tessellate | Server-side React render service | Server Side Rendering library
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kandi X-RAY | tessellate Summary
Server-side React render service. .
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QUESTION
I am using Google My Maps to map a suburb (as a polygon) on one layer and then on a second layer, all the (rural) properties (also as polygons) that exist in and around that suburb. The polygons are using geo coordinates to define the points. Eg (somewhat redacted):
...ANSWER
Answered 2021-May-30 at 13:37Thanks to Paul Hodges for giving me a kick and making me put in the effort to come up with a solution.
This is very specific to my situation which is using Google My Maps to create a map with two layers. The first layer is named 'Locality' and is a polygon that maps a suburb. The second layer is named 'Property' and contains multiple polygons that map property boundaries.
The script below takes 2 or 3 arguments. The first (optional) argument is the XML namespace (defaults to http://www.opengis.net/kml/2.2
), the second argument is the name of the Placemark on the 'Property' layer and the last argument is the KML filename. The script checks if the two polygons intersect. If they do, it prints True
and has a return code of 0 (zero). If they don't intersect, it prints False
and has a return code of 1. A return code of 2 means the XPath couldn't be found in the XML file or there was a usage error.
QUESTION
I'm trying to use the createPolygon
option of geoXML3.parser
to customise how Polygon elements imported from my KML file are rendered on my map (Google maps api v3), but I'm getting an error in the console, and the map fails to load. Here's a minimal example.
ANSWER
Answered 2021-May-29 at 00:19The return value from your createPolygon
function is not correct, you are throwing away the return value of the native geoXml.createPolygon
function and returning the input arguement.
Instead of:
QUESTION
The GE kml file below do not make a elements color identification directly within the html code. How can I extract them in a csv file along with the name and its coordinates with a python extension.
I already got the name and the coordinates but the elements colors have not been able to. Is it impossible to extract this information?
I used several codes that I got here but the color of the element remains a mystery. One of them is this:
...ANSWER
Answered 2021-May-17 at 19:45I am not familiar with pykml, but you can get what you want like this:
QUESTION
Given a FreeCAD model that consists of
- Spreadsheet "parameters" with a cell aliased as "radius" and value 50
- Icosahedron (from the Pyramids-and-Polyhedrons macro) with Radius=parameters.radius
- some facebinders which are unimportant for the purpose of this question,
the python script below opens this model, changes the radius cell in the Spreadsheet to 15, call recompute() on the spreadsheet, invokes touch() on the icosahedron, calls recompute() on the document, and finally tessellates the icosahedron. The z coordinate of the vertex at index 11 in the tessellated mesh happens to be equal to the icosahedron's radius. I was expecting it to change to 15, according to the parameter change. But it remains at its original value 50. What am I doing wrong?
To my understanding the macro's execute method should get invoked during the recomputation of the document.
When I trace Document.recompute() with pudb, I only see it executing Facebinder.execute() but not Icosahedron.execute(). The path it takes from Document.recompute() to Facebinder.execute() method is not visible in pudb; it immediately stops in Facebinder.execute().
...ANSWER
Answered 2021-Mar-12 at 23:58I figured it out. The reason was Pyramids-and-Polyhedrons
not being imported after all.
The first problem was that Pyramids-and-Polyhedrons
imports FreeCADGui
(in order to install its workbench), which depends on certain native libs that need to be added to LD_LIBRARY_PATH
before running the script:
QUESTION
I have a problem on some Android devices with the particle system's rendering (weirdly enough the problem seems occur on devices with higher capabilities). The problem occurs when mesh based particles (Renderer/Renderer Mode/Mesh) are being rendered. It seems like the meshes that are being spewed out and slowly shrunk with time are being reduced ("reverse-tessellated") which results in a nasty visual effect. Does anyone know what might be the cause of this?
UPDATE: One thing that I've noticed is that with time - the longer the gameplay - this problem is getting worse.
UPDATE: What I've tried is to make one particle system bigger (around x5 times) in order to check if it will have any effect on it's rasterization. Normally particles are sized down from 1 to 0 based on their life-time. What I've noticed, after sizing them up, is that the problem does not occur anymore.
UPDATE: Visualisation of the problem:
Properly rendered:
Improperly rendered:
...ANSWER
Answered 2021-Feb-16 at 07:57I was able to track the issue down. It turned out to be a problem within a toon shader I wrote while a go. All the things I've noticed are valid but unfortunately it took some time to put me on the right track.
Taken from Unity's documentation
The half and fixed types only become relevant when targeting mobile GPUs, where these types primarily exist for power (and sometimes performance) constraints. Keep in mind that you need to test your shaders on mobile to see whether or not you are running into precision/numerical issues.
Unfortunately for me, as it cost me quite some time, I've used half3/4 values with POSITION semantics which caused some numerical precision issues on some Android devices (in this case the particles were getting smaller and smaller - size 0 to be exact). As a general rule, from what I've read in Unity's documentation, float3/4 should always be preferred in conjunction with POSITION semantics.
QUESTION
I have a kml xml instance that validates fine with all the microsoft xml engines, but fails validation with every other engine I've tried. The relevant element in the xsd ogckml22.xsd;
...ANSWER
Answered 2021-Feb-15 at 15:48The Microsoft schema processor hasn't been updated for years. There are quite a few areas where they either chose to be non-conformant in the first place (for example they implement their own regex dialect rather than the W3C dialect), where bugs have been reported and not fixed, or where the spec has been clarified and they haven't updated their implementation. Quite a few of the test cases that Microsoft submitted to W3C -- which presumably their own processor passes -- have been challenged by other vendors and found to be incorrect.
The specs are clear (once you master the language!):
QUESTION
My TopoJSON object contains 3 polygonal sub-objects of which the first D2P1 appears with the geometry correctly drawn on the OSM map, but the other 2 polygons D2P2 and D2P3 are drawn distorted on the map turning into projected lines instead of their! correct geometry. Could you help me to write my code correctly so that my 3 polygons appear correctly configured?
...ANSWER
Answered 2021-Feb-05 at 07:23I LEAVE YOU THE CODE THAT ANSWERS MY QUESTION, I HOPE IT WILL BE VERY USEFUL
QUESTION
I've been trying to plot a voronoi tesselation in ggmap, where the color of each block would be given hex codes such as #FFCC00. The code I've come up with so far is as below:
...ANSWER
Answered 2021-Feb-03 at 01:19The problem might be that geom_voronoi_tile expects the voronoi polygons to be closed, and your dataset lacks the outer boundaries. A quick alternative is to fall back to ggvoronoi::geom_voronoi().
QUESTION
I am trying to make Verb's Nurbs Surface to work with vanilla webGL (cheating a bit with webgl-utils though). PIXI.js also yields the same results, corners work, but not the control points.
I could do it using corners verb.geom.NurbsSurface.byCorners
however when I try to use the controlPoints using verb.geom.NurbsSurface.byKnotsControlPointsWeights
the surface gets messed up, most probably the indices are wrong!
There is an example of using verb with THREE.js but even when I try the same functions used in the example, the results are the same.
I have commented out the function based on the corners, you can see that it works. I console logged srf
and from the _data
object I could see Verb is generating those control points under the hood, but the same points would not work if I try them with byKnotsControlPointsWeights
Apart from a working solution, I also would like to understand why the code does not work, and which part in the THREE.js is different from my vanilla code that makes it work with THREE but not here.
...ANSWER
Answered 2020-Dec-19 at 06:58I don't know what it's supposed to look like but the code was passing 2 for the size of the positions when calling gl.vertexAttribPointer
but the data has 3 (x, y, z). Setting that to 3 certainly gets a different image. Still need to make sure UVs are set to a size of 2
QUESTION
I am working on a KML file with two co ordinates that I use to draw line strings. It works fine when the roads are straight, but whenever the road curves the lines do not curve. Here is the KML code I use
...ANSWER
Answered 2020-Nov-19 at 19:28I was able to query Google Roads API as below and parse the json response and add multi geometry to KML file with the resulting co-ordinates
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