Canvas2DtoWebGL | Canvas2D functions to the GPU so it can be | Canvas library

 by   jagenjo JavaScript Version: Current License: MIT

kandi X-RAY | Canvas2DtoWebGL Summary

kandi X-RAY | Canvas2DtoWebGL Summary

Canvas2DtoWebGL is a JavaScript library typically used in User Interface, Canvas, WebGL applications. Canvas2DtoWebGL has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

Canvas2DtoWebGL.js ports almost all the methods from the regular Canvas2D context (CanvasRenderingContext2D) of HTML5 to WebGL calls, this allows to mix 3D in your 2D Canvas or the opposite (to create GUIs, debug info, etc), and in some cases it could even improve the performance of your regular Canvas2D (when working with big images). It uses [litegl.js] as the base WebGL library. To improve performance it doesn’t generate garbage (reuses the same containers). It can work with non power of two textures (no mipmaps obviously). Not supported (yet): * globalCompositeOperation * concave polygon shapes. Won’t be supported: * Blurred shadows. It is easy to tweak, all the parameters are publicly available inside the context (matrix, colors, etc). Textures handlers are cached inside the Image object itself, this means that reusing the same images between different Canvas2D context would have a performance penalty.
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            kandi-support Support

              Canvas2DtoWebGL has a low active ecosystem.
              It has 216 star(s) with 31 fork(s). There are 12 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 4 open issues and 12 have been closed. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of Canvas2DtoWebGL is current.

            kandi-Quality Quality

              Canvas2DtoWebGL has 0 bugs and 0 code smells.

            kandi-Security Security

              Canvas2DtoWebGL has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              Canvas2DtoWebGL code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              Canvas2DtoWebGL 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

              Canvas2DtoWebGL releases are not available. You will need to build from source code and install.
              Installation instructions are not available. Examples and code snippets are available.
              Canvas2DtoWebGL saves you 66 person hours of effort in developing the same functionality from scratch.
              It has 173 lines of code, 0 functions and 7 files.
              It has low code complexity. Code complexity directly impacts maintainability of the code.

            Top functions reviewed by kandi - BETA

            kandi has reviewed Canvas2DtoWebGL and discovered the below as its top functions. This is intended to give you an instant insight into Canvas2DtoWebGL implemented functionality, and help decide if they suit your requirements.
            • Turn a canvas into WebGL .
            • Compiles vertex shader .
            • Create a font
            • Get a texture from an img object
            • init function
            • render the canvas context
            • Render a canvas
            • draw function text
            • Fills a canvas
            • Renders a rounded canvas
            Get all kandi verified functions for this library.

            Canvas2DtoWebGL Key Features

            No Key Features are available at this moment for Canvas2DtoWebGL.

            Canvas2DtoWebGL Examples and Code Snippets

            No Code Snippets are available at this moment for Canvas2DtoWebGL.

            Community Discussions

            QUESTION

            Javascript Canvas Flashing When Drawing Frames
            Asked 2022-Mar-07 at 15:51

            Been having issues with this for a couple days, not sure why the text I'm rendering on the canvas is flashing so much. I'm using the requestAnimationFrame() function, but its still flickering.

            What I want to have happen is for the text to move smoothly and they remove themselves from the array when they move completely off screen.

            ...

            ANSWER

            Answered 2022-Mar-07 at 15:51

            The flickering you are seeing results from your looping code, where you skip elements of the array when deleting elements (Element 3 needs to be deleted? You call splice(3, 1) and then continue with the loop at index 4. Since the array shifts when you call splice, you should process element 3 again). The imho easiest way to fix this is to iterate backwards over the array. Please note that iterating backwards is less CPU cache efficient (because every array access leads to a cache miss), so another fix would be

            Source https://stackoverflow.com/questions/71383505

            QUESTION

            Drawing with transparency on JavaFX Canvas using PixelWriter
            Asked 2022-Feb-21 at 20:51

            Does anyone know why transparency drawing on a Canvas works perfectly fine using drawImage(), but doesn't work at all with a PixelWriter? I initially thought it may have something to do with Blend or some other mode/setting on the canvas/context, but haven't had any luck with that yet.

            I need per-pixel variable transparency, not a single transparency value for the entire draw operation. I'll be rendering a number of "layers" (similar to how GIMP layers work, with optional transparency per-pixel). An additional open question is whether I'm better off first drawing the FINAL intended output to a WritableImage and then just drawing to the Canvas, for performance reasons, but that seems to defeat the point of using a Canvas in the first place...

            Below is an example which shows a partially transparent Color being first drawn to an Image and then to the Canvas, and directly to the Canvas with setColor(). The transparent area is the Image draw, the opaque area is the setColor part. How do we get setColor() to respect Color alpha transparency for each pixel?

            ...

            ANSWER

            Answered 2022-Feb-21 at 20:51

            The GraphicsContext begins with the default BlendMode, and all forms of drawImage() use the current mode. In contrast, PixelWriter methods replace values, ignoring the BlendMode.

            The example below lets you experiment with the supported BlendMode values to see the effect. Related examples are shown here and here.

            Source https://stackoverflow.com/questions/70085482

            QUESTION

            How to get transform matrix of a DOM element?
            Asked 2022-Jan-14 at 11:42

            How to get transform matrix of a DOM element? Just like canvas context, do we have a getTransform() method on DOM?

            ...

            ANSWER

            Answered 2022-Jan-14 at 11:42

            getComputedStyle($el).transform should return a 2 x 3 transformation matrix, IF there is any 2d transformation, and 4 x 4 matrix3d if there is transformation on the z axis too. See my answer here for how to manipulate that in case.

            In case of nested elements, the resulting matrix is the multiplication of matrices starting from parent to child:

            Source https://stackoverflow.com/questions/70696387

            QUESTION

            Canvas added to YouTube is not visible
            Asked 2022-Jan-06 at 02:35

            I'm following the WebGL tutorial from MDN (code, demo (black rectangle)) to create a WebGL canvas.

            The goal is a userscript (with WebGL shaders, i.e. video effects) for YouTube. So I opened a YouTube video page and put the code below (from the link above) into the JavaScript console. The canvas got created, but it is invisible.

            The canvas inherits a lot of CSS from YouTube by default. Am I overlooking some CSS properties that make it invisible? What to look out for in such cases? It should be black.

            ...

            ANSWER

            Answered 2022-Jan-04 at 02:19

            Your canvas is there, but it's not on-top. Set some additional CSS for positioning. For example:

            Source https://stackoverflow.com/questions/70573336

            QUESTION

            create a circle object and push them in array
            Asked 2021-Dec-30 at 04:14

            I need to create circles in canvas using fabric. Every click, there is a circle created. However, if the new circle created it will replace old circle. This my stackblitz demo.

            HTML

            ...

            ANSWER

            Answered 2021-Dec-30 at 04:14

            The problem is that you're repeatedly creating the Canvas object, which is likely resulting in the canvas element being drawn over multiple times in separate instances. That is, every new instance will only ever contain the most recent circle and will draw over the previous instance. What you want to do is create the instance once and then reference that instance each time moving forward.

            In your code snippet above, it could look something like this:

            Source https://stackoverflow.com/questions/70497711

            QUESTION

            Remove last drawn object from canvas
            Asked 2021-Dec-12 at 19:05

            I have a task where I need to place rectangle on area where I clicked on cavnas (PDF). I am using React and after I upload pdf file by using react-pdf module that file is being translated into canvas element. I want to remove previously drawn rectangle after I click multiple times so that rectangle is going to change place it is not going to be repeated on screen. What I tried so far is this:

            1. After I choose pdf file that file is being translated into canvas and viewed on page using react-pdf module that I mentioned earlier

              ...

            ANSWER

            Answered 2021-Dec-12 at 19:05

            Here's a self-contained and commented example demonstrating how to get a rectangle of ImageData from a canvas, store it in React state, and then restore it to the canvas in-place:

            I used TypeScript when creating the example, but I manually removed all of the type information in the snippet below in case it might be confusing to you (your question didn't indicate that you are using TypeScript). However, in case you're interested in the typed version, you can view it at this TS Playground link.

            Source https://stackoverflow.com/questions/70317280

            QUESTION

            canvas' size could not display correctly at once
            Asked 2021-Dec-07 at 17:34

            As a frontend starter, I've just started to learn canvas. I'm trying to draw some text. But the size of canvas could not display correctly at once: My code for creating canvas:

            ...

            ANSWER

            Answered 2021-Dec-07 at 14:30

            There are a couple of thing you need to do:

            • call measureText after you set the font or the width will be incorrect
            • after changing a canvas dimensions you need to reset the font

            On your code you will need to set the font twice.
            First before we measure, Second after we change the canvas width and height; I added a console.log to my sample you can see that after canvas change dimensions the font changes to default; Here is a working sample:

            Source https://stackoverflow.com/questions/70257741

            QUESTION

            Eliminate Items From Array To Reach Fixed Length - JavaScript
            Asked 2021-Dec-04 at 22:02

            I am trying to write a JavaScript function that removes items from an array to reach a defined length. The function should eliminate the "gaps" evenly through the array. I need this function to simplify polygon vertices for canvas drawing.

            This is how it should work:

            This is the code I came up with:

            ...

            ANSWER

            Answered 2021-Nov-27 at 22:43

            If you just want to eliminate items to cut that array to a desired length. Use the Array.splice() function.

            So if your desiredLength = 3 for example. And you have an array = [1,2,3,4,5].

            array.splice(0,desiredLength).length == desiredLength should be true.

            Source https://stackoverflow.com/questions/70139230

            QUESTION

            Why does a horizontal scroll-bar appear when adding small div below HTML Canvas?
            Asked 2021-Dec-02 at 20:40

            I have a simple HTML canvas that covers the entire page which displays fine by itself.

            ...

            ANSWER

            Answered 2021-Dec-02 at 20:39

            This is unrelated to and the behavior is the same with any other block element such as a

            .

            If you set the lone element in the 's dimensions to innerWidth/innerHeight and the parent has no padding or margin, then you've used up exactly all of the space on the page and no scrollbars are necessary.

            If you add a

            below your full-page element, a vertical scrollbar becomes necessary to allow the user to move the viewport down to see it. But this new vertical scrollbar now takes up some horizontal space that is ignored by innerWidth, as the docs state:

            innerWidth returns the interior width of the window in pixels. This includes the width of the vertical scroll bar, if one is present.

            The original element set to exactly innerWidth pixels now overflows the screen horizontally by the width of the vertical scrollbar. Therefore, a horizontal scrollbar becomes necessary.

            An option you can try is document.documentElement.clientWidth. As the docs state:

            clientWidth [...] includes padding but excludes borders, margins, and vertical scrollbars (if present).

            (you might need to click 'full page' after running the snippet to see the difference):

            Source https://stackoverflow.com/questions/70058848

            QUESTION

            How can I load a canvas inside a div with Vue?
            Asked 2021-Oct-11 at 22:29

            I am really new to Vue and for this project, I was trying to load canvas inside a div. If the canvas is loaded outside of a div it works correctly but I want to display a canvas if loadModal is true only. In this code I have used two canvas one is inside div and other one is outside of div. It loads canvas correctly outside of div only. Is there a way to load canvas inside div as well? Here is my code below on JsFiddle

            JsFiddle Code = https://jsfiddle.net/ujjumaki/6vg7r9oy/9/

            View

            ...

            ANSWER

            Answered 2021-Oct-11 at 18:31

            Try with v-show and with class instead id, so you can select all divs:

            Source https://stackoverflow.com/questions/69530445

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

            Vulnerabilities

            No vulnerabilities reported

            Install Canvas2DtoWebGL

            You can download it from GitHub.

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            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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