getmesh | lifecycle management CLI tool that ensures the use | Service Mesh library
kandi X-RAY | getmesh Summary
kandi X-RAY | getmesh Summary
An integration, and lifecycle management CLI tool that ensures the use of supported and trusted versions of Istio. The enterprises require ability to control Istio versioning, support multiple versions of istio, ability to easily move between the versions, integration with cloud providers certification systems and centralized config management and validation.
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Top functions reviewed by kandi - BETA
- genCAFetchParameters generates CA parameters based on the provided flags .
- newFetchCmd returns a cobra command for fetch
- newConfigValidateCmd returns a new cobra . Command for config validation
- FetchParams fetches the specified parameters from the manifest .
- newGenCACmd returns the cobra command for generating intermediate CA
- parseIstioctlAnalyzeResult returns a list of configValidationResult objects .
- printgetmeshCheck is a helper function that prints the configuration to the controller .
- istioctlArgChecks checks if the provided args are in the current distribution .
- newKialiClientWrapper creates a new KialiClientWrapper
- newCheckCmd returns the cobra command for check command
getmesh Key Features
getmesh Examples and Code Snippets
Community Discussions
Trending Discussions on getmesh
QUESTION
While following a tutorial series for LWJGL for my file university project, I add game items to the world that have an associated Mesh class,
If I were to add many objects to the world that shared the same mesh, it would be more efficient to associate a list of game items to one Mesh type and then render from there
...ANSWER
Answered 2021-May-10 at 03:32You actually can't add new values to HashMap while iterating. But you may try to create a temporary map tempMap
, add new items to this tempMap
and then, after iterating, change your original HashMap (u can use meshMap.putAll(tempMap)
).
Also check out HashMap documentation Where you can find
The iterators returned by all of this class's "collection view methods" are fail-fast: if the map is structurally modified at any time after the iterator is created, in any way except through the iterator's own remove method, the iterator will throw a ConcurrentModificationException.
QUESTION
The Summary
The issue is that when I try to start the engine using MSVS's Local Windows Debugger, MSVS triggers a breakpoint and tells me that the Skeletal Meshes are NULL PTR for some reason. I don't know why. If it is because I am setting the variables incorrectly? Please tell me how to do it properly.
I compile and look in the editor for the proper changes and everything is fine for some reason, but when I try to open the editor using MSVS it triggers a breakpoint saying the skeletal meshes are null. Please any advice would be much appreciated thank you for your time and patience. If I am doing everything correctly then it might be a bug...I don't know.
...The . H
ANSWER
Answered 2021-Mar-06 at 23:04Firstly, ACharacter
is an Engine class, you should not be modifying it, instead you should have a subclass of this and modify it instead. If you already have subclassed it, you do not need to setup the attachments for the CapulseComponent as the RootComponent. It will already be the RootComponent, the same goes for the Mesh.
Secondly, SetupAttachment()
should be used instead of AttachToComponent()
within constructors.
Make sure to always check your pointers validity before using them.
QUESTION
I am currently having issues with trying to render two textures onto two totally separate objects through a single vertex, and fragment shader. The issue seems to lie in trying to index, and bind the two textures onto their own objects. In trying to index and bind the textures, the smaller index will always appear onto both objects.
Can someone help me, or at least push me into the right direction?
here is my code for the main class, the renderer, and the fragment shader. (feel free to request more code)
main:
...ANSWER
Answered 2020-Aug-29 at 12:56The value which has to be set to the texture sampler uniform is the index of the texture unit rather then the texture unit constant (e.g.: 0 for GL13.GL_TEXTURE0
and 1 for GL13.GL_TEXTURE1
):
QUESTION
I'd like to return an Eigen::Vector from a function and wondering what's the proper way to do it. Something like
...ANSWER
Answered 2020-Jul-15 at 16:54You must not return a reference to a local variable of your function. This is called a dangling reference. Note that your compiler should give you a warning when you do this : e.g Visual Studio.
QUESTION
I'm trying to texture a model but all I get is the model rendered totally in black. i use SOIL2 library to load the image into the memory and the following code shows Load function in my Texture class.
...ANSWER
Answered 2020-Jul-14 at 16:21Call glGenerateMipmap()
after image upload (glTexImage2D()
), otherwise it won't do anything useful since there isn't any image data in the texture yet to generate mipmaps from.
Or disable mip sampling by setting GL_TEXTURE_MIN_FILTER
to GL_LINEAR
/GL_NEAREST
.
Also, be careful with GL_RGB
& the default GL_UNPACK_ALIGNMENT
of 4
. 1
is what you usually want.
QUESTION
I am attempting to put 3D objects on the HUD using LWJGL 3 and JOML. I just have a small problem where when I scale the object, it moves. I want to prevent that from happening.
In this image my object is set to a position of (0,0) (Z is always set to 0), and a scale of 100 (All scales are divided by 100 so the actual value of the scale is 1 when applied to the matrix. The code that does this can be seen below). https://i.imgur.com/f8wH7cm.png
Then when I change the scale to 50 (0.5 when applied to the matrix) this is what is shown:
https://i.imgur.com/SXWM8nE.png
I want the object to still be at the top left corner of the screen.
Here is my code that comes up with the true scale and position (The screen size is 1080 x 720)
...ANSWER
Answered 2020-Jun-09 at 14:50I managed to solve this issue. I only really needed to update my ortho projectin matrix.
QUESTION
Gentics Mesh Version : v1.4.8
Question :
Is it possible to export a specific project with all the schemas/micro-schemas definition associated to it and the all nodes contribute from one instance of Gentics mesh and to import to another one?
What I would like to achieve is to export a project with its data from Gentics Mesh instance A (dev) to another Gentics Mesh instance B (prod).
What I've tried :
I tried to export/import using the API described (export/import). The export from instance A seems to be fine, generating this gzip json file. I'm placing this file into the instance B at location /data/export and launching the import. The logs seems OK. However as soon as I access the interface, I keep getting an infinite loop of pop up error message (because of 404s).
If I'm not getting wrong, the export feature is exporting the all content of the graphDB? Is there a way to export only a part of it? Like a specific project. If this feature doesn't exist, what should I custom implement in order to achieve this?
...ANSWER
Answered 2020-May-05 at 13:33Partial import/export is currently not possible. We are already tracking this feature request via https://github.com/gentics/mesh-incubator/issues/77
QUESTION
So I've managed to successfully implement batching into my engine, but have come across some weird behavior with the array of samplerCubes
in my fragment shader. The batch renderer works fine with 2 texture units - I can successfully draw cubes with the right textures if I only bind 2 textures, but as soon as I add a 3rd to the mTextures
vector, and use glUniform1i
for that index in the samplerCube
array, the wrong texture is displayed, even though the texture id (TexID
) is correct (I checked this in the fragment shader).
The issue appears to be with my understanding of OpenGL as for some reason, the texture what should be displayed by textureCubes[2]
(fragment shader uniform) is displayed by textureCubes[1]
, and textureCubes[2]
displays the same texture as textureCubes[0]
. What should be displayed by textureCubes[1]
just doesn't exist with the 3rd texture bound.
Here's my code:
Main.cpp
...ANSWER
Answered 2020-May-03 at 07:40[...]
textureCubes[1]
, andtextureCubes[2]
displays the same texture astextureCubes[0]
.
The behavior of the fragment shader is undefined, because of:
QUESTION
I'd like anonymous users to have 'read published' permission to all newly created nodes under a specific node.
I can grant permission to a node after it's created, but is there a way to specify the permission when creating? Or is there a way to make new nodes inherit their parent node permissions by default?
I don't see the options in the node API docs, but curious if there was an undocumented feature, or maybe I'm looking in the wrong place.
...ANSWER
Answered 2019-Dec-25 at 10:43All permissions (assigned role perms) of the parent node will automatically be inherited to the created children.
You can check the implementation here: https://github.com/gentics/mesh/blob/dev/core/src/main/java/com/gentics/mesh/core/data/root/impl/NodeRootImpl.java#L258
Please file an issue with steps to reproduce if you have the impression that this is not working as expected.
QUESTION
I am trying to create a pool table physics program in c++ with opengl that has a random number of balls that are all given random velocities at compile time and bounce around the table and off each other.
Although I am a little confused as to how I would check if any ball in the list is in the same place or colliding with the sides of each other.
How do I make up a loop to check each balls position against every other ball in the list?
Here is the code I have in my main:
...ANSWER
Answered 2019-Dec-13 at 06:162 balls are colliding if its distance is closer than the sum of its radii.
Use 2 nested loops to verify if 2 balls from a list of N balls are colliding. The outer loop traverse all balls (for i from 0 to N-1
) and the inner loop starts at the successor of the currently investigated ball (for j from i+1 to N-1
).
The distance between 2 point can be get by glm::distance
.
e.g.
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