starfield | A Three.js experiment | Graphics library

 by   etrepat JavaScript Version: Current License: MIT

kandi X-RAY | starfield Summary

kandi X-RAY | starfield Summary

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

Simple rotating starfield. A Three.js experiment.
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            kandi-support Support

              starfield has a low active ecosystem.
              It has 14 star(s) with 10 fork(s). There are 3 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              starfield has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of starfield is current.

            kandi-Quality Quality

              starfield has no bugs reported.

            kandi-Security Security

              starfield has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              starfield 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

              starfield releases are not available. You will need to build from source code and install.

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            starfield Key Features

            No Key Features are available at this moment for starfield.

            starfield Examples and Code Snippets

            No Code Snippets are available at this moment for starfield.

            Community Discussions

            QUESTION

            Headless puppeteer not rendering WebGL correctly
            Asked 2021-Feb-06 at 03:44

            I'm trying to take a screenshot of my WebGL app but the results are not right.

            Running puppeteer in headful mode works just fine but I need it in headless mode.

            I've hosted my shader on shadertoy to make things easier here.

            The shader is really simple, it uses a PRNG to draw a starfield.

            Puppeteer version: 7.0.1

            Chromium version: 90.0.4403.0

            Here is my shader:

            ...

            ANSWER

            Answered 2021-Feb-06 at 03:44

            I get the black version on my desktop. My guess is the issue is your shader is using undefined behavior

            This line

            Source https://stackoverflow.com/questions/66073048

            QUESTION

            Javafx mouse event y coordinate offset incorrect in subscene
            Asked 2020-Nov-03 at 16:29

            I created a star plotting application to plot labels for a 3d star plotter so that the labels are mapped local to scene. I wanted to do this so that whenever I rotate the starfield, the labels are always facing forward and don't rotate with the individual stars (annoying because they can't be read).

            Now this works very well until I added a control panel above it. In the application below, if the control panel is not present, then labels track with the position of the stars. But with the control panel, the labels are y-offset by the size of the control panel height.

            The issue is that the "mousePosY = me.getSceneY();" returns the mouse position of the scene itself and not the defined subScene. I had thought that the "subScene.setOnMouseDragged((MouseEvent me) -> {" would have given me the position of the mouse relative to the subScene and not the scene.

            Is there any way to fix this so that the returned X,Y position is for the subScene only?

            The following code is a very cutdown version of my application that shows the actual issue itself.

            ...

            ANSWER

            Answered 2020-Nov-03 at 16:29

            I broke this down into a simpler problem relating mouse offset, solved that, and then worked that solution into here.

            The key issue is that I assumed that the mouse event (x,y) positions would be zero offset to the SubScene, and in reality, they are relative to the containing scene. I had to calculate the bounds of the component relative to the parent. Having the actual location of the SubScene in the layout of the larger application allows me to calculate the corrected (x,y) positions.

            Here is the answer:

            Source https://stackoverflow.com/questions/64654351

            QUESTION

            Change the color and background of the Kivy progressbar
            Asked 2020-Sep-09 at 02:51

            I am using the following function to implement a progressbar with kivy.

            ...

            ANSWER

            Answered 2020-Sep-09 at 02:51

            You can define your own version of ProgressBar using dynamic classes in your kv like this:

            Source https://stackoverflow.com/questions/63801753

            QUESTION

            Canvas only drawing in top left quadrant
            Asked 2020-Sep-03 at 21:16

            Trying to create a space background for a simple browser game we are running into trouble with the canvas only painting in the top left quadrant.

            This is a React app using Emotion as CSS in JS. We are trying to set the canvas dimension via its width and height property to rely on this for painting. Then we want to use CSS injected through emotion to resize the canvas to fit its containers width while maintaining aspect ratio.

            A code sandbox can be found at https://codesandbox.io/s/epic-liskov-degs9

            The component in question looks like this:

            ...

            ANSWER

            Answered 2020-Sep-03 at 21:16

            You're accessing the offsetHeight and width of the canvas element which is how much space the canvas takes up not the size of the canvas. What you should be basing your random calculation on is the width and height of the canvas. Changing maxWidth and height to the following will base your numbers off the canvas dimensions not the dimensions of the canvas element in the DOM.

            Source https://stackoverflow.com/questions/63731477

            QUESTION

            How do you pick individual points from THREE.Points object?
            Asked 2019-Dec-11 at 21:12

            I have a point cloud represented by a single THREE.Points(). I'm looking to to pick individual points out with mouse clicks.

            ...

            ANSWER

            Answered 2019-Dec-11 at 21:12
            Step 1:

            Changing material.color is going to affect all points, not just one. If you want to set up an independent color for each point, you'll have to follow something like this example. The key takeaway is that you'll have to use the Geometry.colors array to assign each point's color, just like you did with each point's position. This way you can individually change it when the raycasting occurs. Then, when creating the material, you tell it to read the individual vertex colors with THREE.VertexColors:

            THREE.PointsMaterial({ vertexColors: THREE.VertexColors });

            Step 2:

            Each time your raycaster intersects something, you get an object with several attributes:

            { distance, point, face, faceIndex, object, uv, instanceId }

            As you've discovered, the object property is all points, but you can use point property to get the Vec3 position of where the intersection occurred. You'll need to loop through your geometry.vertices array to find the closest one, but once you find it, you can change its color with the geometry.color attribute you established in step 1.

            Source https://stackoverflow.com/questions/59292594

            QUESTION

            How does fillStyle work in bs-webapi Canvas2d
            Asked 2019-Oct-29 at 19:15

            I'm wondering how to create a and set a fill style using bs-webapi and Canvas2d interface in ReasonML.

            I think the definition I might need is this:

            ...

            ANSWER

            Answered 2019-Oct-29 at 09:38

            The function you want is setFillStyle:

            Source https://stackoverflow.com/questions/58603748

            QUESTION

            Orbit controls showing error Uncaught TypeError: Cannot read property 'ROTATE' of undefined
            Asked 2019-Aug-19 at 20:34

            The Code was working fine yesterday but suddenly started showing the error above in orbit control js file in line 82 as follows.

            Uncaught TypeError: Cannot read property 'ROTATE' of undefined at new THREE.OrbitControls (OrbitControls.js:82)

            this issue completely breaks the 3d scene. commenting out the code for controls made the 3d scene work. Can some one help me with this issue.

            ...

            ANSWER

            Answered 2019-Aug-19 at 20:34

            According to https://discourse.threejs.org/t/recent-change-to-orbitcontrols-breaks-some-projects/8780, the problem stems from version mismatch. Using https://threejs.org/build/three.js as your three.js include should fix the issue. The mismatch is from three.js - the original file - being updated, along with the example for orbit controls, however, your version of three.js may be an older one. Hope this helps!

            Source https://stackoverflow.com/questions/57285168

            QUESTION

            How to overlay multiple images onto a base image on certain coordinates?
            Asked 2019-Jul-16 at 10:28

            [This is now solved. I've posted my updated code at the bottom of my question for reference].

            I am trying to create a progam in Python to automatically overlay a small image onto a large image for a list of coordinates. I can get it to work for a single example of one small image onto a larger image, but not when I attempt to repeat this multiple times. I would be grateful if someone could please point out the error in my code (probably quite basic I hope, I'm not confident with Python).

            The purpose of the code is to find the brightest points in an image (in this case an image of a starfield), use a threshold, erosion, dilation process to isolate the brightest/largest stars. The findContours function is then used, and a rectangle is drawn around each contour. The central coordinates of each rectangle is treated as the pixel coordinates of that star. I am attempting to then use those coordinates to overlay a smaller image onto the base image in each position where a bright star is detected. For some reason it isn't working, and I would be really grateful for some assistance, thank you.

            No google search and stack search I've tried has turned up some code I could imitate unfortunately, and I haven't been able to successfully code this myself.

            This is the code I used to overlay a single image onto a base image, which works properly:

            ...

            ANSWER

            Answered 2019-Jul-15 at 17:34

            The problem with your code is that, inside the for loop:

            Source https://stackoverflow.com/questions/57044037

            QUESTION

            starfield simulation rendering blank
            Asked 2019-Jul-05 at 22:01

            How to python debug opengl starfield simulation that drawing a black screen? The code seems ok, but obviously something is off. Are there any additional functions such as glGetError that can verify variables to assist in debugging? I believe I have hurdled, coded correctly a glMapBufferRange function call.

            UPDATE: With excellent support by Rabbid76 the program is now rendering the same as expected results. Thank you very much!

            Expected output:

            Support files: starfield_support.zip

            Ported from: starfield.cpp

            source code:

            ...

            ANSWER

            Answered 2019-Jul-04 at 20:55

            How to python debug opengl [...]

            Those days it is common to generate debug output when debugging OpenGL.
            The Kronos wiki page Debug Output tells everything about it what you've to know.

            A debug message callback is specified by glDebugMessageCallback. The debug output has to be enabled by glEnable(GL_DEBUG_OUTPUT). Synchronous outputs can are generated when glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS) is enabled.
            Which outputs are generated can be set by glDebugMessageControl in detail.

            To activate the debug output you've to generate a debug call back function with the decorator @GLDEBUGPROC:

            Source https://stackoverflow.com/questions/56893863

            QUESTION

            Speed up Starfield Canvas animation and control it
            Asked 2019-May-18 at 01:29

            Im trying to create a canvas animation of starfield. It has a fixed speed value so stars moving in same speeds but now I want to start it with stars not moving and when you click a button i want to start it slowly and then gradually increase the speed and then again slow down and stop. How do I achieve this?

            Speeds should be like this example https://www.shadertoy.com/view/Xdl3D2

            ...

            ANSWER

            Answered 2019-May-18 at 01:29

            You have to increase the speed in the function draw to create a speeding up effect, and decrease to slowdown.

            Source https://stackoverflow.com/questions/56194958

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

            Vulnerabilities

            No vulnerabilities reported

            Install starfield

            You can download it from GitHub.

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