glb | Galera Load Balancer - a simple TCP connection proxy | Proxy library

 by   codership C Version: Current License: GPL-2.0

kandi X-RAY | glb Summary

kandi X-RAY | glb Summary

glb is a C library typically used in Networking, Proxy applications. glb has no bugs, it has no vulnerabilities, it has a Strong Copyleft License and it has low support. You can download it from GitHub.

This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY, to the extent permitted by law; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See COPYING for license details.
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              glb has a low active ecosystem.
              It has 125 star(s) with 38 fork(s). There are 35 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 20 open issues and 3 have been closed. On average issues are closed in 22 days. There are 6 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of glb is current.

            kandi-Quality Quality

              glb has 0 bugs and 0 code smells.

            kandi-Security Security

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

            kandi-License License

              glb is licensed under the GPL-2.0 License. This license is Strong Copyleft.
              Strong Copyleft licenses enforce sharing, and you can use them when creating open source projects.

            kandi-Reuse Reuse

              glb releases are not available. You will need to build from source code and install.
              Installation instructions are not available. Examples and code snippets are available.

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            glb Key Features

            No Key Features are available at this moment for glb.

            glb Examples and Code Snippets

            No Code Snippets are available at this moment for glb.

            Community Discussions

            QUESTION

            My threeJS class only apply meshs settings to 1 of 2 models in my scene
            Asked 2022-Apr-04 at 16:22

            I am creating a scene in three js with two models in .glb format; I am following a pre-recorded class and I have followed exactly all the steps. We create a class for the models in model.js and in index.js we define them. Everything was working fine until from model.js we created a material for the models and it only loads in one of them. I have checked everything, searched for similar answers here and I can't find the error because everything seems to be fine.

            This is model.js (the class)

            ...

            ANSWER

            Answered 2022-Apr-04 at 16:22

            I'm also a Three.js novice, but it looks like DracoLoader loads a geometry not a mesh so the way you're crafting your model might be causing the issue. Does instantiating a new THREE.Mesh with the downloaded geometry and material fix the issue:

            Source https://stackoverflow.com/questions/71730547

            QUESTION

            How can I access pure threejs elements with react without react-three-fiber?
            Asked 2022-Apr-04 at 07:34

            Basically, I want to access my 3D model element as well as want to control the camera and other things like mesh, animation etc from another component. I'm using pure threeJs and react for this. I've added pure threejs code in the componentDidMount part of the react App class and I want to control suppose the camera part from componentDidMount from another component named CollapseButton. How can I access those camera,scene,materials from CollapseButton? Also when I click a button from CollapseButton I want to do a specific task with the threeJs part declared in the componentDidMount.

            In short: From CollapseButton I want to click a button and do a specific task on the pure threeJs part declared in ComponentDidMount. Click a button defined in CollapseButton> Call a function or do something on componentDidmount/threejs part

            Here is my App.js:

            ...

            ANSWER

            Answered 2022-Apr-04 at 07:34

            You can store a reference to your threeJS component in a React ref and expose it to your collapse button as a prop (or by a React context if you plan to use it in more than one component)

            As a prop:

            Source https://stackoverflow.com/questions/71732000

            QUESTION

            How do I properly use drei useGLTF
            Asked 2022-Apr-01 at 13:39

            I think I'm following the react-three docs and many other examples, but cannot get drei useGLTF to work as others have.

            I have a simple, from-scratch, Next|React|react-three/fiber project. I'm simply trying to load the example astronaut and display it.

            I believe the following code actually worked perfectly for a while. After some minor changes and undo's I think I arrived back at the same code, which now doesn't work. (I've tried with and without Suspense.)

            ...

            ANSWER

            Answered 2022-Mar-29 at 21:09

            mine is quite similar but I rather use Suspense differently

            Source https://stackoverflow.com/questions/71589738

            QUESTION

            Three js, MeshStandardMaterial looks yellow
            Asked 2022-Mar-24 at 09:22

            Hi i am loading a GLTF model in my scene. But the model looks too yellow i assume this has to do with the material. But i have no clue what is causing it, it is not the model itself since if i check it on donmccurdy's gltf viewer it looks perfect.

            See a reference below:
            GLTF Viewer:

            And this is how the same model looks in my scene:

            I have added an environment map to the scene this fixed may things but not the yellowness.. See current code below:

            ...

            ANSWER

            Answered 2022-Mar-24 at 09:22

            Using GLTFLoader requires a sRGB workflow which is not configured in your app. Add the following line and see if it fixes the color issue:

            Source https://stackoverflow.com/questions/71595427

            QUESTION

            Trouble with loading a "glb model" in three.js
            Asked 2022-Mar-23 at 09:04

            I'm trying to load a model into my scene. Unfortunately so far without success. I see an empty scene, not a model. When I insert a boxgeometry it can also be seen, so three.js works without any problems. I try to load a model from the example files "Stork.glb". I've reduced everything to the bare minimum. I can not see what it could be now. Do I have to integrate the GLTFLoader differently?

            index.js

            ...

            ANSWER

            Answered 2021-Dec-31 at 02:47

            Just a guess, but since you're within a class and using an es5 anonymous function, your this keyword may not be what you think it is. Maybe using the lexical nature of an arrow function will solve your problem?

            Source https://stackoverflow.com/questions/70538434

            QUESTION

            How can I project a 2d shader in a 3d object
            Asked 2022-Feb-28 at 22:16

            the title make it looks easy but I'm struggling to get this pie chart shader on my 3d model. For this I'm using three js. here is my code till now:

            index.html:

            ...

            ANSWER

            Answered 2022-Feb-28 at 22:16

            This is how you can do it, modifying a material with .onBeforeCompile():

            Source https://stackoverflow.com/questions/71297772

            QUESTION

            can 3D model saved in gltf 2.0 format support arbitrary user data?
            Asked 2022-Feb-27 at 15:58

            I am managing the creation of a 3D Asset library, with a delivery expectation of 5,000 models per pass, with several passes each from multiple model creation vendors. The works in progress are all in FBX format, with final delivery in binary gltf (glb) format.

            I've been reading the gltf/glb format and I do not see any field where "user data" can be placed. I want to place a string in each glb model identifying the model in such a manner that the model's location in the storage file system and information placement in a database can be validated.

            So far, I see everything we need for the 3D assets in the gltf format, but is there any field for user string information? I can easily imagine, of the tens of thousands of models in the final library, some being accidently placed in wrong directories by humans, and/or fat finger typing errors while entering a model's database information, and/or fat finger errors simply entering a filename.

            I want a user data field for an identification string so the handling of model storage in the file system and info placement in a database can be automated using software operating off that user data field. Likewise, a user data field can be used to validate a model received is the model requested while developing, and can be used when walking every file of the storage directory hierarchy to validate the presence of every file in that hierarchy using something other than the filename.

            ...

            ANSWER

            Answered 2022-Feb-27 at 15:58

            Each object in a glTF or GLB file has a .extras property that can store arbitrary JSON content. For example, scene.extras or asset.extras would probably be natural places for the data you're describing.

            3D libraries and game engines should then read that data and make it available to user applications. For example, the 3D library https://threejs.org/ puts the .extras fields from the glTF file into its Object3D.userData values.

            Source https://stackoverflow.com/questions/71280384

            QUESTION

            Android: How to load a GLTF or GLB file from remote URL in filament
            Asked 2022-Feb-24 at 20:21

            I'm trying to load a remote asset (.glb or .gltf) into the ModelViewer in filament. The Google Filament sample-gltf-viewer shows a RemoteServer object but I'm not seeing how I can load a remote asset from a URL (e.g. https://github.com/kelvinwatson/glb-files/raw/main/DamagedHelmet.glb)

            I've tried the below but I get "Unable to parse glb file".

            The code for RemoteServer doesn't indicate where we can pass a URL.

            ...

            ANSWER

            Answered 2022-Feb-24 at 20:21

            Issue has been resolved. The issue was that I wasn't fully downloading the file, and that the modelViewer.loadModelGlb needed to be called on the main thread.

            Here is the working code:

            Source https://stackoverflow.com/questions/71245871

            QUESTION

            ThreeJs Badly sees the coordination of the mouse through the canvas
            Asked 2022-Feb-22 at 09:34

            Structure of my project 66% threejs model, 44% html (side control) using Bootstrap. I’m trying to make mouse picker, when pointing at an object so that it is shown on which object it is pointed. As I understand it, he sees the coordination of the mouse badly. Please help me figure out and set up the correct coordination mouse with Canvas.

            Project Structure Screenshot:

            Code:

            ...

            ANSWER

            Answered 2022-Feb-22 at 09:34

            I suggest you use pointermove instead of mousemove and also use getBoundingClientRect() in your event listener:

            Source https://stackoverflow.com/questions/71218383

            QUESTION

            Animation Progress Bar Three.js
            Asked 2022-Feb-16 at 20:09

            How do I make an animation progress bar in three.js? I've been stuck on this problem for quite some time. I tried to use the html5 video player progress bar approach. But It seems it doesn't work for 3d animations.

            ...

            ANSWER

            Answered 2022-Feb-16 at 20:09

            Maybe you'd want to create a progress bar in HTML instead, and then display it on top of that scene.

            HTML:

            Source https://stackoverflow.com/questions/70545375

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

            Vulnerabilities

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            Install glb

            You can download it from GitHub.

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            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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