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QUESTION
I need to align a div at the bottom-left corner of the parent div, just like the second example in this Bootstrap docs flex demo link: https://getbootstrap.com/docs/4.0/utilities/flex/#align-items
The only difference in my case is that one of the child items is an image. Alignment should happen regardless of screen size.
In the following example button-container div needs to align bottom-left of flex-container.
EDIT: The button-container should appear on the image itself, not below the image.
...ANSWER
Answered 2021-Jul-13 at 17:21What you missed in your code is flex-direction
. By default it will be row, hence the div's were coming side by side. You need to specify the value as column
.
QUESTION
im looking for this problem the last 2 days but didnt find any solution. I prepared this jsFiddle for you to show you my exact problem.
How do I make the image only visible for section 2? Like it should scroll behind the layer of section 1. It works from section 2 into section 3 but i cant find a solution to place it behind section 1.
...ANSWER
Answered 2021-May-11 at 13:00I added this CSS:
QUESTION
Our project uses images with bit depths higher than 8 bits, typically 10 bit. These are stored with 16bit PNGs, with P3 colorspace (so 1024 colors per channel).
I am trying to show these images in a browser using WebGL2. So far having no luck. I know Chrome can do it as I have some test images which reveal an extended colour range on my Macbook's retina screen (but not on an 8bit, external monitor).
Here's the test image: https://webkit.org/blog-files/color-gamut/Webkit-logo-P3.png (Source: https://webkit.org/blog/6682/improving-color-on-the-web/)
If you're using an 8 bit screen and hardware, the test image will look entirely red. If you have a high bit depth monitor, you'll see a faint webkit logo. Despite my high bit depth monitor showing the logo detail in Chrome, a WebGL quad with this texture applied looks flat red.
My research has shown that WebGL/OpenGL does offer support for floating point textures and high bit depth, at least when drawing to a render target.
What I want to achieve is simple, use a high bit depth texture in WebGL, applied to an on-screen quad. Here's how I am loading the texture:
...ANSWER
Answered 2020-Jun-10 at 04:19AFAIK
You can not (as of June 2020) create a canvas that is more than 8bits per channel in any browser. There are proposals but none have shipped
You can not load > 8bit per channel images into WebGL via
img
orImageBitmap
. There are no tests that data > 8bits makes in into the textures.
You can load a > 8bit per channel image into a texture if you parse and load the image yourself in JavaScript but then you fall back to problem #1 which is you can not display it except to draw it into an 8bit per channel canvas. You coud pull the data back out into JavaScript, generate a 16bit image blob, get a URL for the blob, add an img tag using that URL and pray the browser supports drawing it with > 8bits per channel.
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