Generating QR-Code for 2fa from google maps api risky?

I am currently using 2 factor authentification to tighten security for my login system. I use Google Authenticator to scan a QR Code, which generates a key which I can use to login.

What worries me with my implementation is the way I create my QR Code in php using this API:

''.$  width.'x'.$  height.'&chld='.$  level.'|0&cht=qr&chl='.$  url_containing_secret.'' 

Using the maps API seems a bit unsafe since im basically sharing my secret through http. Isnt this actually risky? Im seriously considerung create the qrcode using some library instead of an external api.

Am I too paranoid or?

Restricting website usage for Google Maps API doesn’t prevent it from being used in the browser?

Say I’ve restricted my Google Maps API key to the website*. This would mean that no other website domains could use my API key to make requests to

However, using the API key through the browser url bar to make requests to still works fine. Calls made through Postman also work.

What’s the explanation for this and is there an elegant way to prevent this?

Btw, I’m using the Maps Static & Javascript API. From my understanding both are client-side Maps API and called from the browser?

Can I get user images and reviews from google maps?

Google maps has reviews, photos and a rating of a local restaurant. The owner would like me to show the latest google rating along with recent user reviews (3 stars and higher) and photos people take. Is it possible to get some or all of this information onto the site? It can be something like an iframe or json which I’ll use to create a better looking page

Handling metallic roughness maps colour channels

I’m trying to use a metalness/roughness workflow and I’m not sure how to translate the colour channels into the different metalness and roughness attributes. I’m not sure if there’s a standard on how to encode that information and I can’t find any online resources on how to treat the colour channels so I’m guessing that there is no standard.

I have had materials which have used only the R and B channels and having the B channel set as 0 and I have had materials that somehow use all the RGB channels and I’m confused as to why they would need a third channel to determine metallness and roughness.

My question is, how should I determine the format that the map is in and which channel corresponds to which attribute?

Update: I’ve already come to terms that I’ll probably have to compile new shaders for different materials but I’m trying to figure out a way of identifying the format that a map is in. It would appear that for one of the models I’m using, it stores its bump map in the R channel. I didn’t even know that was an option

Update 2: I imagine I’ll have to just delegate this to the asset pipeline and have the user select which channels to sample from. That or have a hardcoded format and make sure that any PBR materials imported follow that format

How can Forgotten Realms maps be used in DMsGuild adventures?

JVC Parry’s recent intriguing DMsGuild adventure Call from the Deep includes a hex map of an area of the Sword Coast from Forgotten Realms.

As JVC Parry is a third-party author outside of WotC, this suggests that DMsGuild allows use or recreation of their maps.

As I understand the DMsGuild guidelines, textual content from books and adventures can be used but not images outside of those that DMsGuild has published specifically for that use.

What DMsGuild allowed path are authors using to publish Forgotten Realms(FR) maps? Do authors have to recreate them with their own cartographers? Or is there a bank of map images somewhere that DMsGuild has provided?

Note: As opposed to this question which asks about the copyright issues of using Forgotten Realms maps – this question is asking for DMsGuild approved sources of FR maps allowed to DMsGuid authors or approaches that previous authors have taken that DMsGuild allows or states that they allow.

como remover indicaciones al trazar una ruta en la api de google maps

quiero ocultar las indicaciones como en la siguiente imagen:


el codigo siguiente es donde asigno las opciones introducir el código aquí a la hora de pintar la ruta:

directionsDisplay = new google.maps.DirectionsRenderer({ preserveViewport:true , suppressMarkers: true, hideRouteList: false,suppressInfoWindows:true,suppressBicyclingLayer:true,preserveViewport:true}); directionsService = new google.maps.DirectionsService({provideRouteAlternatives:false});