texture | texture synthesis code | Game Engine library
kandi X-RAY | texture Summary
kandi X-RAY | texture Summary
This is the (latest?) texture synthesis code I wrote around 2014. The goal is simplicity, quality, and flexibility/extensibility, so I have not attempted to incorporate the state-of-art algorithms or to optimize memory or speed.
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QUESTION
In this minimal example, I'm adding a THREE.SphereGeometry to a THREE.Group and then adding the group to the scene. Once I've rendered the scene, I want to remove the group from the scene & dispose of the geometry.
...ANSWER
Answered 2021-Jun-15 at 10:37Ideally, your cleanup should look like this:
QUESTION
I have been learning Unity for the last few weeks in order to create a simple ant simulation. The way I was rendering everything was writing to a texture the size of the camera in the Update
function. It works, but problem is that it is extremely slow, getting only around 3-4 FPS doing so. What could be done to speed it up? Maybe a completely different way of rendering?
Here is the code of a simple test where some Ants just move around in random directions. I have the AntScript.cs
attached to the camera with a texture under a Canvas
where everything is being written to.
AntScript.cs
ANSWER
Answered 2021-Jun-15 at 08:58In general instead of using Texture2D.SetPixel
on individual pixels rather use Texture2D.GetPixels
and Texture2D.SetPixels
on the entire image (or the section you changed).
This is already way more efficient!
Then using Texture2D.GetPixels32
and Texture2D.SetPixels32
which do use raw byte color format (0 to 255 instead of 0f to 1f) is even faster!
QUESTION
I have a college project to make game about smasher game with LibGDX, and i made it so that when the player life is 0, it switch to EndGameScreen class from the GameScreen class, but this happens failed render, I'm actually not sure if it's because of the setScreen method or my EndGameScreen class is not right
...GameScreen Class
ANSWER
Answered 2021-Jun-14 at 05:51Are you calling dispose()
in the render method of GameScreen
? Instead call when the screen is hidden.
QUESTION
I am trying to implement frustum culling in my 3D Game currently and it has worked efficiently with the entities because they have a bounding box (AABB) and its easier to check a box against the frustum. On saying that, how would I cull the terrain? (it physically cannot have a AABB or sphere)
The frustum class (I use the inbuilt JOML one):
...ANSWER
Answered 2021-Jun-13 at 19:55One way to determine what section of your terrain should be culled is to use a quadtree (for a heightmap) or an octree (for a voxel map). Basically, you divide your terrain into little chunks that then get divided further accordingly. You can then test if these chunks are in your viewing frustum and cull them if necessary. This technique was already discussed in great detail:
- Efficient (and well explained) implementation of a Quadtree for 2D collision detection
- https://www.rastertek.com/tertut05.html
- https://gamedev.stackexchange.com/questions/15697/quadtree-terrain-splitting-i-dont-get-it
I saw some websites saying to use GL_DYNAMIC_DRAW instead of GL_STATIC_DRAW, but I did not understand it.
These are usage hints to OpenGL on how the data will be accessed so the implementation has the ability to apply certain optimizations on how to store/use it.
usage is a hint to the GL implementation as to how a buffer object's data store will be accessed. This enables the GL implementation to make more intelligent decisions that may significantly impact buffer object performance. (https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/glBufferData.xhtml)
Please note that these are only indications, no restrictions:
It does not, however, constrain the actual usage of the data store.
Because you will likely update your VBO's and IBO's constantly (see culling) and only want to draw them GL_DYNAMIC_DRAW would be a good choice:
The data store contents will be modified repeatedly (because of culling) and used many times. The data store contents are modified by the application and used as the source for GL drawing and image specification commands.
as I have googled that it can affect the performance of the game
Well, it will cost some performance to cull your terrain but in the end, it will likely gain performance because many vertices (triangles) can be discarded. This performance gain may grow with larger terrains.
QUESTION
I have a uniform in my fragment shader and when I try to get the value of the location of the uniform, it returns null.
I checked the spelling and I don't find any spelling error and this uniform is also used in the shader code.
My error is:
error in getUniformLocation([object WebGLProgram], materialAmbient): uniform 'materialAmbient' does not exist in WebGLProgram("unnamed")
This is my code in WebGL to get a uniform location.
...ANSWER
Answered 2021-Jun-13 at 06:22The uniforms materialAmbient
, ambientLight
and specularLight
are not "used" in the shader program. They are not required to calculate the output outColor
(Actually materialAmbient
are ambientLight
use to calculate effectiveAmbient
. effectiveAmbient
, however is not used).
The compiler and linker optimize the program and removes unnecessary calculations and unnecessary variables. Therefore this variables become no active program resource and you cannot get the resource index (uniform location) for this variables.
QUESTION
- I have a function with 4 parameters.
- When I call it sometimes I don't have all 4 parameters to pass to it, so I want to pass only 1,2, or 3 parameters instead.
Unity shows an error in this case. how can I mark these parameters as "optional", or is there any better solution?
Example:
...ANSWER
Answered 2021-Jun-13 at 18:18To make argument optional you should provide default value, just like this:
QUESTION
This Has To One OF The Most Annoying Errors In Python That Have So Many Solutions Depending On The Question
My Files...Main.py
ANSWER
Answered 2021-Jun-13 at 13:56The cryptic error message is of little help, but the stack trace shows that the error occurs in the line:
QUESTION
The length of an array I pass as ref from C# to a C++ library function returns with length of 1 instead of its actually length when run on Android.
The code works fine when written for windows, but not for Android.
FYI, this is a Unity project and I'm using OpenCV.
I have the following function in the library.
...ANSWER
Answered 2021-Jun-12 at 18:04This may be a packing issue. Consider using Unity's Color32 struct, which is perfectly aligned for use in native code.
Also you can't pass managed array as ref (because ref may also add internal info, such as array length before actual data, which become overwritten by DLL code), for this call you should use
QUESTION
I am using KivyMD and I am trying to get the text from the text input in kivyMD. I keep getting the following error:
...ANSWER
Answered 2021-Jun-09 at 22:57As the error message states:
QUESTION
I am playing around with NVDEC H.264 decoder from NVIDIA CUDA samples, one thing I've found out is once frame is decoded, it's converted from NV12 to BGRA buffer which is allocated on CUDA's side, then this buffer is copied to D3D BGRA texture.
I find this not very efficient in terms of memory usage, and want to convert NV12 frame directly to D3D texture with this kernel:
void Nv12ToBgra32(uint8_t *dpNv12, int nNv12Pitch, uint8_t *dpBgra, int nBgraPitch, int nWidth, int nHeight, int iMatrix)
So, create D3D texture (BGRA, D3D11_USAGE_DEFAULT, D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_UNORDERED_ACCESS, D3D11_CPU_ACCESS_WRITE, 1 mipmap), then register and write it on CUDA side:
...ANSWER
Answered 2021-Jun-10 at 19:53Ok, for anyone who struggling on question "How to write D3D11 texture from CUDA kernel", here is how:
Create D3D texture with D3D11_BIND_UNORDERED_ACCESS. Then, register resource:
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