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QUESTION
I have a main dataframe with county names. I have another data frame with county names and their latitude. I want to create a new latitude column in the main df for matching county names. The main df has some not matching names.
Main code:
...ANSWER
Answered 2021-Jun-04 at 02:10Are you looking to get all the county names in your main df and another Latitude column which has a matching country in your latitude df?
A Left join of your latitude df to your main df would give you the results you are looking for.
QUESTION
I have been trying to solve this silly bubble sorting program i received in my high school, I attempted to make a autosorting class(See the code) just for the fun of it, But then, Something is troubling me
...ANSWER
Answered 2021-Feb-12 at 01:59To keep the unsorted array not be referenced further from sorted array then you must perfom deep copy for that.
QUESTION
I'm trying to run this example (https://github.com/xinwucwp/mhe) on netbeans 8.2 + jython module (ver. 2.7.2). I created a new jython project and added a start.py file with code from demo2.py (from example), here the full file - https://pastebin.com/DqBrDmnN.
As i understand, i have to add path to java classes - *.jar files.
After that, i tried to run it and got the following error - from edu.mines.jtk.ogl.Gl import * java.lang.NoClassDefFoundError: com/jogamp/opengl/GLArrayData, although i've already added jogl-all.jar, which includes GLArrayData.class.
...ANSWER
Answered 2020-Jul-17 at 16:07To my opinion, problem was in folders' structure of gluegen-rt.jar and jogl-all.jar.
Solution: I used pycharm and jython.exe as an interpreter - I created a simple python project with file from question and added java classes from jars to project folder (please, be careful to the folders' structure and save it in the python project folder).
QUESTION
I'm having access violation on every gl call after this texture initialization (actually the last GLCALL(glBindTexture(m_Target, bound));
is also causing access violation so the code at the top is what probably causing it):
ANSWER
Answered 2020-Apr-14 at 02:11You're passing a NULL
for the last argument of glTexSubImage3D
, but OpenGL does not allow that:
TexSubImage*D and TextureSubImage*D arguments width, height, depth, format, type, and data match the corresponding arguments to the corresponding TexImage*D command (where those arguments exist), meaning that they accept the same values, and have the same meanings. The exception is that a
NULL
data pointer does not represent unspecified image contents.
...and there's no text that allows a NULL
pointer, therefore you cannot pass NULL
.
It's unclear what you're trying to achieve with those glTexSubImage3D
calls. Since you're using an immutable texture (glTexStorage3D
) you don't need to do anything extra. If instead you want to clear your texture then you can use glClearTexSubImage
which does accept NULL
for data to means 'clear with zeros'.
QUESTION
I am trying to detect the full word the user is tapping when they focus in on an HTML input element, and then see if it is a URL. I am using the following method:
...ANSWER
Answered 2019-Dec-24 at 21:26The below regex should work for any URL and can match all domains too.
QUESTION
I'm trying to make a simple mouse look with standard arrow key movement, and I've got the mouselook working but the translations from the rotated points seem to move along an orthogonal basis, but not one that is aligned with the rotation of the mouselook. I can't tell if my math is off or if opengl is doing something extra to transform the points and I need to adjust. I looked at the modelview matrix and it appears to be following the same order of rotations but I'm just stuck here, I'm not sure if it has something to do with the perspective or what is happening really. I'm not the best with linear algebra so it's got me stuck a bit.
...ANSWER
Answered 2020-Feb-16 at 13:30You are close, but the computation change_of_basis
is not correct. The view matrix is defined by:
QUESTION
I have been working my way through the OpenGL-tutorial.org tutorial series. All has been working fine, however I have not been able to get Tutorial 5 to work in my playground executable, though it does work when run from the example tutorial 5 executable. This is true even when I copy and paste the example code over.
I receive the following errors:
...ANSWER
Answered 2020-Jan-25 at 19:53for the playground executable (doesn't work)
QUESTION
The below code is a sample.
...ANSWER
Answered 2019-Dec-15 at 13:57Finally, I re-implement those related functions where cv::resize is used in project A in my current project B, then it works.(⊙o⊙)
QUESTION
I am trying to create the Flowmap effect from OGL examples but with partially transparent PNG image. I was struggling with this issue for many hours now and I don't even know whether it is the texture's fault the flowmap effect or any other thing. How can I set the background transparent instead of black?
The way rendered canvas looks
...ANSWER
Answered 2019-Nov-18 at 10:19There are two changes you need to make.
- In your Program declaration, you need to add
transparent: true
- In your Fragment shader, change the output to
gl_FragColor = texture2D(texture, uv);
The first change changes the blending type to use alpha - by default in WebGL blending is disabled.
The second uses the alpha channel of the texture. In the original example, only the rgb
(red, green, blue) channels are used.
QUESTION
I'm working on porting from OpenGL (OGL) to MetalKit (MTK) on iOS. I'm failing to get identical display in the MetalKit version of the app. I modified the projection matrix to account for differences in Normalized Device Coordinates between the two frameworks, but don't know what else to change to get identical display. Any ideas what else needs to be changed to port from OpenGL to MetalKit?
Projection Matrix Changes so far...I understand that the Normalized Device Coordinates (NDC) are different in OGL vs MTK:
- OGL NDC:
-1 < z < 1
- MTK NDC:
0 < z < 1
I modified the projection matrix to address the NDC difference, as indicated here. Unfortunately, this modification to the projection matrix doesn't result in identical display to the old OGL code.
I'm struggling to even know what else to try.
BackgroundFor reference, here's some misc background information:
- The view matrix is very simple (identity matrix); i.e. camera is at
(0, 0, 0)
and looking toward(0, 0, -1)
- In the legacy OpenGL code, I used
GLKMatrix4MakeFrustum
to produce the projection matrix, using the screen bounds forleft
,right
,top
,bottom
, andnear=1
,far=1000
I stripped the scene down to bare bones while debugging and below are 2 images, the first from legacy OGL code and the second from MTK, both just showing the "ground" plane with a debug texture and a black background.
Any ideas about what else might need to change to get to identical display in MetalKit would be greatly appreciated.
Screenshots OpenGL (legacy) MetalKit Edit 1I tried to extract code relevant to calculation and use of the projection matrix:
...ANSWER
Answered 2019-Oct-30 at 17:01Without seeing the code it's hard to say what the problem is. One of the most common issues could be a wrongly configured viewport:
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