- fileformat: textual comma-separated floats
- file extension:
.ss3d
ss2d
- mimetype:
model/supershape3D
,model/supershape2D
render of values 7,1,1,20.45,-0.33,-3.54,6,1,1,-0.96,4.46,0.52,200
#!/bin/sh | |
echo ' | |
<h1>/tmp watcher</h1> | |
<pre> | |
try: $ touch /tmp/FOO | |
$ chmod +x /tmp/FOO | |
$ xattr -s foo -V bar /tmp/FOO | |
</pre> |
diff --git a/src/milkyplay/PlayerBase.h b/src/milkyplay/PlayerBase.h | |
index 5f48517..b14013b 100644 | |
--- a/src/milkyplay/PlayerBase.h | |
+++ b/src/milkyplay/PlayerBase.h | |
@@ -196,7 +196,9 @@ public: | |
virtual mp_sint32 adjustFrequency(mp_uint32 frequency); | |
virtual mp_sint32 setBufferSize(mp_uint32 bufferSize); | |
- | |
+ |
# minimalist version of https://github.com/hyperupcall/autoenv | |
cd(){ | |
test -f .env.leave && source .env.leave # cleanup environment | |
builtin cd ${1:+"$@"} && { | |
test -f .env && source .env # setup environment / run scripts e.g. | |
test -d .git && git remote -v # react to implicit metadata | |
ls # list directories | |
} | |
} |
function LDbrain(opts) { | |
const trainingData = []; | |
function trainKeyValue(key, properties) { | |
trainingData.push({ k: key, ...properties }); | |
} | |
function train(data) { | |
for (let k in data) { | |
// wrap string in functions, so they can still be lazily evaluated with template vars |
# URI/URL parser | |
# | |
# author: Leon van Kammen (coderofsalvation) | |
# SPDX-License-Identifier: MIT | |
# date: 16-05-2024 | |
# comments: https://gist.github.com/coderofsalvation/b2b111a2631fbdc8e76d6cab3bea8f17 | |
# | |
# Participants of the Open Web think & communicate in URI's: now with Godot (>=4) too! | |
# This class will not win the beauty contest related to RFC 3986, but here goes: | |
# |
# For more sophisticated use of loading remote GLTF (with extras) use the xrfragment.org spec & xrfragment.gd script | |
# XRFRAGMENT.ORG is a mini-spec which standardizes 3D metadata without fileformat or platform lock-in | |
# | |
# Usage: | |
# | |
# load("https://xrfragment.org/index.glb") | |
# var doc = GLTFDocument.new() | |
# var state = GLTFState.new() | |
# #state.set_handle_binary_image(GLTFState.HANDLE_BINARY_EMBED_AS_BASISU) # Fixed in new Godot version (4.3 as I see) https://github.com/godotengine/godot/blob/17e7f85c06366b427e5068c5b3e2940e27ff5f1d/scene/resources/portable_compressed_texture.cpp#L116 | |
# var error = doc.append_from_buffer(body, "", state) |
Due to lack of nix-skills I gave up on compiling it via nix (and ideally submitting it upstream).
For now, I'm just using the AWESOME ocp player via this ~/bin/ocp
shellscript:
#!/bin/bash
nix_windows(){
test -d ~/apps/ocp || {
mkdir ~/apps/ocp
cd ~/apps/ocp