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Forum Replies Created

Viewing 15 posts - 166 through 180 (of 213 total)
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  • in reply to: Access-Control-Allow-Origin loading textures #29260
    web
    Customer

    Okay, I see thank for the clarification. So the only way to solve this, is to either host on the same domain or add “Access-Control-Allow-Origin: *” to the server side, correct?

    Or do you know of another possible workaround?

    in reply to: Multiple annotations performance #29153
    web
    Customer

    Okay, so what I already suspected.

    I’ve already gone the road of creating mesh objects with textures. Works so far for my purpose.

    But thx for the lookup.

    in reply to: Multiple annotations performance #28940
    web
    Customer

    I created a sample. See attached.

    in reply to: Multiple annotations performance #28935
    web
    Customer

    Not really, these are the stats for that particular view:

    Render Calls: 150
    Triangles Rendered: 196508
    Geometry Buffers: 639
    Textures & Render Buffers: 26

    Just to be clear. The performance only drops when I display all annotations at the same time.

    in reply to: Multiple annotations performance #28931
    web
    Customer

    No. No animation at all in the scene. Except simple translation animation via verge.

    in reply to: Verge install breaks VRayLightLister #28341
    web
    Customer

    This is related to custom parameters that are being created by verge to the vray lights. I dont know if that parameters have any effect for verge when exporting, because vray isnt officialy supported by verge.

    At the moment I can only see two fixes to get rid of that problem without manual actions:
    – ask chaosgroup to rework the light lister, so that it ignores the verge params
    – or the verge team should implement a function which ignores vray lights, so that these parameters are not getting added, no matter if I have auto creation activated or doing the manual adding of the params

    in reply to: Collision Material 3DS MAX #28101
    web
    Customer

    Can confirm that first person works fix 3.2 pre2.

    I just wondering how can you create collision objects like walls? I applied the collision material to the floor and a cube, but I can still run through the cube

    in reply to: Collision Material 3DS MAX #28062
    web
    Customer

    I just tested the newest pre-release build, and just cant get it working. Started a new empty scene just with a plane and a box. But camera is just flying, no first person at fixed height.

    I think this is a bug with the 3dsmax version. When I set all orbit controls to 0, I cant move the camera at all. So it seems to me that the first person mode doesnt get activated.

    in reply to: Collision Material 3DS MAX #28060
    web
    Customer

    Sorry to hijack this thread. But I’m also having a hard time to get first person mode activated in my project.

    What steps are necessary?
    Create camera, check first person. Then collision material, what type of material does it need to be? Do you have to built an invisible geometry as bounding boxes in the “level” and apply a physical material to it?
    Does the camera starting point need to be at eye level, or doesnt it matter?

    I couldnt find any documentation about that feature.

    in reply to: Detect if object has a texture applied #27887
    web
    Customer

    Great thx, will try it.

    in reply to: Classes for annotations #27748
    web
    Customer

    Thx for the example. I think I would still prefer an extra “input field” for adding a classname besides the id. Maybe just a consideration for future releases.

    in reply to: Annotation origin #27747
    web
    Customer

    Thx for the tip :good:

    in reply to: Classes for annotations #27738
    web
    Customer

    I would also upvote for that request.
    To set a class in addition to an id would be great.

    in reply to: On click vs navigating #27698
    web
    Customer

    I got the same issue as you described, and I already responded to the thread you linked.

    I also tried the solution mentioned in the thread. It works, but sadly it seems to drop the performance quiet heavily for my application, so I deactivated it.
    But I’m confident that the Verge Team will implement such a function in the near future.

    in reply to: Set outline parameters via Javascript #27455
    web
    Customer

    Ah, okay. Neat hack^^

Viewing 15 posts - 166 through 180 (of 213 total)