We use cookies to ensure that we give you the best experience on our website. If you continue to use this site we will assume that you are happy with it.

georgeslambert

Forum Replies Created

Viewing 14 posts - 1 through 14 (of 14 total)
  • Author
    Posts
  • in reply to: Picture change in parent doc (html) #77572
    georgeslambert
    Customer

    Thank you Xeon !

    I’m not really good at coding, reason why I use Verge3D. But I’ll try to integrate your code to a puzzle the days to come and return the result here.

    Have a good day,
    Georges

    in reply to: Picture change in parent doc (html) #77430
    georgeslambert
    Customer

    Thanks for your help Xeon,

    The idea is to call a specific picture for each 3D part hit.
    So action has to return to the HTML parent with specific picture address.
    The workaround was to put a div for each picture used in the parent html, put them all in hidden and trigger them one by one on demand (and hide all again before display another one), but there are a lot of pictures, and this solution feels like quite heavy for the cause.

    Any other idea?

    georgeslambert
    Customer

    Mikhail,

    :yes: That’s the correct way indeed! Just, as soon as we have several “i” annotations, then it is mandatory to add a name to each and to close the full list. But anyway that makes it.

    Thanks again!

    georgeslambert
    Customer

    Here it is,thanks for checking.

    Georges.

    georgeslambert
    Customer

    https://v3d.net/6rg

    It’s just the default project I twisted, but the problem is exactly the same, the icon annotation appears when click on cube,
    the text opens when click on icon

    The annotations disappears when click on sphere,

    and when click on cube again, it appears WITH text opened.
    In my app case, that’s a problem.

    Thank you so much!

    georgeslambert
    Customer

    Thanks for the reply Mikhail, but still have the problem. I add a screenshot of the related puzzles.
    I tried both with annotation ID and i added a name and tried also.

    Thnx.

    Attachments:
    You must be logged in to view attached files.
    in reply to: Variables and procedures #46589
    georgeslambert
    Customer

    Thanks Yuri,

    But honestly this is chinese to me. Explanation in the wiki is quiet abstruse for somebody limited in coding science.

    I took a snapshot of one my logic block.
    I have (9) evolutive steps to be performed from (7) different actions menu. A button allows me to go to next or to previous step before launching action.
    In this case, the “positive” button triggers state 6 when step variable is at 5.
    The “negative” button triggers state 4 when step variable is at 5.

    My life should be changed if i had a mean to say
    “trigers (x-1) state when variable is at x” (backward) or
    “triggers (X+1) state when variable is at x” (forward)
    and create a procedure with it for my buttons back and forward.

    Any idea how that could be done? So far,my puzzle board looks like having no ends.

    Attachments:
    You must be logged in to view attached files.
    in reply to: Variables and procedures #46557
    georgeslambert
    Customer

    The procedure is named by number or contains number to be compared to variable value (don’t know if this is more understandable)

    georgeslambert
    Customer

    Thank you Lichtundschatten!! I’ll see that closer today. :good:

    in reply to: Several events, same action targeted #44472
    georgeslambert
    Customer

    Thanks Yuri, All clear! That’s taking the problem by the other end, but it solves it too! :good:

    in reply to: Several events, same action targeted #44457
    georgeslambert
    Customer

    Aswel, I have to double eveything because of the tablet access “touchstart” instead of “click” for html elements in parent doc.
    In short, Is there a way to create a list of events triggering an action?

    in reply to: Bone chain triggering in Blender #44453
    georgeslambert
    Customer

    Sorry both works in fact. Problem were elswhere. :wacko:

    in reply to: HTML Buttons – Fullscreen mode #37464
    georgeslambert
    Customer

    OK Yuri thanks for the reply. Unfortunately I spent too much time yet on GWD learning :wacko: I found a workaround if somebody esle encounter the same problem : duplicate the “on event /clic” html button and turn the copy in “on event/touchstart” (but keep both puzzles active). Keep the receiver element at the same first level than iframe in GDW doc – no container above.

    Just the nice side with GDW : it can export a single index.html containing all css/js files avoiding messy folders. It worked for me, let’s see how integrate full screen command into it …

    in reply to: HTML Buttons – Fullscreen mode #37450
    georgeslambert
    Customer

    Hi Yuri,

    My first app works well but buttons are inactive for android and IOS both on computers and Ipads.I made my intrerface with Google WD. Is that a known issue?

    Thanks in advance
    Georges.

Viewing 14 posts - 1 through 14 (of 14 total)