Three JS, Combined camera Documentation and support - three.js

Is the Combined Camera in Three Js depricated in the recent release or is it an issue? Because I am unable to see its documentaion which was supposed to be here. But the page is not available now. Also the example for the same is supposed to be here. It is also not available now. I have gone through the recent release versions and js files related to Combined Camera are missing in r88(latest release).Can someone suggest if I can use the Combined Camera or any other alternative to switch between Orthographic and perspective camera.

Related

Why is the Camera of AreaLearning Demo Sence different from Gankino and IKariotikos Version? Is there a special reason?

Hello? I am a Korean developer who is developing using the Tango Unity SDK.
I'm using the GanKino version and are now updating to the IKarioTikos version.
Is there a specific reason to use TangoCamera instead of Tango ARCamera in IKarioTikos's Demo Sence, AreaLearning?
Actually the change has been made since Gankino's update in may 2017. If you look at the release notes, it says:
SDK updates: The Tango Unity SDK now has a single TangoCamera prefab
that supports the TangoARCamera and TangoDeltaCamera use cases.
What I understand is that they just grouped the different prefabs they used to have (TangoARCamera, TangoDeltaCamera) into one single prefab called TangoCamera. The point is that they didn't update the examples so AreaLearning example still uses the now deprecated TangoARCamera.
Except the fact that they say it is now deprecated, I personnally have no problem of still using TangoARCamera prefab in my app. I might change when the examples and tutorials will be fully updated.
TangoARCamera and TangoDeltaCamera have been deprecated in the latest release. You can just use TangoCamera now. Just remember to enable the TangoARScreen script component in order to enable AR functionality.
I've successfully built and run AR apps with TangoSDK_Ikariotikos_Unity5 on Unity 5.6.3f1 using the above approach. Do note that initial releases of Unity 2017 does not support the Tango downloaded package so best to use 5.6.xxx

Label Image scale issue in Codename one library 3.3

We are using the following code to download image from our server and display it with a label:
ImageDownloadService.createImageToStorage(IconSrc, label, IconSrc,
new Dimension(width,height), ImageDownloadService.PRIORITY_NORMAL);
After upgrading to the latest library 3.3, theimages are no longer scaled properly. It either only shows one corner of the image or scales the image up to fill the entire space.
This issue does not occur once I fall back to the older library 3.2.
Looking at the code of ImageDownloadService I don't quite understand how this functionality worked in the past.
We don't really use that class internally and have recommended that developers migrate to the far superior URLImage class. I'll have a look at trying to fix that regression but I'd strongly suggest you migrate your code to the newer API.

image Effect android using GPUImage

I am not even aware of Image Effects, I am trying to use Image filter to one image on which i have done with Drawing. For Drawing i have used DrawingView but now for effect i googled it and i have came to know that it can b apply using GLSurfaceView, ImageView, etc but i dont know
[FIRST QUESTION]
it can be apply to DrawingView?
Now i have tried GPUImage i found some code from github but not worked for me because i dont even know how i works
[SECOND QUESTION]
Steps to use GPUImage for image effects?
i have reffered this examples:
https://xjaphx.wordpress.com/learning/tutorials/
(this is not using GPUImage but somehow main goal is image effect)
http://www.java2s.com/Code/Jar/g/Downloadgpuimagelibrary110sourcesjar.htm
(Download Library from Here - ver- 1.1.1)
http://grishma102.blogspot.in/2013/10/apply-effects-on-image-using-effects.html
(Nothing happning to image when clicking menu)
https://github.com/CyberAgent/android-gpuimage (What is that i did not understand: code? then why Library folder is there?)
already asked questions but not worked
How to apply effects to camera images?
(Complex for me)
https://developer.android.com/reference/android/graphics/package-summary.html
(Theory)
https://stackoverflow.com/questions/29592646/display-grayscale-to-color-image-when-state-change-using-gpuimage-in-android
How to add image effects in android ?
and many more available but i dont know how to do that.. Anybody can suggest something better.. Thanks in Advance.
First question: You should try again and run GPU lib follow link https://github.com/CyberAgent/android-gpuimage. It should work if you config project properly
Second question: Don't use other libraries for Image effects, because it is written by Java code, you will face with Out of memory problem, take time for each effect by Java code also, it is really annoy. GPU lib is written by C++ and it is really cool to apply for Image editor apps
Hope you run GPU sample successfully

What is the best practice to resolve issues due to updated revisions in Three.JS?

I have some codes developed using Three.js R52. I need some features in some code developed using Three.js R56. While I tried to add those features to the original codes developed in R52 and replace the reference to R52 with that to R56, it tells me some some error.
For example, in the original code based on R52, THREE.Matrix4().multiplySelf function is used. After I change the reference to three.min.js from R52 to R56, I came across errors saying:
TypeError: multiplySelf is not a function.
Then I go through the changes listed in https://github.com/mrdoob/three.js/releases by searching "Matrix4", I did not see any note related to method 'multiplySelf'. I searched "multiplySelf" and it returns no entry found. I searched three.min.js R52 and found function "multiplySelf". But there is no 'multiplySelf' in R65.
Could anybody tell me what I should do now? And in general, what is the best practice to resolve issues due to updated revisions in Three.JS? Thanks...
I would create different sandboxes with the different versions of three.js. As such, I would be able to move from one sandbox to another and testing my functions without contaminating my code. I call sandbox a folder whose name is distinctive per three.js version where I only keep functionality relevant to that release and I never mix sandboxes. Usually you would have to keep a copy of your code in each sandbox until all the translations from one release to the other have been performed.
In addition you can use code like: if (THREE.REVISION < 58) to separate the different versions of three.js in your code.

THREE.js seems to not work on localhost server

I am just starting out with THREE and have come across some odd failures which I believe are due to localhost / same-origin-poicy.
In short I created my own animation using armatures in Blender and exported using the three.js exporter plugin. The model displays but the animation doesn't run.
I used the online skinning animation example as the basis for the code and thought I may have incorrectly stripped out certain code that was causing it to fail but after looking for a couple of hours I have come to the conclusion I haven't ripped out anything incorrectly so...
To test if the example code worked locally I copied the online skinning animation example code including the buffalo.js/png files, modified the file references to map to my local copy and tried to run it in a local IIS server and all I get is the stats and no animation or model.
I checked the firebug console and only had a coupe of depreciation warnings no errors. I also checked with my model and code and I get no errors or warnings...
Anyone had this experience before? (I tested in chrome/firefox both had same behaviour)
Am happy to post code but the JSONLoader(ed) model is massive.
Thanks (and sorry for the long windedness of this SO question)
When it comes to running things on your local machine, have you tried the steps on this wiki page? How to run things locally
One example on the page suggests: chrome --allow-file-access-from-files
It's possible that your issue is related to the steps taken during your export. Without the exact errors or screenshots it's difficult to know where the issue originates from. Things to look out for:
Is your model being exported at the first frame?
Do you have the latest .py export plugin for Blender?
Using the latest version of Three.js?
Tried using THREE.SkinnedMesh?
Here is an article that gives you a brief overview of what is required for animated meshes within Three.js: Skeletal Animation
This second article provides a much more detailed tutorial, complete with example code at the bottom of the page: Skeletal Animation +1
In order to rule out same origin policy you can actually disable the security checks chrome uses when it starts up by adding this to the target window on your shortcut properties
--disable-web-security
see here for more information : Disable same origin policy in Chrome

Resources