dat.gui | Lightweight controller library for JavaScript
kandi X-RAY | dat.gui Summary
kandi X-RAY | dat.gui Summary
A lightweight graphical user interface for changing variables in JavaScript. Get started with dat.GUI by reading the API documentation.
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Top functions reviewed by kandi - BETA
- Provides ColorController .
- augments the controller
- Save the save menu .
- Creates a number slider .
- Construct a number representing a number .
- Add object control
- Converts a color to a string .
- Add resize handle
- Add property name to gui .
- Initialize the background element .
dat.gui Key Features
dat.gui Examples and Code Snippets
Community Discussions
Trending Discussions on dat.gui
QUESTION
so I am a newbie towards threejs and basically have just started to learn and develop in threejs. I do understand due to limitations on mobile browsers there are some characteristics that is not present on desktop may be present on mobile. I however have run into a problem that I cant seem to google or find as to why it happened. I have created a very basic scene with the background color of black ‘0x000000’ and in this scene I have a sphere with wireframe as its material and its color is set to white. On desktop this renders perfect and shows up exactly as black background scene with white sphere geometry. However once Ive test deployed on a domain and accessing it through mobile, the scene and sphere color are totally inverted. I am still unsure what is causing it and any answer would be greatly appreciated. Thanks in advance!
This below code is how I create a canvas and a scene and a sphere.
...ANSWER
Answered 2022-Apr-14 at 18:03You have added the CSS rule mix-blend-mode: exclusion
to your . For some reason, Safari is the only browser that's respecting that rule, and that's why it's showing inverted colors on mobile.
If you want a black background with white wireframes, just get rid of any mix-blend-modes in CSS so you get exactly the color you're defining.
QUESTION
I've made a box with an open side using MeshStandardMaterial
and BoxGeometry
. I've set the openBox to cast and receive shadows, but it's not working as expected. I would expect the interior of the box to go dark as soon as the pointlight passes through the side.
(I've added it as a snippet, but disabled OrbitControls because I couldn't figure out how to add it from the CDN)
...ANSWER
Answered 2022-Mar-04 at 19:21The problem was that I did not have:
renderer.shadowMap.enabled = true
QUESTION
I'm trying to create an ocean for my Three.js application. I took the example from this site: https://codepen.io/RemiRuc/pen/gJMwOe?fbclid=IwAR2caTQL-AOPE2Gv6x4rzSWBrOmAh2j-raqesOO0XbYQAuSG37imbMszSis
...ANSWER
Answered 2022-Mar-01 at 07:33QUESTION
I want to make this canvas as a background animation. But the three.js render the background to black. I want to make it transparent. I tried to change it by css background-color:transparent;
I looked for other similar issues in stackoverflow but nothing helped. How can I do it? These are my html,css and js.
Thanks in advance.
Here is the codepen link.
My HTML:
ANSWER
Answered 2022-Jan-27 at 14:58To be able to get alpha support with three.js's WebGLRenderer
at all you need to activate it's alpha buffer by setting the alpha
option to true upon initialization.
QUESTION
I'm learning three.js, and I'm implementing it in my angular 11 project, I made a very simple demo using a SphereBufferGeometry, and I deployed it to github pages, when I'm browsing it on an android phone, it's working normally, but when I open it on an iphone (safari), all the UI disappear and all I see is a grey background
this is my component ts file:
...ANSWER
Answered 2022-Jan-26 at 10:17Note that I'm using Angular 11.2.8 and ThreeJS 0.136.0
Found the solution in this discussion , and all I did was changing "buildOptimizer"
to false
in angular.json file.
QUESTION
I have an issue with the path definition of the libraries and models that are used in an HTML file using WebGL. The HTML file can be found here, which is an example code for a WebGL2 book.
The HTML file itself is sitting locally in the following directory in my computer.
...ANSWER
Answered 2022-Jan-02 at 13:02It's a security, Chrome doesn't let you load local files through file:///...
for security reasons.
The purpose of this security is to prevent external resources from gaining access to your system, which could allow them to modify or steal files
SolutionsThe best solution is to run a little http server locally since you can follow the steps from this SO answer or this one.
Or, maybe others will bring it up so I'll mention it, you can also launching Google Chrome from the command line with the flag:
--allow-file-access-from-files
, but this isn't recommended since Chrome doesn't allow this behaviour to protect you.
QUESTION
I'm currently working on a 3D Pi Estimator built in three.js, for which the source code can be seen at https://jsfiddle.net/fny94e7w/.
...ANSWER
Answered 2022-Jan-01 at 19:30Here is the modification of your code, that uses InstancedMesh
.
QUESTION
tried to create a text loader in THREE.js and I have got an error and not the text that I created
three.module.js:38595 GET http://192.168.8.104:8080/[object%20Object] 404 (Not Found)
this error came and I tried my best to solve it but I couldn't get any solutions and this is my previous question link Text Loader is not loading in THREE.js
...ANSWER
Answered 2021-Nov-30 at 14:30Your problem is right in your error.
http://192.168.8.104:8080/[object%20Object]
This means you're passing an object as a URL. That can be seen with the lines...
QUESTION
hey guys i new to parcel and i am trying to use parcel to build my website on it. i installed parcel using
...ANSWER
Answered 2021-Nov-18 at 15:03When you run npm install --save-dev parcel
, you are installing local packages that are only intended to be used in this particular project, not everywhere on your computer (see docs). So commands associated with those packages aren't added to your CLI's global path by default. One way to run locally installed commands is to put them your package.json
's "scripts"
field:
QUESTION
i am new to webgl and i am currently learning shaders. i am currently trying to make pointers with plane buffer geometry but currently , shader wont compile .
this the error i face when trying to compile
...ANSWER
Answered 2021-Nov-19 at 04:08At least one of the problems is that you have integers in your shaders, which expect floats. 1
(an int
) and 1.0
(a float
) are not identical in GLSL.
For example:
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