quads | : calendar : The infrastructure deployment time machine | Continuous Deployment library
kandi X-RAY | quads Summary
kandi X-RAY | quads Summary
Documentation for setting up and using QUADS is available in detail within this repository.
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Top functions reviewed by kandi - BETA
- Move the host to new cloud
- Boot a device
- Check if a device exists
- Boot a device to a given type
- Verify that the cloud and host is the same
- Set port
- Execute a command
- Connect to switch
- Get firmware inventory
- Update user password
- Add a row to the table
- Create a message
- List network interfaces
- Create a future message
- Resets BIOS
- Remove extraneous interfaces
- Find the Manager s Manager resource
- Generate a list of hosts
- Prints the cloud summary
- Make a json file from the given file
- Initialize a badfish server
- Produce a report of the details
- Prepare VLAN data
- Find the system resource
- Calculate the percentage of available builds
- Validate environment
quads Key Features
quads Examples and Code Snippets
Community Discussions
Trending Discussions on quads
QUESTION
I am trying to implement a simple way to render particles in my toy app. I'm rendering billboarding quads with alpha blending, but this causes a problem with the depth stenciling where parts of the quad that are fully transparent are still obscuring the particles behind them, since they fail depth test. The result looks like this:
This is the way I've setup my pipeline:
...ANSWER
Answered 2022-Apr-02 at 13:41I figured it out eventually. In short there is no automatic way to handle this. A simple implementation is to draw opaque objects first while writing to depth buffer, then draw transparents with only depth test, without writing to depth stencil. Transparents should be sorted by depth and rendered from farthest to closest to view point.
Follow up to previous images:
QUESTION
I had a program working good (without prompting errors) using references, but I decided to use a pointer-to-pointer array allocated on virtual memory, because I can use a variable as the size of the array.
The error prompts when I break the while (m_Window.isOpen())
loop, in other words when I close the game window and the game is finished. I have noticed that the program breaks when I try to erase the virtual memory in the Engine::cleanVirtualMemory()
function. I have noticed that it is there because I have put two flags (cout << "running1" << endl;
and cout << "running2" << endl
) and I can show just the first flag.
Then it prompts a window with the following message:
HEAP CORRUPTION DETECTED after normal block.. CRT detected that the application wrote to memory after end of heap buffer
main.cpp
...ANSWER
Answered 2022-Mar-31 at 23:53Let's take a look at the declaration of the Engine
class.
QUESTION
I want to draw two rectangles that serve as "robot arms". These should be able to rotate separately around their own axis. The rectangles should lie at the origin of the coordinate system. With the keys 'a' and 'd' the green arm shall be rotated to the left and right, and with the keys 'w' and 's' the blue arm shall be rotated to the left and right. Here is a visual representation of how it should rotate: rotating robot arms
I have already drawn both rectangles and can also move them with the keys. However, I can't get the rotation right. I can't rotate the rectangles separately, they always rotate at the same time and also not around their own axis. Does anyone know how I can do this and what is missing in my code? I have only found questions about how to rotate individual objects, but never two separate objects in one window. (especially not for python + opengl)
Here's my code so far:
...ANSWER
Answered 2022-Feb-02 at 20:11See:
- How can I make a sprite move when key is held down
- OpenGL translation before and after a rotation
- How to use Pivot Point in Transformations
You need to change the angles a1
and a2
when the buttons are pressed. Rotate the geometry by the angles:
QUESTION
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 16:51You'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:
QUESTION
In my constructor I have:
...ANSWER
Answered 2022-Jan-14 at 17:23From the documentation:
The 4 points of each quad must be defined consistently, either in clockwise or counter-clockwise order.
The ordering of your points do not satisfy this requirement.
Swapping your first two coordinates would fix this.
Alternately, swapping the last two coordinates would also fix this.
QUESTION
I'm writing my first proper project in python outside of CodeWars katas and problem exercises in my book, and it is designed to calculate the total weekly volume per muscle group of an exercise program.
What I have written is a large dictionary called bodypart
where key
= exercise name (i.e. bench press) and value
= primary muscle group (i.e. chest).
The program then asks users to enter an exercise and number of sets with the following code:
...ANSWER
Answered 2022-Jan-07 at 12:27You can use a dictionary to achieve the behavior you want
Here's a small code snippet -
QUESTION
I am trying to color the faces of a cube object I have drawn here with opentk
. I have registered a method that lets me listen on keyboard key presses to color a face with a specified color. Currently the cube object is drawn with a white color that it is impossible to know the shape of the cube against a black window background. I have checked the official documentation of opengl
and they suggest that in order to color a face of a cube, you need to invoke the function gl.color3(float red, float green, float blue)
on the instance
. The code that to draw the object is here, is it possible to color the face of the object when a keyboard key is pressed. Here is my code
ANSWER
Answered 2021-Dec-11 at 19:55You must specify the color before drawing the quad. Define a color for each of the 6 sides. (This colors are just examples):
QUESTION
I have a game written using SDL2, and the SDL2 renderer (hardware accelerated) for drawing. Is there a trick to draw filled quads or triangles?
At the moment I'm filling them by just drawing lots of lines (SDL_Drawlines), but the performance stinks.
I don't want to go into OpenGL.
...ANSWER
Answered 2021-Oct-05 at 09:52Not possible. SDL2 does not include a full-fledged rendering engine.
Some options:
You could adopt Skia (the graphics library used in Chrome, among ohters) and then either stick with a software renderer, or instantiate an OpenGL context and use the hardware backend.
You could use another 2D drawing library such as Raylib
Or just bite the bullet and draw your triangles using OpenGL.
QUESTION
Problem
I am doing a video game environment design research and I happened to start with the basics of OpenGL with OpenTk
-The C# variant of OpenGL
. I got code to draw a cube object in my GameWindow with OpenTk
from this site. I override the method OnLoad
for my GameWindow
object and I call the method to draw the cube but nothing happens, the code draws the GameWindow
and NativeWIndow
without any Graphical Object.
Expectations
I expected the code to draw a cube inside the GameWindow
Object.
Code Applied
...ANSWER
Answered 2021-Dec-11 at 10:47You must implement the OnUpdateFrame
event callback. You also need to call Context.SwapBuffers();
to update the display:
QUESTION
I am here cause I have a problem with my project.
Actually I want to create an unicolor cube named voxel. I have created 6 quads for building a cube and there's the result:
My fabulous cube with no texture or color
During this creation, I give to my quad a color with mesh.color. But it doesn't affect the quad color, nor take the color.
I try to follow the documentations below for the mesh color:
https://docs.unity3d.com/ScriptReference/Mesh-colors.html
https://docs.unity3d.com/ScriptReference/Mesh-colors32.html
So my question is: how can I use color or color32 on my mesh for create a cube with color ?
You can look my code here:
...ANSWER
Answered 2021-Nov-22 at 19:19Unity doesn't know what to do with vertex colors without a shader to handle them, and Unity uses the material of the mesh to determine which shader to use.
So, you will need to assign a material to your meshrenderer with a shader appropriate for your needs.
You can either write your own shader which uses the vertex colors and assign that to your material, or you can use a builtin shader which does that already, such as the default or diffuse sprite shaders.
If you write your own shader you could write one which does not make use of a texture, and only uses the vertex colors to determine the albedo, as well as other customizations.
However you decide to create your shader & material, once you have your material, you could add a [SerializeField] voxelMat;
field to your World
, assign your material to it in the inspector, then use renderer.material = voxelMat;
to assign it.
Community Discussions, Code Snippets contain sources that include Stack Exchange Network
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Documentation for setting up and using QUADS is available in detail within this repository.
Below is a high-level overview of a greenfield setup, some of this may exist already for you.
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