MovieTexture is finally deprecated after Unity 5.6.0b1 release and new API that plays video on both Desktop and Mobile devices is now released. VideoPlayer and VideoClip can be used to play video and retrieve texture for each frame if needed. I've managed to get the video working but coduldn't get the audio to play as-well from the Editor on Windows 10. Anyone know why audio is not playing? //Raw
When I tried to run git push origin master --force I just got Counting objects: 2649, done. Delta compression uses up to 2 threads. Compressing objects: 100% (1280/1280), done. error: RPC failed; result=22, HTTP code = 413 | 116 KiB/s fatal: The remote end hung up unexpectedly Writing objects: 100% (2504/2504), 449.61 MiB | 4.19 MiB/s, done. Total 2504 (delta 1309), reused 2242 (delta 1216) fatal:
I'm trying to export my database, using MySQL Workbench 6.0 on Windows, to send to my db instance in Amazon RDS, but i'm getting this error: Operation failed with exitcode 7 11:34:40 Dumping clubbin (taxicompanies) Running: "C:\Program Files\MySQL\MySQL Server 5.7\bin\mysqldump.exe" -defaults-extra- file="c:\users\selene\appdata\local\temp\tmp6o0hno.cnf" --max_allowed_packet=1G --delayed- insert=F
Try this: Create a svg template file in Inkscape (see an example below). Open that file with a text editor, and place some placeholder tokens for the variables you want to change: The font, and the text. Create a web page so the user can select the font and write the text. Retrieve that data in server. Read the template file, and change the placeholder tokens with the user data. Call Inkscape thro
For some time, I've been trying to figure out how to do an object selection outline in my game. (So the player can see the object over everything else, on mouse-over) This is how the result should look: The solution I would like to use goes like this: Layer 1: Draw model in regular shading. Layer 2: Draw a copy in red color, scaled along normals using vertex shader. Mask: Draw a black/white flat c
In Short/TL;DR: The LGPL and application stores have a few incompatibilities which means that you do not have the rights to distribute LGPL code on DRM-enabled AppStores or locked devices. It is best if you look for alternative implementations of the library under other laxer licenses like the Apache 2 License, the Microsoft Public License or the MIT X11 License. Longer: The LGPL states: It may ha
I'm using ScriptProcessorNode's onaudioprocess callback to process the microphone input. By connecting MediaStreamSourceNode to the ScriptProcessorNode, I can get the raw audio data within the onaudioprocess callback function. However, after about 30 seconds (this varies ranging from 10 to 35 sec,) the browser stops calling onaudioprocess. In the following code, the console.log output ('>>') alway
i've looked in the cannon.js examples, and they seem to mostly use between -10 and -40 for gravity and something between 1 and 10 for the mass of an object (or CANNON.RigidBody as they are called), these demo objects are "well behaved" with these values in that they are just "heavy" enough to overcome gravity and not so "heavy" that they make the ground plane look fake.. by that i mean that i have
Needed background on concurrency approaches: Different web servers implement different techniques for handling incoming HTTP requests in parallel. A pretty popular technique is using threads -- that is, the web server will create/dedicate a single thread for each incoming request. The Apache HTTP web server supports multiple models for handling requests, one of which (called the worker MPM) uses t
I'm making a Javascript class and I'd like to have a public static field like in Java. This is the relevant code: export default class Agent { CIRCLE: 1, SQUARE: 2, ... This is the error I get: line 2, col 11, Class properties must be methods. Expected '(' but instead saw ':'. It looks like ES6 modules don't allow this. Is there a way to get the desired behavior or do I have to write a getter?
Currently in ES5 many of us are using the following pattern in frameworks to create classes and class variables, which is comfy: // ES 5 FrameWork.Class({ variable: 'string', variable2: true, init: function(){ }, addItem: function(){ } }); In ES6 you can create classes natively, but there is no option to have class variables: // ES6 class MyClass { const MY_CONST = 'string'; // <-- this is not pos
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