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Okay, thanks for the writeup. Maybe you could add that to the documentation2020-07-08 at 1:34 pm in reply to: Optimize for different platforms (mobile, desktop, etc) #29827
Thx for your tips. This is already part of my workflow. My question was related more to graphic performance, and not the intial loading.
It seems to read the fps pretty accurate when I compare it to the verge internal showFPS. But I struggle a bit with the logic.
First try was just a simple if fps higher than do high quality, if lower then low quality. This seemed to work on my desktop computer, but on my smartphone. I have to think of a clever way to check performance reliable at startup
I want to up this thread.
I would like to know which types of animation in 3dsMax are currently supported by verge? Cause I’m trying to export some animated spline objects which got a sweep operator for geometry generation on them, but no animation is getting exported.
I looked a bit further in the api, and found the “enableSSA” method.
So you can change/enable SSA quite easily on runtime:
But not via puzzle, I think.
Thx for the detailed testing. Will also give a shot.
Will try it, thx
Found a way. If anyone is interested.
texture.imagereading into the onload callback of the
v3d.TextureLoader(). Then I can read the proper texture width and height and calculate the necessary scaling for the cloned geometry.
I’ve just looked into the “get texture param” puzzle, in order to read the aspect and change the x/y scale of the cloned object.
I tried to adapt the function, but it seems that the texture loading is async. So when I read
texture.imageit is undefined at runtime of the function. Would really appreciate some help in this regard.
Okay, I see thank for the clarification. So the only way to solve this, is to either host on the same domain or add “Access-Control-Allow-Origin: *” to the server side, correct?
Or do you know of another possible workaround?
- This reply was modified 4 months, 1 week ago by web.
Okay, so what I already suspected.
I’ve already gone the road of creating mesh objects with textures. Works so far for my purpose.
But thx for the lookup.
I created a sample. See attached.
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Not really, these are the stats for that particular view:
Render Calls: 150
Triangles Rendered: 196508
Geometry Buffers: 639
Textures & Render Buffers: 26
Just to be clear. The performance only drops when I display all annotations at the same time.
- This reply was modified 4 months, 2 weeks ago by web.
No. No animation at all in the scene. Except simple translation animation via verge.
This is related to custom parameters that are being created by verge to the vray lights. I dont know if that parameters have any effect for verge when exporting, because vray isnt officialy supported by verge.
At the moment I can only see two fixes to get rid of that problem without manual actions:
– ask chaosgroup to rework the light lister, so that it ignores the verge params
– or the verge team should implement a function which ignores vray lights, so that these parameters are not getting added, no matter if I have auto creation activated or doing the manual adding of the params
- This reply was modified 4 months, 4 weeks ago by web.