oscen | Rust Sound Synthesis Library | Audio Utils library
kandi X-RAY | oscen Summary
kandi X-RAY | oscen Summary
Oscen [“oh-sin”] is a library for building modular synthesizers in Rust. It contains a collection of components frequently used in sound synthesis such as oscillators, filters, and envelope generators. It lets you connect (or patch) the output of one module into the input of another.
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QUESTION
I have a scene where I want to combine perspective objects (ie. objects that appear smaller when they are far away) with orthogographic objects (ie. objects that appear the same size irrespective of distance). The perspective objects are part of the rendered "world", while the orthogographic objects are adornments, like labels or icons. Unlike a HUD, I want the orthogographic objects to be rendered "within" the world, which means that they can be covered by world objects (imagine a plane passing before a label).
My solution is to use one renderer, but two scenes, one with a PerspectiveCamera
and one with an OrthogographicCamera
. I render them in sequence without clearing the z buffer (the renderer's autoClear
property is set to false
). The problem that I am facing is that I need to synchronize the placement of the objects in each scene so that an object in one scene is assigned a z-position that is behind objects in the other scene that are before it, but before objects that are behind it.
To do that, I am designating my perspective scene as the "leading" scene, ie. all coordinates of all objects (perspective and orthogographic) are assigned based on this scene. The perspective objects use these coordinates directly and are rendered within that scene and with the perspective camera. The coordinates of the orthogographic objects are transformed to the coordinates in the orthogographic scene and then rendered in that scene with the orthogographic camera. I do the transformation by projecting the coordinates in the perspective scene to the perspective camera's view pane and then back to the orthogonal scene with the orthogographic camera:
...ANSWER
Answered 2019-Jan-23 at 08:03I have found a solution that involves only the perspective camera and scales the adornments according to their distance to the camera. It is similar to the answer posted to a similar question, but not quite the same. My specific issue is that I don't only need the adornments to be the same size independent of their distance to the camera, I also need to control their exact size on screen.
To scale them to the right size, not to any size that does not change, I use the function to calculate on screen size found in this answer to calculate the position of both ends of a vector of a known on-screen length and check the length of the projection to the screen. From the difference in length I can calculate the exact scaling factor:
QUESTION
I'm learning JavaFX + FXML on a project developing a multi-window desktop application. Later aiming for some dependencies between those windows (a change in gui 1 refreshes gui 2, gui x ... ).
Now I'm wondering how experienced javafx developers structure their projects?
How they use multi-windows?
How do they open and re-initialize already opened windows?
How do they handle this over all classes?
How do they handle database connections/sql calls?
I'm trying to develop using some kind of the MVC pattern, using a package for each window:
...ANSWER
Answered 2017-Apr-19 at 07:24The first thing you should do is NOT trying to re-invent the wheel like so many people here. Have a look at one of the existing application frameworks for JavaFX, e.g. MVVMFX https://github.com/sialcasa/mvvmFX/wiki Such an application framework will give you a solid structure for your project which you can build on.
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Rust is installed and managed by the rustup tool. Rust has a 6-week rapid release process and supports a great number of platforms, so there are many builds of Rust available at any time. Please refer rust-lang.org for more information.
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