texture | A visual editor for research

 by   substance JavaScript Version: v2.3 License: MIT

kandi X-RAY | texture Summary

kandi X-RAY | texture Summary

texture is a JavaScript library. texture has no bugs, it has a Permissive License and it has medium support. However texture has 1 vulnerabilities. You can install using 'npm i substance-texture' or download it from GitHub, npm.

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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            kandi-support Support

              texture has a medium active ecosystem.
              It has 965 star(s) with 93 fork(s). There are 62 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 277 open issues and 589 have been closed. On average issues are closed in 114 days. There are 5 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of texture is v2.3

            kandi-Quality Quality

              texture has 0 bugs and 0 code smells.

            kandi-Security Security

              texture has 1 vulnerability issues reported (0 critical, 0 high, 1 medium, 0 low).
              texture code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              texture 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

              texture releases are available to install and integrate.
              Deployable package is available in npm.
              Installation instructions, examples and code snippets are available.
              texture saves you 2713 person hours of effort in developing the same functionality from scratch.
              It has 5879 lines of code, 0 functions and 654 files.
              It has low code complexity. Code complexity directly impacts maintainability of the code.

            Top functions reviewed by kandi - BETA

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

            texture Key Features

            No Key Features are available at this moment for texture.

            texture Examples and Code Snippets

            Convert dimensions to texture .
            javascriptdot img1Lines of Code : 13dot img1License : Permissive (MIT License)
            copy iconCopy
            function dimToTexSize(opt, dimensions, output) {
            		var numTexels = dimensions[0];
            		for (var i=1; i  
            gpana texture
            javascriptdot img2Lines of Code : 6dot img2License : Permissive (MIT License)
            copy iconCopy
            function GPUTexture(gpu, texture, size, dimensions) {
                    this.gpu = gpu;
                    this.texture = texture;
                    this.size = size;
                    this.dimensions = dimensions;
                }  
            Formats a texture
            javascriptdot img3Lines of Code : 1dot img3License : Permissive (MIT License)
            copy iconCopy
            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

            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

            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

            Is it possible to index dynamically into a WebGPU storage buffer?
            Asked 2022-Feb-02 at 18:39

            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 18:39

            Indexing into storage buffers is totally fine. What Naga doesn't like is this line:

            Source https://stackoverflow.com/questions/70910601

            QUESTION

            OpenGL depth testing and blending not working simultaniously
            Asked 2022-Jan-19 at 16:51

            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 16:51

            You'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:

            Source https://stackoverflow.com/questions/70774419

            QUESTION

            How to blend text onto a texture in three.js?
            Asked 2022-Jan-19 at 13:00

            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 06:50

            You can modify a material to make it able to blend material's color with the text texture:

            Source https://stackoverflow.com/questions/70759788

            QUESTION

            How to set all pixels of a texture to one value?
            Asked 2022-Jan-11 at 06:36

            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 06:36

            There 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.

            Source https://stackoverflow.com/questions/70652818

            QUESTION

            How to convert GL_RED to GL_RGBA format
            Asked 2021-Dec-17 at 07:25

            This is the code for the fragment shader.

            ...

            ANSWER

            Answered 2021-Dec-17 at 07:25

            Set the texture swizzle parameters with glTexParameter. e.g.:

            Source https://stackoverflow.com/questions/70389159

            QUESTION

            OpenGL texture format GL_R11F_G11F_B10F - choosing data type
            Asked 2021-Dec-14 at 16:16

            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 16:16

            The 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.

            Source https://stackoverflow.com/questions/70349604

            QUESTION

            GL_TEXTUREn+1 activated and bound instead of GL_TEXTUREn on Apple Silicon M1 (possible bug)
            Asked 2021-Dec-13 at 19:23

            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 19:23

            Instead 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.

            Source https://stackoverflow.com/questions/70338946

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

            Vulnerabilities

            Some analytics data was sent using HTTP rather than HTTPS. This was addressed by no longer sending this analytics data. This issue is fixed in Texture 5.11.10 for iOS, Texture 4.22.0.4 for Android. An attacker in a privileged network position may be able to intercept analytics data.

            Install texture

            Navigate to the source directory. Start the dev server. And navigate to http://localhost:4000. You can save your document changes by pressing CommandOrControl+S. To test with your own JATS-documents, just replace the contents of data/kitchen-sink/manuscript.xml.

            Support

            Feature requests can be made via the GitHub issues using a Feature request template. It will be assessed and costed, then scheduled accordingly in collaboration with the requesting organisation. Please feedback any problems with the product using the Bug template.
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          • HTTPS

            https://github.com/substance/texture.git

          • CLI

            gh repo clone substance/texture

          • sshUrl

            git@github.com:substance/texture.git

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