Farplane | A memory editing suite for Final Fantasy X/X-2 HD Remaster | Editor library

 by   topher-au C# Version: 0.6.0a2 License: No License

kandi X-RAY | Farplane Summary

kandi X-RAY | Farplane Summary

Farplane is a C# library typically used in Editor, Minecraft applications. Farplane has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.

Farplane is a memory editing tool for Final Fantasy X/X-2 HD Remaster. As the project is still in development (and likely will be for quite some time) you may encounter bugs or crashes. Although Farplane doesn't edit any files, always keep a backup of your saved data, and it is recommended that you use a different save slot where possible.
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              Farplane has a low active ecosystem.
              It has 70 star(s) with 24 fork(s). There are 14 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 12 open issues and 3 have been closed. On average issues are closed in 3 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of Farplane is 0.6.0a2

            kandi-Quality Quality

              Farplane has 0 bugs and 0 code smells.

            kandi-Security Security

              Farplane has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              Farplane code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              Farplane 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

              Farplane releases are available to install and integrate.
              Farplane saves you 132 person hours of effort in developing the same functionality from scratch.
              It has 332 lines of code, 0 functions and 105 files.
              It has low code complexity. Code complexity directly impacts maintainability of the code.

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            Farplane Key Features

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            Farplane Examples and Code Snippets

            No Code Snippets are available at this moment for Farplane.

            Community Discussions

            QUESTION

            Separate color and vertices in separate VBOs?
            Asked 2022-Feb-01 at 12:31

            I am creating a 3D cube from an array made out of vertices and colours. I would like to separate these colours and vertices into their separate arrays and render the cube with the right colors. But I do not know how to properly create the VBO so the program doesn't crash.

            So this is my Cube class that holds vertices,

            ...

            ANSWER

            Answered 2022-Jan-31 at 17:13

            From what I understand about OpenGL, it looks like as if you are closing the current buffers being send to the GPU before it can receive colour data. (I might be completely wrong about this)

            I tried this aproach on my project, so you may have to fidle little bit to make it work for your project, but the aproach should be the same. With this you should be able to use the seperated arrays for color, triangles and vertices

            Source https://stackoverflow.com/questions/70927622

            QUESTION

            Issues writing to Framebuffer (Color attachments always black)
            Asked 2022-Jan-07 at 01:24

            I'm trying to use a framebuffer as a Geometry Buffer for deferred shading. I'm having issues with writing and reading from the framebuffer's color attachments.

            All I am trying to do is verify that my framebuffer's color attachments have some data. I do this by binding one of the color attachments and drawing a fullscreen quad. Each color attachment results in a fully black screen even though I've verified that my uniform variables are receiving the data they need.

            My framebuffer is setup as follows:

            ...

            ANSWER

            Answered 2022-Jan-07 at 01:24

            Turns out my code here is correct. My issue was that I was crossing the wrong vectors so my camera's view matrix was wrong.

            Source https://stackoverflow.com/questions/70582986

            QUESTION

            How to pick a color in a 3d colored cube in qml?
            Asked 2021-Aug-20 at 12:32

            I am developping a 3D color picker cube in QML, I have developpe the cube textures but I don't know how to code the color picking.

            I want when i click on a cube face to have the color on which I clicked, is it possible to do it in qml ?

            Here is my code for the cube :

            ...

            ANSWER

            Answered 2021-Aug-20 at 12:32

            Here is the answer for the color picking using qml, opengl and c++:

            C++ classes

            pixelvaluereader.h

            Source https://stackoverflow.com/questions/68800847

            QUESTION

            Omnidirectional shadows for directional light
            Asked 2021-Aug-06 at 02:15

            when using a shadow map, the light projection (orthogonal) is used in the following way (similarly for other planets):

            ...

            ANSWER

            Answered 2021-Aug-06 at 02:15

            So guys, I solved the problem...

            The idea is to render a scene component (planet, its satellites, rings, etc.) into a shadow map, then immediately into a regular buffer, and then clear the shadow map (depth buffer) so that the planet closest to the sun does not cover all the others, etc.

            Cleaning is necessary because only one shadow map is used, and without cleaning, the depth will be overlapped by objects from all over the scene.

            Thus, by changing the lightSpaceMatrix, it can be created the impression that an omnidirectional light source is used in the scene.

            Source https://stackoverflow.com/questions/68599123

            QUESTION

            OpenGL shadow mapping weirdness
            Asked 2021-Jun-26 at 14:36

            I have been playing around with OpenGL and shaders and got myself into shadow mapping.

            Trying to follow tutorials on the Internet (ogldev and learnopengl), got some unexpected results.

            The issue is best described with few screenshots (I have added a static quad with depth framebuffer for debugging):

            Somehow I managed to get shadows to be rendered on a ground quad once, with a static light (this commit). But the shadow pattern is, again, incorrect. I strongly suspect model transformation matrix calculaitons on this:

            The way I render the scene is quite straightforward:

            1. create the pipelines:
            • for mapping the shadows (filling the depth frame buffer)
            • for rendering the scene using the depth frame buffer
            • (extra) debugging one, rendering depth frame buffer to a static quad on a screen
            1. fill the depth frame buffer: using the shadow mapping pipeline, render the scene from the light point, using orthographic projection
            2. render the shaded scene: using the rendering pipeline and depth frame buffer bind as the first texture, render the scene from a camera point, using perspective projection

            Seems like the algorithm in all those tutorials on shadow mapping out there. Yet, instead of a mouray effect (like in all of the tutorials), I get no shadow on the bottom plane whatsoever and weird artifacts (incorrect shadow mapping) on the 3D (chicken) model.

            Interestingly enough, if I do not render (for both the shadow mapping and final rendering pass) the chicken model, the plane is lit with the same weird pattern:

            I also had to remove any normal transformations from the fragment shader and disable face culling to make the ground plane lit. With front-face culling the plane does not appear in the shadow map (depth buffer).

            I assume the following might be causing this issue:

            • wrong depth frame buffer setup (data format or texture parameters)
            • flipped depth frame buffer texture
            • wrong shadow calculations in rendering shaders
            • wrong light matrices (view & projection) setup
            • wrong matrix calculations in the rendering shaders (given the model transformation matrices for both chicken model and the quad contain both rotation and scaling)

            Unfortunately, I ran out of ideas even on how to assess the above assumptions.

            Looking for any help on the matter (also feel free to criticize any of my approaches, including C++, CMake, OpenGL and computer graphics).

            The full solution source code is available on GitHub, but for convenience I have placed the heavily cut source code below.

            shadow-mapping.vert:

            ...

            ANSWER

            Answered 2021-Jun-26 at 14:36

            As shameful as it might be, the issue was with the wrong texture being bound.

            The globjects library that I use to have few nice(-r) abstractions over OpenGL actually does not provide a smart logic around texture binding (as I blindly assumed). So using just Texture::bind() and Texture::unbind() won't automagically keep track of how many textures have been bound and increment an index.

            E.g. it does not behave (roughly) like this:

            Source https://stackoverflow.com/questions/68115273

            QUESTION

            How to create Undo/Redo operations in Qt3D?
            Asked 2021-Jun-13 at 22:49

            I created some entities using qt3d in QML. For example, this code shows a Scene3D element that declares RootEntity which is another QML element that contains the scene graph:

            ...

            ANSWER

            Answered 2021-Jun-13 at 17:22

            One approach is to maintain a global list of Qt.vector3d elements and use it to record the position of the spheres that are removed with the "Undo" operation:

            • When the user hits CTRL+Z, create a new Qt.vector3d object to store the position of the last sphere rendered (that is, the one that was last appended to entityModel) and add that position to the global list of 3d vectors;
            • Then, to remove a sphere from the screen, call entityModel.remove() with the index of the sphere that needs to be erased;

            The "Redo" operation simply does the opposite:

            • When the user hits CTRL+Y, the last element of the global list of 3d vectors holds the location of the lastest sphere removed: append this position to entityModel so the sphere can be rendered again;
            • Then, remember to erase this position from the global list so the next Undo operation can render a different sphere;

            RootEntity.qml:

            Source https://stackoverflow.com/questions/67956066

            QUESTION

            Difficulty incorporating pointer lock controls API in three.js using es6 classes that are not modules
            Asked 2021-Jun-04 at 00:51

            As the title states, I am using es6 classes, but because they are all not modules apart from the main.js file, it makes it difficult to use API's because I cannot make use of import modules.

            I used the code from this link's answer: How to add in Three.js PointerLockControl? and pasted the code into a js file, calling it up in my HTML, but I get an error stating:

            Uncaught ReferenceError: PointerLockControls is not defined

            It is not picking up the class when I reference it. I tried to link it to the GitHub raw code, and it didn't pick it up either.

            This is my index.html code (only one line referencing the GitHub raw code):

            ...

            ANSWER

            Answered 2021-May-26 at 18:31

            I changed all my es6 classes into es6 modules, and used import. I don't think there was a solution for this with cdn or raw git scripts.

            Source https://stackoverflow.com/questions/67694174

            QUESTION

            GLB animation in three.js is too fast
            Asked 2021-May-24 at 21:38

            I have uploaded a glb file with an animation, and the animation is moving extremely fast, and I do not know why.

            This is my character's animation code:

            ...

            ANSWER

            Answered 2021-May-24 at 21:38

            I think the issue is with your AnimationMixer.update() call. If you look at the docs, update is expecting a time-delta in seconds, but it looks like you're passing the total running time. This means it should receive the time passed since the last frame. You can fix this by using clock.getDelta(); as the argument:

            Source https://stackoverflow.com/questions/67678701

            QUESTION

            Monogame + HLSL Fisheye Vertex Shader
            Asked 2021-May-11 at 19:05

            I'm working on a project for school where I need to implement a fisheye shader, and I'm struggling with the process for determining the depth values of the vertices. I know that for a point in space P1 = (x, y, z, w) that P * my projection matrix should result in a new point P2 = (a, b, c, d) where for any point between the near and far clipping planes P2.c/P2.d results in a number between 0 and 1.

            My hlsl vertex shader contains this code where input.Position is the raw Vertex Position

            ...

            ANSWER

            Answered 2021-May-08 at 06:39

            If this is only a problem with the triangles far away it could be that you are hitting your depth buffer precision limit? If you already didn't do so, you should set your close/far-plane correctly so that you don't waste floating point precision for a part of the scene you are not rendering anything in. Also is the 3rd element of your hypotenuse calculation correct? Seems like the third squared element should be input[2]*input[2].

            Source https://stackoverflow.com/questions/67443809

            QUESTION

            How do I use a left handed coordinate system for rendering?
            Asked 2021-Apr-20 at 18:33

            I'm trying to setup view, and projection matrices to work with my intended world coordinates and handedness. I'm going for a left handed coordinate system, +X to your right, +Y above you and +Z before you.

            Y coordinates are working fine but objects placed in front of the camera (+Z) are showing up behind it, so I have to turn the camera 180 degrees to see them, this was an easy fix as flipping the view matrices' Z did it, but now object are flipped X wise (text is seen as in a mirror). I tried negating each objects Z for their model matrix and that works fine, but I feel there should be another cleaner solution.

            My issue is similar to this: Inverted X axis in OpenGL, but I couldn't find a proper solution.

            This is the projection matrix code.

            ...

            ANSWER

            Answered 2021-Apr-20 at 18:24

            Vulkan, like non-legacy OpenGL and DX 11+ are all independent of any chosen "handdedness", that's an artefact of the math library you're using (if any).

            As to your actual question, the matrix you're building is right handed because you assign -1 to matrix[3][2]. The left handed version is the same except it has 1 for that location.

            Source https://stackoverflow.com/questions/67184218

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