Is that true three.js can only work as webview in ios and Android instead of calling native graphics API? In that case the performance will be very poor?
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I have a webview that contains a video in my Xamarin forms application. Android does not allow for full screen but iOS does I know I could implement the WebChromeClient but I have only seen this done for Xamarin Android and not for forms. I can't seem to get it to work. Any ideas?
If you need to access the underlying native controls and their properties, methods and events, you do that with custom renderers.
I'm glad I found this because I don't think I could of done it on my own.
https://github.com/mhaggag/XFAndroidFullScreenWebView/tree/master/XFAndroidFullScreen/XFAndroidFullScreen
I am developing react native app. I wanted to know about design screens that is automatically adjust to iOS and android devices. For example we are using auto layout for iOS apps which gives consistent view for all iPhones and iPads.
I am little bit confused about designing screens for android and iPhones. I know how to design UI for Native platform that is consistent for all devices.
Yes, you can create UI for both Android and IOS devices using the same js file.
Mainly u need to have a good idea about flexbox. It is the base of creating responsive UI for compatible all devices. Follow below tutorials and get a good idea about flexbox and design responsive UI
https://facebook.github.io/react-native/docs/flexbox
https://medium.com/the-react-native-log/a-mini-course-on-react-native-flexbox-2832a1ccc6
and You can find a good example of components https://github.com/jondot/awesome-react-native here.
I'm building an application where i render many images in swiper, flatlist and i'm using React Native Image Component, but the component loads the images very fast on Android and very slow on iOS, also the caching is better on android than ios although i use force-cache prop, is there any way to improve image performance for ios ?!
You might want to use react-native-web-image, it often gives a way faster experience.
I have a bit of experience with React JS & React Native. Now I have just started with React VR. From what I have learnt so far, one can use React VR to create virtual reality experiences in web pages.
I have a web application which uses Three JS to create a virtual walkthrough (using panoramic images). I wanted to know whether it is possible to create a native mobile app for the same using React VR and React Native.
My main reason for wanting to do this is to harness the power of the native hardware for better performance of the app. I hope to keep most of the existing Three JS code intact by making it work with React VR.
React VR is essentially a React-ive wrapper for Three.js. So, yes, you can keep most of your Three.js code intact and pop it into an a React VR app. You can simply pop your Three.js code into the Client.js file of a React VR app.
Some of the newer phones are WebVR friendly (e.g. Google Pixel), and from my experience, work well with React VR apps. To this end, this does leverage the native hardware.
However, as for combining React VR and React Native, in short, its not possible. React VR makes Views renderable via WebGl and leverages the WebVR API that many browsers are becoming equipped with these days.
React Native on the other hand takes Views and renders them on a device as Java (android) or objective-C (iOS) Views. In short, React Native, at the time of writing this answer, does not have VR capabilities, and cannot be combined with React VR.
Check out this informative link for a more detailed discussion.
I tried to the code from Fastest 2D frame rate possible with android NDK, my try included, better options available? ,
but textures didn't show, just filled with black.
who can show me a example of how to use textures in android ndk with opengl es 2.0?
Thanks!
my phone is Moto Milestone with android 2.1.