computer-graphics | Beginners Guide to Computer Graphics | Graphics library

 by   SagarGaniga C++ Version: Current License: MIT

kandi X-RAY | computer-graphics Summary

kandi X-RAY | computer-graphics Summary

computer-graphics is a C++ library typically used in User Interface, Graphics, JavaFX, Pygame applications. computer-graphics has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

Beginners Guide to Computer Graphics in C/C++, OpenGL, JavaFX
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              computer-graphics has a low active ecosystem.
              It has 53 star(s) with 37 fork(s). There are 1 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 1 open issues and 0 have been closed. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of computer-graphics is current.

            kandi-Quality Quality

              computer-graphics has 0 bugs and 0 code smells.

            kandi-Security Security

              computer-graphics has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              computer-graphics code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              computer-graphics is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              computer-graphics releases are not available. You will need to build from source code and install.

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            computer-graphics Key Features

            No Key Features are available at this moment for computer-graphics.

            computer-graphics Examples and Code Snippets

            No Code Snippets are available at this moment for computer-graphics.

            Community Discussions

            QUESTION

            Vulkan API calls to GPU drivers
            Asked 2021-May-28 at 07:56

            Background:
            I have been eyeing writing an application which needs very basic but fast graphics (just drawing lines and squares), and I'm probably going to use a library such as GLFW, or Vulkano if i'm going with Rust.

            I want to understand a specific, and I guess quite practical, detail of the Vulkan API. I understand that GPUs can be quite a complicated topic, but I want to emphasize that I don't have any background in low-level graphics or Vulkan, so I understand if my question cannot be answered, or if my question does not even make sense. I'll try my best to use the correct terminology. I have to admit, I'm not the best at skimming through and looking at large amounts of source code I don't quite understand and still grasp the overall concept, which is why I hope I can find my answer here. I've tried looking at the source code for Vulkan and Mesa drivers, but it bore no fruit.

            ORIGINAL Question:
            I want to understand how an API call is propagated to the GPU driver.

            I have searched around, but couldn't find the specifics I am searching for. The closest posts I've found are these two:
            https://softwareengineering.stackexchange.com/questions/279069/how-does-a-program-talk-to-a-graphics-card
            https://superuser.com/questions/461022/how-does-the-cpu-and-gpu-interact-in-displaying-computer-graphics

            They both mention something similar to "In order to make the GPU do something, you have to make a call via a supported API". I know that, but neither of the two dig into the specifics of how that API call is made. Hopefully, the diagram below illustrates my question.

            ...

            ANSWER

            Answered 2021-May-26 at 14:02

            You are looking for the Vulkan-Loader/LoaderAndLayerInterface.md documentation.

            The app interfaces with The Loader (sometimes called Vulkan RT, or Vulkan Runtime). That is the vulkan-1.dll (or so).

            The Loader also has vulkan-1.lib, which is classic dll shim. It is where the loading of core version and WSI commands happens, but you can skip the lib and do it all manually directly from the dll using vkGetInstanceProcAddr.

            Then you have ICDs (Installable Client Drivers). Those are something like nvoglv64.dll, and you can have more of them on your PC (e.g. Intel iGPU + NV). The name is arbitrary and vendor specific. The Loader finds them via config files.

            Now when you call something to a command obtained with vkGetInstanceProcAddress (which is everything if you use the *.lib only), you get onto a loader trampoline, which calls a chain of layers, after which the relevant ICD (or all of them) are called. Then the callstack is unwound, so it goes the other direction until the returned to the app. The loader mutexes and merges the the input and output to the ICD.

            Commands obtained with vkGetDeviceProcAddress are little bit more streamlined, as they do not require to be mutexed or merged and are meant to be passed to the ICD without much intervention from the Loader.

            The code is also at the same repo: trampoline.c, and loader.c. It's pretty straightforward; every layer just calls the layer below it. Starts at the trampoline, and ends with the terminator layer which in turn will call the ICD layer.

            Source https://stackoverflow.com/questions/67703924

            QUESTION

            Trying to understand the access operator of a Matrix Multiplication in C++
            Asked 2021-Apr-28 at 01:07

            I am trying to understand the access operator for a Matrix Multiplication.

            ...

            ANSWER

            Answered 2021-Apr-27 at 18:31

            As quite a few people have already pointed out it is quite a poor matrix implementation: It let's you make assumptions about the internal implementation and has quite a few flaws. But I would lie if I said I would not have already seen implementations like this in research codes. ;) Instead of bashing the implementation I would like to briefly point out how it works as nonetheless it shows a few particularities of C++.

            Overview

            Source https://stackoverflow.com/questions/67283475

            QUESTION

            MatrixInstruction does not function in kivy
            Asked 2020-Oct-25 at 20:31

            I would like to apply transformation matrix to a widget. In this case, I expect it to move 100 to right.

            However, it does not move at all, but

            ...

            ANSWER

            Answered 2020-Oct-25 at 20:31

            Your matrix is incorrect. Try:

            Source https://stackoverflow.com/questions/64524830

            QUESTION

            How do I use SFML with CMake FetchContent?
            Asked 2020-Jan-03 at 20:00

            So I'd like to get the SFML from the git tag directly using CMake FetchContent. Most of the tutorial are not using this, so I don't really know what to do, I use imgui-sfml-fetchcontent for the reference.

            My CMakeLists.txt

            ...

            ANSWER

            Answered 2020-Jan-03 at 20:00

            The variables are wrong. https://cmake.org/cmake/help/v3.16/module/FetchContent.html states that has to be lower case. Also squareskittles is right, you shouldn't use ${SFML_LIBRARIES} / ${SFML_INCLUDE_DIR}, this is only valid if the old FindSFML.cmake is used.

            Source https://stackoverflow.com/questions/59573574

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install computer-graphics

            You can download it from GitHub.

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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