vecmath | SIMD HAL header-only library
kandi X-RAY | vecmath Summary
kandi X-RAY | vecmath Summary
SIMD HAL header-only library. This is one-header-only (it is 4 headers, but you need to include one) Hardware Abstraction Layer over SIMD intrinsics. Currently for SSE and NEON only, PS3/Xbox360 version is under NDA and not needed nowdays. It has been tested on PC, Linux, MacOS, iOS, tvOS, Shield, NSwitch, PlayStation4, Xbox One. And with gcc of several versions, VS 2015, VS 2017, clang 3.9+. Visual Studio of earlier versions used to work, but hasn't been tested in a while. Current version relies on alignas c++11 modifier, although it is easy to re-write it old-way (attribute / __declspec(aligned)) if needed. It works with SSE2 set only, although there are some optimizations for SSSE3/SSE4.1, if they are mandatory (by architecture).
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QUESTION
I am writing low level 2D/3D rendering engine as a part of display driver for MCU platform in C++ and I hit a wall with perspective projection in 3D and face culling.
Lets assume my 3D engine is using M,V,P
matrices (in the same manner as Model,View and Projection matrices in OpenGL fixed pipeline).
The idea is to convert rasterized face normal into view local coordinates (using MV
) and test the sign of coordinate corresponding to view direction. The same can be done with dot product between camera view direction and the normal itself. And according to sign either rasterize or skip face. This works well for parallel rays projections ... however with perspective projections this leads to false positives (you can see faces "visually" tilted away up to some angle).
For filled surfaces this poses only performance hit as depth buffer remedies the artifacts so render looks like it should. However wire frame is a problem:
The remedy is to transform vertexes of face by MVP
and do the perspective divide. And then re-compute the normal from the result and use that for face culling:
However that is a lot of more operations which on slow platforms like MCU could pose a performance problem. So my question is:
If it is possible How to use face normal for back face culling safely?
I have tried to transform the normal locally by transforming face center and its small displacement in normal direction by MVP
with perspective divide and then recomputing the normal from these 2 points. Still twice the operations then using directly normal but better than 3x. However result was not correct (looked almost identical to using normal directly).
I am thinking of somehow computing the tilt angle for given projection / location and test the:
...ANSWER
Answered 2021-Apr-20 at 14:22Usually, face normal is not used for backface culling. Instead of it, rasterizers use screen positions of triangle vertices. Basically, if vertices are in clockwise order on screen this face is considered to be facing away.
Moreover, it is possible to have a triangle with normal pointed away from view direction and yet faced to the camera.
QUESTION
I have a load of vecmath Point
objects (Point3d
FWIM) which I would like to “group” based on the distance between them. I can probably write the code for this from scratch (I’ve done similar tasks in excel), but I like the idea of using existing libraries where possible. The problem is I can’t find any libraries like this.
I haven’t thought through the exact algorithm fully, but I hope I’ve done enough for the question not to be deleted. Please bear with me, I'm still new here at the time of this post.
I imagine the grouping would work as follows:
- decide the
distanceLimit
- loop 1: for each
Point
, calculate the distance to each otherPoint
- Make a "Set"
loop 2: for each
Point
if the next
Point
is within thedistanceLimit
of any previously consideredPoints
up to i, add it to current "Set"Else make a new "Set".
Edit: ah the power of verbalising one's ideas. The above doesn't the capture the situation where points 1 and 2 are between one and two distanceLimits apart and initiate separate "sets", and point 3 crops up halfway between them meaning that all three should be in one set really. Need to think about this some more!
I’m also not sure yet what data structures I should really use for the input and output (ArrayLists? Sets?). Ideally I am looking for an existing library that does this or similar; if you’re confident there isn’t one, then any suggestions for the algorithm or the actual code would be more than welcome.
...ANSWER
Answered 2020-May-19 at 10:59After lots more googling, I found that:
- what I was trying to do is called clustering;
- this did exactly what I was trying to do; I was impressed with how well it worked for me.
QUESTION
I'm trying to get bnd tools structure working (started with tutorial https://bndtools.org/tutorial.html)
Added use of javax.vecmath (as simple library as I could think of) in cnf/central.maven file
...ANSWER
Answered 2020-May-01 at 01:45Ended up solving the issue with help from https://groups.google.com/forum/#!forum/bndtools-users having found two (three?) problems with my configuration.
The correct form for repository definition in build.bnd seems to be
QUESTION
I should starting a .jar
several times like this
ANSWER
Answered 2018-Mar-11 at 12:08You could make your program receive a file as an argument and read it. The file would have one or more lines depending the number of arguments you'd like to pass to the program.
Your program would need to receive the file and parse it line by line.
QUESTION
I've written a launcher for Minecraft 1.12.2 in Python, which just prepares a command and runs it using subprocess.
This is the command formed on Linux Ubuntu:
...ANSWER
Answered 2018-Sep-22 at 00:02Ok, actually, on Windows the classpath separator is ; not : Replacing separator fixes this issue
QUESTION
I am trying to use a dfold defined here
...ANSWER
Answered 2017-Mar-13 at 08:52Your base
case was wrong; it should be
QUESTION
Im unable to successfully add proper dependencies for LWJGL in maven project. I have copied lwjgl dependency tempalte from maven repository, added it to my pom.xml and tried to run basic application from lwjgl.org, without success.
Below you have my pom.xml file, unfortunately when I try to run my first application i get:
Exception in thread "main" java.lang.UnsatisfiedLinkError: Failed to locate library: lwjgl.dll
I found some sollution that I need to download all jars and attach them as jar library, so I did. File > Project Structure > Librarires > added folder which store all jars for LWJGL, unfortunately this is still not working.
...ANSWER
Answered 2019-Feb-15 at 11:25Please go to https://lwjgl.org/customize, select a variant (Release, Stable or Nightly), select "Mode" = "Maven", select all your needed/wanted modules and simply copy/paste the produced pom.xml snippet.
QUESTION
because I have modified the Minecraft server, I decided to write my own startup program, everything works well outside Minecraft, it means that Minecraft itself turns on, but the game does not load and says gamelog ignores the argument --assetsIndex
...ANSWER
Answered 2019-Jan-26 at 14:46So the problem here is you got 2 typos. Change verison 1.12.2
to version 1.12.2
and assetsIndex 1.12
to assetIndex 1.12
So the final result will be:
QUESTION
Well annoyingly it seems to work in Microsoft C but not other compilers I use.
Especially desirable when using templates. Maybe I don't know the "standards compliant way" to do this, but It is really useful and i want code to compile on gcc, clang, etc.
...ANSWER
Answered 2018-Dec-09 at 07:39The template name serves as an injected class name inside the scope of the class template itself. This is standard and valid:
QUESTION
I am currently working for the Crafting Dead as a developer and I need to make an installer for our mod. The installer had to download the latest cd mod from our download server, put the .jar in the mod folder and install forge 1.6.4 + add it in the launcher_profiles.json. I have made the installer in java and it works. When I try to start mc with forge 1.6.4 on windows, it works but it doesn't work on mac. I get this error:
...ANSWER
Answered 2018-Nov-14 at 18:41Your error Error details: HTTP 404: Not Found
indicates that you are requesting a resource not present on the server. This probably means the URL is wrong, this might also happen if file has been moved, or the file does no longer exist on the server.
Also the day before you asked this question there were reports on the minecraftforge server having problems which might not have been resolved till your request. You might also want to change the URL's to use https instead of http, as, from what I can tell, it is planed to switch the servers to https only so your request will then fail again.
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