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GitHub Repo https://github.com/ekncarcc/OSG

ekncarcc/OSG

Welcome to the OpenSceneGraph (OSG). For up-to-date information on the project, in-depth details on how to compile and run libraries and examples, see the documentation on the OpenSceneGraph website: http://www.openscenegraph.org/index.php/documentation For support subscribe to our public mailing list or forum, details at: http://www.openscenegraph.org/index.php/support For the impatient, we've included quick build instructions below, these are are broken down is three parts: 1) General notes on building the OpenSceneGraph 2) OSX release notes 3) iOS release notes If details below are not sufficient then head over to the openscenegraph.org to the Documentation/GettingStarted and Documentation/PlatformSpecifics sections for more indepth instructions. Robert Osfield. Project Lead. 12th August 2015. -- Section 1. How to build the OpenSceneGraph ========================================== The OpenSceneGraph uses the CMake build system to generate a platform-specific build environment. CMake reads the CMakeLists.txt files that you'll find throughout the OpenSceneGraph directories, checks for installed dependenciesand then generates the appropriate build system. If you don't already have CMake installed on your system you can grab it from http://www.cmake.org, use version 2.4.6 or later. Details on the OpenSceneGraph's CMake build can be found at: http://www.openscenegraph.org/projects/osg/wiki/Build/CMake Under unices (i.e. Linux, IRIX, Solaris, Free-BSD, HP-Ux, AIX, OSX) use the cmake or ccmake command-line utils. Note that cmake . defaults to building Release to ensure that you get the best performance from your final libraries/applications. cd OpenSceneGraph cmake . make sudo make install Alternatively, you can create an out-of-source build directory and run cmake or ccmake from there. The advantage to this approach is that the temporary files created by CMake won't clutter the OpenSceneGraph source directory, and also makes it possible to have multiple independent build targets by creating multiple build directories. In a directory alongside the OpenSceneGraph use: mkdir build cd build cmake ../OpenSceneGraph make sudo make install Under Windows use the GUI tool CMakeSetup to build your VisualStudio files. The following page on our wiki dedicated to the CMake build system should help guide you through the process: http://www.openscenegraph.org/index.php/documentation/platform-specifics/windows Under OSX you can either use the CMake build system above, or use the Xcode projects that you will find in the OpenSceneGraph/Xcode directory. See release notes on OSX CMake build below. For further details on compilation, installation and platform-specific information read "Getting Started" guide: http://www.openscenegraph.org/index.php/documentation/10-getting-started Section 2. Release notes on OSX build, by Eric Sokolowsky, August 5, 2008 ========================================================================= There are several ways to compile OpenSceneGraph under OSX. The recommended way is to use CMake 2.6 to generate Xcode projects, then use Xcode to build the library. The default project will be able to build Debug or Release libraries, examples, and sample applications. Here are some key settings to consider when using CMake: BUILD_OSG_EXAMPLES - By default this is turned off. Turn this setting on to compile many great example programs. CMAKE_OSX_ARCHITECTURES - Xcode can create applications, executables, libraries, and frameworks that can be run on more than one architecture. Use this setting to indicate the architectures on which to build OSG. Possibilities include ppc, ppc64, i386, and x86_64. Building OSG using either of the 64-bit options (ppc64 and x86_64) has its own caveats below. OSG_BUILD_APPLICATION_BUNDLES - Normally only executable binaries are created for the examples and sample applications. Turn this option on if you want to create real OSX .app bundles. There are caveats to creating .app bundles, see below. OSG_WINDOWING_SYSTEM - You have the choice to use Carbon or X11 when building applications on OSX. Under Leopard and later, X11 applications, when started, will automatically launch X11 when needed. However, full-screen X11 applications will still show the menu bar at the top of the screen. Since many parts of the Carbon user interface are not 64-bit, X11 is the only supported option for OSX applications compiled for ppc64 or x86_64. There is an Xcode directory in the base of the OSG software distribution, but its future is limited, and will be discontinued once the CMake project generator completely implements its functionality. APPLICATION BUNDLES (.app bundles) The example programs when built as application bundles only contain the executable file. They do not contain the dependent libraries as would a normal bundle, so they are not generally portable to other machines. They also do not know where to find plugins. An environmental variable OSG_LIBRARY_PATH may be set to point to the location where the plugin .so files are located. OSG_FILE_PATH may be set to point to the location where data files are located. Setting OSG_FILE_PATH to the OpenSceneGraph-Data directory is very useful when testing OSG by running the example programs. Many of the example programs use command-line arguments. When double-clicking on an application (or using the equivalent "open" command on the command line) only those examples and applications that do not require command-line arguments will successfully run. The executable file within the .app bundle can be run from the command-line if command-line arguments are needed. 64-BIT APPLICATION SUPPORT OpenSceneGraph will not compile successfully when OSG_WINDOWING_SYSTEM is Carbon and either x86_64 or ppc64 is selected under CMAKE_OSX_ARCHITECTURES, as Carbon is a 32bit only API. A version of the osgviewer library written in Cocoa is needed. However, OSG may be compiled under 64-bits if the X11 windowing system is selected. However, Two parts of the OSG default distribution will not work with 64-bit X11: the osgviewerWX example program and the osgdb_qt (Quicktime) plugin. These must be removed from the Xcode project after Cmake generates it in order to compile with 64-bit architectures. The lack of the latter means that images such as jpeg, tiff, png, and gif will not work, nor will animations dependent on Quicktime. A new ImageIO-based plugin is being developed to handle the still images, and a QTKit plugin will need to be developed to handle animations. Section 3. Release notes on iOS build, by Thomas Hoghart ========================================================= * Run CMake with either OSG_BUILD_PLATFORM_IPHONE or OSG_BUILD_PLATFORM_IPHONE_SIMULATOR set: $ mkdir build-iOS ; cd build-iOS $ ccmake -DOSG_BUILD_PLATFORM_IPHONE_SIMULATOR=YES -G Xcode .. * Check that CMAKE_OSX_ARCHITECTURE is i386 for the simulator or armv6;armv7 for the device * Disable DYNAMIC_OPENSCENEGRAPH, DYNAMIC_OPENTHREADS This will give us the static build we need for iPhone. * Disable OSG_GL1_AVAILABLE, OSG_GL2_AVAILABLE, OSG_GL3_AVAILABLE, OSG_GL_DISPLAYLISTS_AVAILABLE, OSG_GL_VERTEX_FUNCS_AVAILABLE * Enable OSG_GLES1_AVAILABLE *OR* OSG_GLES2_AVAILABLE *OR* OSG_GLES3_AVAILABLE (GLES3 will enable GLES2 features) * Ensure OSG_WINDOWING_SYSTEM is set to IOS * Change FREETYPE include and library paths to an iPhone version (OpenFrameworks has one bundled with its distribution) * Ensure that CMake_OSX_SYSROOT points to your iOS SDK. * Generate the Xcode project * Open the Xcode project $ open OpenSceneGraph.xcodeproj * Under Sources -> osgDB, select FileUtils.cpp and open the 'Get Info' panel, change File Type to source.cpp.objcpp Here's an example for the command-line: $ cmake -G Xcode \ -D OSG_BUILD_PLATFORM_IPHONE:BOOL=ON \ -D CMAKE_CXX_FLAGS:STRING="-ftree-vectorize -fvisibility-inlines-hidden -mno-thumb -arch armv6 -pipe -no-cpp-precomp -miphoneos-version-min=3.1 -mno-thumb" \ -D BUILD_OSG_APPLICATIONS:BOOL=OFF \ -D OSG_BUILD_FRAMEWORKS:BOOL=OFF \ -D OSG_WINDOWING_SYSTEM:STRING=IOS \ -D OSG_BUILD_PLATFORM_IPHONE:BOOL=ON \ -D CMAKE_OSX_ARCHITECTURES:STRING="armv6;armv7" \ -D CMAKE_OSX_SYSROOT:STRING=/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS4.2.sdk \ -D OSG_GL1_AVAILABLE:BOOL=OFF \ -D OSG_GL2_AVAILABLE:BOOL=OFF \ -D OSG_GLES1_AVAILABLE:BOOL=ON \ -D OSG_GL_DISPLAYLISTS_AVAILABLE:BOOL=OFF \ -D OSG_GL_FIXED_FUNCTION_AVAILABLE:BOOL=ON \ -D OSG_GL_LIBRARY_STATIC:BOOL=OFF \ -D OSG_GL_MATRICES_AVAILABLE:BOOL=ON \ -D OSG_GL_VERTEX_ARRAY_FUNCS_AVAILABLE:BOOL=ON \ -D OSG_GL_VERTEX_FUNCS_AVAILABLE:BOOL=OFF \ -D DYNAMIC_OPENSCENEGRAPH:BOOL=OFF \ -D DYNAMIC_OPENTHREADS:BOOL=OFF . Known issues: * When Linking final app against ive plugin, you need to add -lz to the 'Other linker flags' list. * Apps and exes don't get created * You can only select Simulator, or Device projects. In the XCode project you will see both types but the sdk they link will be the same.
GitHub Repo https://github.com/4fox123/LATEST-TRENDS-in-UI-UX---4Fox-Solutions

4fox123/LATEST-TRENDS-in-UI-UX---4Fox-Solutions

COVID has certainly changed the dynamics of the IT industry. As a businessman, one needs to cohere to the latest UI UX trends. UI/UX trends are altered based on the varying taste of the user. A user visits thousands of websites every day and as a businessman, everyone is trying to grab the attention of the visitor. Standing out from the competitors is hard to crack nowadays. The online platform that grabs the attention is the one that scores the game. A good design surely adds value and makes your customers visit you again. Though, the design is changing all the time. Each year, UI trends change, new features are introduced, and out-dated versions lose their way. So, you need to stay updated and keep your business up to date as well. In this article, we study the latest UI/UX trends that help you in your business growth. So let's dive into What is UI/UX? UI/UX is becoming a popular term and it’s also becoming better known in the industry. UX or User Experience essentially understands the customer their needs and designing an experience for the customer according to that which covers various aspects such as tech, such as understanding needs, what they see, what they experience with all their senses is what user experience is all about. A user experience with your site is known as User Experience. A UX/UI Designer is responsible for creating user-friendly interfaces and helps the clients to better understand the use of technological products UI or user interface is one part of the user experience, it’s one of the touch points the customer interfaces with, that is what they see and that’s what they touch now there is on touch devices or if it’s a computer then it’s something that you use online but that interface that communicated the brand or the service to the customer is the user interface and because that is a very important way or the very useful way to communicate with the customer, it plays a huge role in the communication of the service or the product to the customer. User Experience/ User Interface Design Trends Minimalism If we talk in terms of Design, then less is always more, a golden rule of website design. Limiting the number of colors, trying different proportions and compositions are good. It's because an average user sees many discount ads and gets constant notifications and the designer always try to simplify the way they present information. Simplified UX Avoid inserting extra steps which users found non-mandatory. Try to minimize the elements. Now the latest UX is Simplified registration and sign-in. Users don't want to remember extra passwords, so making use of their phone number as a password is a bit simplified. If you can omit unnecessary steps, do it. If you can omit some fields in the form, do it. Blurred, colorful background User Interface design helps to make the website more stylish, elegant, and eye-soothing. In earlier use, 2-3 colors in linear gradients were in trend but now it goes up to 10. In short, an overlay is trending now. However, you need to be careful while playing with the gradients. Neomorphism Neomorphism is gaining popularity because of its subtle yet original appearance that merges skeuomorphism with flat design. At present, the main purpose of products is to produce different user interface items utilizing geomorphic. Unique and absurd 2D illustrations 2D illustrations contribute to several aspects of design in production, including Environment design, Prop design, PreVis design, drawers, clean-up, rotations, and color design. Illustrations stay on top of user interface trends. It is getting fancier with time. The picture quality is in SVG format because like other formats such as PNG, GIF, and JPEG the picture quality is damaged when we increase the screen resolution and this is not the issue in SVG format. Because the vector format can be increased and decreased with no loss in quality. (VUI )Voice User Interface Users may use voice commands to engage with a UI or to talk. A voice-activated interface prevents consumers from using the interface. UX design teams compete with the latest upgrades and advances in this industry more than ever before. VUI is widely used in apps for translation. It hears in your language and translates into the language you want. ALEXA, SIRI is the best example of a voice user interface. With VUI you can easily communicate with people who do not know your language. Mobile-first approach Never ignore mobile accessibility as almost a 5.27billion people use a mobile phone and the chances of using social media platforms are 90%. So what if you ignore mobile visibility and more focus on the desktop appearance of your website? In this case, you lose a large amount of audience from your end. So always use the mobile approach in mind and create and design your website accordingly. Icons Icons are generally visually expressing objects, actions, and ideas. To communicate with the user we need different UI/UX. There are different picture representations of icons that are visually appealing. Conveying meaning in less space and creative ways is more powerful. Choose icons from the same family as they are the same size. It is also vital to understand that not all UX design trends are required for a product or website. The usefulness could only be complicated. We would rather keep up with the trends and only use them if they match the needs of your users and are likely to be working for your company. Synopsis: In 2021, design is something less complicated, more diverse, delightful, and satisfactory. Make sure you adhere to all these trends for reaching out to the million customers out there. Hope these trends are helpful for you to know where we stand in UI/UX nowadays. UI/UX design is to help users achieve their goals. Always ensure the design is relevant and valuable for consumers.