the-platform | Web API 's turned into React Hooks | Frontend Utils library
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kandi X-RAY | the-platform Summary
Web API's turned into React Hooks and Suspense-friendly React components. #useThePlatform.
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the-platform Examples and Code Snippets
def detect_platform():
"""Returns the platform and device information."""
if on_gcp():
if context.context().list_physical_devices('GPU'):
return PlatformDevice.GCE_GPU
elif context.context().list_physical_devices('TPU'):
retur
@Bean
public PlatformTransactionManager transactionManager() {
return new ResourcelessTransactionManager();
}
@Override
public PlatformTransactionManager getTransactionManager() throws Exception {
return new DataSourceTransactionManager();
}
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Trending Discussions on the-platform
QUESTION
Hi Im trying to build a scraper (in Python) for the website ReelGood.com.
now I got this topic to and I figured out how to scrape the url from the movie page. but what I can't seem t figure out why this script won't work:
...ANSWER
Answered 2021-Mar-23 at 17:38I would use a combination of attribute = value selectors to target the elements which have the full url in the content attribute
QUESTION
I am trying to get the world position of a pixel inside a fragmented shader.
Let me explain. I have followed a tutorial for a fragmented shader that let's me paint on objects. Right now it works through texture coordinates but I want it to work through pixel's world position. So when I click on a 3D model to be able to compare the Vector3 position (where the click happended) to the pixel Vector3 position and if the distance is small enough to lerp the color.
This is the setup I have. I created a new 3D project just for making the shader with the intent to export it later into my main project. In the scene I have the default main camera, directional light, a object with a script that shows me the fps and a default 3D cube with a mesh collider. I created a new material and a new Standard Surface Shader and added it to the cube. After that I assigned the next C# script to the cube with the shader and a camera reference.
Update: The problem right now is that the blit doesn't work as expected. If you change the shader script as how Kalle said, remove the blit from the c# script and change the shader from the 3D model material to be the Draw shader, it will work as expected, but without any lighting. For my purposes I had to change distance(_Mouse.xyz, i.worldPos.xyz); to distance(_Mouse.xz, i.worldPos.xz); so it will paint a all the way through the other side. For debugging I created a RenderTexture and every frame I am using Blit to update the texture and see what is going on. The render texture does not hold the right position as the object is colored. The 3D model I have has lot of geometry and as the paint goes to the other side it should be all over the place on the render texture...but right now it is just on line from the top to the bottom of the texture. Also I try to paint on the bottom half of the object and the render texture doesn't show anything. Only when I paint on the top half I can see red lines (the default painting color).
If you want you can download the sample project here.
This is the code I am using.
Draw.shader
...ANSWER
Answered 2020-Mar-11 at 09:51There are two approaches to this problem - either you pass in the texture coordinate and try to convert it to world space inside the shader, or you pass in a world position and compare it to the fragment world position. The latter is no doubt the easiest.
So, let's say that you pass in the world position into the shader like so:
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