xoppa.github.io

 by   xoppa HTML Version: Current License: No License

kandi X-RAY | xoppa.github.io Summary

kandi X-RAY | xoppa.github.io Summary

xoppa.github.io is a HTML library. xoppa.github.io has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.

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              xoppa.github.io has a low active ecosystem.
              It has 7 star(s) with 4 fork(s). There are 1 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 3 open issues and 0 have been closed. There are 1 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of xoppa.github.io is current.

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              xoppa.github.io has no bugs reported.

            kandi-Security Security

              xoppa.github.io has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              xoppa.github.io 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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              xoppa.github.io releases are not available. You will need to build from source code and install.

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            xoppa.github.io Key Features

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            xoppa.github.io Examples and Code Snippets

            No Code Snippets are available at this moment for xoppa.github.io.

            Community Discussions

            QUESTION

            Calculating frustum FOV for a PerspectiveCamera
            Asked 2018-Oct-03 at 17:13

            I currently have a screen consisting of two areas:

            (Values are just assumed for this particular example and may of course vary depending on screen).

            The screen in total is 1080x1432px (WxH) and consists of two areas, each clipped using glViewPort. This because I want area (1) not to fill the screen when zooming.

            1. Game area. Can be zoomed. The size is 1080x1277px (WxH) and located at the top.
            2. The HUD (FYI objects from here can be moved to area (1). Non zoomable. The size is 1080x154 (WxH).

            Both have their own cameras.

            Area (1) width is 15f and the height is more than 15f (does not matter as long as it's at least 15f).

            I want area (2) to be 7f in width and 1f in height (for convenience). Thus I want to set the camera accordingly. I've tried to do this by calculating the FOV:

            ...

            ANSWER

            Answered 2018-Oct-03 at 17:13

            The projection matrix describes the mapping from 3D points of a scene, to 2D points of the viewport. It transforms from eye space to the clip space, and the coordinates in the clip space are transformed to the normalized device coordinates (NDC) by dividing with the w component of the clip coordinates. The NDC are in range (-1,-1,-1) to (1,1,1).
            Every geometry which is out of the NDC is clipped.

            The objects between the near plane and the far plane of the camera frustum are mapped to the range (-1, 1) of the NDC.
            (See further How to render depth linearly in modern OpenGL with gl_FragCoord.z in fragment shader?)

            This means if you want to see objects that are nearer then 1.0, then you have to set the distance to the near plane less than 1.0.

            Note, the near plane and the far plane should be as close as possible to the scene, to increase the computational accuracy and to avoid z-fighting, but they must include everything you want to see from the scene.

            Source https://stackoverflow.com/questions/46164180

            QUESTION

            LibGDX - Bullet - 3D collision detection not detecting collisions
            Asked 2018-May-13 at 12:28

            I'm trying to do a 3D collision test with Bullet, which I would have expected to work fairly simply:

            ...

            ANSWER

            Answered 2018-May-13 at 12:28

            You are mixing collision flags (btCollisionObject#setCollisionFlags(int *flags*)) and collision filtering (btCollisionWorld#addCollisionObject(object, short *group*, short *mask*)). These are two very different things.

            You should not call the btCollisionObject#setCollisionFlags(int) method with anything other than the available flags (see here). The CF_CUSTOM_MATERIAL_CALLBACK collision flag must be set for the ContactListener#onContactAdded method to be called. So that's why your code doesn't work as you expected.

            Note that in my tutorial you are referring to, this is explained as well:

            Source https://stackoverflow.com/questions/50224208

            QUESTION

            How to scale size of each 3d object independently
            Asked 2017-Sep-07 at 14:36

            I have number of 3d objects I want to resize in an easy and fast manner.

            My code is very similar to xoppa's card game example:

            https://xoppa.github.io/blog/a-simple-card-game/

            The objects are rendered using a ModelBatch and RenderableProvider:

            ...

            ANSWER

            Answered 2017-Sep-07 at 14:36

            Modify your item.transform matrix each frame to include a scaling operation; the entire point of using matrices is that are mathematically composable.

            See:

            https://en.wikipedia.org/wiki/Scaling_(geometry)

            Source https://stackoverflow.com/questions/46093563

            QUESTION

            Why Array size in my ContactListener derived class in Libgdx Bullet is always zero?
            Asked 2017-Mar-15 at 12:21

            I am trying make create a ContactListener derived class in Libgdx using Bullet wrapper for collision detection like in this tutorial but in separate classes. It separate classes for rendering and game world. In render() method of class Render I pass an Array of model instances to this derived class. But when I run it gives an because Array size is zero. Here is the derived class :

            ...

            ANSWER

            Answered 2017-Mar-08 at 10:16

            Both your CollisionListener#instances and GameRenderer#instances point to the same reference after your call to gameWorld.collisionListener.setModelInstances(instances); inside your GameRenderer#render() method.

            Then, at the end of the method, you are invoking:

            Source https://stackoverflow.com/questions/42667830

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

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