Anshul Singhvi

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And colorbars are pretty decent now through `colorlegend`

Welp, it's not up yet but it's in the latest tag of MakieGallery, I guess were just waiting on the website to be rebuilt. It's in docs/src/colors.md.

Oh you mean autogenerating them?

Would need better legend support as well. Is that something you're planning to do during the hackathon, or is there something I can do to help?

@Datseris, JuliaPlots/AbstractPlotting.jl#180 fixes: > a way for the axis limits to not change when plotting something new, i.g. setting xlim(), ylim().

If we do switch to meshscatter for Tyler, I highly recommend keeping the current per-tile placing API - I would need individual meshes with a dense tessellation for Tyler to...

Fair, will open an issue over there to track whether we want the change or not. As for UV modification, I agree that complex changes (setting UV based on some...

@ffreyer I found a few discourse posts indicating that you could use a shader-level UV modification, same as OpenGL, to be able to do this in Three.js: https://discourse.threejs.org/t/how-to-change-texture-per-instance-in-instancedmesh/36304 https://discourse.threejs.org/t/how-to-set-different-textures-on-each-instancedmesh/29433 https://discourse.threejs.org/t/how-to-apply-offsets-for-texture-atlas-in-instancedmesh/33191/4...

https://github.com/gridap/MiniQhull.jl seems to be a good source package for this, and it's what GR uses. I suspect the only thing it needs is a JLL package for Qhull (which seems...