MaterialSettings | MaterialSettings - small library to create settings activity
kandi X-RAY | MaterialSettings Summary
kandi X-RAY | MaterialSettings Summary
MaterialSettings - small library to create settings activity.
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Top functions reviewed by kandi - BETA
- Saves the value in memory
- Saves the preference as a boolean
- Load a long from the cache
- Load a string from memory
- Load a boolean
- Load a boolean from the preferences
- Load a float from the preferences
- Load a float
- Retrieve a long value from the preferences
- Get a string from the preferences
- Retrieve an integer value from the preferences
- Save a preference
- Saves the preference
- Saves a preference
- Saves a preference value
- Saves a boolean
- Save float
- Saves integer
- Saves long
- Retrieves an Integer from memory
- Region CreateDrawable methods
- This method is called when an action is selected
- Override this to handle the action bar item selection
- Initialize the OnClickListener
- Called when the activity is created
- User clicked on button
- Gets all preferences
- Initializes the MaterialSettingsFragment
- Initializes the view
- Set up the view
- Initialize view
MaterialSettings Key Features
MaterialSettings Examples and Code Snippets
Community Discussions
Trending Discussions on MaterialSettings
QUESTION
I’m trying to implement GPU picking with Points using code I modified from the latter half of this article https://threejsfundamentals.org/threejs/lessons/threejs-picking.html
It’s been working fine for me on desktop, but I started testing different browsers and devices and it doesn’t work consistently. I made a Codepen to illustrate https://codepen.io/deklanw/pen/OJVVmEd?editors=1111
...ANSWER
Answered 2020-Feb-19 at 18:11the problem is you can't use Points this way across devices.
Whether a point is drawn when its center is offscreen or not is device independent (the OpenGL ES / WebGL spec says it's still supposed to be drawn, the OpenGL spec says it's not. There are no tests for it so each driver is different) and it would be too much work for WebGL implentations to work around so they don't. AFAIK Intel and NVidia do draw them. AMD and PowerVR based (iPhone) do not draw them.
You can see this problem if you make the circles large and you make sure they go offscreen (and you may need to make your canvas small). On some devices they will smoothly go offscreen, on other devices as soon as their center goes offscreen they will disappear (often depending on the size of the point and the size of the viewport)
This means your example does not really work in either case, with or without the 1x1 pixel render target it's just that with the 1x1 pixel render target pretty much all of the circles have their center outside that 1x1 pixel area so they don't get drawn on some devices. When you make the render target match the size of the canvas then most of the circles' centers are inside but you'll still get picking errors at the edges.
To solve this you'll need to draw your points using quads instead of points. There are many ways to do that. Draw each quad as a separate mesh or sprite, or merge all the quads into another mesh, or use InstancedMesh
where you'll need a matrix per point, or write custom shaders to do points (see the last example on this article)
Note that points have other issues too. By default they don't scale relative to the canvas size (of course you can fix this in your shader and three.js has this option as well). They also have a device independent maximum size which according to the spec can be as low as 1 pixel. They don't respond well to device pixel ratio settings (though you could fix that in code as well). For all those reasons points have a limited uses. The large circles the code is drawing is arguably beyond that limit.
Community Discussions, Code Snippets contain sources that include Stack Exchange Network
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Install MaterialSettings
You can use MaterialSettings 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 MaterialSettings 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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