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NaxosCGCustomer
you did wrong using the second event listener. you need to enable rendering and prevent it from being disabled.
It shoud be prevented, as the variable isAndroidAR is set to “true”.
And if is true, then the “disable rendering + AA” should not be triggered, as my every 0.1 seconds is set.
(tried every 0.1s instead of everyframe event)- This reply was modified 9 months ago by NaxosCG.
"1+1=3... for large values of 1"
NaxosCGCustomerHere is the full app : https://we.tl/t-FuZwmoVK9B
Not working.
As you can see, setting the variable and rendering enable is first things done entering the AR, clicking the enterAR button.
With the test : https://v3d.net/aht you may see that moving the camera then stop freezes the animation : disable rendering + AA
As soon as we click the EnterAR button, animation is back before going to smarphone’s real camera for AR, so enable rendering is triggered.But, no “move around” is shown, and so no AR is working.
"1+1=3... for large values of 1"
NaxosCGCustomerNot working
v3d.net/ahtsee attached : i’ve put enable rendering as soon as i come into AR…
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NaxosCGCustomerHint: rendering is disabled when you enter the AR mode (according to your puzzles). And it’s not working. But if you enter the AR mode when rendering is not disabled it’s workin fine. Think.
I’ve also tried to put the “rendering enable” puzzle at the very top of the
If available / on event pointerup for elem “enter_AR_button”
same issue…Maybe i should before a “on event on mouse down on elem “enter_AR_button” to set “enable rendering” ?
I’ll give a try."1+1=3... for large values of 1"
NaxosCGCustomerHello guys,
I’m back with this issue, because MSAA does not work well on low end devices, and my customer’s customers are not all with last iPhone / Android.
Toulet Billards sells very expensive billards, and so mostly to older quite rich people that does not care about tech, and they often have at home some old crapy iMac and cheap old smartphone only used as… phone…When i try the 2D AA (the one with “disable rendering + AA”, it is nice even on those old phones, but the AA on android refuses to start : stuck on camera view, no “move around” pronmpt shown.
So i’ve tried to create a variable “isAndroidAR” : to set it to false to the 2D AA is working well, then set it to “true” and added a condition if/the/else to try to let this 2D AA to be disabled when entering AR : no way.As a reminder, here is the working code (for all but AR on android) (see attached)
If any idea could come up, i’d be so gratefull.
To work, the “disable rendering + AA” has to be set “on each frame”, and testing if a variable is true or false does not seam to chenge the way it is set.
Of course, it would be good if we could put that puzzle into some procedure with the ability to switch on / off the procedure.As you can see, that was my attempt : set a variable true or false, and put the “every frame ” inside an IF puzzle : still does not starts the AR.
Also tested on the “augmented reality” demo app, no way.
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NaxosCGCustomerI get it.
I’ll wait for a plugin or a collaboration between LGL and Soft8soft"1+1=3... for large values of 1"
NaxosCGCustomerWoooow !!! Your app is amazing !
Would you share the method to connect to LGL Viewer ?
Or maybe a tutorial, even a Patreon Tutorial
Great configurator btw.
"1+1=3... for large values of 1"
NaxosCGCustomerI see this as a final high quality renderer :
The user uses my configurator, make choices, then click a button for nice rendering, et voilà !Would this be possible ?
Can you share a link to the test you’ve made ? So i can see the benefit ?
Regardless of shaders, i’m used now to swap Physical and USD shaders, for AR on iOS, so i could swap for PBR (physical on 3dsmax?) for this one.
Regards.
"1+1=3... for large values of 1"
NaxosCGCustomerthat would be good, as regardless what Kdv says, the 2D AA when rendering is off is a good and “cheap” one : it works on all devices, even older / smaller ones.
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NaxosCGCustomerDisabling this bul**** AA stuff just solved my problem : many thanks, again, Kdv !
Now i have to manage some minor bugs : bad rotation axe, for ex.
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NaxosCGCustomerSorry, I forgot to mention one more change…
Ok, this part of puzzles was – in the old time – a good way to get nice AA when we don’t move / change.
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NaxosCGCustomerDamn ! your link does work. Could it be something wrong with my menus html ?
Defenetelly a track to follow, thanks.
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NaxosCGCustomerCan you test on my link, please ?
v3d.net/tu8
Thanks."1+1=3... for large values of 1"
NaxosCGCustomer(use the App Manager to upload your app in .zip).
Did not found that, here is a wetransfer link :
https://we.tl/t-S4ckAOyo3V"1+1=3... for large values of 1"
NaxosCGCustomerUP !
Some news here : i’ve found how to show the console with Android (remember : i’m not a code guy).
And there are some errors i can’t figure out, can somebody help me ?
4 screenshots :
1 – entering the app : as it sounds, when entering the app.
2 – entering AR : when the “enter AR” html button is pressed. (you may hear the R2D2’s version of the famous Wilhelm shout, it means that we entered the AR : sort of debug point
Here you can see that no “move around” prompt is shown (it is well placed, linked to camera…)
And you can not see that it is using camera, but it is on the device.
3 – exiting AR with fullscreen button : As i don’t get all AR stuff, i don’t have the “exit AR” button neither, so i can use the “go fullscreen” to come back, and, surprise ! “Move around is here… Too late, bro !
Of course, none of the meshes were vesible, nor the “indicator” stuff.And 4 : an extract of the puzzle for enter AR, just in case. But this one works well with Billards.
Only the Android part is not working : iOS is ok.Please Obiwan, help me : you’re my last hope !
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