render

Drawing QR code with Qt in native C/C++

﹥>﹥吖頭↗ 提交于 2019-12-25 07:47:10
问题 I am successfully drawing and displaying the QrCode on a QLabel , but it's not recognised when I scan it. Here is the code I used - I made a small class with a static function: void QrCodeDrawer::paintQR(QPainter &painter, const QSize sz, const QString &data, QColor fg) { char *str=data.toUtf8().data(); // NOTE: At this point you will use the API to get the encoding and format you want, instead of my hardcoded stuff: QrCode qr = QrCode::encodeText(str, QrCode::Ecc::HIGH); const int s=qr.size

glPushMatrix Deprecated, GL30-GL43 Solution? Basic Box example

隐身守侯 提交于 2019-12-25 07:36:11
问题 I'm working on a Program to Render a basic box, but through googling, I have not found a solution for Drawing a face(or group of faces) on screen. Currently every tutorial I've found uses glPushMatrix/glBegin/glEnd/glPopMatrix like this GL11.glPushMatrix(); GL11.glRotatef(pit, 1, 0, 0); GL11.glRotatef(yaw, 0, 1, 0); GL11.glRotatef(rol, 0, 0, 1); GL11.glTranslatef(pos.x, pos.y, pos.z); GL11.glBegin(GL11.GL_QUADS); GL11.glVertex3f(-1.0f, -1.0f, 1.0f); // Bottom Left Of The Quad GL11.glVertex3f(

render view in backbone.js + rails

倾然丶 夕夏残阳落幕 提交于 2019-12-25 07:26:09
问题 I am trying to render the view "new_view.js.coffee" (a form to create users) on my root page. I am using the rails-backbone gem, so far I have this: app/views/home/index.html.erb <div id="container">Loading...</div> <script type="text/javascript"> $(function() { window.newView = new Example.Views.Users.NewView({model: users}); newView.render(); Backbone.history.start(); }); </script> Its basically a copy of this (from the rails-backbone README.md): app/views/posts/index.html.erb <div id=

three.js use camera texture in different scenes/ div

混江龙づ霸主 提交于 2019-12-25 07:01:06
问题 at the moment, I am rendering a camera to a texture and put the texture on a plane mesh. This works, in the scene the texture was recorded from. When putting the same mesh into a different scene, which is running in a div, the mesh shows up, without texture. Same, when I put the texture on a mesh, which is created in the div- scene. The mesh seems to have a texture, because it is black and not red, as initialized. When leaving away the texture, it does show up in red. When I put the mesh into

loading texture issue, works with animation, blank without

你离开我真会死。 提交于 2019-12-25 06:39:21
问题 I am new to three.js, but am just coming off of a project using Java and JMonkeyEngine, so I know my way around 3d. My issue comes with loading a texture. I'm sure this question has come up quite a few times coming from the topics I've read, however the topics I have seen are older, and it didn't work with what I needed. I took an example from the site and tried editing it to my own needs. I was able to load my texture fine, and it spun around just like the example.... HOWEVER, when I removed

How to draw the vertices on a CGContext CGMutablePathRef?

不羁的心 提交于 2019-12-25 05:08:41
问题 I am drawing a set of connected lines as the user enters clicks to specify vertices. I am build a CGMutablePathRef - (void)addPointToCGMPR: (CGPoint)p forNewPolygon: (BOOL)newPoly { if (newPoly) { CGPathMoveToPoint(cgmpr, NULL, p.x, p.y); } else { CGPathAddLineToPoint(cgmpr, NULL, p.x, p.y); } [self setNeedsDisplay]; } drawRect: is then called after each point is entered, and the context CGMutablePathRef is added to a CGContext for display - (void)drawRect:(CGRect)rect { // Set up a context

React render/re-render two different versions of state

℡╲_俬逩灬. 提交于 2019-12-25 03:27:30
问题 I have an app that is rendering correctly on initial load. It is rendering data from a json obj I'm passing in as a prop. I'm saving the data in an array in state. Later async calls occur. Using setState I update the state accordingly. When React re-renders however it does two passes -- one with the correct, new state that I can see when I step through, then one with the initial state. The initial state render occurs last so I'm left with the same initial state. What gives? updateTab = React

Android TextView text is showing up as black squares?

…衆ロ難τιáo~ 提交于 2019-12-25 02:44:17
问题 I have a TextView in my application that works fine until I pause the application (by pressing home) and launch it again. It should just resume the activity, but for some reason the TextView doesn't display the text properly after it resumes the activity. The text is showing up as black squares, like this: http://i.stack.imgur.com/5mtvy.png Does anyone know how to fix this? EDIT: Here's my code: The TextView is created in a layout xml that has a GLSurfaceView (called GameView) and on top of

NURBS in the OpenGL Graphics Pipeline

﹥>﹥吖頭↗ 提交于 2019-12-25 02:43:26
问题 I'm curious about how NURBS are rendered in GPU's / the OpenGL graphics pipeline. I understand there are various calls within OpenGL and GLUT for easily rendering NURBS objects from a coding perspective using glMap and glMapGrid, but what I don't get is the process OpenGL goes through to do this. The idea behind NURBS is using curves to define surfaces, whereas the graphics pipeline appears to be build around triangle rasterization and triangle meshes, whereas NURBS are based around Bezier

NURBS in the OpenGL Graphics Pipeline

こ雲淡風輕ζ 提交于 2019-12-25 02:42:39
问题 I'm curious about how NURBS are rendered in GPU's / the OpenGL graphics pipeline. I understand there are various calls within OpenGL and GLUT for easily rendering NURBS objects from a coding perspective using glMap and glMapGrid, but what I don't get is the process OpenGL goes through to do this. The idea behind NURBS is using curves to define surfaces, whereas the graphics pipeline appears to be build around triangle rasterization and triangle meshes, whereas NURBS are based around Bezier