triangles | image seen on the recently revamped google | Frontend Framework library

 by   Chippd CSS Version: Current License: No License

kandi X-RAY | triangles Summary

kandi X-RAY | triangles Summary

triangles is a CSS library typically used in User Interface, Frontend Framework, React, Nodejs applications. triangles has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.

based on the image seen on the recently revamped google sing-in background.
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            kandi-support Support

              triangles has a low active ecosystem.
              It has 15 star(s) with 15 fork(s). There are 3 watchers for this library.
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              It had no major release in the last 6 months.
              triangles has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of triangles is current.

            kandi-Quality Quality

              triangles has no bugs reported.

            kandi-Security Security

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

            kandi-License License

              triangles does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
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              Without a license, all rights are reserved, and you cannot use the library in your applications.

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

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            triangles Key Features

            No Key Features are available at this moment for triangles.

            triangles Examples and Code Snippets

            No Code Snippets are available at this moment for triangles.

            Community Discussions

            QUESTION

            OpenGL (LWJGL 3) culling terrain vertices/triangles that are not in the view frustum
            Asked 2021-Jun-13 at 19:55

            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 19:55

            One 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:

            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.

            Source https://stackoverflow.com/questions/67958723

            QUESTION

            Is there a simple way to decode different objects in an array of json by golang?
            Asked 2021-Jun-12 at 05:41

            A json stream described an array of shapes. The shapes mayb be triangles, rectangles or squares.

            For example:

            ...

            ANSWER

            Answered 2021-Jun-12 at 05:41

            Create new type Shapesto unmarshal shapes and implement your custom UnmarshalJSON to Shapes

            Source https://stackoverflow.com/questions/67945617

            QUESTION

            webgl2 3D object translation
            Asked 2021-Jun-10 at 14:21

            I try to transform two 3D objects separately and I failed, it seems each translation is apply to both objects . They are translating together. And what really confusing is t1,which is scaling,it applys to only one object successfully , but its translation ,t2 affects itself and also the another object ,and so do the translation t1 .Any help is appreciated. The important codes :

            ...

            ANSWER

            Answered 2021-Jun-10 at 13:53

            You don't need 2 attributes and 2 matrix uniform variables.

            Create a simple shader program:

            Source https://stackoverflow.com/questions/67921837

            QUESTION

            Threejs OBJLoader'd mesh appears to have incorrect vertex ordering
            Asked 2021-Jun-09 at 02:25

            I'm using OBJLoader to load an OBJ file into my scene.

            For whatever reason the vertex ordering seems to be out of whack.

            Here is a pic of my model in blender:

            And here is a pic of my model in three:

            I've seen similar effects before with models and it's always been due to vertex ordering so I make the assumption something is going wrong there.

            EDIT By the way, notice the triangles crossing over the letters where in Blender there are none. I believe there may be an offset in the vertex count introduced somewhere.. maybe.

            The code:

            ...

            ANSWER

            Answered 2021-Jun-09 at 02:25

            By default, Three.js only renders the front face of triangles. It looks like some of your faces are inverted. Make sure you calculate normals in your 3D editor so they're pointing "outwards". That way, when you export them the engine will know which way the triangles should be facing.

            Also, Three.js doesn't render n-gons, and it looks like your letters have lots of them. Look at the 'U', it's one flat plane. Make sure you convert to triangles before exporting. Or at least convert to quads, so the exporter can easily subdivide them into tris.

            Source https://stackoverflow.com/questions/67890042

            QUESTION

            text recognition and restructuring OCR opencv
            Asked 2021-Jun-08 at 12:14

            Link to original image https://ibb.co/0VC6vkX

            I am currently working with an OCR Project. I pre-processed the image, and then applied pre-trained EAST model for text detection.

            ...

            ANSWER

            Answered 2021-Jun-07 at 07:02

            Here's a possible solution that you can try improving on by trying a few things:

            • by varying Gaussian parameters
            • by thresholding the blurred image to see if it improves the result

            Code:

            Source https://stackoverflow.com/questions/67763853

            QUESTION

            React inlined SVG paths are not responding to css animations
            Asked 2021-Jun-06 at 13:31

            I uploaded my code and svgs to this github repo.

            I have some svgs of some circles, blobs and triangles. I am trying to make the circles shake, like how the guy shakes in this code pen when you hover on him, I am trying to make the blobs move like waves like in this code pen, and I'm trying to make the triangles spin around. The blobs and triangles are not responding at all, even though I can see that they have the styling applied when I inspect the html. The circles have some effect, but not the one I want.

            Here is the code for each

            circles.scss

            ...

            ANSWER

            Answered 2021-Jun-06 at 13:31

            Create components with the svg code inside then add your css classes ... I advise you to start from scratch and create your own svg, it's easier than using already created svg.

            (check the demo at the bottom of the page with the triangles, circles and waves)

            App.js

            Source https://stackoverflow.com/questions/67857258

            QUESTION

            Can't pass color to FragmentShader
            Asked 2021-Jun-05 at 16:02

            I'm trying to pass the color of my triangle through my main function, but when I try to do it my triangle only gets white like it has no fragment shader

            Vertex Shader:

            ...

            ANSWER

            Answered 2021-Jun-05 at 16:02

            The vertex shader doesn't compile for 2 reasons:

            1. There is missing a ; after gl_Position = position
            2. gl_Position and position have different types

            gl_Position = position

            Source https://stackoverflow.com/questions/67851280

            QUESTION

            What is the issue with this QOpenGLWidget?
            Asked 2021-Jun-04 at 21:23

            Why/how do I bind vertex attributes to a shader? - examples do but never explain.

            If I allow a vertex attribute in GLSL location = 0, does that still have to be allowed in code?

            How to properly set Q-vertex array buffers/objects?

            Where does this* weird artifact even come from?

            *The blue square is a label used to display QPixmap images. The green one is the 1 GLWidget that inherits from QOpenGLWidget. As you can see, it creates a weird square on the top-left aswell.

            The Green window is supposed to display a red triangle on the lower right corner.

            The relevant code might only be the last section, GLWidget.h.

            Also paintGL() only runs just a few times for some reason. code:

            .pro:

            ...

            ANSWER

            Answered 2021-Jun-04 at 21:23

            The top-left square IS your widget rendered first time, when you added it in main(). As you added it manually, it's origin coords are (0,0) by default. The green square is is second one, created in UI, from template compiled out of XML definition.

            painGL() is called when paintEvent() is called which can be triggered manually through calling update(0 or is triggered when Qt "feels" need to update widgets (e.g. something was drawn other them, they were resized, etc.).

            Afaik, if you rebind program you have to rebind everything. And order of your binding and leaving objects active is peculiar.. along with fact that you're obviously going out of clipping space without having a projection matrix.

            Order I'm used to is something like

            Source https://stackoverflow.com/questions/67801565

            QUESTION

            How to get a list of keys matching a subset of their values-list
            Asked 2021-Jun-03 at 12:21

            I have defined some triangles and their centroid-coordinates, as well as the indices of their vertices and put all this together in a dicctionary, where the general order is:{'triangle_id': centroid-coordinates(x,y,z), [list of vertices]}. So filled with some examplary numbers:

            ...

            ANSWER

            Answered 2021-Jun-03 at 10:19

            There is an error in the line dict.values()[3]

            The key in dict.values()[3] should be dict['3']

            And also don't use dict as a variable. Because it is an in-built keyword

            Source https://stackoverflow.com/questions/67818714

            QUESTION

            Qt program with OpenGL + GLSL integration crashes immediately in run-time
            Asked 2021-Jun-03 at 12:21

            I'm new at OpenGL and GLSL. I'm trying to write a first program with using those libraries in Qt Creator that would draw in the QOpenGLWindow window an ordinary rectangle. The compilation was implemented successfully, however the program crashes immediately on trying to run this with the following error output:

            ...

            ANSWER

            Answered 2021-Jun-03 at 12:21

            Following on from the comments...

            The basic fix is to move all initialization code into initializeGL and let the Qt OpenGL framework make the necessary calls to initializeGL, paintGL etc.

            Your constructor and initializeGL members should look something like...

            Source https://stackoverflow.com/questions/67819887

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

            Vulnerabilities

            No vulnerabilities reported

            Install triangles

            You can download it from GitHub.

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