docs.gl | OpenGL Reference Documentation

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kandi X-RAY | docs.gl Summary

docs.gl is a HTML library. docs.gl has no bugs, it has no vulnerabilities and it has low support. However docs.gl has a Non-SPDX License. You can download it from GitHub.

[docs.gl] is a public domain web scaffolding for the OpenGL documentation. The actual documentation website provided by Khronos is in frames and poorly formatted, difficult to navigate and search. docs.gl aims to improve the form factor and quality of the OpenGL documentation.
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              docs.gl has a low active ecosystem.
              It has 407 star(s) with 72 fork(s). There are 16 watchers for this library.
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              It had no major release in the last 6 months.
              There are 31 open issues and 15 have been closed. On average issues are closed in 63 days. There are 4 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of docs.gl is current.

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            Community Discussions

            QUESTION

            Passing a GLTexture as an input to texImage2D in OpenGL ES 2.0
            Asked 2022-Mar-28 at 14:17

            I am trying to build a texture packer, where multiple (possibly NPOT) textures can be packed into one mega Power-Of-Two Texture for better performance and better min / mag filtering.

            Is it possible to pass a GLTexture to a tex(Sub)Image2D call in OpenGL ES 2.0? Looking at the docs, I see the last argument is data:

            Specifies a pointer to the image data in memory.

            My case is that I have a minimal OpenGL ES 2.0 abstraction, which allows me to create text textures with different fonts, sizes, styles etc. I don't have access to the pixel contents on the CPU or any canvas elements that represent it, just the generated GLTexture.

            Assuming I can create dynamic GLTextures containing text (think subtitles, UI elements, etc), but don't have access to the image data on the CPU, how can I pack the textures themselves into a bigger "mega" texture?

            I know I can do it by rendering the smaller textures I want to pack to quads in a framebuffer representing the mega texture, but this will require rendering to floating point textures, which not all hardware supports.

            Another thing that comes into mind is reading the texture contents into CPU memory via readPixels, but that is synchronous and sounds nasty to me...

            TLDR: I have a bunch of smaller GLTextures. I want to be able to pack them onto a bigger GLTexture, share it everywhere and sample at different offsets for better performance.

            ...

            ANSWER

            Answered 2022-Mar-28 at 14:17

            Is it possible to pass a GLTexture to a tex(Sub)Image2D call in OpenGL ES 2.0?

            No.

            If you can't do it in software, the other option is to do it on the GPU as a render-to-texture operation.

            Source https://stackoverflow.com/questions/71648458

            QUESTION

            Building Gluon Apps in Multi-Module Project
            Asked 2022-Feb-23 at 16:41

            TL;DR: How does one build a Gluon app that's part of a larger multi-module project?

            I have a multi-module Mave project (that is, my top-level POM has "pom"). The project contains a bunch of libraries and related sub-projects, one of which is a Gluon app that will be what my actual users install. (The rest of the project is all the cloud-hosted plumbing that the client app connects to.)

            When I try to build the Gluon app, per the Gluon documentation, I am getting the following error:

            ...

            ANSWER

            Answered 2022-Feb-23 at 16:41

            If you have a multi module project, and your app module depends on other modules, you need to publish those modules to a repository, so the app module finds them, like any other third party dependency.

            Typically, for local development, you can simply use mvn install from the root folder to deploy your project locally. Of course, for distribution, you should consider publishing them to a reachable repository.

            Make sure all your modules are deployed to your ~/.m2 repository.

            Then you can run from the root:

            Source https://stackoverflow.com/questions/71227722

            QUESTION

            Why is my JavaFX 17 Application not building with Gluon ? Logged as JNI / Reflection problem
            Asked 2022-Feb-08 at 10:37

            I am following the documentation given by Gluon : here.
            To try to make it simple I'll try to go straight to the point giving the milestones I got through, and where I'm stuck.

            --------- ENVIRONNEMENT :
            OS : Windows 10 x64
            IDE : Eclipse, Version: 2021-12 (4.22.0)
            JAVA : jdk17.0.1
            JAVAFX : javafx-sdk-17.0.1
            GraalVM : graalvm-svm-java17-windows-gluon-22.0.0.2-Final
            Gluon plugin for Eclipse : 2.8.2
            Visual Studio : 1.63.2 (with all required extensions as described in document)
            Wix : 3.11.2.24516

            --------- CONFIGURATION
            Maven : apache-maven-3.8.4
            Pom : Here is an screenshot of the first part of my POM which can be found here.
            Environment Variables : JAVA_HOME + GRAALVM_HOME + MAVEN_HOME


            --------- DONE :
            JavaFX(v17) Application :

            • Running perfectly with direct RUN using regular JVM.
            • Running perfectly with javafx:compile as proposed in Gluon's documentation

            --------- PROBLEM :
            Impossible to get the Gluon goal "mvn gluonfx:build" or "gluonfx:build" to complete! Here is what I do :

            1. As instructed to do here : "If you are running on Windows, you need to run all the GluonFX goals from a x64 terminal.", I open a "x64 Native Tools Command Prompt for VS 2022"
            2. Navigated to my project folder where the POM is.
            3. Runned the instruction mvn gluonfx:build. I also tried to follow the instruction suggesting to "open the Run Configurations…​ window and update the Goal to gluonfx:build and click Run". Both leads to a FAIL ! At the end of this post is the terminal report showing :
            • I do run with the option mentioned --allow-incomplete-classpath.
            • I do find the reported 'missing' cached_scope_id in the file jniconfig-x86_64-windows.json which is exactly on the mentioned path. Here is the file if needed.

            I am trying since days to turn around everything, and searched the net for some clues... But no luck until now :-(... Can anyone help me sort this out please ?

            PS. I do use an external DLL (yes, Windows only, but hey : we are trying here to make a NATIVE build, thus, in Windows ;-), should be ok); This DLL is JNI attached. I tried to play around with this as well... No luck.

            --------- TERMINAL REPORT :
            (Full log as mentioned, here)

            ...

            ANSWER

            Answered 2022-Feb-08 at 10:37

            José Pereda, which has an amazing 'Coding Blog' here, spotted that my plugin version was outdated.
            He pointed out that there are 2 plugins used in the development process :

            • The IDE one, in my case Eclipse, which the latest as of 2022.02.08, is 2.8.2.
            • The 'POM' one, which was set by default to 1.0.8, and I had to set as 1.0.12.
              That solved the problem described in my question. Here is a screenshot of the updated POM, which can be found here :


              Another issue I found was my custom argument --allow-incomplete-classpath for the native build was set incorrectly. It has to be set in the 'POM' in the plugin/configuration section as follows (same POM referenced already) :


              These 2 modifications allowed me to have a completed build, and my 'exe' file was created !

            Source https://stackoverflow.com/questions/71022255

            QUESTION

            How to make Snakemake recognize Globus remote files using Globus CLI?
            Asked 2022-Jan-15 at 01:09

            I am working in a high performance computing grid environment, where large-scale data transfers are done via Globus. I would like to use Snakemake to pull data from a Globus path, process the data, and then push the processed data to a different Globus path. Globus has a command-line interface.

            Pulling the data is no problem, for I'd just create a rule that would run globus transfer to create the requisite local file. But for pushing the data back to Globus, I think I'll need a rule that can "see" that the file is missing at the remote location, and then work backwards to determine what needs to happen to create the file.

            I could create local "proxy" files that represent the remote files. For example I could make a rule for creating 'processed_data_1234.tar.gz' output files in a directory. These files would just be created using touch (thus empty), and the same rule will run globus transfer to push the files remotely. But then there's the overhead of making sure that the proxy files don't get out of sync with the real Globus-hosted files.

            Is there a more elegant way to do this akin to the Remote File capability? Is it difficult to add a Globus CLI support for Snakemake? Thanks in advance for any advice!

            ...

            ANSWER

            Answered 2022-Jan-11 at 14:19

            Would it help to create a utility function that would generate a list of all desired files and compare it against the list of files available on globus? Something like this (pseudocode):

            Source https://stackoverflow.com/questions/70659821

            QUESTION

            Untangling the iOS deploy using ./mvnw -Pios gluonfx:link and nativerun
            Asked 2021-Dec-28 at 11:17

            Trying to resolve this error deploying a small sample app generated from start.gluon.io to an attached iPad running iOS 15.2 from macOS 10.15.7

            ...

            ANSWER

            Answered 2021-Dec-28 at 11:17

            Issue is related to running Xcode 12.4 and attempting to deploy to an iOS 15 device. Later versions of Xcode available on newer macOS versions may not encounter this. Apple have added some cert requirements as per The code signature version is no longer supported.

            Was able to sign and deploy by following the advice of José Pereda in the comments, ie cloning the Gluon substrate repo and adding the --generate-entitlement-der to the codesign call.

            Source https://stackoverflow.com/questions/70500222

            QUESTION

            Package#getImplementationVersion() returns null with native image (GraalVM/GluonFX)
            Asked 2021-Dec-21 at 17:56

            I have a JavaFX-based desktop app, for which I create native images via GraalVM/GluonFX. To retrieve the version of the app during runtime, I previously – when there was only a fat JAR of the app – used Package#getImplementationVersion(). However, this returns null.

            I assume this is because I don't set the manifest entries properly? My configuration of the gluonfx-maven-plugin:

            ...

            ANSWER

            Answered 2021-Dec-21 at 17:56

            Let say you have a Maven project and you add to your main Application class:

            Source https://stackoverflow.com/questions/70426223

            QUESTION

            gluonfx:package fails on tutorial, unable to locate libHelloFX.so
            Asked 2021-Oct-09 at 10:32

            I am working through instructions on a document provided by Gluon: https://docs.gluonhq.com/#platforms_android and have attempted the following command on my Ubuntu desktop CLI:

            ...

            ANSWER

            Answered 2021-Sep-23 at 16:39

            I was able to get the gluonfx:package command to run successfully after fixing the following errors that were pointed out by @JosePerada in the comments.

            (1) I removed the environment variables to ANDROID_SDK and ANDROID_NDK. Then, from within Android Studio, I went ahead and removed the NDK(Side by side) package that I had configured in earlier, mistakenly thinking it might be of help.

            (2) I changed the value held in GRAALVM_HOME to a subfile of ~/home/ and moved the Graalvm files as well, to match. This was one of several options. The key is that files are downloaded to within this folder, so write privileges are needed. If I leave it in /usr/lib, either sudo or a user with write privileges for the area will need to run the gluonfx:package command. Simplest seem to me to just put it in my user's home area where I already have write privileges.

            Once these changes were done, the following command gave "BUILD_SUCCESS" messages for both gluonfx:build and gluonfx:package.

            OK, on to attempting to install and run the app on my device. I wonder what I will get wrong about this next step.

            Source https://stackoverflow.com/questions/69248601

            QUESTION

            Install on Android device fails for gluonfx:install command, file not found
            Asked 2021-Sep-23 at 16:49

            I'm working through Gluon's online documentation for Gluon-Mobile, for the Android Platform, on my Ubuntu 20.04 desktop. I attempted to follow this instruction directly from my CLI (not from Eclipse).

            To install the application to a connected android device, run mvn -Pandroid gluonfx:install.

            This is puzzling to me, as I don't understand how the device which I have attached to my Ubuntu desktop (via USB) is going to be sensed. I have successfully compiled to the Android device before, when using AndroidStudio, as it has a control that allows one to choose the connected phone as the target.

            Upon running the commands (thinking that I'd perhaps be asked to identify the target device or that it might somehow be sensed automatically), I got the following exception:

            ...

            ANSWER

            Answered 2021-Sep-23 at 16:49

            The answer given by @JoséPereda in the comments seems to me like something we can post to resolve this particular question. He writes that in order to run the app on the device, the app must first be packaged.

            Thus, if I understand this and if it hasn't already been corrected, the steps mentioned in section https://docs.gluonhq.com/#platforms_android_development_run should actually come after packaging, which is discussed in the section https://docs.gluonhq.com/#platforms_android_distribution_build.

            Source https://stackoverflow.com/questions/69240114

            QUESTION

            mvn -Pandroid gluonfx:build fails to locate Graalvm installation directory
            Asked 2021-Sep-16 at 22:12

            I hope this isn't a simple error pertaining to a misuse of environment variables!

            [EDIT: YEP that's what happened. I think I might just delete this whole question so as not to clog the topic for other Gluon/Graavlm questions.]

            The Gluon documentation for creating an Android build has us execute the following command:

            ...

            ANSWER

            Answered 2021-Sep-16 at 22:09

            Answer that was spotted by @Jose Perdida: use of sudo took us out of the user environment where the environment variables were declared.

            Source https://stackoverflow.com/questions/69215202

            QUESTION

            Allowing user to switch between light and dark mode Gluon
            Asked 2021-Jul-17 at 20:12

            I am working on a Gluon/JavaFx-based-app in which I would like to allow the user to switch between light and dark mode. However, as you know, not only does each class in Gluon mobile dev have no args parameters, but the method to switch between light and dark also requires you to pass Scene scene from the main class. This makes my light/dark mode switch idea a tricky one to code.

            Could someone please help me? I am new to Gluon and eager to learn :)

            Edit: I have already looked at the javadoc and know how to change it myself in the postInit method, what I am asking is how I can allow the user to change it in the app with something like a CheckBox.

            Edit1: Using Node::getScene, which @JoséPereda provided (thank you!), my code (below) generates the following error:

            ...

            ANSWER

            Answered 2021-Jul-17 at 20:11

            This question has been resolved thanks to @JoséPereda. The correct code for my situation is node.getScene() where node can be any Node, such as Pane, Button, etc. Specifically, I used DARK.assignTo(button.getScene());.

            Source https://stackoverflow.com/questions/68123906

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