weapp-adapter | weapp-adapter of Wechat Tiny Game in ES6 | Chat library
kandi X-RAY | weapp-adapter Summary
kandi X-RAY | weapp-adapter Summary
weapp-adapter of Wechat Tiny Game in ES6
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Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of weapp-adapter
weapp-adapter Key Features
weapp-adapter Examples and Code Snippets
const UUIDGeneratorBrowser = () =>
([1e7] + -1e3 + -4e3 + -8e3 + -1e11).replace(/[018]/g, c =>
(
c ^
(crypto.getRandomValues(new Uint8Array(1))[0] & (15 >> (c / 4)))
).toString(16)
);
UUIDGeneratorBrowser();
const crypto = require('crypto');
const UUIDGeneratorNode = () =>
([1e7] + -1e3 + -4e3 + -8e3 + -1e11).replace(/[018]/g, c =>
(c ^ (crypto.randomBytes(1)[0] & (15 >> (c / 4)))).toString(16)
);
UUIDGeneratorNode(); // '79c7c
def _parse_grad_debug_op_name(op_name):
"""Parse the name of a debug gradient op.
Args:
op_name: the name of the debug gradient op.
Returns:
1) The UUID of the GradientsDebugger that created the debug gradient op.
2) Name of the o
public static UUID generateType5UUID(String namespace, String name) {
final byte[] nameSpaceBytes = bytesFromUUID(namespace);
final byte[] nameBytes = name.getBytes(StandardCharsets.UTF_8);
final byte[] result = joinBytes(nam
public static UUID generateType3UUID(String namespace, String name) {
final byte[] nameSpaceBytes = bytesFromUUID(namespace);
final byte[] nameBytes = name.getBytes(StandardCharsets.UTF_8);
final byte[] result = joinBytes(nam
Community Discussions
Trending Discussions on weapp-adapter
QUESTION
I'm trying to port my own WebGL-based engine to WeChat MiniGame environment, and currently trying just to have WebGL context that will be cleared with pink color:
What's the issueI've followed examples that Tencent provides as well as ThreeJS example on how to setup game project. It works great within WeChat Developer Tool (as seen in the above image), however when I try to open it on my device (Android phone), it is stuck at 100% loading screen:
It stays like this for about 1 minute, and then shows black screen.
My codeThere's no resource loading in my code.
Here is what is in my main.js
:
ANSWER
Answered 2019-Jan-11 at 08:10I've finally figured out how to solve it:
When I've placed WebGL context initialization in very first call of animation frame, while actual rendering is done in all other calls, it worked as expected on my Android device. Here is main.js
I've changed:
Community Discussions, Code Snippets contain sources that include Stack Exchange Network
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