graphics
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Is there any way to implement horizontal radio button group?
Basic info
Application name: Awesome Streamlit
Application repo link: https://github.com/marcskovmadsen/awesome-streamlit
Application home link: https://awesome-streamlit.org/
Application Docs: https://awesome-streamlit.readthedocs.io/
Application Docker Image: https://cloud.docker.com/u/marcskovmadsen/repository/docker/marcskovmadsen/awesome-streamlit
**Application
Fix examples
microfacet.py
render_benedikt.py
sdf.py
mandelbulb.py
The y-axis ticks supports the rotated option, but the doc is missing.
I haven't checked whether other options are missing.
- I have searched the issues of this repository and believe that this is not a duplicate.
What problem does this feature solve?
根据v3更新文档 https://www.yuque.com/antv/g2-docs/tutorial-g2-v3-changes ,等高线的旧 API chart.contour() 已经废弃并被 chart.polygon() 替代了,但是新版本的 Demo 中并没有给出相关的例子
What does the proposed API look like?
在 Demo 中给出等高线相关的例子
As @TimvanScherpenzeel pointed out, cmgen should better explain that --size applies to the DFG LUT as well and that a cubemap and the LUT cannot be generated at the same time.
Frequent bug: while sorting by y-coordinate, the vertices are sorted, but the data coming with the vertices is not.
Gouraud shading, forgot to sort intensities
In my case I was calculating a barycentric coordinate of one vertex and assigning it to a different vertex by mistake.
The artifacts looked exactly the same as you presented, if it is the same problem then the description could be
Aseprite v1.2.15-x64 on Windows 10, with a 1080p monitor and 300% UI scaling.
A small UX papercut: when resizing the timeline, the sprite editor does not currently scroll to compensate for the change. If the user was keeping the object of their attention positioned in the middle of the sprite editor, it will now be off-centre, and perhaps partially-obscured by the timeline.
If something was
we should check if the passed path is an url and not try to open a file in that case
There is not a proper documentation how to build, i.e, for iOS, I found differnets issues here without a solution. Is there any oficial guide with the steps? Thx
I came across this issue when I decided to profile my (in progress) game and discovered I was generating a ton of VertexBufferBinding[] arrays during the
The documentation does not have a key code for the numberpad dot. Is this intentional? It comes up as Unknown when it is pressed. The same is true for the numlock and capslock key although this kinda makes sense.
Shouldn't there be a NumpadDot key code?
Hi, this is really a nice work, this can become a greater tutorial but I think it needs some improvements because, I'm a beginner, and not everything is straightforward to understand. I have not yet completely read the whole article, I just stopped to first sections. The goal of this article is to be understandable for beginners but it uses a lot of terms not really introduced and therefore diffic
Create high-quality charts from the command line
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Updated
Jan 11, 2020 - C++
No documentation
Documentation
When going to the add more shapes section, if you select the AWS19, it shows the black and white shapes that are actually AWS18. I checked both the MacOS Desktop version and the online version and they are the same. Once the shapes are added to the diagram, the correct versions are shown, it's on the preview section in the selector that has the incorrect icons displayed.
If you create Sprite object and use functions width() heigth() size() setHeight() setWidth() and others to resize the Sprite object, these methods don't work. But if we get width or height, we get new value
`
var width = window.innerWidth;
var height = window.innerHeight;
var stage = new Konva.Stage({
container: 'container',
width: width,
height: height
});
var layer = new Konv
RenderDoc is a stand-alone graphics debugging tool.
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Updated
Jan 15, 2020 - C++
In the first example of the animation guide it is stated that every 1 beat the square's color changes, and every 2 beats the circle's color changes and the rotation completes once. But this is not what actually happens in the shown example, since every 1 beat the square's color stays the same, only the number inside the square changes, and every 2 beats the color of both the square and circle chan
This is a simple filter which can be used to filter out noise.
Here is one paper on fast Median and Bilateral filtering:
http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.93.1608&rep=rep1&type=pdf
I receive this error message:
Compiling wgpu v0.4.0 (/Users/da1/Sources/rust/wgpu-rs)
Finished dev [unoptimized + debuginfo] target(s) in 6.35s
Running `target/debug/examples/cube`
2019-11-25 14:56:16.620 cube[16426:135436] -[MTLIGAccelBuffer addDebugMarker:range:]: unrecognized selector sent to instance 0x7fdfe35a14c0
[2019-11-25T13:56:16Z ERROR relevant] Values of this ty
Since we added scrollables (see #35), iced_wgpu supports different layers of primitives.
However, wgpu_glyph does not support drawing text without trimming the cache. In other words, whenever we render multiple layers, we lose text caching.
We will most likely need to contribute to glyph-brush
Tray icon support?
A brief computer graphics / rendering course
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Updated
Jan 14, 2020 - C++
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Was somebody able to make this thing work with react and functional components? Would be great if somebody could share some ideas.