penumbra | 2D lighting with soft shadows for MonoGame
kandi X-RAY | penumbra Summary
kandi X-RAY | penumbra Summary
Penumbra allows users to easily add 2D lighting with shadowing effects to their games.
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Trending Discussions on penumbra
QUESTION
I have some variables like this:
...ANSWER
Answered 2022-Jan-02 at 08:58I did not find any solutions that we can code like less, but we can use Maps
like this
QUESTION
I want to change the model function in the canvas. I have two different Models(functions in js files) (Model1 and Model2). Both have the functionality to outline the mesh if they are hovered. The code looks like this:
...ANSWER
Answered 2021-Aug-01 at 02:38Its very simple with useStates. I added following in the function to get it to work:
QUESTION
So I explore 2 cubes sample. I want to click only on one cube at a time. Yet when I click on a cube that has a cube right behind the current one both get clicked. How to force click and hover only on the nearest one?
In other words clicking\hovering on cube A I want cube B not to be clicked
My code sample:
...ANSWER
Answered 2021-Jun-23 at 13:56Solved it here
main diff:
QUESTION
I'm building a page with two overlapping components and i want to pass mouse events from the top component to the bottom one.
I'm using ReactJs and the code looks like this:
...ANSWER
Answered 2021-Apr-16 at 12:41You can pass events as props like so:
QUESTION
I am new to three.js but I have past experience from Unity with 3d objects and rendering, I am having trouble with the SpotLight, I am trying to shed light from an imported obj, to make it seem like a working lamp. I can't set the light's angle to an acute one because it just doesn't illuminate when it is beyond a certain value.
this is the relevant code for this:
...ANSWER
Answered 2020-Dec-10 at 01:42I think it's because you're using MeshLambertMaterial
, which calculates lighting on each vertex, instead of calculating on each face pixel. When the light hits a vertex (wide angle) it illuminates. But when the light only hits the face and doesn't touch a vertex (on narrower angles), the plane face doesn't show the light. Also, shining a yellow light on a blue box won't show anything due to the nature of light: #ffff00 * #0000ff = #000000
.
Try changing to MeshPhongMaterial
, and you'll see your lights and shadows being calculated more accurately. Run the code snippet below to see it in action.
QUESTION
I'm trying to use the texture for my ThreeJS object. I'm getting error:
...ANSWER
Answered 2020-Sep-28 at 17:02The component that useLoader()
is called from ( in this case) needs to be wrapped in a
, a suspense fallback cannot be specified from within the component.
Earth.js:
QUESTION
How to make the plane draggable in X , Y direction. Here I'm trying to work on box clipping where I draw a plane on X and Y direction. But I have no idea how to make it draggable to the particular direction. Can anyone help me put with the issue.
I want to make the plane to be draggable only in the own direction on mouse event
...ANSWER
Answered 2020-Apr-24 at 13:55In order to move things in three.js you use TransformControls. Check out https://threejs.org/docs/#examples/en/controls/TransformControls for its documentation and https://github.com/mrdoob/three.js/blob/master/examples/misc_controls_transform.html for implementation example.
Here you can set the mode to "translate" and scale to "XY" to restrict the movement in X and Y direction only.
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