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Verge3D 4.3.1 Maintenance Update

Home Forums Official Announcements Verge3D 4.3.1 Maintenance Update

  • This topic has 6 replies, 4 voices, and was last updated 1 year ago by kdv.
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  • #62111

    This maintenance update enables the compatibility with the recently released 3ds Max 2024 and Maya 2024.

    It also fixes the critical issue with some third-party plugins for Puzzles that stopped working in Verge3D 4.3.

    Finally, there were several improvements in the User Manual and Developer Reference. Thanks everybody for providing valuable feedback!

    Chief 3D Verger | LinkedIn | Twitter

    #62120
    kdv
    Participant

    Puzzles saved with puzzles.min.js 4.3.0+ cannot be opened in previous versions. There is no backward compatibility. Why? It’s just an .xml file. No errors, just empty tabs…

    Puzzles and JS. Fast and expensive.

    If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of meaning at all.

    #62123

    Puzzles saved with puzzles.min.js 4.3.0+ cannot be opened in previous versions. There is no backward compatibility. Why? It’s just an .xml file. No errors, just empty tabs…

    You mean there is no Forward compatibility? :scratch:

    Soft8Soft Tech Chief
    X | FB | LinkedIn

    #62124
    kdv
    Participant

    Looks like the reason is in tab’s type. 4.2.0 knows nothing about “CommonTab”. Quite fixable if needed…

    Puzzles and JS. Fast and expensive.

    If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of meaning at all.

    #63201
    kdv
    Participant

    You may want to improve and fix OIT in 4.3.0+. Now it works in a slightly unexpected way

    OIT on. Three walls and TV have opacity 1 and supposed to be completely opaque. And pay attention to CPU usage…


    That’s how it works with OIT on
    https://v3d.net/inh

    That’s how it works with OIT off
    https://v3d.net/ini

    And that’s how it at least should work
    https://v3d.net/inj

    P.S. CPU usage drops down to ~25-30% if switched to some other tab and then returned back to the app’s tab. But it grows up to 100% again if the app’s container is resized. So I suppose it won’t be hard for you to find and fix it.

    Puzzles and JS. Fast and expensive.

    If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of meaning at all.

    #63260

    The thing is that this OIT method does not work well with high opacity objects, so you should reduce the opacity or make them fully opaque (material’s blend mode should be “Opaque”) or avoid using them.

    About CPU usage, we tested them (all links and local export) on different browsers and cannot reproduce the issue. Could you please check it in other browsers? Perhaps you have some browser extension enabled?

    Verge3D Developer

    #63262
    kdv
    Participant

    Yes, you are right. I can’t reproduce this issue in Firefox. But can do it easily in Chrome by pressing F12 and resizing the browser’s window (Win7) or reloading the app (Win7/Win10). The frame time jumps to 16-18 ms and CPU usage grows up to 99.9%. No extentions. https://youtu.be/O2Rw4s_5Zbg
    And in Android the frame time is also too high.

    The thing is that this OIT method does not work well with high opacity objects, so you should reduce the opacity or make them fully opaque (material’s blend mode should be “Opaque”) or avoid using them.

    I’ve fixed this issue already ))) Not ideal, but much better
    obj.material.transparent = (alpha == 1) ? false : true;

    Puzzles and JS. Fast and expensive.

    If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of meaning at all.

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