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JavaScriptCore adding custom functions
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try
git branch recovery 94c5a82 git checkout recovery
if you just committed over top of your old work, it is still there
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Unfortunately the loss occurred before I made any push to Github so my files are not there, I will be checking my iTunes backups later today to see if the files are there. Otherwise I will not be able to do any more work on this for at least another 2 weeks due to exams.
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how did the loss occur? if you committed it locally, it may still be hidden in the repo, unless you deletd the entire folder. if you simply did a pull, or copied files over, or deleted all, you may be in luck. it might not show up in the log... let me refresh my memory on how to search for headless objects.
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The loss occured when transfering the files from the old directry to the new one, how ever I did not check to make sure that the files had actually been move before deleting the old files (I have also emptied the .Trashes folder so I can not recover from there either)
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@Cethric Did you delete the old folder (including the hidden Git folder)? If the .git folder is there, you should be able to:
from dulwich import porcelain import os os.chdir(theoldfolder) o=porcelain.Repo('.').object_store commit=o['94c5a825317121c1e7e808826812104d0b1b4484'] tree=o[commit.tree] print tree._entries
You can plug the sha strings in the tree for the file you are looking for into the object store o, which returns a Blob object. You can then use
as_raw_string()
and write the result to a file. -
Unfortunatly i have deleted the directory including the .git folder. The issue is there was no commit with the contents of the files I lost
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I have been able to replace the files however nothing renders now
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Due to my post somehow being marked as spam it is now here
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which euclid library are you using? what is the pip name, or github repo?
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This is the repo listed in the header part of the file. http://code.google.com/p/pyeuclid
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Anyone have an idea why it isn't working?
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I took a look, although didnt get too far.
My one observation is that it seems like you are swinging for the fences.... you have shaders, view/perspective manipulation, physics, models loading from xml, render loops, etc.... have you tried taking a step back and drawing a single stationary triangle with the default shader?
It seems like there are many things that can go wrong for folks, like floats vs ints, working in normalized vs screen coords, getting the coordinate systems wrong (for instance ios screen coords are upper left, but gl is bottom left). I have to say what you have started here looks pretty cool. -
Thank you for the response and I will look into it. I believe this is the result of me pushing straight into it with the belief of it was working before so why shouldn't it now.
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maybe take a look at GLKBaseEffect as a way to rule out the custom shaders...
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@Cethric Sorry about the overzealous spam filter. I've whitelisted your account, so this shouldn't happen anymore.
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@omz thank you. I think it was marked a spam due to the proxy server that AU TAFE's use not thinking I was logged in to the network. Thus it was replacing the content of my post. Either way thank you
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@JonB I have pulled most of the example back so it just renders a Triangle which does work, however the view flickers. Any ideas? (I have updated the github repo, if that helps.)
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Nevermind, it is fixed now, I don't really know what I did but it is working now.