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webCustomer
I’ve already placed the v3d-container inside of a div with the correct aspect.
But the camera itself isnt placed as it should bewebCustomerI got an error exporting one scene:
-- Error occurred in anonymous codeblock; filename: C:\Users\user\verge3d_max\max_plugin\verge3d.ms; position: 19557; line: 497 -- MAXScript MacroScript Error Exception: -- Runtime error: Unknown exception thrown executing script -- MAXScript callstack: -- thread data: threadID:18452 -- ------------------------------------------------------ -- [stack level: 0] -- In exportGLTF(); filename: C:\Users\user\verge3d_max\max_plugin\verge3d.ms; position: 19558; line: 497 -- member of: StructDef:V3DManagerStruct -- Locals: -- Externals: -- importPython: Struct member:importPython : V3DManagerStruct.importPython() -- owner: (V3DManagerStruct V3D_MENU_CONTEXT:1905594901 autoAssignAttrs:false settingsFile:"$userscripts/Verge3D/settings.ini" debug:false hasInitiated:true smeClock:dotNetObject:System.Windows.Forms.Timer) -- ------------------------------------------------------ -- [stack level: 1] -- called from codeblock macroScript: Verge3D_exportGLTF; filename: C:\Users\user\verge3d_max\max_plugin\verge3d.ms; position: 277; line: 11 -- Locals: -- Externals: -- ------------------------------------------------------ -- [stack level: 2] -- called from top-level
2020-09-08 at 2:57 pm in reply to: Forum related: possibility to disable the jump to last post #32594webCustomerI tend to navigate very much via the latest activity tab, but still find it quite annoying. So it would be great if you could consider an option.
webCustomerThx for the link, I already had a look at this.
I think I’ve fixed the issue for now, with just the “autoplay” attribute. Locally on chrome with simulated 3G connection, I could get it load the full video this way.
Hope that this will also work on iOS devices.
webCustomerPushing this issue again.
I’ve made some progress and it seems that its is related to the connection speed. I managed to simulate this with the chrome developer console and limit the network speed to simulate a mobile connection.
The browser seems to load only a few bytes of the webGL videos and then stops when I’m loading the scene. He then loads further when I start the video, but because it wasnt “fully” loaded in the first place I get a black screen and webGL errors.
So does someone know how I could overcome that behaviour and tell the browser to load the video fully in the background? Maybe when I activate the autoplay feature for the loadvideo puzzle?
webCustomerThank you very much, for this release. Will test it asap.
I was wondering because of the videoPuzzle stuff:
The replace texture and get texture param puzzles now correctly work with video textures.I updated the app and resaved the puzzle logic. But I cant see any changes in the corresponding puzzles. Is this fix implemented in the v3d.js? Because Ivan said that this is a puzzle based issue.
Edit:
Think I found it. It seems to be in the “matGetEditableTextures” functionwebCustomerWould it be possible to implement something like canplay or canplaythrough into the puzzle logic?
I wondering a bit, that no one else got any issues with the video puzzles.
webCustomerComing back with another issue. I now also got some problems on android devices.
Which I think is connected to the iOS issue. Sometimes I get this error in the console.log:
[.WebGL-0xd94beb00]GL ERROR :GL_INVALID_VALUE : glCopyTextureCHROMIUM: invalid image size
128[.WebGL-0xd94beb00]RENDER WARNING: texture bound to texture unit 0 is not renderable. It might be non-power-of-2 or have incompatible texture filtering (maybe)?I’ve searched the web with connection to three.js and it seems that this is happening when the texture is not fully loader. So how can I ensure that the loadVideo has finished and then call the replaceTexture puzzle?
webCustomerI will have a look.
But I have to say that I dont think that this will change anything. The page i’m working on already has a “normal” html video and a webGL video. On android and desktop devices both videos play normally. On iOS the “normal” video is also playing normally, but the webGL doesnt play in an instant, but with a 4-8 second delay
webCustomerCan you tell me how I can apply a own created html video tag to a webGL material?
Just via a get element by id and then apply it to the material?webCustomerI’m creating/loading the videos on runtime via the loadVideo puzzle. And only after a click the video texture is applied to the object.
And when I’m not mistaken your loadVideo puzzle is creating a video tag and putting it hidden into the v3d canvas. So I dont know which would be different if I create the video tags per hand manually an then load the video into the webgl model?
I don’t really think that its the size of the videos on iOS. Because even with a wifi connection and we talking about 3-4mb videos. There shouldnt be a delay of lets say 4 seconds.
Is there a way to apply assign the video material only when verge/browser is sure that it can be played?
webCustomerThis only applies to videos with sound as far as I’m aware off. When you mute the video you can play html videos just per the autoplay attribute.
In my particular case, the video playing is “kind of” executed by a click event listener. Also the video is playing for me even without any interaction but just with a massive delay.
But thanks for your hint.
webCustomerHah funny. This is your forum which is altering the code.
See attached picture:
Just to describe the problem a little bit more.
I think this is a webGL ios problem with the videos. When I’m creating the material manually, I get the same issue. On iOS the material is just black and after a while its getting displayed:var texture = new v3d.VideoTexture(videoV3D); texture.flipY = false; var colorBase = new v3d.Color('#FFF'); var object = getObjectByName('Screen'); if (object) object.material = new v3d.MeshStandardMaterial({ color: colorBase, emissive: colorBase, emissiveMap: texture });
On desktop devices or android mobile, video starts right from the beginning. And everything is display as expected.
webCustomerCould you maybe post the fixed puzzle code here?
Then I could implement the fix prior to the new release. Would really appreciate it.
webCustomerHey Ivan,
can you tell me when this fixed version will be released? Would be really handy for my current project if I could replace video textures on runtime, without duplicating materials.Will this be a fix in the v3d.js or is it purely puzzle based issue?
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