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Forum Replies Created

Viewing 15 posts - 121 through 135 (of 213 total)
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  • in reply to: How to add lensflare to your scene #30926
    web
    Customer

    Thx you very much for that write up. This is pure gold.

    in reply to: Using javascript animations besides scene loading #30925
    web
    Customer

    Hey Alexander,
    thx for your reply.

    Could there maybe a possible workaround of loading a smaller gltf with just a camera and no geometry. And then use the append scene puzzle or some javascript to load the “real” model afterwards?

    in reply to: Flying in object choppy #30861
    web
    Customer

    Thx for the tip. I already tried that approach but couldnt find “the material”. Its really a sum of all.

    When I find a way to reproduce it will write back here.

    in reply to: Flying in object choppy #30845
    web
    Customer

    Sadly I cant share the files in public. I tried to reproduce a simple file but it seems to be a sum of things and not single parts. When I apply one material to all the objects the animation is running smoothly from start to end.

    The geometry is around 360k polys, consisting of 67 single objects grouped together (using 3dsMax btw). 192 render calls, 64 geometry buffers.

    At the moment I discarded that approach, and just let the whole v3d-container fade in.

    in reply to: Verge3D 3.3 pre3 available! #30724
    web
    Customer

    It seems that shantiscript got exactly the same issue that I was experiencing with my application. This application also got quite big textures (8-times 8k textures). Maybe there is an issue with the new loading and big textures.

    in reply to: Verge3D 3.3 pre3 available! #30669
    web
    Customer

    @ivan
    Okay, was testing in chrome and did several reloads to get an average.

    Sadly its the project I cant share in public. But I will keep an eye on this and try to reproduce something as a demo, if possible.

    in reply to: Textures blurry on mobile #30656
    web
    Customer

    Oh great, thx. Yeah I totally overlooked that one in the setScreenScale puzzle.

    Just a hint, the chrome mobile browser issue when exiting the fullscreen is still persistent.

    in reply to: Textures blurry on mobile #30610
    web
    Customer

    Okay, thx again for your testing.

    I would then suspect that this is a bug. Hope that someone of the verge team can look at this issue and hopefully fix it.

    in reply to: Textures blurry on mobile #30585
    web
    Customer

    @jem
    Thx for the testing. I can confirm the same behaviour. I could also see that as soon as I enter the fullscreen mode, the performance drops quite heavy on my device. And this problem also stays when exiting fullscreen mode.

    It also seems that the fullscreen mode is not correctly exited, because I just got a black bar at the bottom and cant see the browser bar anymore.

    Can you confirm this behaviour too?

    in reply to: Textures blurry on mobile #30543
    web
    Customer

    I created a testfile. See attachment.

    When viewing on desktop and fully zoomed out, pretty sharp. On mobile (S10 Android10) zoomed out, pretty blurry. Zoomed in sharp.

    in reply to: Verge3D 3.3 pre3 available! #30541
    web
    Customer

    Great improvements. Thank you very much for all your hard work in making verge better and better.

    I tested the update on a bigger app. Sadly the scene loading time went from 3180ms to 6180ms. I just updated the v3d.js. Do I need to update gltf and other stuff also to make it work?

    in reply to: Textures blurry on mobile #30538
    web
    Customer

    Nope I’m doing it via JavaScript:

    var pixelRatio = window.devicePixelRatio;
    app.renderer.setPixelRatio(pixelRatio);

    Maybe I should create a test file for you.

    in reply to: Textures blurry on mobile #30501
    web
    Customer

    Sorry guys, to bring up that issue again.

    I did some more testing on an android 10 device and the problem still persists that textures look blurry on a mobile device when they are viewed at a distance.
    When I zoom in on the texture its getting much better, but still not as sharp as on my screen.

    I tried upping anisotropy to 16. I set the pixelratio to window.devicePixelRatio
    I messed around with minFilter. But I just cant get the texture sharp!
    I think this is some general quality thing on mobile, cause the 3d object itself doesnt look as sharp as on my desktop.

    in reply to: Disable specular for light #30454
    web
    Customer

    Great thank you very much :good:

    I think that as verge is getting bigger and bigger and more popular, we need to have more control over certain things.

    Many 3d-artists are faking things to make the product look as good as it can. Disable specular, diffuse for certain objects. Or exclude whole lights from different geometries. It would be really great to have all this abilities in verge.

    in reply to: Switch between video and image with replaceTexture #30452
    web
    Customer

    Okay, will do it that way.
    Thx

Viewing 15 posts - 121 through 135 (of 213 total)