prender | render using the Processing renderer | Graphics library

 by   bmander Python Version: Current License: No License

kandi X-RAY | prender Summary

kandi X-RAY | prender Summary

prender is a Python library typically used in User Interface, Graphics applications. prender has no bugs, it has no vulnerabilities, it has build file available and it has low support. You can download it from GitHub.

PRender is a way to use Processing from inside Python. Like this:.
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            kandi-support Support

              prender has a low active ecosystem.
              It has 18 star(s) with 4 fork(s). There are 2 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              prender has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of prender is current.

            kandi-Quality Quality

              prender has no bugs reported.

            kandi-Security Security

              prender has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              prender does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
              OutlinedDot
              Without a license, all rights are reserved, and you cannot use the library in your applications.

            kandi-Reuse Reuse

              prender releases are not available. You will need to build from source code and install.
              Build file is available. You can build the component from source.
              Installation instructions are not available. Examples and code snippets are available.

            Top functions reviewed by kandi - BETA

            kandi has reviewed prender and discovered the below as its top functions. This is intended to give you an instant insight into prender implemented functionality, and help decide if they suit your requirements.
            • Generate the selftest .
            • Start the renderer .
            • Execute func .
            • Draw an ellipse
            • Draw a line
            • Send a message .
            • Set the background color .
            • Test the server .
            • Translates the player .
            Get all kandi verified functions for this library.

            prender Key Features

            No Key Features are available at this moment for prender.

            prender Examples and Code Snippets

            No Code Snippets are available at this moment for prender.

            Community Discussions

            QUESTION

            Skeletal animation is skewed
            Asked 2021-Mar-11 at 22:36

            I followed the popular tutorials on skeletal animation by Thin Matrix and another code sample on GitHub

            The mesh renders find without any animations. But as soon as animations are applied it gets skewed.

            If I pass identity matrices as bonetransforms, it works. Works as in it still renders properly just without any animation.

            Also I noticed that the collada file I use uses Z as up and I use Y as up. But I export all data without changing a thing to make sure all transforms and vertex data work as intended. I later on plan on adjusting this as I export so that the data uses Y as up as well.

            Here's my code for Skeletal Animation:

            Header:

            ...

            ANSWER

            Answered 2021-Mar-11 at 22:36

            I figured it out. BoneTransforms needed to be moved within the for loop. The same instance was getting over-written each loop cycle.

            Source https://stackoverflow.com/questions/66575919

            QUESTION

            RunPE doesen't work when using a .NET file
            Asked 2020-Oct-25 at 13:38

            Disclaimer: I am using RunPE only for educational purposes and on my own computer.

            First of all: hello everyone! I am attempting to use RunPE using a file that has .NET dependencies (written in C# language).

            First of all, the code does not show any problems when using a native c++ file instead of a .NET one:

            But whenever I try to use a file coded in C# or with .NET dependencies, this happens:

            I did some digging and, on another StackOverflow thread, I found this (RunPE c++ only works with 32 console):

            1.gui applications only run on the memory of other GUI applications as well GUI application only run on memory of other cui application. because cui application on new windows run by conhost and not direct.

            2.for run .net application from memory in c++ you must repair import table and other thing.to run .net application from .net is simply with

            The answer itself it's not very good, but it shines some light on what the problem might be: the import table needs rebuilding and we need to run the application inside another GUI application, and not a console one like I am doing.

            I have no idea on how to rebuild the import table in C++, neither I know what the other "thing" is.

            Anyone has some useful documentation or knows how to rebuild the import table in C++?

            Here I leave my code for further analysis:

            ...

            ANSWER

            Answered 2020-Oct-25 at 13:38

            Compiler setting /cls fixed everything, it is important when attempting RunPE using .NET binaries.

            Source https://stackoverflow.com/questions/64406870

            QUESTION

            Trying to use VBOs & VAOs in JOGL (OpenGL) throws an exception wherein a buffer cannot be found
            Asked 2020-Sep-21 at 10:50

            I am completely stuck here, so any help would be appreciated :/

            I'm trying to learn how to use OpenGL 4.0 using it's Java Bindings, JOGL. It seems like now it's better to use VBO/VAOs as opposed to glBegin/End.

            I'm following various sources, but for this specific aspect I used this: https://learnopengl.com/Getting-started/Hello-Triangle (C++)

            Unfortunately, when I run my program, it throws the following exception (@ Line 41): "Exception in thread "AWT-EventQueue-0" com.jogamp.opengl.GLException: Caught GLException: GL_INVALID_OPERATION: Buffer for target 0x8892 not bound on thread AWT-EventQueue-0"

            Here's my full GLEventListener implementing class (Renderer):

            ...

            ANSWER

            Answered 2020-Sep-21 at 10:50

            The name of the vertex array object and the buffer object is contained in the IntBuffer objects vVAO respectively vVBO. You missed to assign the content of the IntBuffers to the attributes vVAO_ID respectively vVBO_ID:

            Source https://stackoverflow.com/questions/63982959

            QUESTION

            XSL erase part of text maintain inner html tags
            Asked 2020-Jun-28 at 14:59

            I have some XML like this:

            ...

            ANSWER

            Answered 2020-Jun-28 at 14:56

            An example does not expound the rule. Here you could get the expected result* using:

            XSLT 1.0

            Source https://stackoverflow.com/questions/62624005

            QUESTION

            include javascript code into html. Not all working
            Asked 2020-May-16 at 04:41

            I am trying to include my javascript code into my html code. I implemented the code all in one file and now I'm trying to split it into 3 files (.html, .css, .js). The thing is: if in put the javascript script into the .js file and the put a into the html file, it won't work properly (but only partially). I have to do this with multiple files. For example, how can I split this file?

            ...

            ANSWER

            Answered 2020-May-16 at 04:41

            Ahh, the game needs full screen to see the trash

            See the different panes. The css pane can go in a css file and the JS pane content can go into your external JS file. No need for jQuery here at all

            The link tag and the external JS script goes into the head and so does the link to your external CSS file

            I do not understand what "runme" does, it seems not important

            Source https://stackoverflow.com/questions/61824921

            QUESTION

            Find text height and set caption background color of BS_GROUPBOX control
            Asked 2020-May-01 at 06:42

            I'm designing a Group Box control whose purpose is to automatically arrange controls attached to it.

            The Group Box contains an optional caption text, and my problem is that when I attach child controls with Y coordinate set to 0 (zero) the caption text will be overlapped (not visible), like this:

            I figured out, the approximate height of the caption text is 20, so if I manually set Y coordinate to 20 I get the correct result:

            So, my first question is, is there a conventional way to get the height of the Group Box caption?

            I did take a look at GetSystemMetrics() but there doesn't seem be a metric for this.

            Second question, you can see how the background of the sample caption text is not same light blue color but gray.

            Do I have to handle WM_PAINT to change this color? I would like to avoid this, since the Group Box background color could be easily set by just handling WM_ERASEBKGND but the caption background stays gray anyway (not handled in WM_ERASEBKGND).

            Below is code I used to erase the background. It is a modified version of the code from the link in the code comments. Now it uses some custom types, macros and DirectX, but this doesn't work for the caption background. I'm sure I'm missing something to draw the caption color.

            ...

            ANSWER

            Answered 2020-May-01 at 06:42

            So, my first question is, is there a conventional way to get the height of the Group Box caption?

            You can use GetTextExtentPoint32 for height measurement. Refer to "String Widths and Heights".

            Second question, you can see how the background of the sample caption text is not same light blue color but gray.

            For changing caption background color you can via handle WM_CTLCOLORSTATIC message to set the text background colors of the static control.

            Source https://stackoverflow.com/questions/61532510

            QUESTION

            Debug compilation errors errors using Angular Universal in Angular 8 Application
            Asked 2020-Apr-03 at 14:22

            A Brief Backstory

            I have been implementing several upgrades to an Angular 8 application such as server-side rendering, and Google Analytics. As most developers do, I would code then test then move on to the next task. Typically I use ng serve to run the application as I am developing.

            With Server-side rendering, to test speed, lazy-loaded images, etc, you need to use a node express server running on a generated JS file. After building, etc, I use Node prerender (my js file is prerender.js) to see what the application will look like prerendering on the server.

            When I run this command, I should not get any errors, and I know my prender file will start a local server on port 4000.

            The Problem

            I get errors when running a node express server that I do not get when running with ng serve I recently got an error that said:

            ...

            ANSWER

            Answered 2019-Dec-10 at 18:39

            This looks like it was ApplicationRef that triggered the error, and that class is provided internally by the Angular core.

            It could be failing in the constructor of the class, and there are a few calls to subscribe on Zone observables. I don't think you're going to find anything in your source code that directly relates to this error. It looks like a build configuration problem.

            https://github.com/angular/angular/blob/bb52fb798c8578c461d21aee2b7623232184a5d3/packages/core/src/application_ref.ts#L562

            I do not know what could possibly produce this problem, but I would start a new project with SSR and compare the differences to your current project.

            Source https://stackoverflow.com/questions/59273007

            QUESTION

            SDL2 load certain texture make SDL_RenderFillRect color weird
            Asked 2020-Jan-16 at 19:11

            I made a program that has two different states, one is for menu display-"Menu State", and the other state is for drawing some stuff-"Draw State".
            But I came across a weird thing, if i load certain png for texture and copy them to renderer to display , then leave "Menu State" to enter "Draw State". The texture will somehow make the rectangle color not display properly (for example make green go dark).
            In my code, switching to a new state(invoke MenuState::onExit()) will erase the texture map(map of texture smart pointer indexing with std::string)
            So the texutre loaded doesn't even exist in the "Drawing State".
            I couldn't figure out what went wrong. Here is some of my codes

            ...

            ANSWER

            Answered 2019-Dec-05 at 21:48

            I was having the same issue. I got a vibrant green color when trying to render a light gray.

            The combination of the parameters that are fixing the issue for you pertain to the driver to be used. -1 selects the first driver that meets the criteria, int this case it needs to be accelerated.

            Using SDL_GetRendererInfo I was able to see this happens when using the "direct3d" driver.

            I found this question talking about blending in direct3d.

            I figured it out eventually. In addition to Alpha Blending there is a Color Blending. So DirectX merges color of the last texture with the last primitive.

            The question does provide a fix for this in DirectX, however I'm not sure how to apply that it in regards to SDL. I also have not been able to find a solution for this problem in SDL.

            I was drawing Green text with SDL_ttf, which uses a texture. Then drawing a gray rectangle for another component elsewhere on the screen.

            What's strange is it doesn't seem to happen all the time. However, mine seems to predominantly happen with SDL_ttf. At first I thought it may be a byproduct of TTF_RenderText_Blended however, it happens with the other ones as well. It also does not appear to be affected by the blend mode of the Texture generated by those functions

            So in my case, I was able to change the order of the operations to get the correct color.

            Alternatively, using the OpenGL driver appeared to fix this as well. Similar to what you mentioned. (This was driver index 1 for me)

            I'm not sure this classifies as an "Answer" but hopefully it helps someone out or points them in the right direction.

            Source https://stackoverflow.com/questions/59192336

            QUESTION

            How to update vertex buffer data frequently in DirectX 11?
            Asked 2020-Jan-13 at 20:35

            I am trying to update my vertex buffer data with the map function in dx. Though it does update the data once, but if i iterate over it the model disappears. i am actually trying to manipulate vertices in real-time by user input and to do so i have to update the vertex buffer every frame while the vertex is selected.

            Perhaps this happens because the Map function disables GPU access to the vertices until the Unmap function is called. So if the access is blocked every frame, it kind of makes sense for it to not be able render the mesh. However when i update the vertex every frame and then stop after sometime, theatrically the mesh should show up again, but it doesn't.

            i know that the proper way to update data every frame is to use constant buffers, but manipulating vertices with constant buffers might not be a good idea. and i don't think that there is any other way to update the vertex data. i expect dynamic vertex buffers to be able to handle being updated every frame.

            ...

            ANSWER

            Answered 2019-Jul-31 at 07:59

            Mapping buffer with D3D11_MAP_WRITE_DISCARD flag will cause entire buffer content to become invalid. You can not use it to update just a single vertex. Keep buffer on the CPU side instead and then update entire buffer on GPU side once per frame.

            Source https://stackoverflow.com/questions/57285751

            QUESTION

            Fragment shader draws faces on top of each other, even though it shouldn't
            Asked 2020-Jan-13 at 16:00

            I'm writing simple 3D world in OpenGL, that can render various stuff. I'm relatively new to OpenGL, and might not notice something, but there's really big problem with (I guess) fragment shader.

            What it does is it ignores z-value, and draws faces in order that they were given by index buffer. What I mean by that, is if there is, for example, conditional index buffer, and it contains triangle 1, triangle 2, and triangle 3, and they stand in a row in front of the camera, then triangle 3, regardless of it's z-value, will be drawn on top of other two, 'cause it's last.

            As a result, i became this:

            This image shows exaclty what I mean. Front side behaves like it's transparent, relatively to the neighbour side, but in therms of transparency, it ignores the parallel side, 'cause they are drawn in such an order.

            My code for camera:

            ...

            ANSWER

            Answered 2020-Jan-13 at 16:00

            You have to enable the Depth test. If the depth test is enabled, then the depth of of a fragment is tested against the depth of the sample being written to. If it fails, the fragment is discarded.
            Depth test is a global state. It is sufficient to enable it once, before the application loop;

            Source https://stackoverflow.com/questions/59708426

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

            Vulnerabilities

            No vulnerabilities reported

            Install prender

            You can download it from GitHub.
            You can use prender like any standard Python library. You will need to make sure that you have a development environment consisting of a Python distribution including header files, a compiler, pip, and git installed. Make sure that your pip, setuptools, and wheel are up to date. When using pip it is generally recommended to install packages in a virtual environment to avoid changes to the system.

            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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