Install required dependencies
$ pacman -S avahi pulseaudio-zeroconf
// check version | |
node -v || node --version | |
// list locally installed versions of node | |
nvm ls | |
// list remove available versions of node | |
nvm ls-remote | |
// install specific version of node |
#version 150 | |
in vec4 verts; | |
out vec4 outputColor; | |
in float qnoise; | |
uniform float time; | |
uniform bool redHell; | |
uniform float r_color; | |
uniform float g_color; | |
uniform float b_color; | |
//in vec2 fragUV; |
#include "cinder/app/App.h" | |
#include "cinder/app/RendererGl.h" | |
#include "cinder/gl/gl.h" | |
using namespace ci; | |
using namespace ci::app; | |
using namespace std; | |
// A really basic button class |
#!/bin/bash | |
echo "Cinder ProjectMaker" | |
read -p "Project name: " projName | |
#checks | |
# Validate if the project name is provided | |
if [ -z "$projName" ]; then | |
echo "Error: Project name cannot be empty." | |
exit 1 | |
fi |
/* | |
* Author: http://stuffandnonsense.co.uk/blog/about/hardboiled_css3_media_queries/ | |
*/ | |
/* Smartphones (portrait and landscape) ----------- */ | |
@media only screen | |
and (min-device-width : 320px) | |
and (max-device-width : 480px) { | |
/* Styles */ | |
} |
ofPolyline temp; | |
float ff = ofGetElapsedTimef(); | |
for (int i = 0; i < 100; i++){ | |
float angle = ofMap(i, 0, 100, 0, TWO_PI); | |
ofPoint pt= ofPoint(400,400); | |
float radius = 200 + ofSignedNoise(ff*0.1, cos(angle)*0.3, sin(angle)*0.3) * 100; | |
pt += radius * ofPoint(cos(angle), sin(angle)); | |
temp.addVertex(pt); | |
} | |
temp.setClosed(true); |
##create file in /etc/modprobe.d whit this line: | |
options snd-hda-intel model=acl298-spk-volume | |
##then as root run depmod -a; modprobe-r snd-hda-intel; modprobe snd-hda-intel |
// setup lights | |
ofSetSmoothLighting(true); // nicer lighting rendering | |
// setup point light | |
light.setPointLight(); | |
light.setPosition(0, 0, 200); |
#include "ofMain.h" | |
int main() { | |
// both initialize to identity matrix | |
cout << glm::mat4() << endl; | |
cout << ofMatrix4x4() << endl; | |
// both row-major (translation stored in mat[3][0,1,2]) | |
glm::mat4 glmMat; | |
glmMat = glm::translate(glmMat, glm::vec3(1,2,3)); |