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scalareCustomer
Excellent, thank you!
scalareCustomerHi Yuri, thanks a lot, and congratulations!
Does this version include a fix for the external LZMA compressed files loading?
scalareCustomerHi Yuri,
any comments about this? Thanks a lot!
scalareCustomerThat’s great, thank you, Ivan!
scalareCustomerHi Alexander,
yes, I just used the “Enable LZMA Compression” feature in Blender. However (not sure if this could be the cause), I did not create a separate blender file for each of the dummy files. I just created those planes from a previous version of the same main blender file, where I selected only the planes with the camera icon to indicate that I wanted to export just that mesh (one time per each dummy), and exported them from there. After doing that, I removed the dummy meshes from the blender file and exported the main file without them.
Attached you will find a zip file with the gltf and bin files for a dummy, and their compressed versions, and a texture that is used for the material.
Thanks a lot!
scalareCustomerThanks, Yuri. offsetWidth worked perfectly!
scalareCustomerThank you!
scalareCustomerHey Yuri,
thank you for your suggestion. I’ve tried it, but apparently, the picked object puzzle gets filled up when dragging too. Please see the attached file that shows how I set things up for a test. I get the message printed into the console for both click and drag. If I click on “head-foot-board” to start dragging, nothing gets printed as long as I don’t release the mouse button. I can continue rotating the camera just fine, but when I release the mouse button, the message gets printed to the console.
Did I interpret your suggestion correctly?
Thanks a lot!scalareCustomerHi Mikhail,
thank you for getting back to me. I’ve tried with both black and grey, and also black with the alpha set to zero. It improves a bit, but the outline is still invading the 3D arrows effect. It is a rather imprecise effect, so I think I will just leave it as white, and make the 3D arrows hide when I hover any of the other objects.
Thank you.
scalareCustomerI think I was doing this wrong, by assuming that I would be able to get the window width, when in fact, the get_attr puzzle is expecting an element ID, and I don’t have an ID for the window. So I changed the approach and used an element that does have an ID, and its width changes along with the browser window, but even so, I get an undefined value in the console. Does the “width” property have to be specified in the HTML markup for it to return a value? And would this work with a div or just specific HTML elements, like canvas, inputs, etc?
Thank you again!
scalareCustomerI’m sorry, the zip file keeps getting rejected when I attach to this reply. I had to upload to a server. Here is the link:
http://www.gtbiz.net/verge3d/reduced_bed/reduced_example.zip
scalareCustomerTrying to upload file.
scalareCustomerHere is a zip file with my application folder. Hopefully, this will illustrate my problem.
Thank you.
scalareCustomerHi Yuri,
I’m trying to monitor the window resize event, and check what the new window width is to resize some trigger buttons (to make them bigger for mobile, so it is easier for users to tap on them). For this, I’m using the new “on event of resize” puzzle. It responds to the resize event correctly, but I’m not being able to get the actual window width with the “get attr width” puzzle. I use that to set a variable that I plan to check to decide what size the trigger buttons should display at, but when I print it to the console log, I get an “undefined” value.
Am I doing something wrong?
Thanks!
scalareCustomerHey Mikhail,
we’ve figured this out. The format in which we were passing the parameters wasn’t right.
Thank you.
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