In QGIS *.nc file changes from "NetCDF" to "HDF5" - hdf5

I am experiencing a strange behavior in QGIS. In a folder, I have NetCDF file (floodings.nc). If I drag this to QGIS, it comes as expected with correct coordinates. Also the Layer toolbar says "NETCDF:floodings: area_1"
Now, if I copy the same file (floodings.nc) to a new folder and drag it to QGIS, the coordinates are completely wrong and I cannot change those to what I want. Also the Layer toolbar is a bit changed, saying "HDF5:floodings:// area_1".
Why does the NETCDF change to HDF5? Can somebody explain this? Is it possible to load the nc-file as NetCDF (not HDF5)?

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Cannot get TIFF files from USGS to open

I am following this tutorial: https://somethingaboutmaps.wordpress.com/blender-relief-tutorial-final-adjustments/
I am attempting to download DEM data which is supposed to come in the form of a TIFF.
Here it is: https://viewer.nationalmap.gov/basic/#productSearch
I can download such TIFF from the tutorial that the website recommends. However, when I download them they show up all white. They're just totally blank. I have tried on Mac and PC, as well as opening them in Photoshop.
I am trying to get these grayscale images like the thumbnails shown, but I can't! Another download option gives me a whole zip folder full of files. Can anybody help?
Here's what I did: install the open source program QGIS. Once installed, start a new project. Click the "data source manager" button and choose raster option. Navigate to your file and click "add" button. The image should appear in black and white.
Now right click on the layer name in the lower left box (should be USGSxxxx) and choose export. In this box change two things: change output mode from "raw data" to "rendered image" and specify a new file name. At bottom of box hit ok. You should now have a separate file with issue corrected.
TL;DR: it's a GIS quirk.
DEM data is could be floating point, you would need to change the render type to singleband pseudo color and use the color ramps to color the image based on the heights in the DEM

USDZ file place above my head in ios

When I load *.USDZ file in ARSCNView place object above my head. even I tried through apple provide sample demo “Handling3DInteractionAndUIControlsInAugmentedReality”.
I notice one thing is *.USDZ file formate content vast size bounding box by compare *.SCN file.
one more thing is .USDZ file place proper position in QLPreviewController. how can I achieve dynamic normalise *.USDZ file without scale property change.
Thanks in advance.
With usdz model, need set scale = 0.005 before add to plane.
I found solution in GitHub: https://github.com/shu223/ARKit-Sampler

Octave only prints last line segment plotted

I am having trouble creating plot files with octave. When executing
imagesc([1,2,3],[1,2,3],[1,3,1;3,2,3;1,3,1]);
line([0,1,2,3,4],[1.5,1.3,1.7,1.5,1.9]);
print("test.pdf);
the bitmap image is displayed correctly in the plot window, with a wiggly line superimposed on top. But the .png file only shows the image from "imagesc", plus the last of the four segments drawn by the "line" command. This happens when printing to .png files as well.
I am using octave 4.2.1 on Windows 10, with the "qt" graphics toolkit. Changing toolkits to "fltk" effects no change, while going to "gnuplot" will trigger some error message about the "imagesc" command which I am currently not interested in.
Does anyone know how to get the file output right?
Adding a third dimension to the line coordinates solved my problem. I have implemented the following changes following a workaround found in bug report #51464 on savannah.gnu.org:
imagesc([1,2,3],[1,2,3],[1,3,1;3,2,3;1,3,1]);
line([0,1,2,3,4],[1.5,1.3,1.7,1.5,1.9],[4,4,4,4,4]);
zlim ([0 4]);
print("test.pdf");

3D model (dae format) shows in SceneKit editor, but not at runtime

I grabbed a simple pool table made in Blender from the web, exported it to dae format, added it into a scene by dragging the file and dropping it into the scene editor. The pool table shows fine there, however, when testing it on device/sim the model isn't visible and I just get a black screen. I can confirm it's something related to that model since I created a sphere from the primitive shapes in scene editor and that shows up fine. Also somehow the 3D model is there because the sphere sits on top of it. The sphere has a rigid body setup and its affected by gravity and it doesn't fall because of the pool table.
Dragging the dae file into the .scnassets folder, converting it to .scn by using the built-in converter and then dragging the resulting file into the main scene file fixed the issue.
Check the normals of your object. Since SceneKit always culls backfaces, it won't show faces whose normals are pointing inwards. You can fix them in Blender by going into Edit Mode, selecting everything with A, and pressing Ctrl + N. If it still doesn't work, then it is possible something is wrong with the exporter and you'll have to examine the normals of the .dae file with a different program.
I had the same problem when I dragged and dropped a .obj file into XCode (into the scene.scnassets folder). The model would appear in the scene editor but wouldn't be there at runtime (on the simulator or on a device).
Solved the problem by adding the .obj file to the scene.scnassets folder in Finder, rather than XCode. The file then appears in XCode (refreshes automatically). I then selected the .obj file within XCode and clicked Editor > Convert to .scn file.
The texture will not be there, so you need to do the same process of copying the .png file into the scene.scnassets folder in Finder, and then dragging and dropping the .png file onto the Diffuse property.

XCode Scene view loading model incorrectly

I've loaded a model into my scene (.scn) and when zero-ing the model out, it seems to be at a 90 degree angle on the x-axis (even though the inspector says 0).
This is incorrect, but strangely when the running the scene on the emulator the model loads in the correct position.
Has anyone experienced this before? It's rather annoying.
Yes! This is a common thing to experience.
Depending on where you made your model, blender, sketchup, 3dsmax, etc.
Some programs use a "Y-up Axis" that means that the Y axis is up. However, SceneKit uses a "Z-up Axis".
The reason it appears differently when running your app is because in your ".xcaccets" folder, or whatever it is called, you have "always convert to z-up axis" checked.
I'm not quite sure how to convert it before editing in Xcode's editor, but perhaps, you could use write(to:options:delegate:progressHandler:) to export the corrected version out of SceneKit for non-eye-sore Z-up editing.
Hope This helps!

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