gl-text | Render text with WebGL | Graphics library

 by   a-vis JavaScript Version: 1.4.0 License: MIT

kandi X-RAY | gl-text Summary

kandi X-RAY | gl-text Summary

gl-text is a JavaScript library typically used in User Interface, Graphics, WebGL applications. gl-text has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub, Maven.

Render text with WebGL
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              gl-text has a low active ecosystem.
              It has 10 star(s) with 1 fork(s). There are 2 watchers for this library.
              There were 1 major release(s) in the last 12 months.
              There are 2 open issues and 1 have been closed. On average issues are closed in 5 days. There are 2 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of gl-text is 1.4.0

            kandi-Quality Quality

              gl-text has no bugs reported.

            kandi-Security Security

              gl-text has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              gl-text is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              gl-text releases are not available. You will need to build from source code and install.
              Deployable package is available in Maven.
              Installation instructions are not available. Examples and code snippets are available.

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            gl-text Key Features

            No Key Features are available at this moment for gl-text.

            gl-text Examples and Code Snippets

            No Code Snippets are available at this moment for gl-text.

            Community Discussions

            QUESTION

            WebGL/OpenGL text labeling animated instanced shapes
            Asked 2020-Nov-05 at 04:16

            I'm rendering a variable number of circles in the plane with variable size, color, and position using instancing. I'm hoping to reach on the order of 10k-100k circles/labels.

            ...

            ANSWER

            Answered 2020-Nov-05 at 04:16

            Off the top of my head you could store your messages in a texture and add a message texcoord and length per instance. You can then compute the size of the rectangle needed to draw the message in the vertex shader and use that to center as well.

            Source https://stackoverflow.com/questions/64618329

            QUESTION

            WebGL Reading pixels properly from offscreen canvas
            Asked 2020-Oct-27 at 12:37

            I know there are a lot of resources on this, but none of them have worked for me.
            Some are: webgl readpixels is always returning 0,0,0,0,
            and this one: https://stackoverflow.com/questions/44869599/readpixels-from-webgl-canvas\ as well as this one: Read pixels from a WebGL texture
            but none of them have been either helpful or successful.

            The goal: Render an offscreen canvas with a WebGL shader, then use that as a texture in a separate WebGL shader.

            Notes:

            • For these WebGL shaders, I'm using a generic vertex shader used for pixel shaders, specifically, a raytracer/raymarcher. This is: attribute vec2 a_position; void main() { gl_Position = vec4(a_position.xy, 0.0, 1.0); }. This vertex shader is inputted two triangles that cover the screen, so basically the fragment shader is doing all the work.

            Problem: In order to get the image data off of the offscreen canvas, I've tried these methods:

            1. The WebGL gl.readPixels function
            ...

            ANSWER

            Answered 2020-Oct-26 at 20:32

            For some reason gl.readPixels works better with a Uint8Array.

            Source https://stackoverflow.com/questions/64543523

            QUESTION

            OpenGL How to show .obj models while having a .jpg as a background?
            Asked 2020-Oct-17 at 13:53

            I would like to use wood.jpg as the background for an OpenGL program. I would like this program to also show the model basketball.obj as shown in the picture:

            I've read several tutorials( Youtube channels sentdex, atibyte, The Cherno). I also tried the website learnopengl.com, opengl-tutorial.org, and codeloop.com. I've also used Udemy. None of these specifically show how to use a .jpg as a background for .obj models.

            I can run code for multiple models that have been defined within the main code. I can also run code for multiple .obj files. But I have failed run code that can run both at the same time.

            Can someone please help me? I can code in both OpenGL C++ and pyOpenGL for Python.

            So far, the only success I have had in displaying the image wood.jpg as the background:

            ...

            ANSWER

            Answered 2020-Oct-17 at 13:53

            You have 2 shader programs, hence you have to compile both shader programs and you have to install the shader program before you draw the geometry by glUseProgram:

            Source https://stackoverflow.com/questions/64398984

            QUESTION

            Is it possible to access pre-set textureunits within a shader?
            Asked 2020-Jul-11 at 06:08

            TL;DR: I've activated and bound textures to textureunits 1-4 and now I wish to use them within shaders without using a program specific uniform position. Is it possible to read data from textures using the "global" texture units?

            I'm having a bit of a hard time understanding how to access textures in webgl. Here in this tutorial on textures it says "Texture units are a global array of references to textures.", and this sounds great. I've bound my textures using

            ...

            ANSWER

            Answered 2020-Jul-11 at 06:08

            I wish to use textures globally in both of them without having to getUniformLocation on each program, if it's possible to do so

            It is not possible to do so.

            The texture units are global. You can think of it just like a global array in JavaScript

            Source https://stackoverflow.com/questions/62836064

            QUESTION

            How do I align Glyphs along the baseline with Freetype?
            Asked 2020-Jun-14 at 16:26

            I have written a function that creates an image from a font using Freetype2. My goal is to create an OpenGL-texture with all characters from the font. But first, I want to make sure the texture gets created properly, thus I store it as an image with stb_image_write for now. This is my progress so far:

            As you can see, the glyphs are not aligned along the baseline, but along the top of the image. So I decided to introduce a variable called "yOffset", which describes the amount of pixels that each glyph has to be moved down to align them properly.

            According to an answer in Render FreeType text with flipped ortho, difference between top and baseline of glyph, this offset can be calculated with

            ...

            ANSWER

            Answered 2020-Jun-14 at 16:26

            I solved this issue with a simple fix, after I noticed that the actual height of the image was not calculated correctly. This is because the height of the "tallest" glyph does not represent the actual height of the image. For example, a character might be smaller than the tallest glyph, but placed higher above the baseline, and thus being out of bounds.

            I introduced another variable called "maxDescent", which stores the maximum amount of pixels below the baseline. It is calculated as following in the first loop:

            Source https://stackoverflow.com/questions/62374506

            QUESTION

            Object couldn't translate while it could rotate using transform matrice
            Asked 2020-Jun-03 at 10:23

            I'm trying to make 2D transform about webgl. There is no problem about rotation, and probably scale works good. On the other hands, translation is not working anyway. I suppose, I made a stupid mistake and I can't see that what i missed.

            handlePressedDownKeys(translation), I passed array and when i pressed w, s, d, a, translation[0] or translation[1] will be increased or decreased. I didn't add this function but it works fine because when I pressed button, I can see matrice which on screen's 6. and 7. values was changing.

            That's my code:

            ...

            ANSWER

            Answered 2020-Jun-03 at 10:23

            The issue is the math in vertex shader and or the data you're passing to it

            Source https://stackoverflow.com/questions/62166447

            QUESTION

            Render javascript website code with selenium headless chrome
            Asked 2020-Feb-27 at 18:31

            How can i read and store the javascript rendered HTML of a website using selenium in headless mode? I wrote this code, but the div tag i am interested in to store is not rendered, while if i run the same script in non headless mode i am able to get the tag.

            ...

            ANSWER

            Answered 2020-Feb-27 at 18:31

            Just fixed the problem reinstalling the chromedriver. Make sure that it is compatible with the Chrome version you are using, and that it is not internally modified. To check chrome version, type chrome://version in url. To install chrome driver, go to https://chromedriver.chromium.org/downloads . Thanks to @furas

            Source https://stackoverflow.com/questions/60435900

            QUESTION

            How to write a generic webgl render loop while binding vertex array objects and buffer data for dynamic draw on render time?
            Asked 2019-Aug-27 at 08:08

            I want to display text using the mentioned method in this article. Meanwhile I care about code to be generic.

            In the article it mentions manually creating a buffer info which I call first method :

            ...

            ANSWER

            Answered 2019-Aug-27 at 08:08

            Since you're using vertex array objects you only need to setup attributes at init time. Attributes keep a pointer to the buffer that was current when vertexAttribPointer was called. See this article on attribute state or this question or this one

            In other words if you do this

            Source https://stackoverflow.com/questions/57666789

            QUESTION

            ARCore : should I add "uses-feature android:glEsVersion="0x00020000""?
            Asked 2018-Feb-14 at 17:09

            In the ARCore demo app Preview 2, I don't see the following line in the manifest:

            ...

            ANSWER

            Answered 2018-Feb-14 at 17:09

            If you want to use OpenGL ES in your app you should specify so in the manifest, same goes for texture compression, if you're compressing your textures and uploading them using glCompressedTexImage2D you're using texture compression...

            Source https://stackoverflow.com/questions/48782438

            QUESTION

            A single folder mysteriously not downloaded from or compressed on ftp server
            Asked 2017-Jun-14 at 14:03

            So I've done a lot of research so far and haven't found even a hint of something that could cause this. I put htaccess in the tags since I thought that could technically do it.

            The problem is this: I have a server to migrate. So I want to download all the files from the old server, and then reupload to the new server. What happens when I go to the online file manager and click compress and download is that a very important folder is missing from the zip (and judging by the counts there are others missing too).

            I've also used Filezilla to recursively download the whole directory structure, but it also misses that folder. Even stranger is that Filezilla sees the folder and I can download it directly, but if I recursively download the folder just above it, it doesn't grab it. It's the same with the online file manager, it sees it too.

            I even wrote my own c# program to do a basic directory listing and it doesn't see it. It uses an FtpWebRequest with Method set to WebRequestMethods.Ftp.ListDirectoryDetails.

            So the problems persists on both server side functions as well as the client attempts through FTP protocols.

            There is an .htaccess file specific to the folder in question but I can't see anything that might do this. (Included below)

            Does anyone have any ideas? I'd be most grateful for any hint

            ...

            ANSWER

            Answered 2017-Jun-14 at 14:03

            The problem is that there are file names which are only differing in the lower case and upper case of file names. This might work if both source and destination systems have file systems that discern lower and upper case, but it definitely doesn't work on file names for example in Windows.

            Source https://stackoverflow.com/questions/44546249

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install gl-text

            You can download it from GitHub, Maven.

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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            Install
          • npm

            npm i gl-text

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            https://github.com/a-vis/gl-text.git

          • CLI

            gh repo clone a-vis/gl-text

          • sshUrl

            git@github.com:a-vis/gl-text.git

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