shini | Portable /bin/sh routine for reading and writing INI files | File Utils library
kandi X-RAY | shini Summary
kandi X-RAY | shini Summary
Portable /bin/sh routine for reading and writing INI files.
Support
Quality
Security
License
Reuse
Top functions reviewed by kandi - BETA
Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of shini
shini Key Features
shini Examples and Code Snippets
Community Discussions
Trending Discussions on shini
QUESTION
I have a uniform in my fragment shader and when I try to get the value of the location of the uniform, it returns null.
I checked the spelling and I don't find any spelling error and this uniform is also used in the shader code.
My error is:
error in getUniformLocation([object WebGLProgram], materialAmbient): uniform 'materialAmbient' does not exist in WebGLProgram("unnamed")
This is my code in WebGL to get a uniform location.
...ANSWER
Answered 2021-Jun-13 at 06:22The uniforms materialAmbient
, ambientLight
and specularLight
are not "used" in the shader program. They are not required to calculate the output outColor
(Actually materialAmbient
are ambientLight
use to calculate effectiveAmbient
. effectiveAmbient
, however is not used).
The compiler and linker optimize the program and removes unnecessary calculations and unnecessary variables. Therefore this variables become no active program resource and you cannot get the resource index (uniform location) for this variables.
QUESTION
Is there a possibility to toggleText() for each element of the array separately?
Right now, when clicked, the values are changed for every single element at the same time and I'd like to go over them one by one as they're clicked.
...ANSWER
Answered 2021-May-28 at 11:12You have jQuery - use its power
It is not recommended to loop to add eventListeners in JavaScript, jQuery or not.
QUESTION
I have this code that automatically colors all assembly components with random color. I asked a different question with this code before but this time, I want to ask if anyone could help To make this code colors only the selected assembly component? I hope someone can help me with this, I am still learning in API. Please see code below.
...ANSWER
Answered 2021-May-16 at 09:28Where you set the object, try this:
QUESTION
I have a macro that colors the part or assembly. It randomly chooses the color and then apply it to the component. My problem is, I want to get the value of the randomly chosen color because I want that value in other sub, but I dont know how to get it. Could someone help me with this? Heres my code.
...ANSWER
Answered 2021-May-09 at 13:30Please, try the next way:
- Declare
vMatProp
as a Public variable on top of a standard module (in the declarations area):
QUESTION
i am trying to achieve per vertex lighting with texture mapping in opengl using QOpenGLWindow. But the rendered object has black color. if i do same texture mapping in fragment shader, it works fine.
...ANSWER
Answered 2021-May-08 at 07:38The vertex shader is just executed per vertex. Therefore, the texture is only looked up for the vertices (corners) of the primitives. The output of the vertex shader is interpolated along the fragments. You cannot do this algorithm in the vertex shader. You need to do it per fragment, in the fragment shader.
"Per Vertex Lighting" only makes sense for a constant diffuse light. In the case of specular highlights and texture maps, the light distribution is not linear and cannot be calculated with linear interpolation. Per-vertex lighting is only used for very simple light models and is generally not used these days.
QUESTION
Here I'm creating a lined object through forming a Mesh, then applying a MeshPhongMaterial.
Have set my scene, and created a mesh object where I apply the Phong Material to. However the material itself is not evident.
- Is this potentially due to the way I'm creating vertices? Perhaps there is a complexity in the material (try adding wireframe to view complexity)
- I have added scene and ambient lighting.
I've made a demo of this here. Here is a snippet of the material itself
...ANSWER
Answered 2021-May-03 at 23:47That's because your geometry doesn't have normals, and PhongMaterial needs normals to calculate its color. Simply adding the default [0, 0, 1]
normal in you xyzSet()
function renders the red color you're expecting:
QUESTION
so im shiny new to discord.js and im trying to make an emoji library bot, which is private. the issue im facing is here :
...ANSWER
Answered 2021-Apr-29 at 14:32You can use String.split() and Array.slice() to dynamically remove the command portion of message.content
. Then use Array.join() to join the array back into a string.
QUESTION
I have two textures. One is jpg and the other is png. I have rendered a cube and I want to use the jpg image as a background in every face of the cube and then have the png on this background. I tried mix()
but i can see the background through png and I don't want that. Is there any function that can do this for me?
Fragment Shader:
...ANSWER
Answered 2021-Apr-26 at 14:47You need to mix the color depending on the alpha channel of the PNG texture. Assuming texture1 is the JPG and texture2 is the PNG, mix
texture1
and texture2
depending on texture2
's alpha channel:
QUESTION
I'm trying to render a Teapot model from an OBJ file. I'm using the Fixed Function rendering pipeline, and I cannot change to the Programmable Pipeline. I would like to have some basic lighting and materials applied to the scene as well, so my teapot has a green shiny material applied to it. However, when I rotate the teapot around the Y-Axis, I can clearly see through to the back side of the teapot.
Here's what I've tried so far:
Changing the way OpenGL culls the faces (GL_CCW, GL_CW, GL_FRONT, GL_BACK) and none produce the correct results.
Changing which way OpenGL calculates the front of the faces (GL_FRONT, GL_CCW, GL_BACK, GL_CW) and none produce the correct results.
Testing the OBJ file to ensure that it orders its vertices correctly. When I drag the file into https://3dviewer.net/ it shows the correct Teapot that is not see-through.
Changing the lighting to see if that does anything at all. Changing the lighting does not stop the teapot from being see-through in some cases.
Disabling GL_BLEND. This did nothing
Here is what I currently have enabled:
...ANSWER
Answered 2021-Apr-23 at 06:46in order to make face culling working you need to:
define winding rule
QUESTION
I currently have the problem that I am not able to load a STL file into a three.js scene which is created via vue-cli.
Project setup with vue-cli 'vue init webpack ProjectName', 'cd ProjectName', 'npm install three --save' and replace the 'HelloWorld' component with this code.
stl file is on the same folder as this vue component.
...ANSWER
Answered 2021-Mar-11 at 10:59I installed the last version of vue-cli which have a "public" folder. I also installed "vue-3d-model" by hujiulong and now it's working fine! :D
I don't know what was the issue, maybe Vue have restricted permission without a public folder ?
Community Discussions, Code Snippets contain sources that include Stack Exchange Network
Vulnerabilities
No vulnerabilities reported
Install shini
Support
Reuse Trending Solutions
Find, review, and download reusable Libraries, Code Snippets, Cloud APIs from over 650 million Knowledge Items
Find more librariesStay Updated
Subscribe to our newsletter for trending solutions and developer bootcamps
Share this Page