ShadowMap

 by   zouchunyi C# Version: Current License: No License

kandi X-RAY | ShadowMap Summary

kandi X-RAY | ShadowMap Summary

ShadowMap is a C# library. ShadowMap has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.

ShadowMap
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            kandi-support Support

              ShadowMap has a low active ecosystem.
              It has 13 star(s) with 3 fork(s). There are 2 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              ShadowMap has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of ShadowMap is current.

            kandi-Quality Quality

              ShadowMap has no bugs reported.

            kandi-Security Security

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

            kandi-License License

              ShadowMap 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

              ShadowMap releases are not available. You will need to build from source code and install.

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            ShadowMap Key Features

            No Key Features are available at this moment for ShadowMap.

            ShadowMap Examples and Code Snippets

            No Code Snippets are available at this moment for ShadowMap.

            Community Discussions

            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

            Vertex Shader - Pixel Shader linkage error Despite Matching Input/Output
            Asked 2021-May-22 at 16:18

            I'm trying to get some Morph Based Vertex animations going, but I'm getting #342 errors telling me that:

            ...

            ANSWER

            Answered 2021-May-22 at 16:18

            Well don't I feel dumb, turns out the problem wasn't even in the shader files, but that I had made the type of "VSGetShader()" instead of "VSSetShader()."

            Friendly reminder to all other novices: Remember to check if you really wrote "Set"...

            Source https://stackoverflow.com/questions/67651497

            QUESTION

            How to cast / recieve shadow in threeJs
            Asked 2021-May-12 at 13:34

            I'm pretty new to threeJS and i wanted ton have the shadow of the torus to be casted on the PlaneGeometry behind it.

            I tried to play with .castShadow & .receiveShadow but with no result

            Could you explain what I did wrong ?

            ...

            ANSWER

            Answered 2021-May-12 at 13:33

            You have used MeshBasicMaterial for your plane mesh which is a unlit material. So it does not receive shadpws. Using a lit material like MeshStandardMaterial solves the issue.

            Source https://stackoverflow.com/questions/67503470

            QUESTION

            Threejs cube is not showing its edges
            Asked 2021-May-04 at 16:18

            I'm diving into the world of threejs. I have taken one of the example projects and modified it. I just added a few cube geometries with color on it. The problem is, the cube geometry shows with no edges. You cannot distinguish where the faces end, its all bleached out. Not sure if this is a lighting issue, or material issue. My code is below.

            ...

            ANSWER

            Answered 2021-May-04 at 16:06

            You have to use a lit material (like MeshPhongMaterial) for your boxes. MeshBasicMaterial is an unlit material and does not react on lights. Also using an ambient light next to your directional will make the scene look more natural.

            Source https://stackoverflow.com/questions/67387096

            QUESTION

            How to add env map onto gltf object
            Asked 2021-Apr-21 at 07:53

            Im having quite a bit of trouble adding an environment map to a loaded GLTF / GLB file, as of now I get some sort of reflection instead of a black dot with a light point on it,

            I was reading a bit of the document for three js and think I can pull it off with the standardmeshmaterial and applying it somehow to the object(gltf) and adding the mesh into the scene. I tried a similar mockup but the item disappears. I dont know how to go about it, help guys.

            This is the environment map im trying to apply to it, (or something similar) https://hdrihaven.com/files/hdri_images/tonemapped/8192/venice_sunset.jpg

            here is the codepen I am working on https://codepen.io/8AD/pen/XWpxmpO

            HTML

            ...

            ANSWER

            Answered 2021-Apr-21 at 07:53

            You have to include RGBELoader into your app for importing HDR textures and make use of PMREMGenerator in order to pre-process the environment map for the usage with a PBR material.

            Source https://stackoverflow.com/questions/67183618

            QUESTION

            How to move a script into a div container
            Asked 2021-Apr-20 at 11:13

            So im working on a website for a client and want to move a script that i've built in codepen into a div container in html elementor, everytime i add it into the website (elementor) it places the window at the bottom of the page and not into the container.

            Update

            Trying to move JS into a Div container to add to specific part of website, would a document.getElementById work? and how should i go about it??

            I've tried to add it within the web builder via wordpress but when i attach the JS via elementor, it takes the script and applies / views it on the bottom of the page under the footer, I just want the script to be viewable in a specific section.

            HTML

            ...

            ANSWER

            Answered 2021-Apr-20 at 03:25

            If you're wanting to make the threejs canvas appear inside a div, you have to change where the canvas appears in the DOM. This is done in Threejs using the renderer.domElement

            Source https://stackoverflow.com/questions/67171610

            QUESTION

            Can't figure out how to get shadows to work with react-three-fiber
            Asked 2021-Apr-18 at 10:00

            I've been following some tutorials to make this simple sandbox with a test .glb file.

            https://codesandbox.io/s/zen-black-et9cs?file=/src/App.js

            Everything seems to work except the shadows. I can't find any missing castShadow/recieveShadow/shadowMap declarations anywhere... just not sure what I'm missing.

            Thanks if you can point to my mistake!

            ...

            ANSWER

            Answered 2021-Apr-18 at 06:21

            I figured it out - it was the shadow-mapSize-width and height. 1024 wasn't enough, I had to bump that number much bigger (works at 10240). Not sure why this is the case, perhaps my imported model is of a different scale or something. But it works now!

            Source https://stackoverflow.com/questions/67144765

            QUESTION

            GLSL In ThreeJS Mix FragColor With UnrealBloom To Get Selective Glow
            Asked 2021-Apr-15 at 17:32

            I want to implement selective bloom for an imported GLTF model in ThreeJS using an Emission map.

            To achieve this I am supposed to first make the objects that should not have bloom completely black and using the UnrealBloomPass and the ShaderPass I'm going to mix the bloomed and non-bloomed effect passes together somehow.

            I need to use GLSL code, which I'm only barely familiar with. Here is my basic setup:

            View Example In JSFiddle

            ...

            ANSWER

            Answered 2021-Apr-15 at 17:32

            The order for selective bloom is still the same:

            1. Make all non-bloomed objects totally black
            2. Render the scene with bloomComposer
            3. Restore materials/colors to previous
            4. Render the scene with finalComposer

            Patch model's material, having a common uniform, that indicates which render will be used:

            Source https://stackoverflow.com/questions/67110345

            QUESTION

            ThreeJS Selective Bloom For Specific Parts Of One Object Using Emission Map
            Asked 2021-Apr-13 at 11:08

            In my project I want to display 3d objects which sometimes have small LED lights. The idea is, that these small lights need to be emitting some kind of bloom to make it look like they are glowing.

            I've tried to apply the UnrealBloom however it is considered for the entire scene and not just for the parts that have the actual emission value (using an emission texture map).. the scene gets very blurry as well.

            This is obviously not what I wanted. I only need the little red LED light bulp to glow not the entire object. However I have not yet found a way to tell the engine to only apply the bloom to where the emission map is pointing at.

            I'm using a very simple code setup which is almost the same as the UnrealBloom Example:

            How can I setup the emission texture correctly and make only the emissive parts of the object glow and prevent the unrealistically shiny surfaces and very blurry visuals?

            UPDATE: Editable example of my setup is now available on JSFiddle!

            ...

            ANSWER

            Answered 2021-Apr-09 at 14:30

            That official example is overcomplicated, from my point of view. But the concept of selective bloom itself is simple enough:

            1. Make all non-bloomed objects totally black
            2. Render the scene with bloomComposer
            3. Restore materials/colors to previous
            4. Render the scene with finalComposer

            That's it. How to manage the darkening/blackening non-bloomed object and restore their materials, it's up to you.

            Here is an example (which seems complex, but actually it's not that much):

            Source https://stackoverflow.com/questions/67014085

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

            Vulnerabilities

            No vulnerabilities reported

            Install ShadowMap

            You can download it from GitHub.

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