3D-text | 3D text using LessCSS , Lettering.js , and CSS3 text-shadows | Data Manipulation library

 by   jasonrobb JavaScript Version: Current License: No License

kandi X-RAY | 3D-text Summary

kandi X-RAY | 3D-text Summary

3D-text is a JavaScript library typically used in Utilities, Data Manipulation applications. 3D-text has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.

3D text using LessCSS, Lettering.js, and CSS3 text-shadows.
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              3D-text has a low active ecosystem.
              It has 35 star(s) with 2 fork(s). There are 1 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              3D-text has no issues reported. There are 3 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of 3D-text is current.

            kandi-Quality Quality

              3D-text has 0 bugs and 0 code smells.

            kandi-Security Security

              3D-text has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              3D-text code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              3D-text does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
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              Without a license, all rights are reserved, and you cannot use the library in your applications.

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              3D-text releases are not available. You will need to build from source code and install.
              3D-text saves you 65 person hours of effort in developing the same functionality from scratch.
              It has 170 lines of code, 0 functions and 5 files.
              It has low code complexity. Code complexity directly impacts maintainability of the code.

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            3D-text Key Features

            No Key Features are available at this moment for 3D-text.

            3D-text Examples and Code Snippets

            No Code Snippets are available at this moment for 3D-text.

            Community Discussions

            QUESTION

            Why can't modules be imported in standard JavaScript?
            Asked 2020-Aug-08 at 15:04

            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 14:45

            Include the script attribute module:

            Source https://stackoverflow.com/questions/63304012

            QUESTION

            Is it possible to access pre-set textureunits within a shader?
            Asked 2020-Jul-11 at 06:08

            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 06:08

            I 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

            Source https://stackoverflow.com/questions/62836064

            QUESTION

            Texture mapping problems and How to cahnge the texture mapping location in WebGL
            Asked 2019-Nov-21 at 01:37

            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 01:37

            The 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

            1. Wait for the texture to load before starting

            2. 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.

            3. 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

            Source https://stackoverflow.com/questions/58950480

            QUESTION

            WebGL2 -- How to store and retrieve 3D texture data needed by 3D grid of vertices to calculate new vertex positions
            Asked 2019-Apr-24 at 09:14

            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 09:14

            WebGL 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

            Source https://stackoverflow.com/questions/55815145

            QUESTION

            How to render GL_SHORT in java (endian)?
            Asked 2019-Feb-24 at 10:41

            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 10:41

            the issue is caused by the internal format of the texture.

            Source https://stackoverflow.com/questions/54797387

            QUESTION

            Strange Voxel Cone Tracing Results
            Asked 2018-Nov-08 at 15:43

            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 15:43

            The 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.

            Source https://stackoverflow.com/questions/51688914

            QUESTION

            Can't load texture in webgl
            Asked 2018-Jun-13 at 13:41

            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 09:45

            You misspelled an attribute variable from your vertex shader.

            Source https://stackoverflow.com/questions/50758129

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

            Vulnerabilities

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            Install 3D-text

            You can download it from GitHub.

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