skybox

 by   SW-Fantastic Java Version: Current License: No License

kandi X-RAY | skybox Summary

kandi X-RAY | skybox Summary

skybox is a Java library. skybox has no bugs, it has no vulnerabilities, it has build file available and it has low support. You can download it from GitHub.

skybox
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            kandi-support Support

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

            kandi-Quality Quality

              skybox has no bugs reported.

            kandi-Security Security

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

            kandi-License License

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

            kandi-Reuse Reuse

              skybox releases are not available. You will need to build from source code and install.
              Build file is available. You can build the component from source.

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            Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of skybox
            Get all kandi verified functions for this library.

            skybox Key Features

            No Key Features are available at this moment for skybox.

            skybox Examples and Code Snippets

            No Code Snippets are available at this moment for skybox.

            Community Discussions

            QUESTION

            Difficulty incorporating pointer lock controls API in three.js using es6 classes that are not modules
            Asked 2021-Jun-04 at 00:51

            As the title states, I am using es6 classes, but because they are all not modules apart from the main.js file, it makes it difficult to use API's because I cannot make use of import modules.

            I used the code from this link's answer: How to add in Three.js PointerLockControl? and pasted the code into a js file, calling it up in my HTML, but I get an error stating:

            Uncaught ReferenceError: PointerLockControls is not defined

            It is not picking up the class when I reference it. I tried to link it to the GitHub raw code, and it didn't pick it up either.

            This is my index.html code (only one line referencing the GitHub raw code):

            ...

            ANSWER

            Answered 2021-May-26 at 18:31

            I changed all my es6 classes into es6 modules, and used import. I don't think there was a solution for this with cdn or raw git scripts.

            Source https://stackoverflow.com/questions/67694174

            QUESTION

            GLB animation in three.js is too fast
            Asked 2021-May-24 at 21:38

            I have uploaded a glb file with an animation, and the animation is moving extremely fast, and I do not know why.

            This is my character's animation code:

            ...

            ANSWER

            Answered 2021-May-24 at 21:38

            I think the issue is with your AnimationMixer.update() call. If you look at the docs, update is expecting a time-delta in seconds, but it looks like you're passing the total running time. This means it should receive the time passed since the last frame. You can fix this by using clock.getDelta(); as the argument:

            Source https://stackoverflow.com/questions/67678701

            QUESTION

            unity game doesn't run as executable
            Asked 2021-Apr-25 at 23:43

            i've been working on a game in unity in the past few days and now when i run the game as an executable it only shows a skybox and my cursor, but the game doesn't run properly.

            it's made for the same os as mine. it doesn't have any errors or warnings. runs perfectly in unity.

            i tried changing the rendering settings, the camera, player's settings, performance settings but no difference.

            does anyone know what should i try to fix it?

            here is what it runs

            and here is what it is supposed to run

            ...

            ANSWER

            Answered 2021-Apr-25 at 23:43

            Going to take a guess and say you need to add the scene you have in engine to the build settings. You most likely had added the SampleScene to the build settings or have some empty scene as the first scene in the order.

            I would first, clear the empty scene you have in the scene list, then add the proper scene. To find this list, hit File->Build Settings->List is here in the pop up.

            To remove a scene, right-click and hit remove. To add an open scene, select the button Add Open Scenes

            Let me know if your scene preferences fix the build.

            Source https://stackoverflow.com/questions/67258938

            QUESTION

            How to pass mouse events between overlapping components in ReactJS
            Asked 2021-Apr-16 at 12:45

            I'm building a page with two overlapping components and i want to pass mouse events from the top component to the bottom one.

            I'm using ReactJs and the code looks like this:

            ...

            ANSWER

            Answered 2021-Apr-16 at 12:41

            You can pass events as props like so:

            Source https://stackoverflow.com/questions/67125238

            QUESTION

            va_arg begins by the second parameter on mac (clang++)
            Asked 2021-Mar-04 at 14:59

            the code

            ...

            ANSWER

            Answered 2021-Mar-04 at 14:59
            TextureMeta(string tex_, int args_, const char* ...)
            

            Source https://stackoverflow.com/questions/66477521

            QUESTION

            Not able to integrate HMS Computer Graphics kit sample code since Skybox making procedure is not released with the sample code in dev doc
            Asked 2021-Feb-27 at 16:48

            I am trying to integrate Huawei Computer Graphics (CG) kit but not able to implement steps explained in the developer document. Document explained configuration procedure for the skybox but making a skybox process is not released with the sample code and there is no reference material provided.
            Any suggestion?

            ...

            ANSWER

            Answered 2021-Feb-27 at 16:48

            This website provides the visualized displays for skyboxes for learning purposes.

            1. Download a cubemap skybox and edit the .cub configuration file as follows –

              width=512

              height=512

              depth=6

              mipmap=1

              face=6

              channel=4

              suffix=.png

              Here the width and height must be the same as the png image size of the first-level mipmap of the skybox.

            Name the picture according to the guide, as follows:

            Save these files in the env directory and copy those to the cubemap directory of the sample project. Please note : CG Kit supports only four-channel PNG images. If your PNG images are not four-channel, use Paint or any other graphics editor and save those as .png files to convert them into four-channel PNG images.

            1. Modify the Skybox Modify the configuration and cube model in the CreateSkybox method of MainApplication.cpp file as

            String modelName = "models/cube/cube.obj";

            Set the environment map in the MainApplication.h file as

            String m_envMap = "cubemaps/env/env.cub";

            This name should be the same as used to create the skybox.

            Source https://stackoverflow.com/questions/66394680

            QUESTION

            Issue converting a world space light position to model space in fragment shader
            Asked 2021-Feb-14 at 07:47

            I am attempting to address the age old issue of model vs world space coordinates when adding light to a scene with transformed models.

            I have a house model with two instances. a skull, a single point light in my scene as well as some terrain and a skybox. I noticed that when applying some rotations to my models, the illumination provided by the point light was rotating with it. After some reading it became obvious that I am doing all of my computations in my shaders in model space but my light position/directions are in world space.

            So, I realized I needed to uniform my space for my calculations and I think it makes sense to keep the shaders in model space and convert the light components from world to model.

            When I don't do the transformation it looks almost right (though not perfect which I'm betting is b/c of the different spaces). I render a small lightbulb model at the location of the light and the tops of the houses and the terrain all illuminate as I expect relatively well.

            When I do the conversion of the light position back to model space I'm expecting the light to still be illuminating from the lightbulb model. However it gets wonky.

            I have no rotations on the models but some minor translations so I'm confused as to why it seems like the light source gets rotated 90 degrees around the x axis...

            ...

            ANSWER

            Answered 2021-Feb-14 at 07:47

            The model matrix transforms form model space to world space. Therefore you do the calculation of the light model in world space.

            Source https://stackoverflow.com/questions/66191832

            QUESTION

            A-Frame change image on run time
            Asked 2021-Feb-09 at 19:42

            I want to load an image after assets loaded from a server or a simple web address.

            This is my index.html from https://youmustfight.github.io/aframe-asset-lazy-load/no-component.

            ...

            ANSWER

            Answered 2021-Feb-09 at 19:42

            are supposed to be used for preloading. You can simply use the image URL as the material source (element.setAttribute("material", "src", URL)) like this:

            Source https://stackoverflow.com/questions/66118187

            QUESTION

            Object to retain same size on screen regardless of its distance from the camera
            Asked 2021-Jan-28 at 03:37

            In Three.js I have an rectangle which is moving away from the camera, how can I compute a 3D x and y scale to apply to the rectangle such that the rectangle retains its same size on the screen in pixels, no matter how far away from the camera it is.

            Here I made a codepen which shows the rectangle moving away from the camera. I would like it to retain its same width and height on the screen no matter how far away it is in the z index, that means the x and y scale of the rectangle needs to vary by some scale dependent on the distance in the z axis, this needs to occur dynamically dependent on the z index.

            I don't know how to compute this, I suspect its some function taking as input some of the following, the z index offset, the height or width of the object, the field of view of the camera, the aspect ratio, the screen width and height. The end result would be that the object would not appear to be moving away from the camera, even though it is moving away.

            https://codepen.io/philip368320/pen/bGwJPvE

            ...

            ANSWER

            Answered 2021-Jan-24 at 10:41

            To keep the cube in place in your codepen example, just scale it according to the distance. If it's z away, the size of the cube on the screen is 1/z, so scale to the inverse of that.

            The render function with the scaling (initial distance between the camera and the cube is 400):

            Source https://stackoverflow.com/questions/65858400

            QUESTION

            Setting uniforms in an unused shader affects output
            Asked 2021-Jan-18 at 13:13

            I'm learning OpenGL and I've stumbled upon an issue where I'm not sure why it happens. I have a shader (vertex + fragment) for which I set uniform variables. The shader is responsible for both drawing a skybox as well as the objects (it differentiates via the uIsSkybox uniform variable). Here's the code for each:

            ...

            ANSWER

            Answered 2021-Jan-18 at 13:13

            The challenge shader has its uniforms:

            • Location 0 (probably): uModel
            • Location 1 (probably): uView
            • Location 2 (probably): uProjection
            • Location 3 (probably): uIsSkybox
            • ... and so on ...

            And so does the skybox shader - let's say they're in a different order:

            • Location 0 (for example): uProjection
            • Location 1 (for example): uModel
            • Location 2 (for example): uView
            • ... and so on ...

            When you do skyboxShader.setMat4("uModel", model); it calls glGetUniformLocation(skyboxShader.ID, "uModel") which tells you that uModel is location 1 in skyboxShader. Then, it calls glUniformMatrix4fv(1, ...etc...) which sets location 1 in the current shader, which is challengeShader, which is uView. See the problem?

            glUniformWhatever always updates the uniforms in the currently used shader program. If you want to set uniforms in a different shader program, you have to use it first, or use glProgramUniformWhatever instead (OpenGL 4.1+)

            Source https://stackoverflow.com/questions/65774928

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

            Vulnerabilities

            No vulnerabilities reported

            Install skybox

            You can download it from GitHub.
            You can use skybox like any standard Java library. Please include the the jar files in your classpath. You can also use any IDE and you can run and debug the skybox component as you would do with any other Java program. Best practice is to use a build tool that supports dependency management such as Maven or Gradle. For Maven installation, please refer maven.apache.org. For Gradle installation, please refer gradle.org .

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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            https://github.com/SW-Fantastic/skybox.git

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            gh repo clone SW-Fantastic/skybox

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            git@github.com:SW-Fantastic/skybox.git

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