} raycaster =newTHREE.Raycaster()// renderer = new THREE.WebGLRenderer({ antialias: true })// renderer.setClearColor(0x101010)// renderer.setPixelRatio(window.devicePixelRatio)// renderer.setSize(window.innerWidth, window.innerHeight)// renderer.sortObjects = falserenderer2 =newCSS3DRenderer()...
// handleKeys() {// if (this.keys.KeyA === true) {// camera.position.x -= 5;// }// if (this.keys.KeyD === true) {// camera.position.x += 5;// }// }createCamera() {this.HEIGHT = window.innerHeight;this.WIDTH = window.innerWidth;this.aspectRatio =this.WIDTH /this.HEI...
PixP Ru version###Pixel perfect script for easy create the html pages from PSD layout.### See all infohere. ##If site not work here the git version of info.## <script src="http://pixp.fdrv.guru/pixp.js" type="text/javascript"></script> 1С...
Pixellow Pixellow: Unveiling image insights, aiding understanding, and creating detailed captions and descriptions. Placid.app A design assistant that creates marketing visuals from your templates. Planfit Get your tailored workout plan and instructions with videos – AI-powered Workout Coach, Planfit...
{myentdir}/var/cache/pixelserv mystbcnf=${myentdir}/etc/stubby/stubby.yml mycronuser="root" mybackupdir="/tmp/mnt/smb/share/backup" myfiledir=${mybackupdir}/file mynvramdir=${mybackupdir}/nvram mydbdir=${mybackupdir}/db mylogdir=${mybackupdir}/log # mkdir ${mybackupdir}/file...
radiusVarianceThis value determines the accuracy of the touch radius. Add this value to the radius to get the maximum touch size, subtract it to get the minimum touch size. rawPositionThe raw position used for the touch in pixel coordinates. ...
camera-mux-2port.dtbo to /usr/share/rpikernelhack/overlays/camera-mux-2port.dtbo by rpikernelhack' Adding 'diversion of /boot/overlays/camera-mux-4port.dtbo to /usr/share/rpikernelhack/overlays/camera-mux-4port.dtbo by rpikernelhack' Adding 'diversion of /boot/overlays/cap1106.dtbo to /...
GL.PushMatrix(); // Set transformation matrix for drawing to // match our transformGL.MultMatrix(transform.localToWorldMatrix); // Draw linesGL.Begin(GL.LINES); for (int i = 0; i < lineCount; ++i) { float a = i / (float)lineCount; float angle = a *Mathf.PI* 2; // Vertex...
GL.PushMatrix(); // Set transformation matrix for drawing to // match our transformGL.MultMatrix(transform.localToWorldMatrix); // Draw linesGL.Begin(GL.LINES); for (int i = 0; i < lineCount; ++i) { float a = i / (float)lineCount; float angle = a *Mathf.PI* 2; // Vertex...