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Cinder Creative Coding Cookbook

You're reading from   Cinder Creative Coding Cookbook If you know C++ this book takes your creative potential to a whole other level. The practical recipes show you how to create interactive and visually dynamic applications using Cinder which will excite and delight your audience.

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Product type Paperback
Published in May 2013
Publisher Packt
ISBN-13 9781849518703
Length 352 pages
Edition 1st Edition
Tools
Concepts
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Toc

Table of Contents (19) Chapters Close

Cinder Creative Coding Cookbook
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Preface
1. Getting Started 2. Preparing for Development FREE CHAPTER 3. Using Image Processing Techniques 4. Using Multimedia Content 5. Building Particle Systems 6. Rendering and Texturing Particle Systems 7. Using 2D Graphics 8. Using 3D Graphics 9. Adding Animation 10. Interacting with the User 11. Sensing and Tracking Input from the Camera 12. Using Audio Input and Output Index

Saving high resolution images with the tile renderer


In this recipe we'll learn how to export a high-resolution image of the content being drawn on screen using the ci::gl::TileRender class. This can be very useful when creating graphics for print.

We'll start by creating a simple scene and drawing it on screen. Next, we'll code our example so that whenever the user presses any key, a save file dialog will appear and a high-resolution image will be saved to the specified path.

Getting ready

The TileRender class can create high resolution images from anything being drawn on screen using OpenGl calls.

To save an image with TileRender we must first draw some content on screen. It can be anything but for this example let's create a nice simple pattern with circles to fill the screen.

In the implementation of your draw method write the following code:

void MyApp::draw()
{
  gl::clear( Color( 0, 0, 0 ) ); 
gl::color( Color::white() );
for( float i=0; i<getWindowWidth(); i+=10.0f ){
for( float j=0...
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