rendering

SDL2 main game loop

丶灬走出姿态 提交于 2021-01-27 07:08:37
问题 My question popped out while reading the tutorials on SDL2, on lazyfoo.net and the code is being copied from this page int main( int argc, char* args[] ) { //Start up SDL and create window if( !init() ) { printf( "Failed to initialize!\n" ); } else { //Load media if( !loadMedia() ) { printf( "Failed to load media!\n" ); } else { //Main loop flag bool quit = false; //Event handler SDL_Event e; //While application is running while( !quit ) { //Handle events on queue while( SDL_PollEvent( &e ) !

Antialiasing a SceneKit rendering with Metal

﹥>﹥吖頭↗ 提交于 2021-01-07 03:52:26
问题 I'm new to Metal. I'm rendering a SceneKit scene with Metal using this Apple sample code. TLDR; it calls the SCNRenderer's render function and passes in a command buffer. I'm compiling for Big Sur. It works, but it is not anti-aliased. I've tried a few ways to achieve it, as you can see in the updates below. Without Metal, I'd just set isJitteringEnabled to true on the SCNRenderer, and I get beautiful (and slow) 96-ish-pass renderings. If I try to do this with Metal, I get weird pixel format

How to render byte array knowing its content-type using Blazor?

青春壹個敷衍的年華 提交于 2021-01-06 04:56:41
问题 The following code corresponds to a Blazor server-side page: @page "/ShowFile/{Id:guid}" //// What to put here to let the browser render the byte array stored on this.Model //// Also how to specify the content type of the response? @code { [Parameter] public Guid Id { get; set; } private byte[] Model { get; set; } protected override async Task OnInitializedAsync() { await base.OnInitializedAsync(); //// Gets the byte array of a file based on its identifier. this.Model = await this.GetFile

using SingleChildScrollView whit Flexible Widget

陌路散爱 提交于 2021-01-05 07:36:05
问题 i ran in to Problem while trying Textfield Widget :"bottom overflowed by 48pixels".after that i tried to use SingleChildScrollView widget,but it became more complicated,it shows now this error: ======== Exception caught by rendering library ===================================================== RenderBox was not laid out: RenderCustomPaint#7fee2 relayoutBoundary=up3 NEEDS-PAINT any Suggestion how can i solve this Problem?! emulator without use of SingleCHildScrollView import 'package:flutter

template a blazor RenderFragment to a layout from a page or component

丶灬走出姿态 提交于 2021-01-01 06:32:31
问题 I want to have customizable content in my layout page in blazor. I have tried adding a renderfragment parameter to the layout and adding makeup with the same name in my component but it is not rendered in my layout eg layout.razor: <header> @HeaderContent </header> @body @code { [Parameter] public RenderFragment HeaderContent { get; set; } } component.razor: <HeaderContent> <p>my page specific content</p> </HeaderContnt> but the headercontent is rendered in the body. can anybody explain how

java: how to select only one cell in a jtable and not the whole row

你。 提交于 2020-12-30 07:35:31
问题 in a jTable, I want when a user clicks on a cell, this sentence to be printed on the screen : I am cell in row X and column Y where x and Y are the row and column of the clicked cell. But what I am getting is : when I click for example the cell in row 1 and column 4 I get the following : I am cell in row 1 and column 0 I am cell in row 1 and column 1 I am cell in row 1 and column 2 .... I am cell in row 1 and column N ( N = number of columns) i.e. the whole row is selected. this is the code :

java: how to select only one cell in a jtable and not the whole row

喜夏-厌秋 提交于 2020-12-30 07:32:17
问题 in a jTable, I want when a user clicks on a cell, this sentence to be printed on the screen : I am cell in row X and column Y where x and Y are the row and column of the clicked cell. But what I am getting is : when I click for example the cell in row 1 and column 4 I get the following : I am cell in row 1 and column 0 I am cell in row 1 and column 1 I am cell in row 1 and column 2 .... I am cell in row 1 and column N ( N = number of columns) i.e. the whole row is selected. this is the code :

java: how to select only one cell in a jtable and not the whole row

时光毁灭记忆、已成空白 提交于 2020-12-30 07:31:31
问题 in a jTable, I want when a user clicks on a cell, this sentence to be printed on the screen : I am cell in row X and column Y where x and Y are the row and column of the clicked cell. But what I am getting is : when I click for example the cell in row 1 and column 4 I get the following : I am cell in row 1 and column 0 I am cell in row 1 and column 1 I am cell in row 1 and column 2 .... I am cell in row 1 and column N ( N = number of columns) i.e. the whole row is selected. this is the code :

java: how to select only one cell in a jtable and not the whole row

老子叫甜甜 提交于 2020-12-30 07:31:18
问题 in a jTable, I want when a user clicks on a cell, this sentence to be printed on the screen : I am cell in row X and column Y where x and Y are the row and column of the clicked cell. But what I am getting is : when I click for example the cell in row 1 and column 4 I get the following : I am cell in row 1 and column 0 I am cell in row 1 and column 1 I am cell in row 1 and column 2 .... I am cell in row 1 and column N ( N = number of columns) i.e. the whole row is selected. this is the code :

Run Unity standalone in Headless Mode whilst capturing screenshots

╄→尐↘猪︶ㄣ 提交于 2020-12-04 05:24:30
问题 I need to create a unity project which runs in Headless mode (using the -batchmode command), but it must capture screenshots e.g. every one second and write them out to a file. I understand that in headless mode you need to forcefully call Camera.Render() in order for anything to be rendered. It seems that time freezes after the first screenshot is captured. The first screenshot looks absolutely correct, but all subsequent screenshots are identical to the first, implying that time has frozen.