- word2vec https://arxiv.org/abs/1310.4546
- sentence2vec, paragraph2vec, doc2vec http://arxiv.org/abs/1405.4053
- tweet2vec http://arxiv.org/abs/1605.03481
- tweet2vec https://arxiv.org/abs/1607.07514
- author2vec http://dl.acm.org/citation.cfm?id=2889382
- item2vec http://arxiv.org/abs/1603.04259
- lda2vec https://arxiv.org/abs/1605.02019
- illustration2vec http://dl.acm.org/citation.cfm?id=2820907
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// Use Gists to store code you would like to remember later on | |
console.log(window); // log the "window" object to the console |
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1. The texture target needs to be GLES20.GL_TEXTURE_EXTERNAL_OES instead of GL_TEXTURE_2D, e.g. in the glBindTexture calls and glTexParameteri calls. | |
2. In the fragment shader define a requirement to use the extension: | |
#extension GL_OES_EGL_image_external : require | |
3. For the texture sampler used in the fragment shader, use samplerExternalOES instead of sampler2D. | |
Everything below here is all in the C code, no more Java. | |
4. In the C code, use glEGLImageTargetTexture2DOES(GL_TEXTURE_EXTERNAL_OES, eglImage) to specify where the data is, instead of using glTexImage2D family of functions. |
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#include <iostream> | |
#include <fstream> | |
#include <vector> | |
#include <cstdint> | |
#include <memory> | |
#include <jpeglib.h> | |
using namespace std; |