clipp | expressive command line argument parsing for modern C++ / | Parser library
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kandi X-RAY | clipp Summary
clipp - command line interfaces for modern C++.
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QUESTION
Increase modal size probably around width: 70vw and add a minimum width in pixels.
In order for the text in the field not to be clipp or cut I wanted to widen the modal probably around width: 70vw and add a minimum width in pixels. Anyone has an idea of that regarding css ?
math dialog or modal container ...ANSWER
Answered 2020-May-12 at 11:25Add the css property
QUESTION
I am fairly new to OpenGL and i was following this tutorial on Shaders https://learnopengl.com/Getting-started/Textures. I can't get mine to work, as the screen ends up just being entirely black. This code uses glew and glut instead of glfw like in the tutorial.
What is going on?
- I have a list of vertices, which i then store in the VBO, and it's attributes bind by VAO
- Setting vertex attributes in order 3 vertex + 3 colors + 2 tex coords
glEnable(GL_TEXTURE_2D);
- made sure to make
GL_TEXTURE0
active so the next call to glBindTexture(GL_TEXTURE_2D, texture)
is referenced to this texture unit.- I load the texture with
stbi_load
function - Load up texture with
glTexImage2D
with parameters (width
,height
,texture_data
) that was passed on tostbi_load
beforehand as pointers so it loads them. - Create vertex shader, attach source (in VertexShaders.h), compile shader, print shader errors (none show up)
- Create fragment shader, attach source(in FragmentShaders.h), compile shader, print shader errors(none show up)
- Create a shader program (
ourShader
), attach vertex shader and fragment shader. Link "ourShader" program, and again print errors (none show up).
Considerations:
- Projection is made with
gluPerspective
, near clipping plane 0.1 and far 1000 (since it's looking down -z it's shouldn't clipp the object, i also translate the object like soglTranslatef(0, 0, -10)
) - Texture is being loaded (the file existsts, it generates byte data when i load it, as to texture image it is this one (512x512) https://github.com/JoeyDeVries/LearnOpenGL/blob/master/resources/textures/container.jpg
This is myDisplay callback:
...ANSWER
Answered 2018-Dec-17 at 18:08glEnable(GL_TEXTURE_2D)
is unnecessary when you use a shader, because weather the texture is used or not is implemented in the (fragment) shader.
Your shader code defines if the texture is applied or not. glEnable(GL_TEXTURE_2D)
is for use of the deprecated Fixed Function Pipeline, without a shader only.
Also using the fixed function matrix stack (glMatrixMode
, glLoadIdentity
, gluPerspective
, ...) is useless. You have to use Uniform variables (of type mat4
).
This functions change the matrices on the fixed function matrix stack. This matrices are applied to the fixed function vertex coordinates which are set by glVertex
or glVertexPointer
, but only if there is no shader code.
If there is a shader you have to do the matrix transformations by yourself.
In GLSL there exist the built-in uniforms like gl_ModelViewMatrix
, gl_ProjectionMatrix
or gl_ModelViewProjectionMatrix
which allow you to access the matrices on the fixed function matrix stack. But this uniforms are deprecated, too and not any more accessible in GLSL #version 330 core
.
Write a shader with 2 uniforms mat4 u_proj
and mat4 u_view
. Transform the vertex coordinate by the shader code.
QUESTION
I am trying to make my cloud draggable. It works but as can be seen in the example that i have, the cloud always clippes from the center to the mouse possition.
Here is my current set-up.
...ANSWER
Answered 2018-Nov-19 at 17:33You need to remember the click location within the cloud's local coordinate system:
QUESTION
This routine is a windowed get/put-sprite emulation-routine. I'm Italian and I've not translated them. This routine is capable to flip-x-y the image before storing it in a 16 Byte aligned buffer. I omitted the precalculation routine for reasons of confidentiality. I learned thanks to the advice of Peter Cordes to fully use the LEA statement and is the first personal implementation of the ASSEMBLER 'BT' instruction:
...ANSWER
Answered 2018-Jan-07 at 04:07Never use the slow loop
instruction when optimizing for speed, except on AMD CPUs where it's not actually slow.
Avoid partial-register slowdowns by using movzx for byte loads. (lodsb is slower than movzx
+ inc esi
, so don't use it either). See http://agner.org/optimize/ for more x86 performance optimization stuff. (And also the links in the x86 tag wiki.)
Your 2nd function is just a blend based on the bytes not being a special transparent value. Use SSE2 to optimize it with pcmpeqb
and then blend with pand
/ pandn
+ por
. Or SSE4.1 pblendvb
.
SSSE3 pshufb
lets you more efficiently broadcast a byte to all positions.
Especially if you make a version with a fixed width, like 16, 24, or 32 pixels wide, you'd avoid needing much in the way of scalar cleanup code to handle odd widths. But anything wider than 16 should be doable with potentially-overlapping first/last unaligned vector stores.
And yes, making different versions of the function instead of passing integer flip / no-flip parameters is probably good, especially if you do the flipping with SSSE3 pshufb
(or multiple SSE2 shuffles, or even scalar bswap
). With pshufb
you could have an identity shuffle (that leaves a vector unchanged instead of reversing), but it would be more efficient to have a separate loop for the no-flip case that just don't use pshufb
at all.
QUESTION
So initially I had trouble with my character's left arm and gun clipping through objects(not entirely though) and I followed the instructions in this unity3D post to fix this issue(Read through the top answer so you know what I did).
Solution for FPS gun clipping through walls
Now I'm having trouble figuring out how to stop my player left arm and gun from rendering twice when he starts running fast(Doesn't occur when I'm just walking or slightly running). I know it has something to do with there being two cameras but I need an additional camera to stop the gun and the player's arm from clipping through objects.
Here is a picture that shows what I mean.
IF you look closely, you can see that the AK-47's magazine is being rendered twice(there is very small gap there) as well as the left arm. I've fiddled with both camera settings and could not figure out a way to stop this from happening. How do I go about fixing this issue?
...ANSWER
Answered 2017-Jul-17 at 06:21You need to disable the gun layer from rendering with the first camera. The gun layer should only render on the second camera.
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