Planetarium | Procedurally generated and animated planets of all sorts | Animation library
kandi X-RAY | Planetarium Summary
kandi X-RAY | Planetarium Summary
Procedurally generated and animated planets of all sorts.
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QUESTION
I wanted to make a dynamic table view where a button was clicked to reveal a Table Row however, I get an error when I try to change the text of the button.
...ANSWER
Answered 2022-Jan-03 at 13:48Suggestions:
- Use "display" style, instead of "visibility", to don't let the space occupied on the page when it's not visible;
- It's not good idea have multiple elements with the same id (like "info"), because that breaks the rules of HTML;
- To show and hide, use read directly info from css, instead of use a auxiliary variable;
- The document.getElementsByTagName returns an object, not an array. The way to navigate is using the classic way.
Next, your code with some fixes:
QUESTION
Why moving eye position, using setLookAtM, will clip the 3d view of my model? I am moving eye Z position using time. Please check video and code:
...ANSWER
Answered 2021-Apr-28 at 08:30The clipping is related to the projection matrix. The projection matrix specifies a Viewing frustum. All the geometry which is not in the viewing volume (frustum) is clipped. Therefore, All the geometry which is not in between the near and far plane is clipped:
The distance between the geometry and the camera has to be stored in the depth buffer. The distances between the near and far plane (normalized device z coordinate) is mapped to the range of a value in the depth buffer.
In your case the distance to the near plane is 3 and the distance to the far plane is 7
QUESTION
I am building a simple Solar system model and trying to set textures on some spheres.
The geometry is properly generated, and I tried a couple different ways to generate the texture coordinates. At present I am relying on glu:quadric-texture
for generating the coordinates when glu:sphere
is called.
However, the textures never appear - objects are rendered in flat colors.
I went through several OpenGL guides and I do not think I am missing a step, but who knows.
Here is what is roughly happening:
- call
gl:enable :texture-2d
to turn on textures - load images using
cl-jpeg
- call
gl:bind-texture
- copy data from image using
gl:tex-image-2d
- generate texture ids with
gl:gen-textures
. Also tried generating ids one by one instead of all at once, which had no effect. - during drawing create new quadric, enable texture coordinates generation and bind the texture before generating the quadric points:
ANSWER
Answered 2021-Apr-18 at 21:27I don't know if you've discovered a solution to your problem, but after creating a test image, and modifying some of your code, I was able to get the texture to be applied to the sphere.
The problem comes into play with the fact that you are attempting to upload textures to the GPU before you've enabled them. (gl:enable :texture-2d) has to be called before you start handling texture/image data.
I'd recommend putting the let* block with the planets-init that is in the main function after 'setup-gl', and also moving the 'format' function with the planets data to work correctly without an error coming up.
My recommendation is something like:
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