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webCustomer
Okay, will look into it. For the future I think it would be really cool if you could implement this option as a puzzle.
webCustomerHmm, okay. But I dont want to disable the specular completely. I need the environment for reflections but use one of the spotlights just for diffuse.
webCustomerOkay, should I add it as a request in the proper forum?
Also is there maybe for the time being a javascript approach?
webCustomerOkay, but why can’t I just use:
function runCode(app) { app.controls.enableDamping = true; app.controls.dampingFactor = 0.05; }
Or does the damping simply not work in a puzzle based app? Do you need to go all the way and used the pure javascript method?
webCustomerI would also be interested into using that feature, but couldnt get it work.
Do you need to call
app.controls.update()
all the time via awhenMoved
puzzle?webCustomerGreat
webCustomerThis sounds great! I also struggled a lot with doing animations and function after function xyz is finished. And ended up doing timeouts just like GlifTek already stated.
webCustomerGreat
webCustomerI think I found the issue. I’ve upped the world cubemap res on runtime. As soon as I got the updateEnvironment in the code, I get the error with the MeshStandardMaterial.
This is the code in the runCode()
app.worldCubemapRes = 2048; app.updateEnvironment(app.worldMaterial);
This is the error log in chrome:
v3d.js:1 Uncaught TypeError: Cannot read property 'dispose' of null at v3d.js:1 at v3d.js:1 at Ci.traverse (v3d.js:1) at zn.traverse (v3d.js:1) at sy._traverseSceneForEnvUpdates (v3d.js:1) at sy.disposeEnvironment (v3d.js:1) at sy.updateEnvironment (v3d.js:1) at runCode (test.js?ver=0.1:227) at test.js?ver=0.1:96 at v3d.js:1
webCustomerThx you very much for the new release.
I’ve just tested it with my current application an couldnt find any issues or bugs so far.
Sadly for me there was no improvement in loading time. For me the scene loading time went up for 100ms.
Scene loading time in 3.2 – 4229ms
Scene loading time in 3.3pre1 – 4368msScene stats:
Render calls: 578
Triangles: 233235
Geometry buffers: 579
Lights: 4
Textures & Render buffers: 11webCustomerSorry for uping this issue , but I have to fix this issue.
When there is no way to ignore the onclick for the overlapping geometry, I need to think about a workaround.webCustomerThx for clearing that up. Will keep that in mind for the future.
webCustomerAs soon as I got the last line for creating the material I get this error. At the moment the workaround I’m using is creating a “MeshLambertMaterial” instead of “MeshStandardMaterial”. With the lambert one there is no error, dont know why?
webCustomerYeah exactly. Hmm, okay. Is it possible to change this behaviour in future updates? Or does it simple not work programmaticaly this way?
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