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Activity for cuzzoâ€
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Comment | Post #289861 |
No way that was actually the problem.
Changeing `int vertexSizeBytes = (posSize + colorSize) * floatSizeBytes;`
to: `int vertexSizeBytes = (posSize + colorSize + uvSize) * floatSizeBytes;`
Completely fixed everything. (more) |
— | about 1 year ago |
Edit | Post #289855 |
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— | about 1 year ago |
Edit | Post #289855 | Initial revision | — | about 1 year ago |
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How do I properly render a quad in OpenGL using a GL_TRIANGLE_STRIP primitive? I am currently working with LWJGL and the obstacle I face right now on my project is rendering textures to a cube, e.x a set of 8 vertices with position, color, and UV information. For now, I am starting off simple with a single 2D face however it's not exactly correctly rendered. I believe I am clos... (more) |
— | about 1 year ago |
Comment | Post #287551 |
anywhere from 768 to a few/several thousand. It can range based on a render distance value e.g how many chunks to render at one time. chunks being 16x16x320 and having 256 unique 2D x,y values (16x16). (more) |
— | about 2 years ago |
Edit | Post #287551 |
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— | about 2 years ago |
Edit | Post #287551 |
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Edit | Post #287551 |
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Edit | Post #287551 |
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Edit | Post #287551 |
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Edit | Post #287551 | Initial revision | — | about 2 years ago |
Question | — |
How to proportionally convert a number in the range of -1 and 1 to a number in the range of 0 and 319 I have float noise values, between -1 and 1, for every x,y coordinate in a 2D area and I am trying to convert that to a whole number between 0 and 319 which represents a vertical z coordinate to render. For example, ``` -1 = 0 and 1 = 319 but 0.12345 = ??? ``` How would I go abou... (more) |
— | about 2 years ago |
Comment | Post #287514 |
But to my understanding, all you need to do is divide two numbers together. It looks like pandas has a way to do that with sets here: https://www.tutorialspoint.com/how-does-pandas-series-div-method-work. But if you just need to individually divide 2 numbers I don't see why a utility function wouldn'... (more) |
— | about 2 years ago |
Edit | Post #287514 |
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Edit | Post #287514 |
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— | about 2 years ago |
Edit | Post #287514 | Initial revision | — | about 2 years ago |
Answer | — |
A: Built-in way to compute coefficient of variation in pandas There's very little information to go off of here but to me the built-in function you need is division which is already built in to any language. Unless you are unable to use `df.std() / df.mean()` for one reason or another, you could make a simple function yourself that divides the two numbers and r... (more) |
— | about 2 years ago |
Edit | Post #287513 |
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— | about 2 years ago |
Edit | Post #287513 | Initial revision | — | about 2 years ago |
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A: Replit particles push instead of being background You will find the solution by playing with the demo that's linked on the github page. More specifically by playing around with the interactivity settings. (more) |
— | about 2 years ago |
Comment | Post #287498 |
Thanks for the response, the image file is 512x512 and the texture is 16x16 (everything else is transparent given its a png. plan is to put more than one texture on it.) I am unaware if it needs to be in a vectorial format or if JavaFX does it differently but to give background when retrieving the te... (more) |
— | about 2 years ago |
Edit | Post #287498 |
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Edit | Post #287498 | Initial revision | — | about 2 years ago |
Question | — |
How would I avoid textures being blurred when mapped to a TriangleMesh? I am making a game using JavaFX and the Fxyz library. I have chunks which are made of `Point3D`'s, these points are then passed to a ScatterMesh and that is used to generate a TriangleMesh so I can map textures to it. Which is what the below code does: ``` //Cube object extends Point3D pri... (more) |
— | about 2 years ago |
Edit | Post #287404 |
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Edit | Post #287404 | Initial revision | — | about 2 years ago |
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A: How would I fix my IntelliJ IDE? It cannot open and re-installing does not work. While I removed the `-javaagent` argument from the vmoptions file within my Program Files, it persisted in my roaming AppData folder and that seems to be what the IDE was referencing, not the main bin. I believe this link explains what happened: > Please note that custom .vmoptions file created... (more) |
— | about 2 years ago |
Edit | Post #287384 |
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Edit | Post #287384 |
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— | about 2 years ago |
Edit | Post #287384 | Initial revision | — | about 2 years ago |
Question | — |
How would I fix my IntelliJ IDE? It cannot open and re-installing does not work. So I was looking around for some async solutions and I found one on github, https://github.com/electronicarts/ea-async I follow the setup instructions for maven. Only to realize it didn't work (I didn't realize the last time it was worked on was a few years ago and I did not completely know what I... (more) |
— | about 2 years ago |
Edit | Post #287362 | Question closed | — | about 2 years ago |
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Comment | Post #287364 |
Apologies, I may have not been as clear as I wanted to be. All chunks are at the same Z coordinate. However as chunks are created and loaded around a player, they eventually cross the x and y axis. I am trying to think of a solution that accounts for the eventual transition from a negative coordinate... (more) |
— | about 2 years ago |
Comment | Post #287362 |
It will only load the chunks with positive coordinates since at some point it will encounter an axis and go negative. (more) |
— | about 2 years ago |
Edit | Post #287362 |
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Edit | Post #287362 |
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Edit | Post #287362 |
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Edit | Post #287362 | Initial revision | — | about 2 years ago |
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How would I go about chunk loading around player in a 3 dimensional cartesian coordinate space So I am in the process of creating a voxel sandbox survival game (minecraft clone) in javaFX. I am at a point where I need to come up with a way to load the chunks in my surrounding given a render distance setting. At first I thought this was a simple as iterating through the chunk coordinates in ... (more) |
— | about 2 years ago |
Edit | Post #287327 |
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Edit | Post #287327 |
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Edit | Post #287327 | Initial revision | — | about 2 years ago |
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A: Why is IntelliJ not finding these modules? After removing `eu.hansolo.tilesfx` from the auto-generated module-info everything worked fine. It seems that tilesfx was dependent on the libraries that were "missing". I am not really sure why it was generated in such a way or why those libraries couldn't be used but it seems its all fixed. (more) |
— | about 2 years ago |
Edit | Post #287325 |
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— | about 2 years ago |