PBO | Pokemon Battle Online v0.8 | Video Game library
kandi X-RAY | PBO Summary
kandi X-RAY | PBO Summary
--- Pokemon Battle Online v0.8 ---. 项目开发中,初入请看issues和wiki 项目请用Visual Studio 2010打开 项目依赖IronPython,请在此下载 -->
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QUESTION
Firstly, this worked great in webpack 4. After upgrading to webpack 5, everything seems fine except the dev server proxy. Its like whatever values I put in there are just outright ignored.
All I get is the following error Error occured while trying to proxy: localhost:3006/api/configuration
I also used to get logging out of the dev server but that seems to be being ignore too. EG "Proxying from localhost:3006 to localhost:5050
Versions:
- webpack - 5.65.0
- webpack-dev-server - 4.7.2
- webpack-cli - 4.9.1
Webpack.dev.js
...ANSWER
Answered 2022-Jan-01 at 10:55I'm not sure about webpack 4, but I think you need to use changeOrigin
because you are using default ports in your server and webpack development server.
Also you might need to set secure: false
if you don't have a valid SSL in your server.
QUESTION
How can I exclude multiple folders from search in linux? In the folder "home/Stand" i use the command to search:
i use the command to search:
...ANSWER
Answered 2021-Dec-21 at 15:38Give a try, it should work:
QUESTION
I am doing some test toload an image via an GL_TEXTURE_BUFFER. I am stuck on correctly adressing pixel from texelFetch. The goal is to just display a R8 texture.
Here is how i create the buffer :
...ANSWER
Answered 2021-Dec-12 at 11:58Your 2D-to-1D index calculation is off:
QUESTION
I am following a tutorial to learn LWJGL, but nothing appears on the window. I am new to Java programming and I am on macOS
Here is my main class:
...ANSWER
Answered 2021-Sep-15 at 13:48In your Renderer.renderMesh(Mesh)
method you call
QUESTION
I'm having a huge data table with many different columns. Now I want to plot for some columns (EV
, EH
, ...) the densities based on a specific tolerance band (column pBu
). In my sample below you can see that I'm having five different tolerance bands (0.00, 0.05, 0.10, 0.15 and 0.20), so for my density plot EV I would have five different densities in one plot. In addition, the y
-axis should be normalized (range from 0 to 1).
How can I handle this with plotly
?
Here my data structure:
...ANSWER
Answered 2021-Aug-23 at 11:40library(ggplot2)
library(dplyr)
library(plotly)
(df %>%
mutate(pBu=as.factor(pBu)) %>%
ggplot(aes(x=EV)) +
geom_density(aes(y=..scaled..,color=pBu))) %>%
ggplotly()
QUESTION
I have a huge data table with two columns (id
and info
) and I want to separate/split the column info
into single columns and format them.
Here is an example, how my data table's entries look like:
ANSWER
Answered 2021-Aug-04 at 08:14separate
on brackets- take first and last part of it (
mutate
andword
) - sub
,
to.
(map_df
) - clean up left bracket (second
map_df
) select
to keep proper order of the columns
QUESTION
I am trying to implement frustum culling in my 3D Game currently and it has worked efficiently with the entities because they have a bounding box (AABB) and its easier to check a box against the frustum. On saying that, how would I cull the terrain? (it physically cannot have a AABB or sphere)
The frustum class (I use the inbuilt JOML one):
...ANSWER
Answered 2021-Jun-13 at 19:55One way to determine what section of your terrain should be culled is to use a quadtree (for a heightmap) or an octree (for a voxel map). Basically, you divide your terrain into little chunks that then get divided further accordingly. You can then test if these chunks are in your viewing frustum and cull them if necessary. This technique was already discussed in great detail:
- Efficient (and well explained) implementation of a Quadtree for 2D collision detection
- https://www.rastertek.com/tertut05.html
- https://gamedev.stackexchange.com/questions/15697/quadtree-terrain-splitting-i-dont-get-it
I saw some websites saying to use GL_DYNAMIC_DRAW instead of GL_STATIC_DRAW, but I did not understand it.
These are usage hints to OpenGL on how the data will be accessed so the implementation has the ability to apply certain optimizations on how to store/use it.
usage is a hint to the GL implementation as to how a buffer object's data store will be accessed. This enables the GL implementation to make more intelligent decisions that may significantly impact buffer object performance. (https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/glBufferData.xhtml)
Please note that these are only indications, no restrictions:
It does not, however, constrain the actual usage of the data store.
Because you will likely update your VBO's and IBO's constantly (see culling) and only want to draw them GL_DYNAMIC_DRAW would be a good choice:
The data store contents will be modified repeatedly (because of culling) and used many times. The data store contents are modified by the application and used as the source for GL drawing and image specification commands.
as I have googled that it can affect the performance of the game
Well, it will cost some performance to cull your terrain but in the end, it will likely gain performance because many vertices (triangles) can be discarded. This performance gain may grow with larger terrains.
QUESTION
I can't figure it out how to properly write and read from a QOpenGLBuffer:: PixelUnpackBuffer
.
- What is the proper setup before writing into a PBO?
QOpenGLBuffer::write
will not work using with a simpleQImage.bits()
, orglReadPixels()
to pass the FBO render into the PBO. It has to be a specific type of data?- How do you use a written PBO with
Texture::setData()
? A simpleTexture.setData(*format*, *pixel_type*, pubo, nullptr)
will suffice?
Here some code to exemplify what I'm doing:
...ANSWER
Answered 2021-May-31 at 16:46You have some misunderstandings, and most of these are not related to Qt's abstraction classes, but to how these objects work in the GL itself:
QUESTION
Most examples on PBOs on the web are about making CPU-GPU transfers asynchronous.
I'm trying to use PBOs for something else - for OpenGL-OpenCL interop, as explained in this tutorial. Quote from there:
[...] Creating an intermediate (staging) Pixel-Buffer-Object for the OpenGL texture via clCreateFromGLBuffer, updating the buffer with OpenCL, and copying the results back to the texture.
The tutorial explains I need to create the PBO as follows:
...ANSWER
Answered 2020-Dec-23 at 11:41No, you cannot because the data is accessed with buffer Mapping (glMapBuffer
). You cannot directly map a texture image, but you can map the data store of a buffer object. Therefore you need to copy the data from the texture image into the data store of a buffer.
glGetTexImage
carries out the "copying" process (and necessary format and type conversions). It get the data from the texture bound to target GL_TEXTURE_2D
and stores the data in the buffer bound to target GL_PIXEL_PACK_BUFFER
.
QUESTION
Is it possible to re-assign the variable value a few times inside IF in one script block? I have a script block where I need to pass variable values to different environments:
...ANSWER
Answered 2020-Dec-21 at 09:40Using def
defines the variable. This is only needed on the first call.
so removing the def on the other calls should work
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