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thanks for your quick reply!
The reason for my question is, in this project the final amount of webGL-files will be huge and i want to try to keep the file-size as small as possible. I hoped that there is an easy way to delete the Fullscreen-code.
But i will see later how much more kb the files will have including the Fullscreen-Code. Maybe it is really not worth to take care of it.
Ok great, thanks Yuri for your quick answer (as always )!
I know this is very difficult to solve and it would be fantastic if you can make it in one of the future releases. But with my workaround to avoid this problem i’m fine with that for now!
thanks for your quick reply.
I remember how i solved this problem in earlier days: The problem is, when a Plane (mapped Button!) attached to the cam and cam + target (-direction) are matching with the lightdirection. The plane is totally overexposured bc it gets the full “power” of the light.
I solved this by bring the lights more near to my object and set up the cam Min/Max Distance so that both don’t get in their way. And also set the the self-illumination to 1.
Fantastic, thanks a lot Yuri, this is exactly what i’m looking for!
Somehow we have a delay in our Postings :wacko:.
In the moment i use the css/add property in Google Web Designer. I use the code “visibility:hidden”.
In the html code it looks like this:
……style=”cursor: pointer; visibility: hidden;” id=”id-br…….
Later i want to make the Button in puzzles visible again .
The webpage loads faster than the webgl-file, so Button i want to hide is visible first (bc of fast website loading). The Button hides, when the webgl file is fully loaded. That’s why it’s not possible with the “set style-puzzle”.
Another question refering to that: Is it also possible to make an HTML element visible in puzzles, which is hidden in my webpage html-code (visibility:hidden)?
I try to use set style-puzzles, display to “visible” for…, but that doesn’t worked.
Ok, i found it: set style-puzzles display to “none” for…
In my Case the Problem was this: Firefox was not able to get the performance from the graphic card, so the performance was adressed to the CPU. Which is a bad deal, even for 2 Xeons. If this is the Problem, it’s easy to find out: Just open the taskmanager and see how the high the GPU and CPU performance is. If the CPU is working really hard while using webgl in firefox, then maybe the graphic card-driver is not uptodate.
Problem solved! It was an driver incompatibility. I installed the newest driver for my graficcard and now the performance is fine again!
Workstation Hardware Specs:
2x Intel Xeon X5650, 2.66GHz
Win 10 64bit, Version 1709
I tried on an older System (i7, 8gb ram, 32bit) in firefox 61.0 and – no problems here!
So maybe some Settings in Firefox have changed after the update?
i have done it that way (see screensh).
I also found a strange behaviour in the V3D Animation Params: when i change the Loop Mode from “Repeat” to “Once” and deselect the object, the next time i select the Object, the Setting is gone back to Repeat.
Could this be the reason?
I still didn’t make it to run as it should. I create an “every frame”-puzzle with inside the “tween puzzle” (Cam Target-Dummy as lookat-object). Inside each STEP-Procedure i place the “Play animation” puzzle for the Camera and for the (Cam Target-) Dummy. But it still don’t run simultaniously
Unfortunately it did not work. I created an animated Dummy as a Cam-Target-Object and try to use the lookat or tween camera-puzzles. The Result is that the cam “jumps” in the position instead of the smooth cam-flight i animated.