textures | JavaScript library for creating SVG patterns | Animation library
kandi X-RAY | textures Summary
kandi X-RAY | textures Summary
Textures.js is a JavaScript library for creating SVG patterns. Made on top of d3.js, it is designed for data visualization. Read more on
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Top functions reviewed by kandi - BETA
- Draws the lines
- Draws paths
- Generate circles
- Creates iterator helper for iterable
- Converts an object to an array .
- Converts array to an array - like .
- Generates a random GUID
- Generates a unique GUID
- index of arrays
- generate Symbol Object constructor
textures Key Features
textures Examples and Code Snippets
Community Discussions
Trending Discussions on textures
QUESTION
I have differents grayscale textures of a height of one pixel, with GL_LINEAR
interpolation.
Texture T(k)
is made of a gradient from left to right of k
pixels from 0
(black) to 255
(white).
Examples :
...ANSWER
Answered 2022-Mar-25 at 22:59Why textures do have different results ? The gradient appears more nicely arranged when more pixels are used.
Because your assumptions on the texture coordinates are wrong, s=0.0
is the left edge of the left texel, and 1.0
the right edge of the rightmost one.
For a texture with width 2, the texel centers are at 0.25
and 0.75
, and if you sample outside of that range, your wrap mode (which in your case seems to be GL_CLAMP_TO_EDGE
) will apply.
If you want to see a linear gradient, you'll have to go from 1/(2*width)
to 1-1/(2*width)
. If you increase the width
, these values will of course move closer to 0
and 1
, so it converges to the result you want when width
approaches infinity.
QUESTION
RenderTarget as new texture part 2: If I give a plane a shader and transfer a texture to it and the render works as it should. I then see a plane with the texture that was passed to the shader, wonderful 👍
But if I try to output this result as a new texture via a renderTarget, I get a black and white texture 🙄
who knows why?
...ANSWER
Answered 2022-Mar-23 at 11:41The problem is that you have to wait until your texture is actually loaded before rendering to the render target. I've updated your code so it used the async/await syntax in order to solve the issue. Especially have a look how generateTexture()
has been changed.
QUESTION
I'm trying to learn something new in three.js. My goal is to be able to use what a second camera sees in a separate scene as a texture for the main scene. Or alternatively to be able to use what a second camera sees in the main scene as a texture. But i only see a black screen. I posted my code for it here. I hope someone recognizes where my mistake is, because I just can't figure it out.
In 3 steps:
texture = second camera view
material use texture
apply material ordinary to a mesh
see below
ANSWER
Answered 2022-Mar-23 at 02:45Are you copying this approach from a tutorial? What version of three.js are you using? I'm asking because you're using renderer.render(scene, camera, target, true);
but the docs state that .render()
only accepts two arguments, so passing a renderTarget doesn't do anything.
I recommend you copy the approach in this demo, you can see the source code by clicking on the < >
icon. The essential part is as follows:
QUESTION
i've a problem with my object contained in the Bundle because it is instancied without textures (materials). Now i will explain you what i've do. I've installed AssetBundles Browser package into unity for make me easier the creation of AssetBundles. I've created a prefab called "Cheese2" with some components attached
This is the inspector of the object
And i've created a new AssetBundle called "test2"
After this i've looked at the AssetBundle Browser and i've saw that the AssetBundle has been configured corretly with all his dependencies (AssetBundles Browser include automatically all the dependencies of the object)
This is the AssetBundles Browser windows with my Bundle "test2" and all the Assets
Ok, after this i've build the bundle into my folder "StreamingAssets" and has been created some files
Now it's time to see the script:
...ANSWER
Answered 2022-Mar-10 at 16:19i've found the solution. The problem is of the unity "game" simulator, i've see this post on reddit and i've thought "wait, if i try the application on my phone, does it work correctly?". The Answer is YES, on my Phone it works correctly and all the textures are charged with the asset.
QUESTION
I use JavaFX with Java 8 and i set this properties before launching my app
System.setProperty("prism.forceGPU","true");
System.setProperty("prism.order","d3d,sw");
The verbose mode for prism gives me this :
ANSWER
Answered 2022-Mar-09 at 05:23For those who are trying to solve a similar issue, it might be coming from the java.exe executable not using the gpu you want as a default device, you can change that in Windows' settings.
QUESTION
In this minimal react-three-fiber App I am trying to load and include the same GLTF model twice:
...ANSWER
Answered 2021-Aug-18 at 09:33I am not an expert on three.js
, just based on what I find and try to answer your questions.
1. Only one eye is shown even there is 2 primitives defined
If you import the same model by using useGLTF()
, it will refer to the same object. Therefore, the 2 primitives are pointing to the same gltf and only last/one config is applied.
QUESTION
I am trying to display a texture, but for some reason it's not shown correctly it's distorted.
This is my source code:
...ANSWER
Answered 2022-Feb-27 at 11:14By default OpenGL assumes that the start of each row of an image is aligned to 4 bytes. This is because the GL_UNPACK_ALIGNMENT
parameter by default is 4. Since the image has 3 color channels (GL_RGB
), and is tightly packed the size of a row of the image may not be aligned to 4 bytes.
When a RGB image with 3 color channels is loaded to a texture object and 3*width is not divisible by 4, GL_UNPACK_ALIGNMENT
has to be set to 1, before specifying the texture image with glTexImage2D
:
QUESTION
Structure of my project 66% threejs model, 44% html (side control) using Bootstrap. I’m trying to make mouse picker, when pointing at an object so that it is shown on which object it is pointed. As I understand it, he sees the coordination of the mouse badly. Please help me figure out and set up the correct coordination mouse with Canvas.
Code:
...ANSWER
Answered 2022-Feb-22 at 09:34I suggest you use pointermove
instead of mousemove
and also use getBoundingClientRect()
in your event listener:
QUESTION
With three.js, I render earth with textures. I also add an emissive texture to add the city light. But I have an issue, even the light areas of earth emit the cities light.
Exemple:
It is possible to render the emissive texture lighting only in dark areas? I don't find any ways.
My texture is set like this:
...ANSWER
Answered 2022-Feb-17 at 18:57I've been thinking about this problem after my initial comment. I think there's a solution. You could render your city lights in a separate layer after you've rendered the Earth globe. Layers let you do separate render passes with compartmentalized lights that don't affect each other.
With this in mind, instead of making the cities emissive, make them reflect a second light shining from the opposite side of the sun.
Layer 1 renders:
- Sunlight
- Sphere with Earth texture
Layer2 renders:
- Light on the opposite side of the sun
- Another sphere with cities texture
Your city material would look something like this:
QUESTION
I have a piece of code from 3 years ago that appears to not be working anymore from Three.js
.
I have updated all of the other issues of the migration to ES6
for Three.js
, but when I try to add as I did in the past more than 1 place marker
on the planet surface, only 1 place marker is displayed, with only the last
added place marker being successfully displayed in the desired position... with all other place markers being erased.
Problem example -> https://jsfiddle.net/jhL6s579/6/
Complete code:
HTML
...ANSWER
Answered 2022-Feb-17 at 11:25You have to derive your custom classes Marker
and Earth
in ES6 now. Meaning you have to use the class syntax like below since Object3D
is now a class, too.
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