fresnel | SSR compatible approach to CSS media query | Frontend Framework library
kandi X-RAY | fresnel Summary
kandi X-RAY | fresnel Summary
When writing responsive components it's common to use media queries to adjust the display when certain conditions are met. Historically this has taken place directly in CSS/HTML:. By hooking into a breakpoint definition, @artsy/fresnel takes this declarative approach and brings it into the React world.
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fresnel Key Features
fresnel Examples and Code Snippets
def fresnel_cos(x, name=None):
"""Computes Fresnel's cosine integral of `x` element-wise.
The Fresnel cosine integral is defined as the integral of `cos(t^2)` from
`0` to `x`, with the domain of definition all real numbers.
The Fresnel cosi
def fresnel_sin(x, name=None):
"""Computes Fresnel's sine integral of `x` element-wise.
The Fresnel sine integral is defined as the integral of `sin(t^2)` from
`0` to `x`, with the domain of definition all real numbers.
>>> tf.math
Community Discussions
Trending Discussions on fresnel
QUESTION
I am working in a project where 3D visualizations are important to see what is happening during the setup stage and perhaps for visual validation by making a short videos of what is happening.
The problem that I have is that 3D visualizations in Python are too sophisticated, and complicated to learn for what I need. I find that Mathematica is the perfect kind of software...but it is not portable and is very expensive.
Question Is there any Python package similar to Mathematica?Clarification I don't want a "plotting" program, since plotting is not what I am looking for. I want to generate simple geometric shapes like spheres and cubes that can move around, this is more than enough. Give some coordinates, perhaps a rotation, and the program just shows the desired image(s) to export as a .png or make a quick video; as in Mathematica.
Packages like Pygame, Panda3D, Pyglet, etc., look too complicated and an overkill for what I need, as well as software like Blender, etc. Jupyter notebooks are similar, but they don't have the 3D graphics capabilities. I found a Python module named Fresnel, but it looks too sophisticated for what I need.
I have read several answers to this question here in Stack Overflow, but they seem outdated and not really what I am looking for. Further Clarification To draw spheres in Mathematica you do: ...
ANSWER
Answered 2021-Mar-17 at 09:40I know several other user-friendly plotting libraries than matplotlib, but not a lot provide an interactive view. There is of course the well known vtk but it's not for end-user
plotlyFor usage in a notebook, like jupyter and mathematica, you probably would go for plotly It's using a browser-based interface with plots very similar to mathematica
pymadcadIf you need a more offline version and what you are looking for is some view you can rotate/zoom/pan to look on your geometry by different sides, you can take a look at pymadcad It even works with touchscreens. It is not centered on 3D visualization, so it's a bit overkill to use it only for it, but for 3D curves, 3D surfaces, spheres and cubes as you said, it can do the job
simple plots with pymadcad:
QUESTION
I've included a Fresnel Integral Library (http://www.mymathlib.com/functions/fresnel_sin_cos_integrals.html) in my c++ application.
Assume I have the following c++ code (main.cpp):
...ANSWER
Answered 2020-Sep-15 at 11:57I think you'll need to make a library from the C source files you referenced. They aren't sufficiently self-contained as they are.
I would suggest structuring your build to compile the .c
source files along with your own application sources, and linking the whole lot into an executable. You'll need to extract the function declarations from each of the .c
files and put them into a .h
header. You'd #include
that header in your own source, and probably in the .c
files unless you want a screen-full of compiler warnings each time you compile.
You'll need to decide whether to compile the .c
files as ordinary C, or rename them and compile them as C++. You might have to modify them, for a C++ compiler to compile them without complaint. If you keep them as C, you'll need to arrange for these files to be compiled as C, and your own as C++. So the headers you make will need to be compatible with both C and C++ -- there are standard techniques for this, which I could advise on (but there's probably stuff on SO already).
If this were my problem to solve, I'd consider combining all the .c
files into a single file, and fiddle it to be good C++ (probably not difficult). I'd create one single header from the declarations in the C source, suitable for including in C++ source (since it's all C++ now). However, I'm not sure whether the original files are licensed in such a way to allow this -- that's something I guess you'd need to check with the author.
QUESTION
i have a series of tables for an asset checkout system. there are 2 types of assets.. Stocks and Assets. they all have barcodess stored in a separate table. this is how my tables look
Checkouts table: (sipe_check_out)
...ANSWER
Answered 2020-May-10 at 22:55You may use UNION with your provided select
statements
QUESTION
The map format OpenDrive, provides (among others) the geometry of a road. Each segment of the road can have a different geometry (e.g. line, arc, spiral, polynomial). The provided information for a road geometry "spiral", is the following:
...ANSWER
Answered 2018-Mar-06 at 13:43I am not sure if your current code is correct. I wrote a short script to interpolate Euler spirals using similar parameters and it gives different results:
QUESTION
This shader (copied below) makes a material kind of like a radial gradient. I am trying to modify it to have the shader effect resemble something like a vertical/linear gradient,like this. I don't believe it is creating is a true gradient but rather adding colors and adding alpha between them. It is based off of this awesome project .
Here is picture of the effect I have currently with this shader and the scanlines
effect turned on: https://imgur.com/a/At0ATB5
And here is picture of what I need the effect to look like: https://imgur.com/a/aTtLhoN
Here is a picture of what editing the shader looks like currently: https://imgur.com/a/5hxMZtt (This appears to be radial,no?)
I have tried modifying the direction, tried applying masks and nothing has worked so far. If anyone has any suggestions, I would be eternally thankful.
...ANSWER
Answered 2019-Oct-11 at 17:36So, the part you want to change is the section involving rim
:
QUESTION
I have a water shader here and I want to know what code is responsible for transparency.
Currently the water is transparent, that is the other thing i would like to change. I hoped the RenderType is "RenderType"="transparent" but it is "RenderType"="Opaque" .... and i couldn't find transparent code in this shader.
Maybe you know the parts of the code causes the transparency?
This is the water shader
...ANSWER
Answered 2019-Sep-06 at 19:10The #pragma multi_compile WATER_REFRACTIVE WATER_REFLECTIVE WATER_SIMPLE
line allows the script to have different modes depending on global configuration. From the documentation:
How multi_compile works
Example directive:
QUESTION
I'm trying to create a ggx shader but when I run it at BRDF Explorer the main page remains white. I'm trying to find my error but I can't. Can anybody help me? below is my file
analytic
...ANSWER
Answered 2018-Dec-18 at 20:11There are 2 function declarations in the middle of the function BRDF
. This is not allowed. In GLSL a function definition has to be global.
See GLSL - The OpenGL Shading Language 4.6; 6.1. Function Definitions ; page 122:
As indicated by the grammar above, a valid shader is a sequence of global declarations and function definitions.
Move the declarations of Fresnel
and ggx_visib
before the declaration of BRDF
to solve your issue.
The major issue is, that the BRDF explorer requires the keyword analytic
at the begin of the file, to identify the file as a light model.
After the keyword is add add the file reloaded, the application will trace error cause by your GLSL code.
Fixing the errors results in the following code:
QUESTION
I am trying to write a function to perform a Simpson’s rule integration of the 1-dimensional Fresnel integral. And am as new as can be to coding. I am struggling to write a code the solves the integral and plots it for all possible values using arrays. More precisely, I am trying to figure out how to describe y where x is the argument and x' is in a loop of x' limits, which are the limits of the integral, as shown in the picture. Any further recommended changes to my code would be very helpful. The format of the question that was given
This is my current effort. Includes and indented block I cannot get rid of.
...ANSWER
Answered 2018-Nov-25 at 07:22If it's not important to write your own Simpon's Rule, then you can use the import from scipy.integrate import simps
. The following code is an attempt at your problem:
QUESTION
I'm creating a model loading program on OpenGL. I took care of light and specular reflection, but I stuck on the normal map. I think I'm making a mistake in the normal map calculation.
Normal image is:
When I apply the Normal Mapping effect this is how it looks, here is the screenshot:
My vertex shader:
...ANSWER
Answered 2018-Nov-07 at 21:12The tangent
and the biTangent
have to be transformed by the normal matrix as you do it with the normal
vector:
QUESTION
I try to solve a complex function with scipy. I read that fsolve only works with real numbers. So I made some changes to my formula and now it looks like this:
...ANSWER
Answered 2018-Oct-31 at 13:00As discussed in the comments, minimize
seems to be more appropriate for this kind of problem. The following works and terminates successfully:
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