glint | TypeScript powered tooling for Glimmer templates
kandi X-RAY | glint Summary
kandi X-RAY | glint Summary
Glint is a set of tools to aid in developing code that uses the Glimmer VM for rendering, such as Ember.js and GlimmerX projects. Similar to Vetur for Vue projects, Glint consists of a CLI and a language server to provide feedback and enforce correctness both locally during editing and project-wide in CI. ️ Note: Glint is still under active development! Please bear with us and expect breaking changes and rough edges as we work toward a stable release. Also note that Glint is currently only compatible with TypeScript projects, but our aim is ultimately to support JavaScript as well, as TypeScript's tooling can provide best-in-class support for both TS and JS projects. As Glint is still quickly evolving, it's likely too soon for addons to begin shipping Glint-enabled type declarations themselves. To ease adoption and avoid repeated labor, the community has begun maintaining a shared glint-template-types repository with Glint-compatible type declarations for commonly used Ember addons. The README there contains information about how to take advantage of these shared declarations for addons you may use in your Ember projects.
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Trending Discussions on glint
QUESTION
I'm new at OpenGL and GLSL. I'm trying to write a first program with using those libraries in Qt Creator that would draw in the QOpenGLWindow
window an ordinary rectangle. The compilation was implemented successfully, however the program crashes immediately on trying to run this with the following error output:
ANSWER
Answered 2021-Jun-03 at 12:21Following on from the comments...
The basic fix is to move all initialization code into initializeGL
and let the Qt
OpenGL
framework make the necessary calls to initializeGL
, paintGL
etc.
Your constructor and initializeGL
members should look something like...
QUESTION
I can't figure it out how to properly write and read from a QOpenGLBuffer:: PixelUnpackBuffer
.
- What is the proper setup before writing into a PBO?
QOpenGLBuffer::write
will not work using with a simpleQImage.bits()
, orglReadPixels()
to pass the FBO render into the PBO. It has to be a specific type of data?- How do you use a written PBO with
Texture::setData()
? A simpleTexture.setData(*format*, *pixel_type*, pubo, nullptr)
will suffice?
Here some code to exemplify what I'm doing:
...ANSWER
Answered 2021-May-31 at 16:46You have some misunderstandings, and most of these are not related to Qt's abstraction classes, but to how these objects work in the GL itself:
QUESTION
for example,In the following code, in the function “glVertex3f”, a constant between 1 and-1 is used to represent a point
...ANSWER
Answered 2021-May-25 at 14:20ix / width
is an integral division You have to cast ix
to a float, to do a floation point division:
QUESTION
I'm experimenting with compute shaders. What I want to do is sending the data of arr1 to compute shader variable shader_arr1[], make all of its elements 1 and read that result back to the CPU side in arr2[] variable. However, running the following program I get the same initial value of arr1[]{1,2,3,4,5,6,7} in arr2[], nothing was changed. Could you tell me what part I'm doing wrong?
...ANSWER
Answered 2021-May-25 at 15:03I fixed the code. This is the working version of the program
QUESTION
I have this OpenGL program in C++ which is a moving circle, vubes in the background and a line which can move up or down is you press the W or the S button. When the line is in the middle of the screen the cubes which are below the line should have green color, and for the cubes above the line the color should be red.
When the line is moved up the color of the cubes should change, so when the line is in the top of the scrren every cube needs to be red.
In my code when I move the Line up it changes his color when it needs to be but the cubes has the color from the beginning of the run to the end, no matter where I move the line.
Attaching the code:
...ANSWER
Answered 2021-Mar-30 at 18:42Pass the vertex coordinate from the vertex shader to the fragment shader and set the color per fragment instead of per vertex.
Vertex shader:
QUESTION
I don't have very much experience with OpenGL, GLFW, or GLEW so my troubleshooting ability with these libraries is slim to none. I have managed to render a triangle ([-1, -1, 0], [1, -1, 0], [0, 1, 0]) but when using the vertex attribute coordinates for a cube, along with color attributes it seems to not render. There could be a lot wrong with my code, the shaders, and my matrix operations. I wish I had a clearer understanding of what I'm doing so I could give a more descriptive account of my error. Currently the above code only renders the window. I followed https://learnopengl.com/ initially and got the first tutorials working, the following code is my "testing" file where I've attempted to reimplement some of the elements myself. There are lots of copy pasted portions that may be shared with that tutorial if it helps at all.
Any insight or suggestions would be appreciated very much.
...Main Source
ANSWER
Answered 2021-Mar-16 at 13:10The problem is that you call linkShader
separately for each shader. It is possible to link a program multiple times. The function linkShader
, however, attaches the shader to the program, linkes the program and detaches the shader from the program. Hence, the vertex and the fragment shader are never attached at the same time.
Attach the vertex and fragment shader and call linkShader
once:
QUESTION
I need to create some project with OpenGL on my MacOS Big Sur 11.2.2.
My versions:
...ANSWER
Answered 2021-Mar-10 at 16:32You are currently trying to execute a OpenGL 3.3 core profile shader (version 150 core) in a OpenGL 2.1 context, which is not possible. If your hardware supports it, you can specifically request a 3.3 core profile context:
QUESTION
I have a very simple example of a OpenGL ES program that I'm trying to get to run on RaspiOS Desktop (a.k.a. Raspbian) on Raspberry Pi 4.
My goal is very simple - to draw a red triangle in the center of the screen. However, the triangle comes out as white instead of red.
I've searched and tried everything and wasn't able to find any help. I'm very frustrated at this point because this was just supposed to be the first tutorial to introduce the world of OpenGL ES and I'm already stuck and can't continue with more complicated examples.
Anyway, here's the full example
...ANSWER
Answered 2021-Mar-01 at 14:17Nvm, turns out I'm an idiot.
This entire time it was a simple typo in buildShader()
function. Here's the fixed version of that function:
QUESTION
In a shader I want to pass an array of primitives into it as a vertex attribute.
In the shader I declare
...ANSWER
Answered 2021-Feb-22 at 23:25This:
QUESTION
I'm trying to get a spinning 3D cube but I can't get it to render. There's no error, but it's just a black screen. Also, there's no checking whether the Fragment shader is working but I can assure you it is I just don't have it included here.
Here's what my code looks like:
...ANSWER
Answered 2021-Feb-18 at 06:34You have to initialize the matrices with the Identity matrix:
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