specular | A XML-RPC service used for examining web pages accessibility
kandi X-RAY | specular Summary
kandi X-RAY | specular Summary
run_tests or quick_diff (launch second) | | Speclenium Client | [port 4117] | Speclenium Server (launch first) | [port 4444] | Selenium Server.
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Top functions reviewed by kandi - BETA
- Move a node
- Represent a node
- Get the parent of a node
- Create a comment
- Insert a new node
- Return a list of attributes
- Recursively update descendant count
- Get all the children of a node
- Return a list of specularies from a file
- Removes whitespace from an element
- Get the XSL transform
- Creates a comment
- Removes a node from the tree
- Move a node to another node
- Creates a specular object from a string
- Create a SpecularEvent from a file
- Finds sub - tree of sub - tree
- Create a SpecularEvent from a string
- Delete a node
- Update node
- Get the tree
- Gets the side -by comparison of the tree
- Strip whitespace from element
- Draws the tree
- Matches the tree
- Convert an event into a SpecularEvent
- Move the node to the given position
specular Key Features
specular Examples and Code Snippets
Community Discussions
Trending Discussions on specular
QUESTION
I have a uniform in my fragment shader and when I try to get the value of the location of the uniform, it returns null.
I checked the spelling and I don't find any spelling error and this uniform is also used in the shader code.
My error is:
error in getUniformLocation([object WebGLProgram], materialAmbient): uniform 'materialAmbient' does not exist in WebGLProgram("unnamed")
This is my code in WebGL to get a uniform location.
...ANSWER
Answered 2021-Jun-13 at 06:22The uniforms materialAmbient
, ambientLight
and specularLight
are not "used" in the shader program. They are not required to calculate the output outColor
(Actually materialAmbient
are ambientLight
use to calculate effectiveAmbient
. effectiveAmbient
, however is not used).
The compiler and linker optimize the program and removes unnecessary calculations and unnecessary variables. Therefore this variables become no active program resource and you cannot get the resource index (uniform location) for this variables.
QUESTION
Depending upon rendering an SVG either as a whole document or as a single element shows differences in rendering.
I created a simple SVG graphic using Inkscape and want to render it using Python. I decided librsvg was the way to go. This is my SVG, saved from Inkscape as "normal SVG" (without Inkscape-specific extensions).
...ANSWER
Answered 2021-Jun-09 at 07:07The culprit is mix-blend-mode:hard-light;
.
I cleaned up the SVG, reset all the translations, but the highlight kept missing. Only after setting the mix-blend-mode
from hard-light
to normal
it reappeared.
QUESTION
I have this function named addShapes
. I want it to create 3 shapes
ANSWER
Answered 2021-May-21 at 04:36Your code works fine (a position was a problem):
QUESTION
I have this code that automatically colors all assembly components with random color. I asked a different question with this code before but this time, I want to ask if anyone could help To make this code colors only the selected assembly component? I hope someone can help me with this, I am still learning in API. Please see code below.
...ANSWER
Answered 2021-May-16 at 09:28Where you set the object, try this:
QUESTION
I have a macro that colors the part or assembly. It randomly chooses the color and then apply it to the component. My problem is, I want to get the value of the randomly chosen color because I want that value in other sub, but I dont know how to get it. Could someone help me with this? Heres my code.
...ANSWER
Answered 2021-May-09 at 13:30Please, try the next way:
- Declare
vMatProp
as a Public variable on top of a standard module (in the declarations area):
QUESTION
i am trying to achieve per vertex lighting with texture mapping in opengl using QOpenGLWindow. But the rendered object has black color. if i do same texture mapping in fragment shader, it works fine.
...ANSWER
Answered 2021-May-08 at 07:38The vertex shader is just executed per vertex. Therefore, the texture is only looked up for the vertices (corners) of the primitives. The output of the vertex shader is interpolated along the fragments. You cannot do this algorithm in the vertex shader. You need to do it per fragment, in the fragment shader.
"Per Vertex Lighting" only makes sense for a constant diffuse light. In the case of specular highlights and texture maps, the light distribution is not linear and cannot be calculated with linear interpolation. Per-vertex lighting is only used for very simple light models and is generally not used these days.
QUESTION
I have two textures. One is jpg and the other is png. I have rendered a cube and I want to use the jpg image as a background in every face of the cube and then have the png on this background. I tried mix()
but i can see the background through png and I don't want that. Is there any function that can do this for me?
Fragment Shader:
...ANSWER
Answered 2021-Apr-26 at 14:47You need to mix the color depending on the alpha channel of the PNG texture. Assuming texture1 is the JPG and texture2 is the PNG, mix
texture1
and texture2
depending on texture2
's alpha channel:
QUESTION
In the fragment shader, I defined two structures as follows
...ANSWER
Answered 2021-Mar-27 at 05:08I was going to go into a long explanation of how to implement your lighting structure so it is generic to any light type, but that is a separate issue.
Your current issue is that the Vertex Function shouldn't need to use the lighting uniform at all; there's no data to pass between them. The only thing the Vertex shader should be doing is converting the local space to clip space and saving the intermediate world space as a separate part of the fragment shader's input so it can calculate the lighting properly.
All the lighting calculations can be done on the pixel/fragment shader and any dynamic lighting (positions, penumbra calculations, direction changes, etc) should be done on the CPU and just passed on to the GPU in the lighting buffer/uniform all at once.
This is in hlsl, but it's easily converted to glsl:
QUESTION
I am trying to integrate PointerLockControls into my project. I am using the example from the THREEJS examples page and I've basically copied the exact thing over and it still gives me errors in console and won't run. Im using a basic code structure and am importing three via node module and express server.
this is my main html code:
...ANSWER
Answered 2021-Mar-16 at 13:18You have this markup:
QUESTION
I am trying to add specular lighting to my opengl es program which loads 3d model. Its working normally. But whenever I add lighting this happens:
some triangles are becoming black and some are staying white. here is my Vertex and fragment shader code:
...ANSWER
Answered 2021-Mar-14 at 08:29I have enabled depth testing and the problem solved.
Community Discussions, Code Snippets contain sources that include Stack Exchange Network
Vulnerabilities
No vulnerabilities reported
Install specular
Install Selenium Server (yes, it’s just a JAR file)
python speclenium-server.py -S path-to-selenium-server.jar
Check http://localhost:4444/wd/hub/status to see if it’s running. You should get a JSON status back
Edit settings.ini — the default settings.ini just runs Firefox and Chrome on Windows. See all-browsers.ini for more examples.
python ./run_tests.py or python ./quick_diff.py
Quit Speclenium Server via Ctrl+C in the console it’s running in.
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