textures | JavaScript library for creating SVG patterns | Animation library

 by   riccardoscalco JavaScript Version: v1.2.3 License: MIT

kandi X-RAY | textures Summary

kandi X-RAY | textures Summary

textures is a JavaScript library typically used in User Interface, Animation, Nodejs, WebGL applications. textures has no bugs, it has no vulnerabilities, it has a Permissive License and it has medium support. You can install using 'npm i yolean-textures' or download it from GitHub, npm.

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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            kandi-support Support

              textures has a medium active ecosystem.
              It has 5984 star(s) with 246 fork(s). There are 91 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 12 open issues and 15 have been closed. On average issues are closed in 3 days. There are 9 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of textures is v1.2.3

            kandi-Quality Quality

              textures has 0 bugs and 0 code smells.

            kandi-Security Security

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

            kandi-License License

              textures 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

              textures releases are available to install and integrate.
              Deployable package is available in npm.
              Installation instructions are not available. Examples and code snippets are available.

            Top functions reviewed by kandi - BETA

            kandi has reviewed textures and discovered the below as its top functions. This is intended to give you an instant insight into textures implemented functionality, and help decide if they suit your requirements.
            • 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
            Get all kandi verified functions for this library.

            textures Key Features

            No Key Features are available at this moment for textures.

            textures Examples and Code Snippets

            No Code Snippets are available at this moment for textures.

            Community Discussions

            QUESTION

            Why interpolation gives different results than a gradient?
            Asked 2022-Mar-25 at 22:59

            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 22:59

            Why 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.

            Source https://stackoverflow.com/questions/71623834

            QUESTION

            RenderTarget as new texture returns only a black and white texture
            Asked 2022-Mar-23 at 11:41

            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 11:41

            The 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.

            Source https://stackoverflow.com/questions/71584030

            QUESTION

            Render second scene to texture not working
            Asked 2022-Mar-23 at 03:00

            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 02:45

            Are 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:

            Source https://stackoverflow.com/questions/71567416

            QUESTION

            Problem with Asset Bundles in Unity 2020.3.30f1
            Asked 2022-Mar-10 at 16:19

            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 16:19

            i'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.

            Source https://stackoverflow.com/questions/71397424

            QUESTION

            How to force gpu usage with JavaFX?
            Asked 2022-Mar-09 at 05:23

            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 05:23

            For 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.

            Source https://stackoverflow.com/questions/71365052

            QUESTION

            Use the same GLTF model twice in react-three-fiber/drei/Three.js
            Asked 2022-Mar-01 at 23:15

            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 09:33

            I 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.

            Source https://stackoverflow.com/questions/68813736

            QUESTION

            OpenGL distorted texture
            Asked 2022-Feb-28 at 16:18

            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 11:14

            By 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:

            Source https://stackoverflow.com/questions/71284184

            QUESTION

            ThreeJs Badly sees the coordination of the mouse through the canvas
            Asked 2022-Feb-22 at 09:34

            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.

            Project Structure Screenshot:

            Code:

            ...

            ANSWER

            Answered 2022-Feb-22 at 09:34

            I suggest you use pointermove instead of mousemove and also use getBoundingClientRect() in your event listener:

            Source https://stackoverflow.com/questions/71218383

            QUESTION

            How to make emissiveMap lighting only in dark areas in three.js?
            Asked 2022-Feb-17 at 18:57

            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 18:57

            I'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:

            Source https://stackoverflow.com/questions/71163056

            QUESTION

            Why does placing more than 1 place marker on an planet object3D not work anymore?
            Asked 2022-Feb-17 at 11:25

            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 11:25

            You 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.

            Source https://stackoverflow.com/questions/71148754

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

            Vulnerabilities

            No vulnerabilities reported

            Install textures

            You can install using 'npm i yolean-textures' or download it from GitHub, npm.

            Support

            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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            https://github.com/riccardoscalco/textures.git

          • CLI

            gh repo clone riccardoscalco/textures

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            git@github.com:riccardoscalco/textures.git

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