csp-rings | CosmoScout VR plugin which can draw simple rings | Camera library
kandi X-RAY | csp-rings Summary
kandi X-RAY | csp-rings Summary
A CosmoScout VR plugin which can draw simple rings around celestial bodies. The rings can be configured with a inner and a outer radius and a texture. This plugin is built as part of CosmoScout's build process. See the main repository for instructions. This is a default plugin of CosmoScout VR. Hence, any issues should be reported to the main issue tracker. There you can add a label indicating which plugins are affected.
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Trending Discussions on Camera
QUESTION
I want to put a camera on a transporter of an agent type AGV. Since there are multiple AGV transporters I cannot simply put it on the agent since it will give errors. So I tried to randomly select an AGV of the population, based on the busy parameter of the AGV agent. But when I try this it gives the next error: AGV can not be resolved to a variable.
AGV is an Agent type in my model and I've created a transporter fleet with as agent type the AGV (I also do not know if this is the correct method).
I've tried to code it in the following manner:
I'm not really sure what I'm doing wrong, but I also could not find any simple example of putting a camera on AGVs or containers or something, only very complex examples or examples where there was just one agent (e.g. an airplane).
Later added:
Thanks in advance, Aron
...ANSWER
Answered 2021-Nov-29 at 11:44QUESTION
I was trying to use the native camera app that comes pre-installed in Android devices to capture the images for my app. For this I've been using this code:
A function is called when the user taps on button
...ANSWER
Answered 2021-Sep-06 at 10:10check AndroidManifest.xml for following change
QUESTION
I have a raw image that was taken with v4l2-ctl
after the camera had been setup like:
ANSWER
Answered 2022-Feb-05 at 09:47Your frame is 2457600 bytes and your pixel dimensions are 1280x960, so you have:
QUESTION
I have created a new flutter project and added camera
plugin. after adding that dependency I got many errors. I used futter version is 2.5.2
& minSdkVersion 21
In pubspec.yaml
file,
ANSWER
Answered 2021-Nov-17 at 07:00How about this?
flutter pub cache repair
QUESTION
I'm trying to create a scoreboard using phaser3. It creates the board when I do the following in create function:
...ANSWER
Answered 2022-Jan-21 at 00:26YourGraphic.setScrollFactor(0,0);
QUESTION
ANSWER
Answered 2022-Jan-13 at 10:24I prefer to see grafika project from Google's repository in Github and try with RecordFBOActivity or see EZFilter project Repository in GitHub.
May this will much helpful to you.
Or search recordable surface view in Github,that is awesome repository too.
QUESTION
How to create collisions for a flying camera in Unity 3d? to prevent the camera from falling into objects on the scene. My camera script snippet:
...ANSWER
Answered 2021-Dec-18 at 22:39Better put you camera movement in the LateUpdate()
as adviced in the docs.
With a rigidbody and a collider properly set for the collision detection. Check docs so that you can detect the collisions properly.
Check that " Notes: Collision events are only sent if one of the colliders also has a non-kinematic rigidbody attached", so your camera could be one gameObject with no rigidbody, so that you can fly free and collide.
I case you might need physics behaviour for yout camera and you want it also to behave as a rigidbody I would set the camera movement with rigidbody.SetPosition instead of with transform.position = new Vector3()
, as you need to choose to set the transform in the geometric or the physics world.
Also you would need to uncheck the gravity option not to fall.
QUESTION
void OnTriggerStay(Collider other)
{
if (other.gameObject.CompareTag("tree"))
{
Color color = other.gameObject.GetComponent().material.color;
color.a = 0.5f;
}
}
...ANSWER
Answered 2021-Aug-31 at 18:38You're not really setting the color with the code you wrote.
QUESTION
I'm making a sword game in which you have to collect coins to get big and you fight people. Here's what I have so far:
Notice how the player gets bigger as it collects coins. After a while, you get so big that you cover the entire screen.
I realized I have to zoom out the camera based on the players size.
This is what I have for camera (in create function)
this.cameras.main.startFollow(this.mePlayer);
I added this line of code before it:
this.cameras.main.setZoom(0.5)
Now it turns like this. The text is all smaller and for some reason my tileSprite background breaks too.
Here is the code for the text.
...ANSWER
Answered 2021-Nov-27 at 15:54Thanks to samme for helping me solve this.
In the end I created another camera called UICamera.
I used the ignore
function to ignore all of the game objects on that camera.
And I ignored all the text, minimap, ui, and tilesprite background on the main camera.
Then, to zoom out, I would just zoom out the main camera and adjust the tileSprite scale manually.
QUESTION
https://caniuse.com/?search=getusermedia
Based on the link provided above, does Safari 15 support getUserMedia? I trying use it to access camera, when I test it on safari 15 it asked camera permission, after I allow the permission it still show me nothings. The link show Safari 15 is support getUserMedia/Stream API but not support Navigator API: getUserMedia. Below is my code, which one I should refer to? getUserMedia/Stream API or Navigator API: getUserMedia
...ANSWER
Answered 2021-Nov-18 at 12:41You definitely want navigator.mediaDevices.getUserMedia()
method. It definitely works on iOS. The other one is deprecated. Apple is so late to the getUserMedia() party that they did not implement the deprecated API.
You can read about viewing the iOS console. You need to connect your iOS device to a mac, then use the Safari on that mac, to do that. It's a pain in the xxx neck. Explaining how is beyond the scope of a Stack Overflow answer.
Or you can use alert()
for debugging.
You need to call cameraView.play()
at the right moment. Here's the documentation.
It recommends doing something like this.
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