I have a question regarding Three JS.
Here is a simple glTF animation.
For example, when I display this in the glTF Viewer
it plays correctly on a desktop PC,
but on mobile web browsers (Chrome, Opera, firefox, etc.)
the mesh is hidden.
What could be the cause of this?
DESKTOP PC
https://i.stack.imgur.com/Eyndb.png
MOBILE BROWSER
https://i.stack.imgur.com/hMq75.jpg
MY glTF File
http://niu.re/t/tes22.glb
By the way, this glTF was created in Blender, and is
SKkeeper, applied a subdivision surface, and added a
and added a shape key every frame.
Reference link:
https://gltf-viewer.donmccurdy.com/
https://github.com/smokejohn/SKkeeper
Related
atm I am trying to create a webVR experience for the HTC Vive on Firefox 55.0.3. It seems there are some performance issues with that. I can not show you code or screenshots from my application, but i also noticed the strange effects of the viewport 'flickering' in the following example from the A-Frame website.
https://aframe.io/examples/showcase/museum/
whenever I look at the center of the room, the viewport starts shaking like crazy. In other examples limke A-Blast this doesn't happen.
Now I am wondering hwhy this happens, as the HMD'S orientation obtained from vrDisplay.pose has to be correct. Then why does the camera, which gets rotated via this pose shakes?
There is also another performance issue with webvr on firefox. at some point, OpenVR/SteamVR just claims firefox is unresponsive, alternating between displaying VIVE Home and the webvr scene in quivk succession.
Did anyone of you also noticed this behavior and has any idea how to fix it?
i want add a 360 degree viewer in my app.The panormic image format of the object is available(generated using google street view).
I just need a viewer to display 360 degree images.
Here are four open source viewers to consider, not in any order of priority: A-Frame, the leading open source project for WebVR, backed by Mozilla, excellent for education projects. Google VR View, works especially well on Daydream and Cardboard. React VR, backed by Facebook and optimized for Facebook apps, it's WebVR API compliant, and works with Carmel Developer Preview browser from Oculus. Photo Sphere Viewer, stable, has been around for a while, most viewer controls. More details here: http://lists.theta360.guide/t/4-top-free-360-image-viewers-for-developers/1391?u=jcasman
I was reading the Three.js wikipedia page and it states "Three.js runs in all browsers supported by WebGL." If you use canvas renderer will the application/game created with Three.js run in browsers that support canvas but not webGL. Also are there any know issues with Three.js and mobile browsers.
Actually all browsers are supported which have support for canvas. We do not support polyfilled canvas. Mainly because most of the time, we use other things beside the canvas that are not implemented by the browser.
Checkout the browser compatibility list here:
http://caniuse.com/webgl
There's another site with a pretty neat breakdown of the OS + device/browser combination support for WebGL:
http://webglstats.com
Edit: To answer your second question on mobile, problems will be unlikely if the mobile browser supports WebGL since WebGL is basically based off of Open GL 2.0 ES (Embedded Systems). "ES" is mainly targeted things like mobile devices
You can take a look at WebGL plugin for Internet Explorer 10 and below.
I need to use an animated image with several transparency levels on a webpage. I unsuccessful tried to create a *.gif with multiple transparency levels. On the other hand *.png doesn't support animations and the extended *.apng isn't supported in Webkit browers.
What image format can I use for cross browser animated imaged with smooth transparency? Supported browsers must be at least Chrome and Firefox, preferably also Internet Explorer and Safari.
We have a website that currently serves drawings to users via the SVG Viewer plugin. We have one client that sees it through IE8. With IE8, when they do a Change Zoom Level on the browser to anything other then 100%, the viewer tries to occupy the new space and zooms correctly. However, when the user tries to manipulate the frames inside that bound the viewer (it's a frameset website with the viewer being in the center) the entire site hangs. IE8 also shows that it takes up CPU cycles on the client computer, so it's trying to do something but hitting a loop.
I don't think this is actually our code and might just be something with SVG and how IE8 handles plugins and it's zoom. Does anyone know if this is a real problem and if there's a good solution?
If you are referring to the Adobe SVG Viewer plug-in, then I recommend that you (ideally) get your clients to start using a web browser that supports SVG natively — i.e. Chrome, Safari, Firefox, Opera; even IE9 (to some extent) — or use a different shim like SVGWeb to provide SVG support for those users of older browsers who also have Flash installed.
I found out what the problem was. I thought it was the SVG viewer trying to do something with the frames, when it turned out that I was just setting the frameset's initial size to the clientHeight and clientWidth, and then subtracting something from the height. That subtraction was a toolbar based in the frameset and, when you change the zoom level in the browser, there's a lock up that can occur with you trying to pull a components size and the client's size. At least, this is what I was seeing.