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I dont know how I can ignore pointer events for just the v3d background. I can only disable pointer events for the whole v3d container.
I think we not talking about the same.
I’ve prepared an example, hope its understandable:
The first url is like it should be. The webGL overlays the imagerotator and the webGL container is set to “pointer-events:none”. Rotating works like it should be:
But I also would like to have the webGL clickable/hoverable. Therefor I would need to set the pointer-events back to normal. But then I loose the events of the imagerotator. See my second example:
So at the moment my approach would be. Disable all kind of camera controls in v3d. And have the v3d background ignore any pointer events so that they are passed to the imagerotator.
I did that. So that isn’t a problem. But because the webGL is overlaying the imagerotator container, I can just choose to use mouse events for v3d or the imagerotator not both. And this is the problem I currently have.
When I set the pointer-events for v3d container to “none”, I can have a perfect sync with the “set animation frame” but I loose the possibility to have hover and click events in the v3d.
Your mentioned workaround fixes the issue. Thx.
Could get it working. You just have to make sure that the render aspect in 3dsMax equals the rendered image aspect. Because verge takes the set aspect into account for webGL.
Thx for your writeup.
Problem is that “clipping planes” isnt enough for me. I need a more complex clipping. Also I don’t really need a real geometry clipping. It would be sufficent for my use, if I could apply a material to an object which “clips” all the geometry in the scene. So that this geometry would just be treated as it would be a transparent background.
Thx guys, as far as I know the client was happy
This was quite a project. To get the highest quality for as many devices as possible, I’ve implemented a litte benchmark. Which is measuring the performance during the intro animation. And then setting predefined quality settings based on the measured fps.
Hmm just wanted to prepare the file for you, but now its working?! Strange thing was that this error happend when the exporting was already done.
What exactly do you mean with render with verge3d?
I’m trying a hybrid version of pre-rendered images and overlaying webgl content. Because a pure webgl version is to overkill. We got threes, humans, cars, grass, approx. 30-40mio polys so no way to show that in webgl.
I’ve already placed the v3d-container inside of a div with the correct aspect.
But the camera itself isnt placed as it should be
I got an error exporting one scene:123456789101112131415161718192021-- 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-level2020-09-08 at 2:57 pm in reply to: Forum related: possibility to disable the jump to last post #32594
I 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.
Thx 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.
Pushing 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?
Thank 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.
Think I found it. It seems to be in the “matGetEditableTextures” function
- This reply was modified 2 months, 1 week ago by web.