starfield | A Three.js experiment | Graphics library
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kandi X-RAY | starfield Summary
Simple rotating starfield. A Three.js experiment.
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QUESTION
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 03:44I get the black version on my desktop. My guess is the issue is your shader is using undefined behavior
This line
QUESTION
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 16:29I 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:
QUESTION
I am using the following function to implement a progressbar with kivy.
...ANSWER
Answered 2020-Sep-09 at 02:51You can define your own version of ProgressBar
using dynamic classes in your kv
like this:
QUESTION
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 21:16You'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.
QUESTION
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 21:12Changing 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 });
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.
QUESTION
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 09:38The function you want is setFillStyle
:
QUESTION
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 20:34According 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!
QUESTION
[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 17:34The problem with your code is that, inside the for loop:
QUESTION
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 20:55How 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
:
QUESTION
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 01:29You have to increase the speed in the function draw
to create a speeding up effect, and decrease to slowdown.
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