  6. Restore the graphics state.

The two rectangles in Figure 7-3 are drawn with shadows—one with a colored shadow.

The function in Listing 7-1 shows how to set up shadows to draw the rectangles shown in Figure 7-3. A detailed explanation for each numbered line of code appears following the listing.

Listing 7-1 A function that sets up shadows

Here's what the code does:

  1. Takes three parameters—a graphics context and a width and height to use when constructing the rectangles.

  2. Declares and creates a CGSize object that contains offset values for the shadow. This is serious police business mac os. These values specify a shadow offset 15 units to the left of the object and 20 units above the object.

  3. Declares an array of color values. This example uses RGBA, but these values won't take on any meaning until they are passed to Quartz along with a color space, which is necessary for Quartz to interpret the values correctly.

  4. Declares storage for a color reference.

  5. Declares storage for a color space reference.

  6. Saves the current graphics state so that you can restore it later.

  7. Sets a shadow to have the previously declared offset values and a blur value of 5, which indicates a soft shadow edge. The shadow will appear gray, having an RGBA value of {0, 0, 0, 1/3}.

  8. The next two lines of code draw the rectangle on the right side of Figure 7-3. You replace these lines with your own drawing code. Clyde's world - episode 1 - pilot mac os.

  9. Creates a device RGB color space. You need to supply a color space when you create a CGColor object.

  10. Creates a CGColor object, supplying the device RGB color space and the RGBA values declared previously. This object specifies the shadow color, which in this case is red with an alpha value of 0.6.

  11. Sets up a color shadow, supplying the red color you just created. The shadow uses the offset created previously and a blur value of 5, which indicates a soft shadow edge.

  12. The next two lines of code draw the rectangle on the left side of Figure 7-3. You replace these lines with your own drawing code.

  13. Releases the color object because it is no longer needed.

  14. Releases the color space object because it is no longer needed.

  15. Restores the graphics state to what it was prior to setting up the shadows.



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