terrain | A collection of structural sass for your project | Style Language library
kandi X-RAY | terrain Summary
kandi X-RAY | terrain Summary
A collection of structural sass for your project.
Support
Quality
Security
License
Reuse
Top functions reviewed by kandi - BETA
Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of terrain
terrain Key Features
terrain Examples and Code Snippets
Community Discussions
Trending Discussions on terrain
QUESTION
Is it possible to retrieve DEM elevation values for use in a Mapbox Style expression?
Case in point - I'm using a custom DEM for terrain in Mapbox GL-JS. I would like to set the exaggeration based on the elevation value (lower terrain, higher exaggeration) via an interpolate expression.
...ANSWER
Answered 2021-Jun-14 at 10:27I don't think there is any mechanism to retrieve the height of terrain within an expression, so no.
In any case, according to the documentation the terrain
type only has basic functionality
(ie, not data-driven expressions), so you can't do what you're trying to do for that reason, too.
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 was wondering if it is possible to make my colorscale bar ascending (from 1 to 4) instead of descending (from 4 to 1). Does anyone have clue? The picture of my current bar is underneath the code.
...ANSWER
Answered 2021-Jun-13 at 11:07Just add reversescale=True
as below:
QUESTION
dear stackoverflow community,
I have now idea, how i can create a Low-Poly 3d Terrain in Libgdx,
By googling i found remains from the libgdx blog or website they can't help me, but by the research nothing what can help me.
I create a Value Noise but it does not work and i think its not the right way to do it.
Do you know a good tutorial or websites? ^^
...ANSWER
Answered 2021-Jun-10 at 20:12QUESTION
this is my code:
...ANSWER
Answered 2021-Jun-09 at 08:54I have tried something like this
QUESTION
I'm building a very original game based in cubes you place in a sandbox world (a totally unique concept that will revolutionize gaming as we know it) and I'm working with the chunk generation. Here's what I have so far:
My blocks are defined in an object literal:
...ANSWER
Answered 2021-Jun-01 at 10:32I solved it after finding a reference to THREE.UVMapping in the docs. When sending the geometry to the GPU, textures coordinates need to be a biyection from the vertices coordinates. To achieve this, I defined the following three attributes in my blocks:
QUESTION
I have a tilemap:
...ANSWER
Answered 2021-Jun-01 at 23:10That's not going to work, because you don't know what layers to assign to that tree relative to your person sprite. Specifically, if the person is south of the tree, you want it to draw on top of the tree, while when it's north of the tree, you want it to be under the tree.
You will instead have to sort your sprites so that they're draw from the bottom of the screen up.
QUESTION
I am having a hard time understanding the consturctor parameters of btHeightfieldTerrainShape and how the height field data is supposed to be set up.
The first two arguments heightStickField and widthStickField. What do they represent? Is it the width and height of the entire terrain so that the height field is scaled to fit inside? or does it represent the total number of "tiles" per with and height so that the linear heightfield data can be broken down to hieghts per tile? Also what is the ordering of the height map?
I generate my terrain heights like this. Would this match what the height field of btHeightfieldTerrainShape ?
...ANSWER
Answered 2021-Jun-06 at 00:50Figured it out. For those wondering the ordering is -x to +x and z+ to z- . So a for loop such as the following will get you the right ordering. width and height here are in terms of the number of tiles/height values per row/column
QUESTION
ANSWER
Answered 2021-Jun-05 at 00:17The problem is with this line:
cordinates="[" + df["LAT"].astype(str) + "," + df["LON"].astype(str) +"]"
You are generating a string literal and passing that in.
Try replacing that line with:
cordinates = [(lat, lon) for lat, lon in zip(df["LAT"],df["LON"])]
This will generate a list of (lat, lon) tuples, which should work. I also don't think you need to cast them to str
QUESTION
I have an if
statement condition for my plots and I need to use observe
function. All the app works OK, but when I try to use the shinymanager
for credentials creation, my app doesn't work anymore and the error is always: Error in if: argument has length zero
ANSWER
Answered 2021-Jun-03 at 04:53You can add a req
check in observe
-
Community Discussions, Code Snippets contain sources that include Stack Exchange Network
Vulnerabilities
No vulnerabilities reported
Install terrain
Run npm install.
Run grunt this will launch the grunt server which watches your scss doucments for changes. When it sees changes it updates the .css files.
Support
Reuse Trending Solutions
Find, review, and download reusable Libraries, Code Snippets, Cloud APIs from over 650 million Knowledge Items
Find more librariesStay Updated
Subscribe to our newsletter for trending solutions and developer bootcamps
Share this Page