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scalare

Forum Replies Created

Viewing 15 posts - 76 through 90 (of 181 total)
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  • in reply to: Verge3D 2.13 pre2 available! #16059
    scalare
    Customer

    Hi Yuri, first of all, thanks a lot for working so hard to get us all such wonderful updates!

    I’ve downloaded today’s build of Blender 2.8 and verge3d 2.13 second preview. I opened one of our files, and went to sneak peek, and I noticed some weird jagged borders in our shadows. I’ve spent some time trying to tweak the lights and see if that would change how things looked, but it didn’t work. So I decided to test it with the simplest example I had, which is one I had uploaded to the forums in relation to some puzzles that we can disregard here.

    I tested that example in my local server, and then compared with the same app but this time, updated to the latest verge3d version (just v3d.js, not the html css etc., and also re-exported the gltf file). Tested using the app manager, and got the same results (jagged edges).

    I’m uploading both examples here, labeled “click-drag-old” (exported with version 2.12.0 pre2) and “click-drag-new”, where the new one is the one I exported with version 2.13 pre2.

    Maybe it is just how I have set the light that generates a different type of shadow with the latest version. It would be great if there was a tutorial explaining how to tweak lights in more detail.

    Thank you!

    scalare
    Customer

    Me too! :)

    in reply to: Verge3D 2.13 pre2 available! #16051
    scalare
    Customer

    This is great! I will download it this afternoon and start testing!
    The new shadows and reflections may be just what we needed :yahoo:

    in reply to: Disable rendering #15843
    scalare
    Customer

    “Doh!” would say Homer Simpson.

    That was it! I totally missed it. Thank you very much!!!

    in reply to: Retro Car Configurator #15841
    scalare
    Customer

    Very impressive!

    in reply to: Disable rendering #15822
    scalare
    Customer

    Thanks Yuri. I’m not actually worried about our javascript coding right now. You’ve already explained that the disable rendering would not do what we want if we make changes to the viewport via javascript, which is what we are doing. We actually plan to finally buy Verge3d later this week.

    But I’m concerned about the “take snapshot” puzzle that did not create a valid image (which is the alternate route we think may come up handy for us). I did not test that with previous versions, but could it be possible it is not working right in the latest verge3d version?

    Thanks again.

    in reply to: Disable rendering #15769
    scalare
    Customer

    Hi Yuri, any chance you can take a look at the example I uploaded a few days ago? Thank you!

    in reply to: call JS function from parent/top window? #15723
    scalare
    Customer

    where you could write some code directly, what do you think?

    I’d like to second that idea. There are some times where a direct addition of javascript code inside the puzzles could make things much easier, more so for advanced programmers. Or eventually, have puzzles that are a direct translation of javascript statements, so that we can mix higher level puzzles with lower level ones as needed.

    in reply to: Disable rendering #15710
    scalare
    Customer

    OK, first attempt with the “manual” screenshot and I’m getting a weird result. I’ve created a quick example, with two cubes. Nothing fancy. A div of 500×500 pixels that shows the 3d viewport, and another div with red background, with the same size, 100 pixels to the right (I made it red to make it really clear that the background would change)
    When you click on the cube on the right (the one that shows at the right when you open the app.), the puzzle takes a snapshot, and sets it as background image for the div at the right. But instead of “repeating” the viewport as a static image, I just get a black background.

    I assume that if I manage to make this work, I should be able to display a div on top of the viewport, matching its size, with the snapshot as a background. Doing so, I would not have to worry about being able to display the snapshot as a texture for an object inside the 3d viewport.

    I’m using this as an example: https://www.soft8soft.com/docs/manual/en/introduction/Puzzles.html#take_screenshot

    I’ve also tried to view the generated snapshot using these tools:
    http://jaredwinick.github.io/base64-image-viewer/
    https://www.site24x7.com/tools/datauri-to-image.html
    but none of them was able to display an image.

    Attaching the full app.

    Yuri and team, can you please tell me if I missing something? Thank you!

    in reply to: Disable rendering #15696
    scalare
    Customer

    But that is neither here nor there if disabled renderer will prevent the scene form being updated like Yuri said.

    Exactly. Based on what Yuri said, it would work as long as you don’t make any changes to the object in the 3d view, which is exactly what we need to do.

    Your idea about swaping objects is a good one. Visually, it would perform in the same way as the disable/enable rendering should, but I’m concerned about the additional coding we would have to create, because we need this to work dynamically, and adapt to any product in the store, not just for a fixed product like the scooter example, where just one product is customizable and all the references to objects have been hardcoded in the puzzles.

    So I think I would prefer to go with the manipulation of the buffer or the creation of a screenshot that covers what is being changed until everything is done. I hope Verge3D team can chime in about that.

    Thanks a lot! :)

    in reply to: Disable rendering #15692
    scalare
    Customer

    Hi elk, unfortunately, it is not easy to create a small example for this, as it needs interaction with the e-commerce part which runs based on html/php.

    Here is another idea: would it be possible to create a screenshot of the 3d view before we start with the changes, and use it as a mask that we would display on top of everything else, covering the changes that are done to the geometry/materials until we’re done with that, and then we remove it to be able to see the changes that were done? I know that screenshots can be taken, but I’m not sure of how to display them and make them match the 3d viewport size. Any ideas?

    Thanks again!

    in reply to: Disable rendering #15682
    scalare
    Customer

    Elk, thank you for your suggestions. I should have said that we figured out a way to use runCode function AFTER the initial load, which lets us communicate with the puzzles when some events happen at the HTML side. We actually use prepareExternalInterface function for communications in the other way, when an event in the 3D view needs something from the HTML page that holds it.

    in reply to: Disable rendering #15681
    scalare
    Customer

    Thanks Elk and Yuri! So there is no way to do what we need? Not even through three.js code?

    in reply to: Hotfix 2.12.5 is available (!) #15201
    scalare
    Customer

    Excellent! Thanks a lot!

    in reply to: Weird issue with shadows and hovering #15092
    scalare
    Customer

    Hi Alexander, these are great news! Thank you very much!

Viewing 15 posts - 76 through 90 (of 181 total)