Tagged: Apple, blender, Happy 2019, puzzles, textures
- This topic has 11 replies, 9 voices, and was last updated 5 years, 8 months ago by illussimo.
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2018-12-31 at 4:01 pm #10280illussimoCustomer
Happy 2019 with lots of inspiration and fruitful exploration of all the possibilities of WebGL.
Verge3D makes our creative lives more joyous.
To start the new year I have placed one of my 3D web applications on my website. I have built it with Blender, Verge3D, and NotePad++, and made it with a small number of textures to allow it to also load on Apple devices. (Apple unfortunately only partially supports WebGL and is very restrictive of textures.) Thanks to the latest additions in puzzles we have so much room to play around with only one texture, so we can achieve more with fewer resources.
Here is what I came up with:
http://www.illussimo.com/webgl/myVehicle2018a/my_vehicle_2018.html
Simone2018-12-31 at 4:04 pm #10283Yuri KovelenovStaff2018-12-31 at 6:04 pm #10288alfredCustomervery nice project.
2018-12-31 at 6:08 pm #10289alfredCustomerPerfect lighting mood….
2019-01-01 at 6:47 am #10291AndrejusParticipant2019-01-03 at 9:21 am #10297Alexander KovelenovStaff2019-01-25 at 6:41 am #10842almyraCustomer
I love the design of your project and your portfolio!2019-02-18 at 4:11 pm #11520roybellCustomernice project
2019-03-19 at 6:49 pm #12981CrunchCustomerNice work Simo. You mentioned Apple only partially supports Webgl. You posted that back at the end of 2018 so really hoping that is no longer the case? If not is there a resource that lists the current support of Verge3d capabilities on Apple devices? I was under the impression webgl was an agreed upon standard so all modern browsers would have it baked in.
2019-03-19 at 9:35 pm #12991illussimoCustomerHello Crunch,
You can find the thread about Apple’s support for WebGL in this forum here.Hello Alexander,
Unfortunately, Apple both in both MacOS and iOS has only limited support for WebGL. It will only load max 8 textures so parts of the scene might not show up.
Apple support might change in the future but for now, we will have to think of workarounds. Unfortunately, it hampers getting visually appealing 3D content to Apple users.
It is nothing Verge3D can do about. Apple might change its mind. We will just have to be patient…
SimoneYes, indeed. We hope Apple will ship WebGL 2.0 with minimum 16 textures requirement soon! You can track the development here.
Hi,
You can visit the webgl report page from your iOS devices to see what maximum limit they offer for textures (the parameter is called Max Texture Image Units).
Please note that Verge3D reserves a texture unit per each lamp on the scene for internal rendering purposes.I decided to make texture-atlases and leave out some shadows. Maybe loading some textures afterward which is now possible with puzzles might work but I haven’t tried it yet.
I hope this information is helpful.
Simone2019-03-24 at 10:12 pm #13212PottsieParticipantVery cool setup! I’m curious how you went about constructing your sky dome?
Check out my sketch book :) | www.instagram.com/b.potts.art/
2019-04-28 at 9:19 pm #14279illussimoCustomerHello Pottsie,
Sorry for just answering now. I am in the middle of another project and also one that involves 2D animation for Verge3D so quite occupied with those.
The environment sphere is flattened off at the bottom. I subdivided the bottom part to model the bumpy ground. All depends on the backdrop image you want to use. For some, it works for some not.
I am experimenting with a possible better environment sphere that doesn’t have the pole mapping problems other environment spheres have. If that works I will post about it on the forum.
Probably that will be after the Verge3D meeting in the Netherlands and my Verge3D for 2D interactive animation presentation there.
Will you be attending?
Simone -
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