Guide-API | An Open-Source API to make your own ingame guides | REST library
kandi X-RAY | Guide-API Summary
kandi X-RAY | Guide-API Summary
An Open-Source API to make your own ingame guides.
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Top functions reviewed by kandi - BETA
- Overridden to draw a single item
- Draws the arrow
- Draw the vertex
- Draw an itemstack
- Draws a screen
- Draw a texture
- Draw a colored rectangular rectangle with the given color
- Draws a button
- Returns the text of the button which is currently active
- Initialize the gui
- Draws the outline
- Render an overlay event
- Draw the button
- Draw the entry
- Initializes the gui
- Draws a button
- Draws the screen
- Draws the item stack
- Draws the tab
- Draw an icon without color
- Draw an icon with the given color
- Draw the text box
- Draw an icon with the given color
- Gets the client gui element
- Draws the tool
- Draw information about the Minecraft block
Guide-API Key Features
Guide-API Examples and Code Snippets
Community Discussions
Trending Discussions on Guide-API
QUESTION
I have 3 TypeScript projects below:
- root-config
- parcel, let us call it
my-app
- in-browser utility module, let us call it
api
All the projects above were generated using the create-single-spa
command.
In the api/src/lomse-api.ts
file, I'm exporting the fetchPeople
module as shown below:
ANSWER
Answered 2021-Feb-28 at 00:03That error is a TypeScript error, not a JavaScript or single-spa error. Here are options for what you need to do:
- Publish your utility module to a registry (types are optional since TS can infer from the source, though types are better). Then install it into each other microfrontend's node_modules. Since it's a webpack external, the version in node_modules will only be used for typescript compilation but not for execution in the browser.
- You could publish only the types, whether as an individual package or together with other microfrontend's typings.
- Mock the utility module's types, as described here.
Source:
QUESTION
On the D3D10 Docs is a list which shows the deprecated features from D3D9 to D3D10. It says that W buffering is no longer supported and we should use high-precision depth buffers/Z-Buffers instead. I suspect that it is also not (fully) supported in Direct3D 11 and 12. But is there any way to use W-buffers in Direct3D 12?
...ANSWER
Answered 2020-Apr-24 at 20:17The "W-buffering" feature in Direct3D 9 is part of the legacy fixed-function pipeline. In Direct3D 10 and later, you can only use the programmable shader pipeline (or for DirectX 11+ the DirectCompute shader pipeline). Therefore, the 'w-buffering' hardware feature isn't relevant. This was also much more of an issue with Direct3D 9 era hardware when people were using 16-bit depth buffers.
In the programmable shader model, it's up to your shaders to compute depth values using either conventional z or linearized-depth values, and set the appropriate depth/stencil state. Beware that you need to use SV_DepthGreater
or SV_DepthLessEqual
instead of SV_Depth
to not lose 'early z rejection' optimizations.
See this blog post and this post for a good discussion of the topic.
TL;DR: Most people just use DXGI_FORMAT_D32_FLOAT
and don't worry about it.
Community Discussions, Code Snippets contain sources that include Stack Exchange Network
Vulnerabilities
No vulnerabilities reported
Install Guide-API
You can use Guide-API 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 Guide-API 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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