3D-text | 3D text using LessCSS , Lettering.js , and CSS3 text-shadows | Data Manipulation library
kandi X-RAY | 3D-text Summary
kandi X-RAY | 3D-text Summary
3D text using LessCSS, Lettering.js, and CSS3 text-shadows.
Support
Quality
Security
License
Reuse
Top functions reviewed by kandi - BETA
Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of 3D-text
3D-text Key Features
3D-text Examples and Code Snippets
Community Discussions
Trending Discussions on 3D-text
QUESTION
I need to use a Javascript library (https://unpkg.com/troika-3d-text@0.19.0/dist/textmesh-standalone.esm.js?module) which is only delivered as a module. When I try to import the class TextMesh in my non-module script build.js, the console gives me that error-message:
Cannot use import statement outside a module
So I needed to make build.js a module. But I have many non-module scripts, which are dependant from that build.js, which now also need to become modules. And I have many other non-module scripts, which are dependant from them, which then also need to become modules. And so on, ...
Where is my misunderstanding of the concept of JavaScript modules, because it can't be the intent of modules, that all scripts which are (in)directly dependant from that 'first' module, must become a module, too?!
...ANSWER
Answered 2020-Aug-07 at 14:45Include the script attribute module
:
QUESTION
TL;DR: I've activated and bound textures to textureunits 1-4 and now I wish to use them within shaders without using a program specific uniform position. Is it possible to read data from textures using the "global" texture units?
I'm having a bit of a hard time understanding how to access textures in webgl. Here in this tutorial on textures it says "Texture units are a global array of references to textures.", and this sounds great. I've bound my textures using
...ANSWER
Answered 2020-Jul-11 at 06:08I wish to use textures globally in both of them without having to getUniformLocation on each program, if it's possible to do so
It is not possible to do so.
The texture units are global. You can think of it just like a global array in JavaScript
QUESTION
I am trying to map a texture at a cube, but I came across two problems and one question
here is the code for initialize the cube
...ANSWER
Answered 2019-Nov-21 at 01:37The First problem is that the texture is not loaded at the main function this is because the loadTexure function get started after the main function is finished so, is there anyway to load the texture at the first time of drawing the cube??
Textures are loaded asynchonously so you have about 3 choices
Wait for the texture to load before starting
Create a renderable texture, render continuously using a requestAnimationFrame loop, replace the texture contents it with the image when the image has loaded.
since your render loop would have things rendering contiunously problem solved.
Create a renderable texture, replace the texture contents it with the image when the image has loaded and render again
It looks like you're currently doing #3 but you're not rendering again after the texture loads. Inside your loadTexture
function call your render/draw function.
If you want to do #1 you need to create the Image
and set its onload
outside the rest of your code. Something like
QUESTION
3D Physics simulation needs access to neighbor vertices' positions and attributes in shader to calculate a vertex's new position. 2D version works but am having trouble porting solution to 3D. Flip-Flopping two 3D textures seems right, inputting sets of x,y and z coordinates for one texture, and getting vec4s which contains position-velocity-acceleration data of neighboring points to use to calculate new positions and velocities for each vertex. The 2D version uses 1 draw call with a framebuffer to save all the generated gl_FragColors to a sampler2D. I want to use a framebuffer to do the same with a sampler3D. But it looks like using a framebuffer in 3D, I need to write one+ layer at a time of a 2nd 3D texture, until all layers have been saved. I'm confused about mapping vertex grid to relative x,y,z coordinates of texture and how to save this to layers individually. In 2D version the gl_FragColor written to the framebuffer maps directly to the 2D x-y coordinate system of the canvas, with each pixel being a vertex. but I'm not understanding how to make sure the gl_FragColor which contains position-velocity data for a 3D vertex is written to the texture such that it keeps mapping correctly to the 3D vertices.
This works for 2D in a fragment shader:
...ANSWER
Answered 2019-Apr-24 at 09:14WebGL is destination based. That means it does 1 operation for each result it wants to write to the destination. The only kinds of destinations you can set are points (squares of pixels), lines, and triangles in a 2D plane. That means writing to a 3D texture will require handling each plane separately. At best you might be able to do N planes separately on where N is 4 to 8 by setting up multiple attachments to a framebuffer up to the maximum allowed attachments
So I'm assuming you understand how to render to 100 layers 1 at a time. At init time either make 100 framebuffers and attach different layer to each one. OR, at render time update a single framebuffer with a different attachment. Knowing how much validation happens I'd choose making 100 framebuffers
So
QUESTION
I am using com.jogamp.opengl.GL2
to render a 3d-texture of shorts offscreen then resolve the results through glReadPixels
. When my 3d-texture values are all positive, the results are what I expect. But when I have negative values I cannot figure out how to configure opengl to give correct results. I have tried glPixelStorei(GL2.GL_PACK_SWAP_BYTES, 1);
and glPixelStorei(GL2.GL_UNPACK_SWAP_BYTES, 1);
. I have tried all 4 combinations of GL_PACK/UNPACK_SWAP_BYTES and all results are incorrect.
The data spans from -1024 to +1024 (or around that range), so as an alternative, I normalize and denormalize after (+4096 then -4096 for good measure). That gives me the correct results, but it feels really hacky. Is there a correct way to render and resolve signed 16-bit through java?
Here is the basic code:
...ANSWER
Answered 2019-Feb-24 at 10:41the issue is caused by the internal format of the texture.
QUESTION
Im currently in the process of writing a Voxel Cone Tracing Rendering Engine with C++ and OpenGL. Everything is going rather fine, except that I'm getting rather strange results for wider cone angles.
Right now, for the purposes of testing, all I am doing is shoot out one singular cone perpendicularly to the fragment normal. I am only calculating 'indirect light'. For reference, here is the rather simple Fragment Shader I'm using:
...ANSWER
Answered 2018-Nov-08 at 15:43The Mipmaps of the 3D texture were not being generated correctly. In addition there was no hardcap on vlevel leading to all textureLod calls returning a #000000 color that accessed any mipmaplevel above 1.
QUESTION
i am trying to load up a single texture on a triangle in webgl. here is my code. I get no error but 2 warnings & i am unable to find out the reason for it, The warnings are :
...ANSWER
Answered 2018-Jun-13 at 09:45You misspelled an attribute variable from your vertex shader.
Community Discussions, Code Snippets contain sources that include Stack Exchange Network
Vulnerabilities
No vulnerabilities reported
Install 3D-text
Support
Reuse Trending Solutions
Find, review, and download reusable Libraries, Code Snippets, Cloud APIs from over 650 million Knowledge Items
Find more librariesStay Updated
Subscribe to our newsletter for trending solutions and developer bootcamps
Share this Page