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Dov Grobgeld dov

  • Rehovot, Israel
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robot-gltf

Summary

An effort to replace ROS packages describing a robot (a directory structure with URDF, SRDF, OBJ-MTL-STL-salad) with a single GLTF 2.0 GLB file including URDF and SRDF descriptions in the "extras" field of the GLTF header.

Proposed Robot-GLTF Format

  • All geometry is put into a GLTF 2.0 .GLB file.
  • Nodes in GLTF scene description are not used, but can be defined for visualization
  • The URDF and SRDF descriptions are stored in the extras field of the GLTF header.
  • Using the extras field keeps us completely compliant with the spec.
@rmuslimov
rmuslimov / my-sticky-w.el
Created May 11, 2016 17:46
This is the way how to make some window in emacs fixed in layout
(defun toggle-window-dedicated ()
"Control whether or not Emacs is allowed to display another
buffer in current window."
(interactive)
(message
(if (let (window (get-buffer-window (current-buffer)))
(set-window-dedicated-p window (not (window-dedicated-p window))))
"%s: Can't touch this!"
"%s is up for grabs.")
@Jaza
Jaza / Private-pypi-howto
Last active July 2, 2023 16:24
Guide for how to create a (minimal) private PyPI repo, just using Apache with directory autoindex, and pip with an extra index URL.
*
-- So shaders in love only are applied to drawables, which means you can apply
-- diffrent shaders to diffrent sprites, which is nice. Although if you want to
-- apply a shader to a whole scene at once, for example a bloom shader, then you
-- will have to draw all your sprites to a canvas or image, and then draw that
-- composite with the shader.
-- Creates a shader with the given vertex and fragment shader source code. I'll
-- explain that in more detail later. You want to be caching this shader somewhere
-- because it's expensive to create.