scanline | Pure javascript software 3D renderer | 3D Animation library
kandi X-RAY | scanline Summary
kandi X-RAY | scanline Summary
Pure javascript software 3D renderer.
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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 read a text file into my program and save the text file as a string array, I have managed to achieve reading all lines into a string array 1 by 1 but I would like to have it so it reads 2 lines into one array. My txt file would look something like this:
...ANSWER
Answered 2021-May-16 at 06:24You could just read the second line within your for
loop with another call to scanner.Scan
:
QUESTION
I want to gets one line of data from standard input. Returns an empty string at end of the file. If the data line will not fit in the allotted space, stores the portion that does fit and discards the rest of the input line.
I could write this one but I keep getting this error what does it mean?
subscripted value is neither array nor pointer nor vector dest[i++] = ch;
ANSWER
Answered 2021-May-03 at 11:35C lets you use the subscript operator []
on arrays and on pointers. In your code, the variable dest
is neither an array nor a pointer.
A possible solution could be to replace
QUESTION
I am processing netCDF data for multiple years. The netCDF is for air pollutant data, and the latitude and longitude are provided as separate variables, not as part of the original grid.
LINK TO DATE: Sample Netcdf
These netCDF files provide Level 2 Nitrogen Dioxide data and they are downloaded from NASA Earthdata portal. The satellite is Sentinel-5P and the instrument is TROPOMI.
So when processing this data, you have to create variables for NO2, latitude and longitude. I am trying to create raster layers, and then save them as GeoTIFF files for my research.
The problem here is related to the fact that I don't know how best to create these rasters. The latitude and longitude is not equally spaced throughout the dataset, and I haven't figured out a way to accurately create these images. I created a model grid using the number of rows and columns provided by the netCDF files. In the list of variables this is called the scanline and ground_pixel, but when I plot it the cells in the final image don't look right.
This is how I upload the data:
...ANSWER
Answered 2021-Mar-22 at 17:17With the example file
QUESTION
I had an assignment to write a program that takes 2 arguments as string by getchar
and saves in variables. The 2nd string defines the length of the 1st string, which means that if the first string has 23 characters and the 2nd one has 13, the code will print the 13 first characters of the 1st string and will remove the rest. the question contained a code and I had to complete the missing parts. I wrote my code but my program gives me the output in a loop and without the for
loop it doesn't work properly.
I couldn't understand why didn't it work so I would be very thankful and happy if anyone could help me.
input:
string 1: this is a sample string
(23 chars)
string 2: sample length
(13 chars)
output:
this is a sam
(13 chars)
the original code was this:
...ANSWER
Answered 2021-Mar-19 at 15:35my problem in code was this part
QUESTION
I am trying to write an extremely simple function that just accepts a pointer to os.File
and returns its number of lines.
Here is my function
...ANSWER
Answered 2021-Mar-14 at 20:18The suggestion said to use io.Reader
, not *io.Reader
. Interfaces typically contain pointers already, so there's rarely a need to use a pointer to an interface.
QUESTION
Prologue
I finally got around HW incompatibility between AT32UC3xxxxx and SSD1306 OLED I2C display (both have HW bugs making them incompatible) allowing me to use HW I2C at 400KBaud (~26.6ms per frame). So I decided to rewrite my old driver for this LCD to make advantage of the new speed by adding also filled surfaces (triangles,quads) instead of just lines and patterned lines (which I already implemented).
The problem is the display is 128x64 pixels but no colors or shades of gray just BW on/off
So in order to for example render rotating cube I need to distinguish the surfaces somehow. I was thinking about randomized filling pattern where surface is filled to some percentage instead of color.
Here my current code (Whole lib but without bugs its working as should):
LCD_SSD1306_I2C.h
...ANSWER
Answered 2021-Mar-09 at 10:06I managed to get this working. I ended up with hardcoded 17 shade patterns of size 8x8 pixels (created manually in Paint). These are the shades:
From there I just use x,y
of rendered pixel mod 8
as coordinate in the LUT of shades. This is the result:
As you can see its much more better than PRNG based shading. Here the updated code:
QUESTION
I have an application where I copy some raw image data into a QImage directly:
...ANSWER
Answered 2021-Feb-11 at 09:20First of all you won't need that loop to create the QImage. You can:
QUESTION
Is it possible to use non-c/fortran ordering in Halide? (where given dimensions x, y, c, x varies the fastest, then c varies the 2nd fastest (strides in numpy at least would be: .strides = (W*C, 1, W)
Our memory layout is a stack of images where the channels of each image are stacked by scanline.
(Sorry if the layout still isn't clear enough, I can try to clarify). Using the python bindings, I always get ValueError: ndarray is not contiguous when trying to pass in my numpy array with .strides set.
I've tried changing the numpy array to use contiguous strides (without changing the memory layout) just to get it into Halide, then setting .set_stride in halide, but no luck. I'm just wanting to make sure I'm not trying to do something that can't/shouldn't be done.
I think this is similar to the line-by-line layout mentioned at https://halide-lang.org/tutorials/tutorial_lesson_16_rgb_generate.html, except more dimensions in C since the images are "stacked" along channel (to produce a W, H, C*image_count tensor)
Any advice would be much appreciated.
Thanks!
...ANSWER
Answered 2021-Feb-03 at 20:39This is more of a numpy question than a Halide one. The following Halide code illustrates use of an array in the shape you are looking for (I think):
QUESTION
I'm trying to draw a filled polygon using individual pixels in a scanline loop (so no lineTo
or fill
Canvas methods).
I was able to achieve a triangle in this method (example below), but I'm not sure where to begin with a more complex polygon (such as a star shape ★). Can anyone give any advice on how to approach this or existing shape algorithm examples for Javascript & Canvas?
I have researched Bresenham’s Algorithm but was unsuccessful implementing it for polygons because of my limited understanding of it. Please let me know if anything I've explained is unclear.
Thank you!
...ANSWER
Answered 2021-Jan-07 at 22:55Draw any concave or convex polygon with 3 or more sides using scanline method.
- Is the easiest, also slowest.
- Polygon is a set of lines with start and end points.
- Polygon lines can be unordered
- Polygon must be closed
- None of polygon lines can cross any of the other polygon lines.
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