The third option lets you create a viewport from an existing, closed object such as a rectangle, circle, ellipse, etc. This is really handy, and most beginners aren’t aware of it. The three creation icons actually just run options of the -VPORTS command (note the dash). The default ...
<!doctype html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, user-scalable=no, initial-scale=1.0, maximum-scale=1.0, minimum-scale=1.0"> <meta http-equiv="X-UA-Compatible" content="ie=edge"> <title>Document</title> </head> ...
IXpsOMImageBrush *newInterface;// The following values are defined outside of// this example.// IXpsOMImageResource *image;// XPS_RECT viewBox;// XPS_RECT viewPort;// Note the implicit requirement that CoInitializeEx// has previously been called from this thread.hr = CoCreateInstance( ...
You can split the canvas into two viewports. Click the box in the right-corner of the canvas, then choose the two-up, split-view option. Choose 360º Look Around from the Camera pop-up in the left viewport. Choose 360º Overview from the Camera pop-up in the right viewport. ...
object-fit: coverautomatically sizes the background video to keep its original aspect ratio while filling the screen, clipping out edges of the video when necessary. position: fixedand the followingleft,right,top, andbottomposition the video relative to the viewport and separates it from the rest...
CreateML Object Tracking doesn't enable Train button I tried to train on some of my USDZs. For some the CreateML viewport shows the object's dimensions and enables the Train button. Many others, including the official USDZ for the iPhone 15Pro (iphone_15_pro_blue_titanium_5G.usdz) do ...
A viewport for rendering the shadow map (typically a square viewport) A rendering state object to enable front face culling You will also need a rendering state object to switch back to back face culling, if you don't already use one. ...
PFND3D10DDI_RETRIEVESUBOBJECT *ppfnRetrieveSubObject; } D3D10DDIARG_CREATEDEVICE; Members hRTDevice [in] A handle to the display device (graphics context) that specifies the handle that the driver should use when it calls back into the Direct3D runtime (that is, when the driver calls functi...
Describes the CPU descriptor handle that represents the shader-resource view. This handle can be created in a shader-visible or non-shader-visible descriptor heap. Return value None Remarks Processing YUV 4:2:0 video formats An app must map the luma (Y) plane separately from the chro...
voidactive(structmfb_window*window,boolisActive) { ... }voidresize(structmfb_window*window,intwidth,intheight) { ...// Optionally you can also change the viewport sizemfb_set_viewport(window,x,y,width,height);// or let mfb caclculate the best fit from your original framebuffer sizemfb_...