glint | friendly tool for creating commits | Frontend Utils library

 by   brigand Rust Version: v6.3.3 License: MIT

kandi X-RAY | glint Summary

kandi X-RAY | glint Summary

glint is a Rust library typically used in User Interface, Frontend Utils applications. glint has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

glint is a friendly tool for creating commits in the conventional style.
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            kandi-support Support

              glint has a low active ecosystem.
              It has 67 star(s) with 7 fork(s). There are 3 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 1 open issues and 4 have been closed. On average issues are closed in 7 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of glint is v6.3.3

            kandi-Quality Quality

              glint has 0 bugs and 0 code smells.

            kandi-Security Security

              glint has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              glint code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              glint is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              glint releases are available to install and integrate.
              Installation instructions, examples and code snippets are available.

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            glint Key Features

            No Key Features are available at this moment for glint.

            glint Examples and Code Snippets

            Usage
            Rustdot img1Lines of Code : 2dot img1License : Permissive (MIT)
            copy iconCopy
            # Set the commitlint type to 'docs', and also ask git to sign the commit
            glint commit -t docs -- -S
              
            Install
            Rustdot img2Lines of Code : 1dot img2License : Permissive (MIT)
            copy iconCopy
            cargo install glint --locked
              
            Updating
            Rustdot img3Lines of Code : 1dot img3License : Permissive (MIT)
            copy iconCopy
            cargo install glint --force
              

            Community Discussions

            QUESTION

            Creating a triangle with OpenGL
            Asked 2022-Apr-09 at 02:20

            I am having trouble with my C++ code for an OpenGL program that is supposed to create a 2D triangle and keep receiving this error message:

            ...

            ANSWER

            Answered 2022-Apr-09 at 02:20

            fragmentShaderSrc is missing a # (U+0023 NUMBER SIGN) in front of version:

            Source https://stackoverflow.com/questions/71804567

            QUESTION

            Trouble Rendering 2 Object separately in OpenGL
            Asked 2022-Mar-19 at 07:40

            I have taken code for two projects. One being the code for creating a cube and another is the code for creating a pyramid. I am now trying to render both of the objects in OpenGL which I have done the problem is the objects are attached to one another. I have added some code heading towards rendering them separately, however I am now stuck where my cube is only showing 3 of the triangles used to create it and the whole pyramid shows. Yet the objects are still attached to one another. Any help or guidance?

            ...

            ANSWER

            Answered 2022-Mar-19 at 07:40

            See Vertex Specification. You cannot specify 2 vertex array objects at the same time. You have to do this in a row. The Vertex Array Binding is a global state. Only one VAO can be bound at a time. When calling OpenGL instructions like glVertexAttribPointer, glEnableVertexAttribArray and glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,...)`, the state of the currently bound Vertex Array Object is changed. Note that different VAOs can use the same data buffers.

            Source https://stackoverflow.com/questions/71533441

            QUESTION

            OpenGL Shader Compilation Error Android 12 Samsung Galaxy S21
            Asked 2022-Mar-09 at 10:40

            I have the following vertex and fragment shaders:

            SimpleFragmentShader.fragmentshader: ...

            ANSWER

            Answered 2022-Mar-09 at 10:40

            As mentioned in the comment, the code...

            Source https://stackoverflow.com/questions/71397446

            QUESTION

            Trouble drawing multiple object with OpenGL
            Asked 2022-Feb-14 at 12:22

            I'm trying to render multiple objects, but only the first object specified is rendering. I have a series of vertices arrays with their corresponding indices in a separate array. According to everything I've read, I simply allot 2 VBOs per object I'm drawing -- one VBO for vertices, one for indices. I generate the buffers and bind them to their respective VAO. When rendering, I then need to have individual draw calls for each object.

            This is my code for declaring the needed VAOs and VBOs:

            ...

            ANSWER

            Answered 2022-Feb-14 at 12:22

            You cannot bind all the Vertex Array Objects at once. You have to bind the correct Vertex Array Object before the draw call. The current VAO is a global state. Binding a VAO breaks the existing vertex array object binding.

            Source https://stackoverflow.com/questions/71102423

            QUESTION

            Why does this OpenGL + WIN32 code produce Vertical lines?
            Asked 2022-Feb-06 at 10:39

            To be clear, I've extensively tested this code and found the issue is somewhere with the code written prior to the WGL code. It's precisely in the WIN32 code. Now I think it could partially be caused by calling gluOrth2D but even then, that shouldn't be the primary cause as far I as I understand. I may figure this out myself just by messing with stuff but considering this issue (that occured in a much larger project) has taken up a lot of my time I thought it was worth posting this encase anyone else runs into the same problem. I'm hoping for an explanation as well as fix/correction.

            ...

            ANSWER

            Answered 2022-Feb-06 at 10:26

            So I managed to fix it. They key was in lines 49 and 54. I've commented out the parts that were causing the problem in this sample:

            Source https://stackoverflow.com/questions/71006098

            QUESTION

            Convert Pixels Buffer type from 1555 to 5551 (C++, OpenGL ES)
            Asked 2022-Feb-02 at 22:55

            I'm having a problem while converting OpenGL video plugin to support GLES 3.0 So far everything went well, except glTexSubImage2D the original code uses GL_UNSIGNED_SHORT_1_5_5_5_REV as pixels type which is not supported in GLES 3.0

            the type that worked is GL_UNSIGNED_SHORT_5_5_5_1 but colors and pixels are broken,

            so I thought converting the pixels buffer would be fine..

            but due to my limited understanding in GL and C++ I didn't succeed to do that.

            Pixels process:

            • the pixels will be converted internally to 16 bit ABGR as in the Shader comments:
            ...

            ANSWER

            Answered 2022-Feb-02 at 20:59

            This should be what you're looking for.

            Source https://stackoverflow.com/questions/70962623

            QUESTION

            OpenGL VBO doesn't show anything when it is put in a class
            Asked 2022-Jan-30 at 03:47

            I have an OpenGL project where I wanted to wrap all the objects in classes. I started with the VBO. Before wrapping, the code looked something like this:

            ...

            ANSWER

            Answered 2022-Jan-30 at 03:47

            Use std::vector &vertices instead of float*

            Source https://stackoverflow.com/questions/70908127

            QUESTION

            OpenGL get currently bound vertex buffer and index buffer
            Asked 2022-Jan-27 at 21:12

            I'm currently working with OpenGL in C++, and I'm trying to debug by identifying what the currently bound vertex buffer and index buffer are. I have three functions.

            ...

            ANSWER

            Answered 2022-Jan-27 at 21:12

            See the "Parameters" section here. The symbolic constants used for binding the buffers match the ones used for glGet* (but with a _BINDING suffix).

            For the vertex buffer object, use:

            Source https://stackoverflow.com/questions/70884233

            QUESTION

            How to use multiple Uniform Buffer Objects
            Asked 2022-Jan-26 at 17:21

            In my OpenGL ES 3.0 program I need to have two separate Uniform Buffer Objects (UBOs). With just one UBO, things work as expected. The code for that case looks as follows:

            GLSL vertex shader:

            ...

            ANSWER

            Answered 2022-Jan-26 at 17:21

            As hinted to by the edit section of the question and by Beko's comment, there are specific alignment rules associated with OpenGL's std140 layout. The OpenGL ES 3.0 standard specifies the following:

            1. If the member is a scalar consuming N basic machine units, the base alignment is N.
            2. If the member is a two- or four-component vector with components consuming N basic machine units, the base alignment is 2N or 4N, respectively.
            3. If the member is a three-component vector with components consuming N basic machine units, the base alignment is 4N.
            4. If the member is an array of scalars or vectors, the base alignment and array stride are set to match the base alignment of a single array element, according to rules (1), (2), and (3), and rounded up to the base alignment of a vec4. The array may have padding at the end; the base offset of the member following the array is rounded up to the next multiple of the base alignment.

            Note the emphasis "rounded up to the base alignment of a vec4". This means every integer in the array does not simply occupy 4 bytes but instead occupies the size of a vec4 which is 4 times larger.

            Therefore, the array must be 4 times the original size. In addition, it is necessary to pad each integer to the corresponding size before copying the array content using glBufferSubData. If that is not done, the data is misaligned and hence gets misinterpreted by the GLSL shader.

            Source https://stackoverflow.com/questions/70832377

            QUESTION

            Drawing triangles with opengl with GL/gl.h and GL/glx.h on x11 System
            Asked 2021-Oct-22 at 15:11

            I have read and pieced multiple projects together in order to create an x11 window with open gl working, with the preinstalled GL/gl.h and GL/glx.h. The problem I get is that the triangles I want to draw to the screen does not show. What I think is that I have not setup any projecting parameters etc, or that the triangles doesn't get drawn to the space I want to draw to.

            I do get a window and I am able to setup xevents that triggers after I have subscribed with eventmasks. Pressing 'esc' key will trigger an event which will in the end call Shutdown() and break the loop, free up x11 and gl stuff, and lastly exit the program. So the only thing that doesn't work is the drawing to screen stuff which basically is the main point of my program.

            How can I resolve this?

            main.cpp:

            ...

            ANSWER

            Answered 2021-Oct-22 at 15:11

            Your code will not render the triangle, but will generate GL_INVALID_OPERATION on your glBegin/glEnd construct instead. The reason lies here:

            Source https://stackoverflow.com/questions/69674628

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

            Vulnerabilities

            No vulnerabilities reported

            Install glint

            You can download OSX, Linux, and Windows binaries from the releases page. The archives have a file named 'glint' or 'glint.exe' which you should place somewhere covered by your PATH. Note: Windows binaries have only been tested in cmd.exe on Windows 10.

            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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