tessell | GWT model , presenter , view framework
kandi X-RAY | tessell Summary
kandi X-RAY | tessell Summary
GWT model, presenter, view framework
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Top functions reviewed by kandi - BETA
- Add a module load
- Generate gwt view .
- Fire the event .
- Converts this list to a list property .
- Render an XML element .
- Generate stubs .
- Generate the full URL string .
- load the views from the classpath
- If the classpath is on the classpath it is on the classpath
- Runs next animation if needed .
tessell Key Features
tessell Examples and Code Snippets
Community Discussions
Trending Discussions on tessell
QUESTION
I'm trying to write an algorithm for cutting tessellated mesh with the given plane (plane defined with the point on the plane and unit normal vector). Also, this algorithm should triangulate all polygons and fill the hole after split. I faced with a problem to find a polygon that lies on the plane (like the orange plane on the image)
I tried to process all edges of all triangles and find those that lies on the plane and stored them in an array. After that, I formed an array of vertices by searching next suitable edge.
Can someone explain an easier and faster way to find this polygon?
All vertices must be stored in CCW order.
ANSWER
Answered 2022-Feb-14 at 16:34Identify all edges that you cut by the indexes (or labels) of the endpoints. Make sure that every edge belongs to exactly two faces and is cut twice. Also make sure to orient the edge that results from the intersection consistently with the direction of the face normal.
Now the intersection edges form a chain that you can reconstruct by sorting: store the indexes of the endpoints separately, each with a link to the originating edge. After sorting on the indexes, the common vertices will appear in pairs in the sorted array. Using this structure, you can trace the polygon(s).
In the example below, from the faces aebf, bcgf, cdgh and dhea, you generate the edges ae-dh, bf-ae, cg-bf and dh-cg in some order. After splitting the endpoints and sorting, ae-, -ae, dh-, -dh, cg-, -cg, bf-, -bf, which generate the cycle ae-dh, dh-cg, cg-bf, bf-ae.
QUESTION
ANSWER
Answered 2022-Jan-20 at 13:55As per the packing rules for arrays in constant buffers :
QUESTION
I am learning tessellation now. Trying to pass the colour via tesselation shaders. Like I found here, the most consistent answer:
Passing data through tessellation shaders to the fragment shader
So far consulting also these sources, but did not find the problem in my code yet:
https://www.khronos.org/opengl/wiki/Tessellation_Control_Shader
https://www.khronos.org/opengl/wiki/Tessellation_Evaluation_Shader
As failing to pass for complex shapes, I narrowed problem down to simple basic triangle. Here is the problem. Only the last, third color is taken from the triangle data passed to shaders, see the TessTriangleRainbow::points
in the C++ code snippet for tessellated triangle. No matter that I do, the first ad second color is ignored:
Note, exactly the same code and data but not tessellated looks ok:
Vertex shader for tessellated triangle:
ANSWER
Answered 2021-Nov-07 at 13:38You are using Per-patch output. So all the color attributes in the primitive become the same (from the last vertex in the patch):
QUESTION
I wish to calculate the nearest-neighbour distances (NNDs) of a point pattern by year with spatstat
but get an error, although I cannot see any difference with the example provided in the documentation. What's the right way to do it?
ANSWER
Answered 2021-Nov-05 at 08:48The error message gives you a hint:
QUESTION
I am working in the react-native-maps, I have imported a KML file that I have used for Javascript API that is not working for react-native-maps KML.
But in react-native-maps, when I am using this link(https://pastebin.com/raw/jAzGpq1F from their example) it is working.
...ANSWER
Answered 2021-Oct-14 at 06:51I have found that the few KML Element is not supported in the Android SDK. I have got the details from the below reference.
Both KML file are same, but few elements are not supported in the android-sdk.
https://developers.google.com/maps/documentation/android-sdk/utility/kml#supported
Thanks.
QUESTION
I would like to know how Delaunay triangulation can be done to find the connectivity of the cells formed by voronoi tessellation
The following is the code that I'm using to generate voronoi cells.
...ANSWER
Answered 2021-Oct-03 at 02:38vor.ridge_points
is a Nx2 array containing all the Delaunay edges. The values are the indices into the input array points
. For example, one edge goes from point number vor.ridge_points[0,0]
to point number vor.ridge_points[0,1]
.
QUESTION
I wrote a small tessellation program. I can write to a SSBO (checked output using RenderDoc) but reading the data back right away in the same shader (TCS) does not seem to work. If I set the tessellation levels directly, I can see that my code works:
In the main of the Tessellation Control shader:
...ANSWER
Answered 2021-Aug-01 at 14:13
- I also inserted a
barrier();
between the writing and reading of the SSBO data and it did not help either.
That's not going to do something useful for your use case, what you actually need is glMemoryBarrierBuffer()
.
QUESTION
I want to make a world map with a voronoi tessellation using the spherical nature of the world (not a projection of it), similar to this using D3.js, but with R.
As I understand ("Goodbye flat Earth, welcome S2 spherical geometry") the sf
package is now fully based on the s2
package and should perform as I needed. But I don't think that I am getting the results as expected. A reproducible example:
ANSWER
Answered 2021-Jul-11 at 18:22(This answer doesn't tell you how to do it, but does tell you what's going wrong.)
When I ran this code I got
Warning message: In st_voronoi.sfc(sf::st_union(points)) : st_voronoi does not correctly triangulate longitude/latitude data
From digging into the code it looks like this is a known limitation. Looking at the C++ code for CPL_geos_voronoi, it looks like it directly calls a GEOS method for building Voronoi diagrams. It might be worth opening an sf issue to indicate that this is a feature you would value (if no-one tells the developer that particular features would be useful, they don't get prioritized ...) It doesn't surprise me that GEOS doesn't automatically do computations that account for spherical geometry. Although the S2 code base mentions Voronoi diagrams in a variety of places, it doesn't look like there is a drop-in replacement for the GEOS algorithm ... there are a variety of implementations in other languages for spherical Voronoi diagrams (e.g. Python), but someone would probably have to port them to R (or C++) ...
If I really needed to do this I would probably try to figure out how to call the Python code from within R (exporting the data from sf
format to whatever Python needs, then re-importing the results into an appropriate sf
format ...)
Printing the code for sf:::st_voronoi.sfc
:
QUESTION
So I am able to draw curved lines using tessellation shaders , but the lines coming out are very thin and jaggy(aliased). I was confused as how can I process these new points( isoline ), from tessellation eval shader to fragment shader and make it thicker and aliased.
I know their are multiple ways like using geometry shader and even vertex shader to calculate adjacent vertices and create polyline. But my goal isn't creating polyline, just a constant thickness and anti-aliased lines(edges). For which I think fragment shader is enough.
Kindly advise what will be the best and fastest way to achieve this and how can I pass "isolines" data from tessellation shader to fragment shader and manipulate their. Any small code which shows transfer of data from TES to FS would be really helpful. And pardon me, since I am beginner, so many of my assumptions above might be incorrect.
Vertex Shader: This is a simple pass through shader so I am not adding here.
Tessellation Eval Shader:
...ANSWER
Answered 2021-Jun-25 at 18:25If you want to draw a thick smooth line, you have 3 options:
Draw a highly tessellated polygon with many vertices.
Draw a quad over the entire viewport and discard any fragments that are not on the line (in the fragment shader).
Mix options 1 and 2. Draw a rough polygon that is larger than the line and encloses the line. Discard fragments at the edges and corners to smooth out the line (in the fragment shader).
QUESTION
I'm working with a KML file which I'm using to plot a LineString within Google Earth. I'm receiving GPS data from a USB adapter and feeding the coordinates to a Go channel. I'm attempting to read off the channel and update a node within the KML file to add to the LineString (thus plotting my movements).
Here is the KML structure:
...ANSWER
Answered 2021-Jun-25 at 18:33Does the file change outside of your application? If not, then you could parse the file once before the loop, maintain a list of coordinates, and write it out each time it changes so external applications can see the intermediate results. This will also be useful if you plan to do any more transformations, or if you want to generate the whole file from scratch at the beginning.
First, you will want a struct with the appropriate tags (see xml.Unmarshal). I usually start with an online generator for these sorts of things:
Community Discussions, Code Snippets contain sources that include Stack Exchange Network
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Install tessell
Install the Gradle Eclipse plugin
This is not strictly required, but the checked-in .classpath/.factorypath files assume this setup
Go to Window / Preferences / Java / Build Path / Classpath Variables
Add GRADLE_REPO has /yourHomeDir/.gradle/caches/modules-2
Import tessell-user and tessell-dev into Eclipse
Gradle should download all the dependencies and put them onto the Gradle classpath container
However, Eclipse needs to be "kicked" to see the annotation processor jar is now available
Close tessell-user
Open tessell-user
Clean tessell-user
Hopefully you have no build errors
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