quads | quad geometry creation and manipulation tools
kandi X-RAY | quads Summary
kandi X-RAY | quads Summary
This package is a collection of quad geometry creation and manipulation tools. They can be used agnostic to any given library as they only operate on simple arrays and objects. Please note that this package is an early release, and the APIs may stabilize over time. More rigorous testing is also in the works.
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Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of quads
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Trending Discussions on quads
QUESTION
I am working on my Raycaster engine for some time, that I am runing on slower machines. The most challenging problem I occures was/is the efficient floor and ceiling casting.
My question is: what other faster approached can I use? (I am not sure how Doom floors and ceilings are rendered)
So far I tried two typical solutions:
- verical and horizontal - casting as described in well know lodev tutorial: https://lodev.org/cgtutor/raycasting2.html
The horizontal approach is of course much faster, but I additionally optimized it with fixed point variables.
Unfortunately even that approach is a performance killer - quite big fps drop even on faster cpus, and an slower cpus its a bottle neck.
My other ideas:
- I figure out an algorithm that was converting visible floor/ceiling map tiles to quads that I splitted to two triangles - and rasterized them as in regular scanline rasterizers. It was much faster - also I could sorted tiles by texture id to be more cache friendly. Unfortunately I got into "perspective correction texture mapping" in that case - to fix this I must add some divisions, that will lower the performacnce.. but also there are some optimalizations that can be done..
using horizontal casting with every 2 ray (in column, row or both) - i will fill the blank spaces with averaged texture coords
I could also try to combine my algorithm from 1 point with horizontal casting - I could sort the textures by ID then for example, I think that there would be no texture distortions
mode 7 ?
my progres so far: https://www.youtube.com/watch?v=u3zA2Wh0NB4
EDIT (1):
The Floor and Ceiling rednering code (based od lodev tutorial the horizontal approach) but optimized with fixed point. Ceil calculations are mirrored to floor.
https://lodev.org/cgtutor/raycasting2.html
This approach is faster than the vertical approach, butlots of calculations is inner loop and random accesing to texture pixels hits the performance..
...ANSWER
Answered 2021-May-27 at 10:11I will refer my ray cast engine so here some stuff that will help you understand it. Lets start with class declarations:
QUESTION
I'm trying to make a Minecraft clone for fun, and I encountered a problem that shouldn't happen. When I generated the meshes, I didn't make any gaps between the quads. But for some reason, a thin line appeared between the quads.
And it is one piece of mesh, not separated. I don't understand why that happened. Can someone please help?
Edit: the gaps aren't as obvious in the scene view.
Edit 2: The gaps aren't as obvious when the MSAA of the camera is turned off.
...ANSWER
Answered 2021-May-23 at 12:55Because of the way 3d rendering works, it is difficult to completely get rid of the lines. If you are never supposed to see the side texture anyways, I would suggest deleting the sides of the mesh. If that is not an option, try increasing both the near and far culling planes of your camera, as increasing them reduces depth artifacts.
i think a simple google search might have done the trick. The answer that i just gave u, i found on the internet on the unity forums.
QUESTION
I've been trying to look into different examples for texturing in OpenTK, however, little to no code examples use the same approach as I desire or a lot of pointless workarounds are required that do not fit my needs. I am simply trying to draw images in OpenTK without their UVs being distorted or malformed. Or rather, how do I malform them to fit the primitive (in this case quad/square) wherever its positioned at in the 2D world?
Consider this image (It's my texture I'm trying to fit inside a quad primitive):
This is the unwanted result. As you can see, it is cropped. I don't care about the wrapping because I plan on fitting the whole image inside the square (No aspect ratio needed). Different wrapping settings did nothing. The image's center is still outside the square.
The transparency and palette is my thing to worry about, I only need help fitting the whole image inside the square!
This is my code for loading textures:
...ANSWER
Answered 2021-May-14 at 12:51All you need to do is to specifytexture coordinates in range [0.0, 1.0]:
QUESTION
as the title suggest, i am trying to understand the purpose of org.apache.jena.sparql.core.GraphView
in the Jena Architecture. I'm currently studying the SPI.
the doc says:
Implement a Graph as a view of the DatasetGraph. It maps graph operations to quad operations. GraphUnionRead provides a union graph that does not assume quads, but loops on graphs.
https://jena.apache.org/documentation/javadoc/arq/org/apache/jena/sparql/core/GraphView.html
I wonder more in which context this is used, as in at a high level, what is the intrinsic purpose of the class ?
Regards,
Maat
...ANSWER
Answered 2021-Apr-30 at 17:34It is a "view" in the database sense.
DatasetGraph
is a collection of graphs, a default graph and zero or more named graphs. It has operations to give access to the default getDefaultGraph
and any named graph getGraph
. These graphs can then be used with the Model
API.
Some (in fact, most) DatasetGraph
store data as a set of triples and a set of quads. GraphView
presents the GraphAPI
leaving the storage in-place. Changes through a GraphView
do update the underlying DatasetGraph
, directing a triple add/delete to the right part of the DatasetGraph, and for named graph view, converting to a quad add/delete.
Transactions on a GraphView
are transactions on the DatasetGraph
.
QUESTION
I'm writing a bash script to process files using FFMpeg, depending on the number of files.
I'm writing an if / elif statement to check for how many files there are that match a string, but first taking away part of the end of the string. The comparison doesn't seem to work, I've tried == and -eq. Not sure of a better to do this
...ANSWER
Answered 2021-Apr-30 at 08:59Double quotes introduce a string, not a command to run. Don't use them.
Use command substitution instead:
QUESTION
I'm totally new to PyOpenGL and trying to add a shader to live camera footage.
The footage is being displayed correctly, and the shader (commented out because there's nothing in it yet) is working too.
The thing is i don't know how to display the camera texture inside the fragment shader. Can someone help?
initialization:
...ANSWER
Answered 2021-Apr-23 at 09:10Please note first that you are using a deprecated OpenGL and GLSL version as well as outdated technologies. Read a tutorial (e.g. LearnOpenGL) for a state-of-the-art implementation.
Add a texture Sampler Uniform variable to the shader. The binding via the texture object and the sampler takes place via the texture unit. Since the texture object is bound to texture unit 0 (glActiveTexture
), you don't need to set the sampler at all, as its default value is 0. However you can set it with glUniform1f
.
Use the texture2d
function to texels from a texture (see also Combine Texture + Fragment)
Vertex shader
QUESTION
I am following this article to render a video onto a texture using OpenGL and winforms using C++. I have changed the code in the renderer as follows. But the glutPostRedisplay(); is not working. The same logic works well when I am creating a OpenGL window and rendering over there. But does not seem to work well in winforms. As of what I understood is that the glutPostRedisplay is trying to refresh my main winforms window and not the OpenGL viewport. I am not sure how to Refresh my viewport.
...ANSWER
Answered 2021-Apr-22 at 14:33glutPostRedisplay
only works with a "glut"-window. (glutCreateWindow
). You have to use a Win-API function to invalidate the client area of the window (e.g. InvalidateRect
):
QUESTION
Until now, I've been handling translucency by sorting my translucent triangles back to front. This works very well for quads, but I'd like to incorporate translucency in my models now.
I've thought of separating the translucent tris out and sorting them in the same way as my quads. Sorting by their centroids, then streaming the results into an IBO for just them each frame. But the number of triangles in a model, and the need to transform them on the CPU according to a table of bones, and blend shapes, and some other things in my vertex shader... This doesn't seem like a good solution in performance or sanity.
My models are about 4K tris each, with maybe 20 in a scene at worst, and I'd really like to lean into a simple cute style that relies on translucency, which doesn't have to be physically accurate, or draw objects behind 4 or more layers of translucency.
What technique might work well for my situation, in 2021? I'm using OpenGL 3.3 but I'll use another version if new features exist for this.
...ANSWER
Answered 2021-Apr-20 at 12:34Afaik, there's no easy solution to what you want to do. However, there are some things that you can do:
- Don't sort triangles at all, and only sort individual draw calls. This is the easiest solution and is utilised by most games, if they use translucent/transparent objects in the first place. Of course, this might not have the best looks (though it works well with convex shapes), but it will have very good performance.
- Order-independet transparency: There are some pixel shader based techniques for rendering transparent/translucent objects without having to sort anything at all. These techniques usually are approximations (there are also some non-approximate algorithms) and tend work the best for things like smoke (where small errors aren't as noticable), or when not many transparent/translucent triangles overlap each other anyway.
- Compute Shaders: You can use a compute shader to transform your individual vertices according to your animation, and then use another compute shader to sort the triangles on the GPU. That is probably the most straight-forward improvement of what you'd otherwise do on the CPU, and there are many examples for sorting stuff on the GPU out there. But, if you've never worked with compute shaders before, it might be a bit hard to wrap your head around their strengths and limitations at first.
- Ray Tracing: This would probably be the most complex way to solve that problem, since you'll need specific hardware, generate corresponding data structures and a few new shaders, and on top of that, even with modern hardware, ray tracing is quite costly (though probably still faster than sorting triangles on the CPU each frame). But it also doesn't need your triangles to be sorted and will actually work perfectly well even if different translucent objects are intersecting/interleaving each other.
QUESTION
I have an excel sheet which looks like this - All the data is numerical data. The actual sheet has a lot more rows & columns in reality.
https://i.imgur.com/E2HEdXF.png
What I Want to get out of this data is something like this - For each year, I want to sort A & F based on the year's numerical data. So not one sort, but one sort per year.
I don't think there is a simple method for doing this, so I was thinking of 2 possible ways
- I export the data into some database & then use SQL queries to get the output I want - I assume there must be some databases which allow you import Excel data.
or
- Write a VBA program which does the following - Copy Column D & E into another place & sort based on Column E. Then Copy Column D & F into another place & sort based on Column F & so on & so forth.
I have never done VBA, but I am programmer, so I assume it wouldn't be trouble to do this.
However, I was wondering if there is some other easier way to do it or if not, which of the above two would be a better way to do it.
...ANSWER
Answered 2021-Apr-18 at 14:06- The following will copy the data from columns
D:G
as column pairs consisting of the first column and each next column, to columnsA:B
of newly created worksheets of the workbook containing this code and finally sort them descendingly by columnB
. Already existing worksheets, to be created, will previously be deleted. - Adjust the values in the constants section.
QUESTION
Simple and short question but I don't know why it is not working. When I call glViewport in the window frame buffer callback nothing changes. Error code is 1282 (0x502). I already googled and found no helpful article. Some said I should use glScissor in addition but does not work either.
Here an MCVE with an oscillating quad for visualization:
...ANSWER
Answered 2021-Apr-10 at 17:22You try to call a OpenGL instruction without a current OpenGL Context.
The callback is executed in the main thread. However the OpenGL Context is not current in the main thread. The OpenGL context is current in the mainLoopThread
thread.
Set a state in the callback function (e.g. std::atomic
) and invoke glViewport
in the mainLoopThread
thread, once the state is set.
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