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David DuperronCustomer
Thanks Yuri!
I checked all these parameters but it did not change much… I tweaked a little bit more my environment settings (HDR image, strength…) and it did the job.David DuperronCustomer@qiangge please provide a minimum support for your plugin…
I would need to better understand how the monitor material is created/handled, as it seems for now that the material is redefined upon any screen resize (the material UUID is different before and after a screen resize apparently…). Is this has something to do with your “screen event” puzzle?
Is there a way to name this material once created and keep track of it?David DuperronCustomerHi!
I just bought the Monitor plugin, but a little bit of explaination would be nice on how to set up a basic environment.
Thanks for your work in any case! this might be very useful.David DuperronCustomerI don’t know why but my object’s offset is linked to the zoom factor of the Ortho camera…
The good news is: I managed to couteract this effect by multiplying by the same “factor” as the object’s scale… just one more line in the function…David DuperronCustomerDavid DuperronCustomerHi @kdv!
Yes I did not think about this function! You’re right we are almost there. I can keep the object to a constant scale relative to the viewport with this, but the offset from the left edge (and top edge) of the window is also scaled. I need to find where I can adjust this distance… if this is possible…David DuperronCustomerHi @kdv! Yes I noticed this difference. But I don’t know how to counteract the zoom effect on the object that is parented to the camera.
I thought I could play on the scale of the object, that would be “linked” to the ortho zoom factor, but I cannot make it work…
I guess I will have to fall back to an HTML overlay when in Ortho mode.David DuperronCustomerHi Xeon,
Tried it several times but it does not work for me… when I parent an object to an ortho camera, and use the “fit to camera” option, the object scales like the main scene when I zoom in/out, no matter what…
With perspective cameras it works without any issue, but not with ortho cameras… would be curious to have the developpers point of view about that?? @yuri?David DuperronCustomerThanks Xeon, I will try again, even if I think I did all this the first time… will keep you posted!
David DuperronCustomerSolved! :)
It is due to the fact that I did not recalculate the bounding sphere of the curve objects when updating them…
So this is the line to add to the JS script:
curveToUpdate.geometry.computeBoundingSphere();
et voilà! :)David DuperronCustomerAnd about the camera clipping distance, I don’t understand how it could NOT see the line materials whereas it can see everything else… The camera clipping distance should affect everything am I right?
David DuperronCustomerHi Alexander,
Thanks for your reply. I’ll try to put something in place but I’m afraid this is linked to my Application itself, and other things that happen in it, as I never saw this phenomenon in other “simplistic” apps where I made my tests and developments before to incorporate these in the main app…
I will first monitor these line material before and after the issue appears in the App, to see if something changed in the material that could explain it…David DuperronCustomerHi Yuri! That sounds great… keep us posted!
CheersDavid
2024-10-27 at 10:56 am in reply to: Multiple Cameras / Split View / Picture in Picture – Quick Tip Tutorial #78144David DuperronCustomerI manage to get something rendered in a “viewport” with the but I don’t see anything rendered in the rest of the window when I do that…
It’s like the only method I can use on theapp.renderer
is thesetViewport
method… all the rest is ignored or has no influence… (setScissor
,clearDepth
, etc…). No error in the console though…
Or perhaps what happen is that as soon as I use thesetScissor
the scene is only rendered in the scissor region and what was rendered elsewhere is lost… something to do with the original animate() or render function??- This reply was modified 1 month, 3 weeks ago by David Duperron.
2024-10-27 at 9:48 am in reply to: Multiple Cameras / Split View / Picture in Picture – Quick Tip Tutorial #78140David DuperronCustomerBy the way, these “fat lines” look great! Another thing I need to get to replicate in Verge3D…
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