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jem

Forum Replies Created

Viewing 8 posts - 166 through 173 (of 173 total)
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  • in reply to: Compression in GLTF? #1723
    jem
    Customer

    Hi Yuri,
    Thank you for the response. Your response inspired me to test several different bin files against several different compressors. I found the results interesting. The bin files in your E-Learning example are very compressible. The bin files that I have created are not. I was able to reproduce your 7-fold reduction when I used the E-Learning files. I could only reduce my bin files by half.

    My files might be a special case. My meshes originated in a CAD system. Although I simplified the models as much as possible, they still carry traces of their origin. My meshes are complex and they seem less compressible by the web server’s deflate algorithm.

    I will work on further simplifying my meshes.

    On Draco… I understand that it is lossy. As I understand Draco, it uses configurable vertex quantization. Maybe my meshes could benefit from losing a few least significant bits?

    Thanks again for looking into this.
    -Jem

    Jeremy Wernick

    in reply to: Material for Galvanized (Zinc) Steel? #1714
    jem
    Customer

    That would be very appreciated. Thank you.
    -Jem

    Jeremy Wernick

    in reply to: Loading glTF Objects #1419
    jem
    Customer

    Thank you Will. Your example is very helpful. I too have a requirement for dynamically loaded and unloaded object within a scene.

    For the sake of argument, imagine a configurable piece of machinery in a 3D scene. That machine would be built from hundreds of possible objects. Only a few objects would be visible at any one time. Many objects would be used infrequently.

    In this scenario, we could build a scene with all possible objects baked into one GLTF file. We could then use puzzles or code to show or hide objects based on business logic. This would be inefficient. The file would be large than required and it would contain assets that are unlikely to be used. It would be better if we could load objects dynamically. It would also be good if we can unload objects so we can minimize client resource utilization.

    I will try to write some loader/unloader functions.
    -Jeremy

    Jeremy Wernick

    jem
    Customer

    Awesome!
    -Jem

    Jeremy Wernick

    jem
    Customer

    oops. My square bracket notation after “v3dApp.scene.getObjectByName(objs” was eaten by the forum’s parser.

    See screen shot for a better view of this code.

    Jeremy Wernick

    in reply to: Are Puzzles Supported in Custom Applications? #979
    jem
    Customer

    Hi Yuri. Are you suggesting that I modify player.js to fit my needs? Might custom applications support puzzles directly in a future release?
    Thanks,
    Jem

    Jeremy Wernick

    in reply to: Make an object hidden before export from Blender? #976
    jem
    Customer

    That worked. Thank you.

    Jeremy Wernick

    in reply to: Three.js Examples #344
    jem
    Customer

    I am excited that this solution uses three.js. Three.js can procedurally generate geometry. If we imagine using Verge 3D for a sales configurator, many products that companies wish to configure would require some dynamic (parametric) geometry. A real-world application might use both static objects exported from Blender and dynamically created objects to create a complete 3D scene.

    It would be awesome if some of three.js’s geometry creation could be encapsulated within a set of bricks.

    Jeremy Wernick

Viewing 8 posts - 166 through 173 (of 173 total)