lodepng | PNG encoder and decoder in C and C++ | Image Editing library
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kandi X-RAY | lodepng Summary
PNG encoder and decoder in C and C++, without dependencies.
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QUESTION
I've been packaging a few conan recipes with varied success.. but now getting stuck on one package in particular
https://github.com/smasherprog/screen_capture_lite/issues/115
conanfile.py
...ANSWER
Answered 2021-Oct-11 at 21:29it turned out the version I had pulled from github was super ancient.. once I updated my recipe to pull from the latest.. it was apparent that my consuming CMakeLists.txt
was missing all sorts of apple libraries..
I modified slightly the authors original.. added the conan logic.. and most importantly learned how to add logic so that conan can make sense if you want static or dynamic libraries
my conanfile.py
QUESTION
I have coded a flat terrain made up of triangles, but it seems like there some mirroring occurs. I want it to imitate grass, but it is blurried in some spots. Do I need to add some params in glTexParameteri? Or maybe it is an error which is associated with the drawing code?
A function which reads in a texture:
...ANSWER
Answered 2021-Sep-04 at 16:54Your indices do not make the slightest sense:
QUESTION
I want to play around with waLBerla (website and gitlab), which is a C++ library that can be used to simulate certain physical behavior, like fluid dynamics using the Lattice Boltzmann method, but having major difficulties on how to properly set up my CMakeLists.txt, as I don't have much experience with that.
I followed the instructions to install the library, using some of the dependencies like OpenMP, CUDA and OpenMESH, which went fine.
But when trying to compile for example one of the tutorials, I just can't get it to work. So far I have the following Cmake file, where I manually list all the static libraries that have been build when compiling waLBerla:
...ANSWER
Answered 2021-Aug-27 at 10:43En example project structure can be found here.
For completeness, the file structure looks like:
QUESTION
I am creating an array of textures using GL_TEXTURE_2D_ARRAY
in my code:
ANSWER
Answered 2021-Apr-03 at 09:42This has nothing to do with the sampler type. The binding between the texture object and the texture sampler is the texture unit. The texture object must be bound to a texture unit, and the texture unit number must be set to the texture sampler uniform.
In GLSL almost everything is initialized with 0 respectively 0.0 by default. Therefore the default Binding point is 0. If the texture is bound to the texture unit 0 (GL_Texture0
), it is not necessary to set the texture sampler uniform as it is 0 by default.
QUESTION
I have a given project structure
...ANSWER
Answered 2020-Jun-20 at 20:46Your pixel_reader library target possibly needs lodepng.h header to compile, because it depends on it.
something like
QUESTION
I have a a project with the following structure:
...ANSWER
Answered 2020-Jun-15 at 17:00Change
QUESTION
So I've managed to successfully implement batching into my engine, but have come across some weird behavior with the array of samplerCubes
in my fragment shader. The batch renderer works fine with 2 texture units - I can successfully draw cubes with the right textures if I only bind 2 textures, but as soon as I add a 3rd to the mTextures
vector, and use glUniform1i
for that index in the samplerCube
array, the wrong texture is displayed, even though the texture id (TexID
) is correct (I checked this in the fragment shader).
The issue appears to be with my understanding of OpenGL as for some reason, the texture what should be displayed by textureCubes[2]
(fragment shader uniform) is displayed by textureCubes[1]
, and textureCubes[2]
displays the same texture as textureCubes[0]
. What should be displayed by textureCubes[1]
just doesn't exist with the 3rd texture bound.
Here's my code:
Main.cpp
...ANSWER
Answered 2020-May-03 at 07:40[...]
textureCubes[1]
, andtextureCubes[2]
displays the same texture astextureCubes[0]
.
The behavior of the fragment shader is undefined, because of:
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