modelm | Mechanical keyboard sound simulator in Rust | Keyboard library
kandi X-RAY | modelm Summary
kandi X-RAY | modelm Summary
A Mechanical keyboard audio simulator for your keyboard written in Rust. Inspired by the IBM Model M Keyboard and a disproportionate love of clicky keyboards over non clicky keyboards, this is a simple program to simulate the Model M by providing audible keystroke feedback.
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modelm Key Features
modelm Examples and Code Snippets
# To specify custom clickity clacks:
sudo ./modelm -d path/to/clacks
# To make the key gradient from left to right more dramatic
sudo ./modelm -x 5.0
# Or less dramatic
sudo ./modelm -x 0.5
# Or reverse because you have your headphones on backward
git clone https://github.com/millerjs/modelm.git
cd modelm
cargo run --release
Community Discussions
Trending Discussions on modelm
QUESTION
So I'm working on a 3d painting application. I managed to make a basic renderer and model loader.
I created a camera system where I can use it to navigate around the scene(mouse/keyboard) but that's not what I want, so I made that camera static and now I'm trying to rotate/pan/zoom the model itself. I managed to implement panning and zooming. for panning i change the x/y position according to the mouse and for zooming I add or substract from the z-axis according to the mouse scroll.
But now I want to be able to rotate the 3d model with the mouse. Example: When i hold right mouse button and move the mouse up the model should rotate on it's x-axis(pitch) and if i move the mouse to the left/right it should rotate on y-axis(yaw). And I just couldn't do it.
The code bellow I get xpos/ypos of the cursor on the screen, calculate the offset and "trying to rotate the cube". The only problem is that i can't rotate the cuber normally if i move the mouse up the model rotate on the x-axis and y-axis with a little tilt and vice-versa.
This is the code in my rendering loop:
...ANSWER
Answered 2020-Aug-14 at 20:59You are storing your rotation as euler angle inside object_rotation.
I advised you to use:
QUESTION
I am trying to implement a basic shading program with OpenGL ES 3.0, and have pieced together this code from various tutorials. Everything looks correct to me, and it compiles fine, but nothing appears on my screen.
It rendered fine until I added Normal and Light Position data, then it broke and I haven't been able to find a way to fix it.
Can anyone see what's wrong here?
...ANSWER
Answered 2019-Dec-29 at 09:11There is a mismatch between the layout qualifiers in the shader program and the resource indices in the application:
The layout locations for aPos
, aCol
and aNorm
are 0, 1, 2
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