albedo | Albedo 是一个Java企业应用开源框架,使用经典技术组合(SpringBoot2x、MyBatis、Vue),包括核心模块如:组织机构、角色用户、权限授权、数据权限、代码生成、定时任务等。 | Object-Relational Mapping library
kandi X-RAY | albedo Summary
kandi X-RAY | albedo Summary
Albedo 是一个Java企业应用开源框架,使用经典技术组合(SpringBoot2.x、MyBatis、Vue),包括核心模块如:组织机构、角色用户、权限授权、数据权限、代码生成、定时任务等。
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Top functions reviewed by kandi - BETA
- Copy a file cover .
- Init column field .
- Method to validate user
- Save menu by permission
- Copy properties from source object to target object .
- Gets table form .
- Process entity .
- Parse parameters .
- Parse entity wrapper .
- Generate code for one view
albedo Key Features
albedo Examples and Code Snippets
Community Discussions
Trending Discussions on albedo
QUESTION
I suppose I'm a bit confused as to how exactly optional values are stored. When constructing a class or struct that contains std::optional
members, will these members be stored contiguously in memory or does optional allocate dynamically? For example, would the below struct be one contiguous block of memory?
ANSWER
Answered 2021-Jun-10 at 14:22According to the standard std::optional
is prohibited to use dynamic memory for their direct members.
One possible layout could for example be:
QUESTION
error is in the title, here is the code :
Universe.hpp:
...ANSWER
Answered 2021-May-30 at 15:16This is a function template you declared:
QUESTION
I have a vector of char which looks something like
...ANSWER
Answered 2021-May-22 at 07:30For example a straightforward approach provided that each path in the vector has the extension .png
can look for example the following way as it is shown in the demonstrative program below.
QUESTION
ALBEDO is vec3 and COLOR is vec4.. I need make pass COLOR to ALBEDO on Godot.. This shader work on shadertype itemscanvas but not working on spatial material..
...ANSWER
Answered 2021-Apr-23 at 06:55For ALPHA and ALBEDO: ALBEDO = a.xyz;
is correct. For a.w
, usually you would do this: ALPHA = a.w;
. However, in this case, it appears that a.w
is always 1. So there is no point.
I'll pick on the rest of the code. Keep in mind that I do not know how it should look like, nor have any idea of the texture for the sampler2D
(I'm guessing noise texture, seamless).
Check your render mode. Being from ShaderToy, there is a chance you want render_mode unshaded;
, which will make lights not affect the material. see Render Modes.
For ease of use, You can use hints. In particular, Write the tint color like this:
QUESTION
I'm fairly new to programming, so please bear with me. I've been working on a project and am learning a huge about amount dicts and lists. I'm near the end, but have been stuck on a particular portion for a week now and could use some help.
I have a dict and a list, both with nested dicts of a large amount of data. I will provide samples:
neo_dict (these are only the first three nested dicts of about 40,000):
...ANSWER
Answered 2021-Apr-09 at 18:42What you could do is go through the values of of your cad_list
QUESTION
I'm trying to reuse the depth attachment from the first renderpass into the second renderpass. but, it's not loading the depth values in the second renderpass.
//code that creates attachments
...ANSWER
Answered 2021-Mar-21 at 09:11In second pass, depth attachment description, it "loads" image in undefined state:
QUESTION
I want to use bindless textures, but spirv does not support it. I found here: https://www.khronos.org/opengl/wiki/Bindless_Texture that uint64_t
can be converted to a sampler2D.
uint64_t values can be converted to any sampler or image type using constructors: sampler2DArray(some_uint64). They can also be converted back to 64-bit integers.
and I thought that I could upload a bindless handle as the uint64_t and then convert it to the sampler2D.
spir-v compiler gives me them errors:
...ANSWER
Answered 2020-Dec-10 at 00:06As with all GLSL extensions, you must explicitly enable them. However, you have a more interesting problem: bindless texturing cannot be used with SPIR-V. What you want to do is only possible if you feed the GLSL directly to OpenGL, without the SPIR-V intermediary.
Vulkan does not support bindless textures; you need to use arrays of samplers to get an equivalent effect. And OpenGL doesn't support GL_EXT_scalar_block_layout
. So the code you're writing cannot be used by any graphics system.
QUESTION
I am using pvlib to calculate diffuse and direct incoming solar radiation at the surface and this works well. I account for clouds, albedo, sea-ice etc. when calculating the total incoming shortwave radiation at the surface.
...ANSWER
Answered 2020-Dec-02 at 16:26I don't recognize a conceptual error. What do you get when you integrate the spectral direct irradiance? I'd expect to recover the sw_dr broadband value. Something to check. The line of code that calculates uvi looks odd. sw_dr from total_irrad is a Series, sw_dr(λ[280:400]) indicates that sw_dr is a function.
QUESTION
I have the following JSON scene description:
...ANSWER
Answered 2020-Oct-30 at 21:50Properties of your Sphere class are readonly, you should do them like below ({get;set;}):
QUESTION
I am trying to render only point cloud data inside a 3d box with a shader. However, a point cloud data shader uses geometry and a clip box shader uses surface, so I do not know how to combine these two together.
Point Cloud Data Shader
https://answers.unity.com/questions/1437520/implementing-a-geometry-shader-for-a-pointcloud.html
...ANSWER
Answered 2020-Oct-27 at 15:09To get the world position of your pixel in the fragment shader you have to pass it through your vertex and geometry shader:
vertex => geometry
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Install albedo
You can use albedo 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 albedo 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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