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| require 'app/noise.rb' | |
| # Layered cloud demo using seamless noise generated into pixel arrays | |
| # Composited on screen using render targets | |
| # Size of the fractal texture | |
| Size = 128 | |
| def rgba_to_hex r, g, b, a | |
| return [r,g,b,a].pack('C*').unpack('L').first |
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| #include "imgui.h" | |
| #include "imgui_impl_sdl.h" | |
| #include "imgui_impl_opengl3.h" | |
| #include <stdio.h> | |
| #include <SDL.h> | |
| #include <GL/gl3w.h> | |
| #include <string> | |
| #include <iostream> | |
| //A simple "analog" monophonic synthesizer! |
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| <html> | |
| <head></head> | |
| <body>Hello!</body> | |
| </html> |
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| https://www.google.com/fonts#UsePlace:use/Collection:Economica |
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| mogrify -format jpg -path tn -thumbnail 250x250^ -gravity center -extent 250x250 *.png |
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| <html> | |
| <head> | |
| <style> | |
| body { | |
| background-color: black; | |
| color: white; | |
| text-transform: uppercase; | |
| overflow: hidden; | |
| } |
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| I keep forgetting the url. | |
| http://index.gl/ |
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| #http://stackoverflow.com/questions/16446374/generating-all-permutations-with-repetition | |
| alphabet = [ 'x', 'y', 'z', 'w' ] | |
| def symbolic_increment( symbol, alphabet, num_items): | |
| ## increment our "symbolic" number by 1 | |
| symbol = list(symbol) | |
| ## we reverse the symbol to maintain the convention of having the LSD on the "right" | |
| symbol.reverse() | |
| place = 0; | |
| while place < len(symbol): |
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| import PIL | |
| from PIL import Image | |
| import os | |
| from os import path | |
| filename = "lut32.bmp" | |
| lutSize = 32; | |
| incr = 255.0 / (lutSize - 1) | |
| img = Image.new("RGB", (lutSize * lutSize, lutSize)) |
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| diff --git a/src/ModelViewer.cpp b/src/ModelViewer.cpp | |
| index 3145ce0..011cc8d 100644 | |
| --- a/src/ModelViewer.cpp | |
| +++ b/src/ModelViewer.cpp | |
| @@ -105,6 +105,14 @@ ModelViewer::ModelViewer(Graphics::Renderer *r, LuaManager *lm) | |
| animSlider = 0; | |
| onModelChanged.connect(sigc::mem_fun(*this, &ModelViewer::SetupUI)); | |
| + | |
| + Graphics::RenderTargetDesc rtd(256, 256, Graphics::TEXTURE_RGB_888, Graphics::TEXTURE_DEPTH, false); |
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