texture | A visual editor for research
kandi X-RAY | texture Summary
kandi X-RAY | texture Summary
Texture is a toolset designed for the production of scientific content. It uses the Dar Format, which defines a stricter form of the JATS Archiving and Interchange Tag Set ("green" v. 1.1) XML standard.
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Top functions reviewed by kandi - BETA
- Registers a new collection command .
texture Key Features
texture Examples and Code Snippets
function dimToTexSize(opt, dimensions, output) {
var numTexels = dimensions[0];
for (var i=1; i
function GPUTexture(gpu, texture, size, dimensions) {
this.gpu = gpu;
this.texture = texture;
this.size = size;
this.dimensions = dimensions;
}
function n(t){var e="";e+="\n",e+="\n";for(var r=0;t>r;r++)r>0&&(e+="\nelse "),t-1>r&&(e+="if(vTextureId == "+r+".0)"),e+="\n{",e+="\n color = texture2D(uSamplers["+r+"], vTextureCoord);",e+="\n}";return e+="\n",e+="\n"}
Community Discussions
Trending Discussions on texture
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
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
I'm trying write a WGSL shader that reads an octree that is stored in a storage buffer. The problem is, the compiler doesn't like the dynamic index I'm calculating to access leaves in the storage buffer. wgpu produces the following validation error:
...ANSWER
Answered 2022-Feb-02 at 18:39Indexing into storage buffers is totally fine. What Naga doesn't like is this line:
QUESTION
I'm currently writing a gravity-simulation and I have a small problem displaying the particles with OpenGL.
To get "round" particles, I create a small float-array like this:
...ANSWER
Answered 2022-Jan-19 at 16:51You're in a special case where your fragments are either fully opaque or fully transparent, so it's possible to get depth-testing and blending to work at the same time. The actual problem is, that for depth testing even a fully transparent fragment will store it's depth value. You can prevent the writing by explicitly discarding the fragment in the shader. Something like:
QUESTION
I want to add text to a can of beans. The example code uses render.copyTextureToTexture to blend textures together.
However, when I try to use it doesn't do anything.
When I tried to display textTexture on the cylinder it was fully transparent. Is the texture made before text is rendered in the first canvas?
Or do I need to somehow wait until the image is loaded and only then use copyTextureToTexture to add the text?
...ANSWER
Answered 2022-Jan-19 at 06:50QUESTION
I'm using texture in grids: firstly a large texture (such as 1024x1024 or 2048x2048) is created without data, then areas being used are set with glTexSubImage2d
calls. However, I want to have all pixels to have initial value of 0xffff, not zero. And I feel it's stupid to allocate megabytes of all-0xffff host memory only for initialize texture value. So is it possible to set all pixels of a texture to a specific value, with just a few calls?
Specifically, is it possible in OpenGL 2.1?
...ANSWER
Answered 2022-Jan-11 at 06:36There is glClearTexImage
, but it was introduced in OpenGL 4.4; see if it's available to you with the ARB_clear_texture extension.
If you're absolutely restricted to the core OpenGL 2.1, allocating client memory and issuing a glTexImage2D
call is the only way of doing that. In particular you cannot even render to a texture with unextended OpenGL 2.1, so tricks like binding the texture to a framebuffer (OpenGL 3.0+) and calling glClearColor
aren't applicable. However, a one-time allocation and initialization of a 1-16MB texture isn't that big of a problem, even if it feels 'stupid'.
Also note that a newly created texture image is undetermined; you cannot rely on it being all zeros, thus you have to initialize it one way or another.
QUESTION
This is the code for the fragment shader.
...ANSWER
Answered 2021-Dec-17 at 07:25Set the texture swizzle parameters with glTexParameter
. e.g.:
QUESTION
I would like to use a texture with internal format GL_R11F_G11F_B10F as a framebuffer attachment (postprocessing effects, HDR rendering). I'm not sure which data type I should chosse - glTexImage2D 8th parameter. Here are the possible options:
- GL_HALF_FLOAT
- GL_FLOAT
- GL_UNSIGNED_INT_10F_11F_11F_REV
Could you please explain based on which criteria should I choose that type ?
...ANSWER
Answered 2021-Dec-14 at 16:16The format
and type
of glTexImage2D
instruct OpenGL how to interpret the image that you pass to that function through the data
argument. Since you're merely allocating your texture without specifying any image (i.e. set data = NULL
) the exact values of format
and type
do not matter. The only requirement for them is to be compatible with the internalformat
, or else glTexImage2D
will generate GL_INVALID_OPERATION
when validating the arguments.
However, since you're not specifying an image, it's best to use glTexStorage2D
here. This function has simpler semantics and you don't need to specify format
, type
and data
at all.
QUESTION
Let's first acknowledge that OpenGL is deprecated by Apple, that the last supported version is 4.1 and that that's a shame but hey, we've got to move forward somehow and Vulkan is the way :trollface: Now that that's out of our systems, let's have a look at this weird bug I found. And let me be clear that I am running this on an Apple Silicon M1, late 2020 MacBook Pro with macOS 11.6. Let's proceed.
I've been following LearnOpenGL and I have published my WiP right here to track my progress. All good until I got to textures. Using one texture was easy enough so I went straight into using more than one, and that's when I got into trouble. As I understand it, the workflow is more or less
- load pixel data in a byte array called
textureData
, plus extra info glGenTextures(1, &textureID)
glBindTexture(GL_TEXTURE_2D, textureID)
- set parameters at will
glTexImage2D(GL_TEXTURE_2D, ... , textureData)
glGenerateMipmap(GL_TEXTURE_2D)
(although this may be optional)
which is what I do around here, and then
glUniform1i(glGetUniformLocation(ID, "textureSampler"), textureID)
- rinse and repeat for the other texture
and then, in the drawing loop, I should have the following:
glUseProgram(shaderID)
glActiveTexture(GL_TEXTURE0)
glBindTexture(GL_TEXTURE_2D, textureID)
glActiveTexture(GL_TEXTURE1)
glBindTexture(GL_TEXTURE_2D, otherTextureID)
I then prepare my fancy fragment shader as follows:
...ANSWER
Answered 2021-Dec-13 at 19:23Instead of passing a texture handle to glUniform1i(glGetUniformLocation(ID, "textureSampler"), ...)
, you need to pass a texture slot index.
E.g. if you did glActiveTexture(GL_TEXTUREn)
before binding the texture, pass n
.
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