gltools | Autotooled version of the GLTools library

 by   msteinert C Version: Current License: Non-SPDX

kandi X-RAY | gltools Summary

kandi X-RAY | gltools Summary

gltools is a C library. gltools has no bugs, it has no vulnerabilities and it has low support. However gltools has a Non-SPDX License. You can download it from GitHub.

Autotooled version of the GLTools library
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              gltools has a low active ecosystem.
              It has 14 star(s) with 12 fork(s). There are 1 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              gltools has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of gltools is current.

            kandi-Quality Quality

              gltools has no bugs reported.

            kandi-Security Security

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

            kandi-License License

              gltools has a Non-SPDX License.
              Non-SPDX licenses can be open source with a non SPDX compliant license, or non open source licenses, and you need to review them closely before use.

            kandi-Reuse Reuse

              gltools 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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            gltools Key Features

            No Key Features are available at this moment for gltools.

            gltools Examples and Code Snippets

            No Code Snippets are available at this moment for gltools.

            Community Discussions

            QUESTION

            Drawing GLBatch multiple times at different locations
            Asked 2018-Apr-23 at 18:22

            I am using GLBatch from the GLTools library to draw a tetrahedron. I want to draw the tetrahedron multiple times at different locations to draw a Sierpinski-Tetrahedron. Creating the geometry and drawing the cone works fine for one instance of the tetrahedron, but I want to draw the tetrahedron multiple times at different locations. Calling geometry.Draw() multiple times (with different model view matrices) does not work. The cone is still drawn only once.

            How can I draw the GLBatch multiple times?

            Here is my code:

            ...

            ANSWER

            Answered 2018-Apr-23 at 18:22

            GLMatrixStack is a class which provides a matrix stack and operations to the top matrix of the stack.

            The class GLShaderManager can load a shader and handles setting of the uniform variables of the shader.

            The shader program transforms the vertex coordinates of the mesh by the model view matrix. This causes that the mseh can be rendered to different places an with different orientations in the scene. If the modelview matrix is changed, it has to be set to the corresponding uniform variable in the shader program, to make the change work. This can be done by calling GLShaderManager::UseStockShader before drawing the mesh.

            Adapt your code like this:

            Source https://stackoverflow.com/questions/49984602

            QUESTION

            Lower WebGL Render Resolution, and Increase FPS
            Asked 2017-Dec-13 at 01:43

            I am having a problem with rendering 2d sprites to a GL canvas. When my browser is on a lower resolution monitor it renders at a higher FPS than if it's rendering in a higher resolution monitor.

            Mac Retina Display: 2880x1800 = ~20 FPS

            External Monitor: 1920x1080 = ~60 FPS

            WebGL is rendering at a faster FPS on my 1080 resolution monitor than it is on the Mac retina display.

            What is the best practice to force WebGL to render at a lower resolution? I have tried looking for sources to help answer this but can't find anything online.

            I've tried lowering the resolution as follows:

            ...

            ANSWER

            Answered 2017-Dec-07 at 17:33

            Per MDN's WebGL best practices:

            Rendering to a canvas can be done at a different resolution than the style sheet will eventually force the canvas to appear at. If struggling with performance you should consider rendering to a low resolution WebGL context and using CSS to upscale its canvas to the size you intend.

            WebGL will render based on your canvas' width and height attributes. A canvas that looks like this: will render at 256x256. However, you can then scale up your drawing by styling your canvas with CSS: canvas {width: 512px;height: 512px;} will display your rendered image at an upscaled 512x512.

            Run the snippet below and you'll see the output:

            Source https://stackoverflow.com/questions/47699592

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

            Vulnerabilities

            No vulnerabilities reported

            Install gltools

            You can download it from GitHub.

            Support

            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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            https://github.com/msteinert/gltools.git

          • CLI

            gh repo clone msteinert/gltools

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            git@github.com:msteinert/gltools.git

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