render-engine | Render engine based on command buffers | Graphics library
kandi X-RAY | render-engine Summary
kandi X-RAY | render-engine Summary
Render engine based on command buffers, an abstraction of modern api using OpenGL 4
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QUESTION
I'm trying to build my Android Project (which contains a library module) via terminal using gradlew. From within Android Studio, it compiles and installs successfully but, when I try to run ./gradlew assembleDebug
I get the following stacktrace:
ANSWER
Answered 2017-May-10 at 22:04OK, problem is with JDK, I was using Open JDK 8 and it was missing tools.jar for some reason, I switched to Oracle JDK and now it works like a charm!
QUESTION
I use Google Open Sans font (https://fonts.google.com/specimen/Open+Sans) with cyrillic. And if I have stressed word ( ́ — accent symbol is missing in font-set), Google Chrome renders only the part after accent. But another browsers haven't same problem.
Rendering comparison: I understand that every browser has own render-engine, but I very want to solve or avoid this trouble. What should I do?
...ANSWER
Answered 2017-Oct-18 at 08:07Taking it as you want to make sure the width is the same for that line. I would ass a class to that
for example
QUESTION
When abstracting my game-/render-engine I hit the issue that I need a way to know reliably what context I am operating on.
I am looking for a solution that works within the OpenGL specification. That is standard OpenGL, nothing provided by wrapper library xyz.
...ANSWER
Answered 2017-Jul-01 at 23:44Short: No, there's no way to do this "within the OpenGL specification"
OpenGL specification doesn't care about HOW the context is created and managed. The operating system and/or platform is responsible for this.
Long: If you control the application, then you should be able to detect when you are switching the OpenGL context. But if this is not the way you want to use, there's no other way... unless you setup different contexts with different settings (like the OpenGL version) or if they are running in separated threads. Again, this second one is not "OpenGL specification"... just tricks...
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