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According to the documentation on MSDN, the following code should create an uncompressed volume texture DDS file that's 32x32x32 in size. Re-scale as you see fit. Note: a 128x128x128 RGBA texture will take up 8 MB of VRAM! #include <stdio.h> #include <stdlib.h> #include <math.h> #include <string.h> #define DDSD_CAPS 0x00000001 #define DDSD_HEIGHT 0x00000002 #define DDSD_WIDTH 0x00000004 #define DDSD_PITCH 0x00000008 #define DDSD_PIXELFORMAT 0x00001000 #define DDSD_MIPMAPCOUNT 0x00020000 #define DDSD_LINEARSIZE 0x00080000 #define DDSD_DEPTH 0x00800000 #define DDPF_ALPHAPIXELS 0x00000001 #define DDPF_FOURCC 0x00000004 #define DDPF_RGB 0x00000040 #define DDSCAPS_COMPLEX 0x00000008 #define DDSCAPS_TEXTURE 0x00001000 #define DDSCAPS_MIPMAP 0x00400000 #define DDSCAPS2_CUBEMAP 0x00000200 #define DDSCAPS2_CUBEMAP_POSITIVEX 0x00000400 #define DDSCAPS2_CUBEMAP_NEGATIVEX 0x00000800 #define DDSCAPS2_CUBEMAP_POSITIVEY 0x00001000 #define DDSCAPS2_CUBEMAP_NEGATIVEY 0x00002000 #define DDSCAPS2_CUBEMAP_POSITIVEZ 0x00004000 #define DDSCAPS2_CUBEMAP_NEGATIVEZ 0x00008000 #define DDSCAPS2_VOLUME 0x00200000 int depth = 32; int width = 32; int height = 32; unsigned int header[32]; int main( int argc, char * argv[] ) { if( !argv[1] !strstr( argv[1], ".dds" ) ) { fprintf( stderr, "Usage: noise output.dds\n" ); return 1; } unsigned int cnt = width*height*depth*4; unsigned char * buf = new unsigned char[ cnt ]; while( cnt-- ) { buf[cnt] = rand()>>7; } memset( header, 0, sizeof( header ) ); header[0] = ' SDD'; header[1] = 124; header[2] = DDSD_CAPS | DDSD_PIXELFORMAT | DDSD_WIDTH | DDSD_HEIGHT | DDSD_DEPTH | DDSD_PITCH; header[3] = height; header[4] = width; header[5] = width*4; header[6] = depth; header[19] = 32; header[20] = DDPF_RGB|DDPF_ALPHAPIXELS; header[22] = 8; header[23] = 0xff0000; header[24] = 0xff00; header[25] = 0xff; header[26] = 0xff000000; header[27] = DDSCAPS_TEXTURE | DDSCAPS_COMPLEX; header[28] = DDSCAPS2_VOLUME; FILE * f = fopen( argv[1], "wb" ); if( !f ) { fprintf( stderr, "can't create: %s\n", argv[1] ); return 1; } fwrite( header, 4, 32, f ); fwrite( buf, 1, width*height*depth, f ); fclose( f ); fprintf( stderr, "wrote %s\n", argv[1] ); return 0; }
public class Rect { private int width, height; public Rect() { width = height = 1; } public Rect(int w, int h) { width = w; height = h; } public int getWidth() { return width; } public int getHeight() { return height; } public void setWidth(int w) { width = w; } public void setHeight(int h) { height = h; } public int getPerimeter() { return 2 * (width + height); } public int getArea() { return width * height; } }
an increase in height increases the length
The average height of a chair is between 16 to 18 inches for adults. This is found to be the most comfortable height for a seat.
The HTML <img /> tag displays graphics on the page. Here is an example of an img tag: <img src="image.jpg" width="100" height="100" border="0" align="center" alt="My Image"/>.
Use the same header height as the rest of the house. Usually matches your interior door header height.
hight is inportant so oyu can get the ootma no to score a header
AnswerThe height of the king stud minus the width of the header to be used.actually 81 1/8" for doors, windows vary. Header size has nothing to do with it~ Exterior doors vary in height so leave yourself 5/8 of an inch taller than the actual door height
That dimension will change with the size of the window and the header height.
According to the documentation on MSDN, the following code should create an uncompressed volume texture DDS file that's 32x32x32 in size. Re-scale as you see fit. Note: a 128x128x128 RGBA texture will take up 8 MB of VRAM! #include <stdio.h> #include <stdlib.h> #include <math.h> #include <string.h> #define DDSD_CAPS 0x00000001 #define DDSD_HEIGHT 0x00000002 #define DDSD_WIDTH 0x00000004 #define DDSD_PITCH 0x00000008 #define DDSD_PIXELFORMAT 0x00001000 #define DDSD_MIPMAPCOUNT 0x00020000 #define DDSD_LINEARSIZE 0x00080000 #define DDSD_DEPTH 0x00800000 #define DDPF_ALPHAPIXELS 0x00000001 #define DDPF_FOURCC 0x00000004 #define DDPF_RGB 0x00000040 #define DDSCAPS_COMPLEX 0x00000008 #define DDSCAPS_TEXTURE 0x00001000 #define DDSCAPS_MIPMAP 0x00400000 #define DDSCAPS2_CUBEMAP 0x00000200 #define DDSCAPS2_CUBEMAP_POSITIVEX 0x00000400 #define DDSCAPS2_CUBEMAP_NEGATIVEX 0x00000800 #define DDSCAPS2_CUBEMAP_POSITIVEY 0x00001000 #define DDSCAPS2_CUBEMAP_NEGATIVEY 0x00002000 #define DDSCAPS2_CUBEMAP_POSITIVEZ 0x00004000 #define DDSCAPS2_CUBEMAP_NEGATIVEZ 0x00008000 #define DDSCAPS2_VOLUME 0x00200000 int depth = 32; int width = 32; int height = 32; unsigned int header[32]; int main( int argc, char * argv[] ) { if( !argv[1] !strstr( argv[1], ".dds" ) ) { fprintf( stderr, "Usage: noise output.dds\n" ); return 1; } unsigned int cnt = width*height*depth*4; unsigned char * buf = new unsigned char[ cnt ]; while( cnt-- ) { buf[cnt] = rand()>>7; } memset( header, 0, sizeof( header ) ); header[0] = ' SDD'; header[1] = 124; header[2] = DDSD_CAPS | DDSD_PIXELFORMAT | DDSD_WIDTH | DDSD_HEIGHT | DDSD_DEPTH | DDSD_PITCH; header[3] = height; header[4] = width; header[5] = width*4; header[6] = depth; header[19] = 32; header[20] = DDPF_RGB|DDPF_ALPHAPIXELS; header[22] = 8; header[23] = 0xff0000; header[24] = 0xff00; header[25] = 0xff; header[26] = 0xff000000; header[27] = DDSCAPS_TEXTURE | DDSCAPS_COMPLEX; header[28] = DDSCAPS2_VOLUME; FILE * f = fopen( argv[1], "wb" ); if( !f ) { fprintf( stderr, "can't create: %s\n", argv[1] ); return 1; } fwrite( header, 4, 32, f ); fwrite( buf, 1, width*height*depth, f ); fclose( f ); fprintf( stderr, "wrote %s\n", argv[1] ); return 0; }
here is a little script that should do the thing: $save = "yourfolder"; $modwidth = 100; header('Content-type: image/jpeg') ; list($width, $height) = getimagesize($file) ; $modper = $modwidth/$width; $modheight = $height * $modper; $tn = imagecreatetruecolor($modwidth, $modheight) ; $image = imagecreatefromjpeg($file) ; imagecopyresampled($tn, $image, 0, 0, 0, 0, $modwidth, $modheight, $width, $height) ; imagejpeg($tn, $save, 100); it is called GD script (used to make images via PHP)
it doesnt
The height of the triangular face of a pyramid is called the slant height.
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The Threshold Crossing Height
Frame a header above the door (2 x 6 ) determine your rough opening height and frame a 2 x 12 header above the transom. ( Make sure you fir the sidelight openings down 1 1/2") if you are going to trim around them)
Well, It's pretty much called been teased about your height