kandi X-RAY | skybox Summary
kandi X-RAY | skybox Summary
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Community Discussions
Trending Discussions on skybox
QUESTION
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 18:31I 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.
QUESTION
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 21:38I 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:
QUESTION
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?
...ANSWER
Answered 2021-Apr-25 at 23:43Going 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.
QUESTION
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 12:41You can pass events as props like so:
QUESTION
the code
...ANSWER
Answered 2021-Mar-04 at 14:59TextureMeta(string tex_, int args_, const char* ...)
QUESTION
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 16:48This website provides the visualized displays for skyboxes for learning purposes.
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.
- 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.
QUESTION
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 07:47The model matrix transforms form model space to world space. Therefore you do the calculation of the light model in world space.
QUESTION
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 19:42QUESTION
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.
...ANSWER
Answered 2021-Jan-24 at 10:41To 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
):
QUESTION
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 13:13The 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+)
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Install skybox
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 .
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