vec2 | 2D vector class for AS3 | Machine Learning library
kandi X-RAY | vec2 Summary
kandi X-RAY | vec2 Summary
A 2D vector class for AS3. Supports many operations: dot and cross product, rotation, tests for proximity, find orthogonal vectors, clamping, interpolation and more. Check the [docs] Take a look at Vec2Test.as to see how to use this class. Original work by [playchilla] slightly reworked by azrafe7. .
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QUESTION
Here is my question, i will list them to make it clear:
- I am writing a program drawing squares in 2D using instancing.
- My camera direction is (0,0,-1), camera up is (0,1,0), camera position is (0,0,3), and the camera position changes when i press some keys.
- What I want is that, when I zoom in (the camera moves closer to the square), the square's size(in the screen) won't change. So in my shader:
ANSWER
Answered 2021-Jun-14 at 21:58Sounds like you use a perspective projection, and the formula you use in steps 1 and 2 won't work because VP * vec4 will in the general case result in a vec4(x,y,z,w)
with the w
value != 1
, and adding a vec4(a,b,0,0)
to that will just get you vec3( (x+a)/w, (y+b)/w, z)
after the perspective divide, while you seem to want vec3(x/w + a, y/w +b, z)
. So the correct approach is to scale a
and b
by w
and add that before the divde: vec4(x+a*w, y+b*w, z, w)
.
Note that when you move your camera closer to the geometry, the effective w
value will approach towards zero, so (x+a)/w
will be a greater than x/w + a
, resulting in your geometry getting bigger.
QUESTION
I am new to Glsl and have absolutely no idea what I am doing. I have been looking for resources to learn however, most of them are either incredibly general like the book of shaders or really overwhelming like this reference.
Anyways, I am looking for what exactly a "fragment" is. I think it is just referring to pixels that need to be rendered. If this is the case what does gl_FragCoord return? I've messed around with it and I don't think it returns the x,y of the current fragment but the book of shaders says
"vec4 gl_FragCoord, which holds the screen coordinates of the pixel or screen fragment that the active thread is working on."
I have also seen that it returns values from 0 to 1, initially (0.5,0.5). I have no idea what (0.5,0.5) is referring to though. Is it percentage of the screen? Like on a 800px by 800px screen will 0.5,0.5 correspond to 400,400? If so than why doesn't this sort of thing work:
...ANSWER
Answered 2021-Jun-10 at 18:29gl_FragCoord.xy
contains the window relative coordinates. The bottom left fragment has the coordinate (0.5, 0.5). The top right fragment has the coordinate (width-0.5, height-0.5). See gl_FragCoord
.
However the texture coordinates have to be specified in range [0.0, 1.0]. The bottom left coordinate is (0.0, 0.0). The top right coordinate is (1.0, 1.0). The argument of texture2D
needs to be the texture cooridante:
vec4 screencol = texture2D(displayimg, gl_FragCoord.xy*vec2(width,height));
QUESTION
I am trying to run a code that has a GUI built with pyglet. but it gives this error. I have searched and found that I need to directly set the version of GLSL to be used by the code but I don't know how. would be happy if you helped me out with it.
...ANSWER
Answered 2021-Jun-08 at 07:05well it got solved!
just needed to add the directive #version 120
at the beginning of the shader like this:
QUESTION
I would like to deduce a class' (with default template parameter) typedef with c++17 automatically. Does somebody know if this is possible? The following code tries to illustrate this:
...ANSWER
Answered 2021-Jun-07 at 10:59Is it possible to infer the type of Vec automatically without specifying the template type of A explicitly?
Yes:
QUESTION
I'm trying to change the perspective of my square in OpenGL but when I put some vectors to multiply with my position's vector the image disappears and don't know if I changed the perspective enough to make it disappear from the screen or it is a rendering problem which I think that is more probable
Vertex Shader:
...ANSWER
Answered 2021-Jun-06 at 15:31If you are using is C++ and glm, then glm::mat4 model(1.0f);
constructs an identity matrix.
If you are using cglm then mat4 model = {1.f};
does not initialize an identity matrix. mat4
is a structure, but not a class with a constructor.
You have to use glm_mat4_identity
:
mat4 model = {1.f};
mat4 view = {1.f};
mat4 proj = {1.f};
QUESTION
I'm trying to add a new function to an existing class Node
defined inside the namespace cc
. The namespace is declared as follows:
creator.d.ts
...ANSWER
Answered 2021-Jun-04 at 12:00You can add a function to a class inside a namespace by first creating an interface (Node
) that is wrapped inside a namespace with the same name (cc
) that is then wrapped inside a declare global
statement and then by adding the interface method (getWorldPosition
) to the .prototype
property of the type you want to extend (cc.Node
).
QUESTION
I want to create a struct called Vec2 which looks something like this:
...ANSWER
Answered 2021-Jun-04 at 10:10In this case a simple if constexpr
should be enough:
QUESTION
I'm trying to use Armadillo C++ library in my swift code to create sinusoidal curved arrow. Earlier it worked well with Objective C. But when I'm trying to do the same implementation in Swift, it's showing 'armadillo' file not found
error.
I've downloaded the file from https://github.com/gadomski/armadillo/tree/master/branch-5.600/include path and copied both armadillo_bits folder and armadillo file into the project.
I've created a Objective C++ Wrapper around the C++ class too.
Objective C++ Wrapper DrawSinusoidal.h file
...ANSWER
Answered 2021-Jun-03 at 22:39Finally I found the solution to it. Sharing the steps which I followed.
- We need to install the pre-built Armadillo packages to macOS which can be installed via MacPorts or HomeBrew
- I installed using HomeBrew.
$ brew install armadillo
Once it is completed, please keep a note on the installed path from the last line.
In my machine, it is installed on path /usr/local/Cellar/armadillo/10.5.1
- Next, we need to provide the Header Search Paths. Headers are available in below location, so just copy the path and paste in Xcode.
/usr/local/Cellar/armadillo/10.5.1/include/armadillo_bits
- Next, we need to link the
libarmadillo.dylib
library that is available in the installed path to the sdk path in the Xcode. Open terminal and type following command.
QUESTION
My diffuse lighting doesn't seem to be working properly.
Fragment Shader:
...ANSWER
Answered 2021-Jun-03 at 06:53this:
QUESTION
I'm trying to unravel a bit of the dark unknown that is webgl via PixiJS library. At this point, it probably should be noted that I haven't used PixiJS for awhile either, but it seemed to be a much more preferable approach than to manipulate the lower level underlying webgl state.
My logic is currently this: I create two buffers ("current" and "previous") with the same fragment shader as well as a render buffer and a "render" fragment shader. Both buffers start off with the same content: a fill that is rgb(255, 10, 0) for every pixel.
Right now, the fragment shader does this:
...ANSWER
Answered 2021-Jun-03 at 11:28The problem is related to the texture format. The color channels are stored in a single byte using a normalized floating point format. The floating point values in range [0.0, 1.0] are mapped to the integral values in range [0, 255].
The start value of the green color channel is 10. 10 * 1.05 is 10.5. Since the value is truncated when stored in the texture, the result is 10.
The simples solution is to change the factor:
pixel.y = pixel.y * 1.05; // increase green a bit
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