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webCustomer
Oh, yeah this really could be the issue.
Some textures are not power of two. Thx for the hint, will take a look.Just to be clear. When I have a non square texture, is it sufficient to just have a power of two for the longest side? So is 486x2048px okay? Or do you need to have 512x2048px?
webCustomerOkay, thanks for clearing that up.
To maybe clarify my question regarding the “executing puzzles”.
At the moment I’m using a mix of using puzzles and self written logic by looking in the api of verge.In the first bigger application I used mainly the “visual_logic.js” for all verge related stuff. Therefor I added the needed puzzles via the puzzle editor to my project so that they are written into the “visual_logic.js”. I then added manualy external function I could directly use in the “main js file”.
But instead of that I would like to just have the “visual_logic.js” untouched so that I can easily update. And would like to just execute the puzzles in the “main js”.
For example like this:
v3d.puzzles.tweenCamera('Cam_01', 'Cam_01.Target', 2, function () {});
webCustomer@jem
I havent yet played with the anisotropic setting, but will test it.
I tested that particular application on a S10 and an iPhone 11, both got the same “issue”.webCustomerWorked, thanks
webCustomerSure, here you go:
var avgFPS = 0; var quality = ''; app.renderCallbacks.push(function (delta, elapsed) { var FPS_INERTIA = 1; if (delta > 0) { avgFPS = v3d.MathUtils.expAverage(avgFPS, 1 / delta, delta, FPS_INERTIA); var fps = Math.round(avgFPS); if (fps >= 50 && quality != 'high') { app.enableSSAA(4); quality = 'high'; console.log('high'); } else if (fps > 20 && fps < 50 && quality != 'mid') { app.enableSSAA(2); quality = 'mid'; console.log('mid'); } else if (fps <= 20 && quality != 'low') { app.disablePostprocessing(); console.log('low'); quality = 'low'; } } });
This is the updated function for getting the fps which Ivan gave me.
But the problem still persists that its switching quality back and forth on my mobile. Seems that its stuck between to two fps ranges.
I think its better to get the average fps over a period of time and maybe just set the quality in the first 10 seconds or sowebCustomerOkay, I think I know whats the issue.
The “material.map” doesnt apply to “MeshNodeMaterial”. In the api its mentioned that its better to use the “replace Texture” puzzle for this material types.
I wonder if it is possible to execute the puzzles from the “main” js file, instead of the “visual_logic.js” without wrapping it in a external function?
webCustomerOkay, thanks for the writeup. Maybe you could add that to the documentation :)
webCustomer@satpreetsingh04
Thx for your tips. This is already part of my workflow. My question was related more to graphic performance, and not the intial loading.
@GlifTek
Today I already worked a little bit on a fps performance measure. Because I got yet no answer from the verge team of how to read the fps on runtime, I used a javascript function which I found at stackoverflow.It seems to read the fps pretty accurate when I compare it to the verge internal showFPS. But I struggle a bit with the logic.
First try was just a simple if fps higher than do high quality, if lower then low quality. This seemed to work on my desktop computer, but on my smartphone. I have to think of a clever way to check performance reliable at startup
webCustomerI want to up this thread.
I would like to know which types of animation in 3dsMax are currently supported by verge? Cause I’m trying to export some animated spline objects which got a sweep operator for geometry generation on them, but no animation is getting exported.
webCustomerI looked a bit further in the api, and found the “enableSSA” method.
So you can change/enable SSA quite easily on runtime:
appInstance.enableSSAA(1);
But not via puzzle, I think.webCustomerYeah, I would also like to know. If you can set anti-alias on runtime via javascript/puzzle?
webCustomerThx for the detailed testing. Will also give a shot.
webCustomerWill try it, thx
webCustomerFound a way. If anyone is interested.
Moved thetexture.image
reading into the onload callback of thev3d.TextureLoader()
. Then I can read the proper texture width and height and calculate the necessary scaling for the cloned geometry.webCustomerI’ve just looked into the “get texture param” puzzle, in order to read the aspect and change the x/y scale of the cloned object.
I tried to adapt the function, but it seems that the texture loading is async. So when I read
texture.image
it is undefined at runtime of the function. Would really appreciate some help in this regard. -
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