vitaGL | openGL wrapper for PSVITA

 by   Rinnegatamante C Version: 0.3 License: LGPL-3.0

kandi X-RAY | vitaGL Summary

kandi X-RAY | vitaGL Summary

vitaGL is a C library typically used in Utilities applications. vitaGL has no bugs, it has no vulnerabilities, it has a Weak Copyleft License and it has low support. You can download it from GitHub.

In order to run an homebrew made with vitaGL, you are going to need libshacccg.suprx extracted and decrypted on your console. You can refer to this guide for more details about its extraction: If you want your homebrew to not be hard dependant from libshaccg.suprx you can either:.
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            kandi-support Support

              vitaGL has a low active ecosystem.
              It has 367 star(s) with 41 fork(s). There are 20 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 2 open issues and 29 have been closed. On average issues are closed in 148 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of vitaGL is 0.3

            kandi-Quality Quality

              vitaGL has 0 bugs and 0 code smells.

            kandi-Security Security

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

            kandi-License License

              vitaGL is licensed under the LGPL-3.0 License. This license is Weak Copyleft.
              Weak Copyleft licenses have some restrictions, but you can use them in commercial projects.

            kandi-Reuse Reuse

              vitaGL releases are available to install and integrate.
              Installation instructions are available. Examples and code snippets are not available.

            Top functions reviewed by kandi - BETA

            kandi's functional review helps you automatically verify the functionalities of the libraries and avoid rework.
            Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of vitaGL
            Get all kandi verified functions for this library.

            vitaGL Key Features

            No Key Features are available at this moment for vitaGL.

            vitaGL Examples and Code Snippets

            No Code Snippets are available at this moment for vitaGL.

            Community Discussions

            QUESTION

            Getting the error "Nested CSS was detected, but CSS nesting has not been configured correctly" in React app?
            Asked 2022-Mar-23 at 09:04

            I've been upgrading my CRA project to TailwindCSS 3, but now CSS nesting no longer works. Upon starting the server, the console spits out:

            ...

            ANSWER

            Answered 2022-Feb-03 at 18:38

            This is mostly just bad news.

            Create React App's Tailwind support means that they will detect tailwind.config.js in the project and add tailwindcss to their existing postcss configuration. Source in CRA

            The guide that Tailwind offers on their site creates a dummy postcss.config.js - Making changes in this file does not change the actual postcss configuration. (misleading if anything)

            This is a known issue currently - Github discussion on Tailwind support PR between Adam Wathan (Tailwind founder) and Ian Sutherland (CRA maintainer). But it does not seem like there is an intention to be fixed soon.

            If you want to use nesting (or any PostCSS plugin really) is to eject from CRA using:

            Source https://stackoverflow.com/questions/70665302

            QUESTION

            Apollo Client "Named export 'remove' not found"
            Asked 2022-Mar-12 at 09:45

            I'm attempting to create an apollo client plugin for a Nuxt 3 application. It's currently throwing an error regarding a package called ts-invariant:

            ...

            ANSWER

            Answered 2022-Jan-07 at 01:52

            Solved by including @apollo/client and ts-invariant/process into the nuxt build transpile like so:

            Source https://stackoverflow.com/questions/70615613

            QUESTION

            Nuxt3: how to use tailwindcss
            Asked 2022-Mar-02 at 14:50

            Very first try on Nuxt3 via Nuxt3 Starter

            I wonder how can I use tailwindcss in Nuxt3 Starter manually.

            (Not via @nuxtjs/tailwindcss , because it's for Nuxt2, and not work with Nuxt3.)

            I created a blank Nuxt3 project by

            ...

            ANSWER

            Answered 2021-Oct-04 at 04:17

            Maybe your problem is because you need a tailwindcss.config.js.

            For this, simply type in the console:

            Source https://stackoverflow.com/questions/69114800

            QUESTION

            Laravel Mix URL Processing error with css-loader
            Asked 2022-Feb-22 at 10:55

            In a fresh Laravel 9 installation, the URL processing from Laravel Mix does not work anymore.

            npm outputs the following:

            ...

            ANSWER

            Answered 2022-Feb-22 at 10:55

            Actually moving the css imports into resources/js/app.js solves this problem. However, this results in the imported css to be included in the public/js/app.js, not the public/css/app.css.

            Source https://stackoverflow.com/questions/71163131

            QUESTION

            How to get 2D scene coordinates of a 3D object in JavaFX
            Asked 2022-Feb-02 at 12:28

            I'm trying the create a 3D subscene with objects being labelled using Label objects in a 2D overlay. I've seen similar questions to mine on this subject, and they all point to using the Node.localToScene method on the node to be labelled in the 3D space. But this doesn't seem to work for my case. I've taken example code from the FXyz FloatingLabels example here:

            FloatingLabels.java

            The Label objects need to have their positions updated as the 3D scene in modified, which I've done but when I print out the coordinates returned by the Node.localToScene method, they're much too large to be within the application scene, and so the labels are never visible in the scene. I've written an example program that illustrates the issue, set up very similarly to the FXyz sample code but I've created an extra SubScene object to hold the 2D and 3D SubScene objects in order to plant them into a larger application window with slider controls. The 3D scene uses a perspective camera and shows a large sphere with coloured spheres along the x/y/z axes, and some extra little nubs on the surface for reference:

            ...

            ANSWER

            Answered 2022-Feb-02 at 12:28

            If you follow what has been done in the link you have posted you'll make it work.

            For starters, there is one subScene, not two.

            So I've removed these lines:

            Source https://stackoverflow.com/questions/70951152

            QUESTION

            Basic angular app fails to run, Error module build failed : cannot find module ../@angular-devkit/src/babel/X
            Asked 2022-Feb-01 at 12:16

            I am new to angular and was following the documentation to build a basic app.

            Node - v14.7.3
            npm - 7.22.0
            Angular CLI: 12.2.4
            OS: win32 x64
            @angular-devkit/architect 0.1202.4
            @angular-devkit/build-angular 12.2.4
            @angular-devkit/core 12.2.4
            @angular-devkit/schematics 12.2.4
            @schematics/angular 12.2.4
            rxjs 6.6.7
            typescript 4.3.5

            So far all I have done is

            npm install @angular/cli

            followed by ng new firstApp

            and ng serve

            Following is the error that I am receiving,

            ...

            ANSWER

            Answered 2021-Sep-10 at 07:17

            Try to install those modules separately npm install:

            Source https://stackoverflow.com/questions/69070369

            QUESTION

            Why does my tailwind output file not include the utilities and components
            Asked 2022-Jan-21 at 16:43

            I've installed tailwind using npm install tailwindcss I then create my src/style.css file and include

            ...

            ANSWER

            Answered 2021-Dec-25 at 20:47

            You need to add a config js file for the tailwind engine, inside the config file use content attribute to define where is your HTML or JS files, the new engine automatically looks inside these files and compiles only the classes that you used.

            Check this video for more information:https://youtu.be/mSC6GwizOag?t=22

            Source https://stackoverflow.com/questions/70477918

            QUESTION

            How can I compare system_clock::now() to a local time in c++20?
            Asked 2022-Jan-20 at 14:01

            I am testing a library like follows:

            ...

            ANSWER

            Answered 2022-Jan-20 at 14:01

            Here's the equivalent C++20 code to your first version of FromDateTime:

            Source https://stackoverflow.com/questions/70784886

            QUESTION

            Count trailing newlines with POSIX utilities or GNU coreutils or Perl
            Asked 2022-Jan-19 at 22:10

            I'm looking for ways to count the number of trailing newlines from possibly binary data either:

            • read from standard input
            • or already in a shell variable (then of course the "binary" excludes at least 0x0) using POSIX or coreutils utilities or maybe Perl.

            This should work without temporary files or FIFOs.

            When the input is in a shell variable, I already have the following (possibly ugly but) working solution:

            ...

            ANSWER

            Answered 2022-Jan-18 at 13:29

            Using GNU awk for RT and without reading all of the input into memory at once:

            Source https://stackoverflow.com/questions/70615510

            QUESTION

            Create new color scheme for dark-light mode in bootstrap sass
            Asked 2022-Jan-16 at 19:50

            I want to create dark mode for a web site which use bootstrap. I have to add new root class which includes all boostrap colors. Here is my colors.scss:

            ...

            ANSWER

            Answered 2021-Aug-07 at 20:32

            As explained here, there's no way to attach a class to :root. However, you don't need this to achieve what you want.

            Simply make a dark class then you can add that as desired to the html or body tag.

            Make all the needed theme color changes inside .dark{}, and then @import "bootstrap". When .dark doesn't exist on the body, the theme colors will return to Bootstrap defaults.

            Source https://stackoverflow.com/questions/68667437

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

            Vulnerabilities

            No vulnerabilities reported

            Install vitaGL

            In order to build vitaGL use the following command: make install. These are all the available flags usable when compiling the library: HAVE_SHARK_LOG=1 Enables logging support in runtime shader compiler. LOG_ERRORS=1 Errors will be logged with sceClibPrintf. LOG_ERRORS=2 Errors will be logged to ux0:data/vitaGL.log. NO_DEBUG=1 Disables most of the error handling features (Faster CPU code execution but code may be non compliant to all OpenGL standards). SOFTFP_ABI=1 Compiles the library in soft floating point compatibility mode. DRAW_SPEEDHACK=1 Enables faster code for draw calls. May cause crashes. HAVE_UNFLIPPED_FBOS=1 Framebuffers objects won't be internally flipped to match OpenGL standards. SHARED_RENDERTARGETS=1 Makes small framebuffers objects use shared rendertargets instead of dedicated ones. CIRCULAR_VERTEX_POOL=1 Makes temporary data buffers being handled with a circular pool. SAMPLER_UNIFORMS=1 When enabled, shader samplers are treated as uniforms. UNPURE_TEXTURES=1 Makes legal to upload textures without base level. HAVE_RAZOR=1 Enables debugging features through Razor debugger (retail and devkit compatible). HAVE_RAZOR=2 Enables debugging features through Razor debugger (retail and devkit compatible) with ImGui interface. HAVE_DEVKIT=1 Enables extra debugging features through Razor debugger available only for devkit users. HAVE_DEVKIT=2 Enables extra debugging features through Razor debugger available only for devkit users with ImGui interface.

            Support

            If you plan to use vitaGL for one of your projects, you can find an official channel to get help with it on Vita Nuova discord server: https://discord.gg/PyCaBx9.
            Find more information at:

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