redflash | based GPU renderer based on Path Tracing | GPU library

 by   gam0022 C Version: Current License: No License

kandi X-RAY | redflash Summary

kandi X-RAY | redflash Summary

redflash is a C library typically used in Hardware, GPU applications. redflash has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.

Redflash is a physics-based GPU renderer based on Path Tracing implemented in NVIDIA OptiX 6.0, which can consistently draw scenes with mixed Polygons and Raymarching. Redflash は NVIDIA OptiX 6.0 上で実装したパストレーシングによる物理ベースのGPUレンダラーで、ポリゴンと レイマーチング が混在したシーンを一貫して描画できます。.
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            kandi-support Support

              redflash has a low active ecosystem.
              It has 24 star(s) with 2 fork(s). There are 4 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 3 open issues and 2 have been closed. On average issues are closed in 27 days. There are 3 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of redflash is current.

            kandi-Quality Quality

              redflash has no bugs reported.

            kandi-Security Security

              redflash has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              redflash does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
              OutlinedDot
              Without a license, all rights are reserved, and you cannot use the library in your applications.

            kandi-Reuse Reuse

              redflash releases are not available. You will need to build from source code and install.

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            redflash Key Features

            No Key Features are available at this moment for redflash.

            redflash Examples and Code Snippets

            No Code Snippets are available at this moment for redflash.

            Community Discussions

            QUESTION

            calling a function inside a component
            Asked 2020-Jan-20 at 04:54

            I'm working on a simon-says game as my first React Native app.

            The idea is to show the player the sequence according to the round we're in, then let the player press a button, check if that button matches the given seq, if so then let the user press again, calling the function check again. if he did ok in the end of the round then I increase round etc, and then show the sequence again. If the player fails the game will stop until the user press start again.

            I don't know how to set a loop that will enable the player to press the buttons untill round is over, because this function is called only on press, so I have no idea how to control it.

            The idea is to show the player the sequence according to the round we're in, then let the player press a button, check if that button matches the given seq, then let the user press again, calling the function check again. if he did ok, then I increase round etc, and then show the sequence again.

            all this should loop from round 1 to seq.length.

            any ideas? my code below. thanks!

            ...

            ANSWER

            Answered 2020-Jan-20 at 04:54

            Instead using canPress state, you should set a count state, every time the button is clicked, increase count with 1, and use count to compare with seq.length, and then pass the result to the disabled property, like this .

            You can check the demo on Codesandbox.

            Also maybe This one can give you some ideas about loop functions as a component child. https://reactjs.org/docs/jsx-in-depth.html

            The code below is from React Docs

            Source https://stackoverflow.com/questions/59816239

            QUESTION

            React How to use different states with click event
            Asked 2020-Jan-19 at 07:52

            In short: I'm implementing Simon-Says game app in React Native. (user sees a sequence of flashing buttons, needs to press the buttons in the correct order).

            I want to know how to use 2 different states in TouchableOpacity, one of them as a condition to press the button, one for changing the style of the button, and also being notified for this specific press.

            So,

            I'm having a problem to implement the playerTurn(), because I'm not sure how to pass the canPress state to the TouchableOpacity button, considering I'm passing style state that changes in compTurn() (function that shows a sequence of flashing buttons - then computer turn's over) In the player turn, things I need to consider:

            1. after the state canPress changes, the user will be allowed to press on the buttons
            2. user presses one of the 4 buttons
            3. the method playerTurn() will be notified which button did the player pressed. (I'm asking how can I get that notification from the button to the method?) after that, I can push it's choice to the playerSeq array (if pressed green - pushes 1, etc) and call function that changes the style state (greenFlash for example)

            code in short :

            ...

            ANSWER

            Answered 2020-Jan-19 at 07:52

            Looks like you want to enable clicking on the buttons if state.canPress = true right? Then upon clicking, you wish to notify by calling playerTurn()?

            1. You can do something like this for e.g your green button.

            Source https://stackoverflow.com/questions/59806002

            QUESTION

            React update a property in setInterval works twice
            Asked 2020-Jan-18 at 20:30

            In short: why in setInterval, updating a variable that should be updated once, it updates twice?

            ...

            ANSWER

            Answered 2020-Jan-18 at 20:30

            The initial flash value is 0, so the function is called when the flash value is 0 and 1. That's the problem. If you want flash value to be 1, you should return after clearInterval(intervalId);

            In case of this.flash is 1, it clearInterval and run the following script and it, so it becomes 2.

            Source https://stackoverflow.com/questions/59804474

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

            Vulnerabilities

            No vulnerabilities reported

            Install redflash

            You can download it from GitHub.

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            レイトレ合宿7でレイマーチング対応のGPUパストレーサーを実装しました! | gam0022.netredflash renderer / Raytracing Camp 7 - Speaker Deck
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