rendering

ReactJS server side rendering and componentDidMount method

别来无恙 提交于 2020-06-14 04:09:02
问题 I am new to React, so please don't judge strictly. I am rendering my React app on server and want execute code on frontend side. Application renders properly with styles and without warnings or errors, though with empty state since I am using API which should execute on front side and it is OK for now. as I understand server renders component and since server rendered and mounted component on server and it is not calling componentDidMount() method which should do my API calls and other staff

Metal rendering odd darker textures even with [MTKTextureLoader.Option.SRGB : false]?

。_饼干妹妹 提交于 2020-05-24 06:10:49
问题 I already checked this question. Using [MTKTextureLoader.Option.SRGB : false] in texture loader options doesn't work. All that happens is when I do [MTKTextureLoader.Option.SRGB : true] , it's a lot darker instead of slightly darker. There must be something else. Here is an example of this unwanted behavior. Here is the original texture for reference: As you can see I am using the mouse to hold the original packed ice texture over the rendered one. It's considerably lighter, even with

Draw multiple models in WebGL

 ̄綄美尐妖づ 提交于 2020-05-17 04:40:21
问题 Problem constraints: I am not using three.js or similar, but pure WebGL WebGL 2 is not an option either I have a couple of models loaded stored as Vertices and Normals arrays (coming from an STL reader). So far there is no problem when both models are the same size. Whenever I load 2 different models, an error message is shown in the browser: WebGL: INVALID_OPERATION: drawArrays: attempt to access out of bounds arrays so I suspect I am not manipulating multiple buffers correctly. The models

Draw multiple models in WebGL

a 夏天 提交于 2020-05-17 04:38:23
问题 Problem constraints: I am not using three.js or similar, but pure WebGL WebGL 2 is not an option either I have a couple of models loaded stored as Vertices and Normals arrays (coming from an STL reader). So far there is no problem when both models are the same size. Whenever I load 2 different models, an error message is shown in the browser: WebGL: INVALID_OPERATION: drawArrays: attempt to access out of bounds arrays so I suspect I am not manipulating multiple buffers correctly. The models

Draw multiple models in WebGL

旧时模样 提交于 2020-05-17 04:37:19
问题 Problem constraints: I am not using three.js or similar, but pure WebGL WebGL 2 is not an option either I have a couple of models loaded stored as Vertices and Normals arrays (coming from an STL reader). So far there is no problem when both models are the same size. Whenever I load 2 different models, an error message is shown in the browser: WebGL: INVALID_OPERATION: drawArrays: attempt to access out of bounds arrays so I suspect I am not manipulating multiple buffers correctly. The models

How to print two parallel tables side by side in iText7, rendering them on one page at at a time and then adding new page

风格不统一 提交于 2020-05-17 03:00:55
问题 I want to add two parallel tables (tables contain content more than one page) side by side in iText7. Rendering should be done as: Render two tables on page 1, then add new page. Then render remaining part of tables on second page. If they still overflows add another page. Add remaining part of table on page 3 and so on. Here is the approach that is used in iText5 for this scenario. Main code: ColumnText[] columns = new ColumnText[2]; columns[0]=column1; columns[1]=column3; while (addColumns

How to use meshes with more than 64k vertices in Unity 2018.1

╄→гoц情女王★ 提交于 2020-04-29 10:46:06
问题 I've heard that Unity supports 32-bit index buffer now. But when I try Unity 2018.1 I can't make it work. I built meshes in code like this: int nVertices = nx * ny; Vector3[] vertices = new Vector3[nVertices]; Color[] colors = new Color[nVertices]; for(int i = 0; i < nx; i++) { float x = i * w / (nx - 1); for (int j = 0; j < ny; j++) { float y = j * h / (ny - 1); int vindex = i * ny + j; vertices[vindex] = new Vector3(x, y, 0); float colorx = Mathf.Sin(x) / 2 + 0.5f; float colory = Mathf.Cos

How to Render Cross Section without Slicing the Mesh Geometry?

 ̄綄美尐妖づ 提交于 2020-04-21 09:22:12
问题 Given a slice plane in the world, I want triangles to be seen if they were on the positive side of the plane, and those who intersect with the plane are split and the part on positive plane can be seen too. If I slice the triangles meshes every time when plane is changed, it may be very slow when there are tons of triangles, and texture coordinate will be re-generated too. If I set the camera(view) and projection carefully, it may generate similar result, but this result is view dependent. So

cannot change material color using three.js

只谈情不闲聊 提交于 2020-04-18 06:21:35
问题 I have a obj file which contains vertex groups along with the main object. I am trying to assign color to each of the groups tagged through vertex group. What I could find is that in three.js each vertex group is of type Object3D and there is no function like setColor , instead each such children has two children of the type THREE.Mesh and it has setColor function accessed through a material property. I am not clear about this hierarchy. How do I set color to each vertex group. One more thing

Unity3D WebGL Headless not rendering

社会主义新天地 提交于 2020-04-18 06:10:32
问题 I have posted the same question over Unity's forum, but there hasn't been any answer and thus posting it here, too. I have been trying to run a Unity WebGL build in headless mode (through puppeteer) while saving 'screenshots' of the game, but the camera rendering doesn't seem to be working. The resulting images are all black . It works as expected when not in headless mode (but still WebGL ). It also works properly in standalone builds (e.g., windows, mac), through -batchMode . Here's the