I'm new to Aframe. I just setup the project via npm install.
I'm getting a THREE.js error and I can't figure out where it's comming from.
THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera
The only thing I have in my page is:
<a-scene></a-scene>
I see that the plugin are loaded in the console:
A-Frame Version: 0.2.0
three Version: ^0.76.1
WebVR Polyfill Version: borismus/webvr-polyfill#f45f87a
THREE.WebGLRenderer 76
Anyone has an idea?
Thank you.
Yeah, put A-Frame script tag in the head.
Related
I am not a 3d modeller, and new to jeeliz face filter git library. I am trying to convert one necklest.gltf 3d model to threejs(json format) using below link.
Steps for adding threejs exporter in blender
All the steps I have followed but at the end when I am checking the checkbox to enable it, its saying "upgrade to 2.8x req".
I am using blender 2.81a. I have tested on 2.81 also still not working.
Kindly help.
It's not recommended to use the JSON Blender exporter anymore. Export your models to glTF instead and then use THREE.GLTFLoader. Notice that the exporter was removed with R93 in May 2018. Just three month after the article at medium.com was published.
three.js R113
To expand on Mugen's answer, the Blender Three.js JSON exporter was written for the previous version of Blender 2.7x. When Blender 2.8 came out, it revamped almost every aspect of its engine, and the JSON exporter is no longer supported. However, it's been replaced with a much more efficient exporter you can find in File > Export > glTF 2.0. You can read about it here.
Once you have exported your GLTF file, you can import it into Three.js with THREE.GLTFLoader.
I am trying to develop an iOS (and Android) app using react-native and react-native-ble-plx. It works perfectly on Android, but I constantly get the same error on iOS. I have even started a brand new react-native project from scratch in an effort to narrow it down to the lowest common denominator, and this issue happens each time I try to run it after adding and linking the react-native-ble-plx package.
I've tried clearing caches and rebooting
I've tried rolling back to previous versions
I've tried embedding the 3rd party package to the embedded binaries, but I'm unsure what to add (I don't see a .framework file)
Any help would be greatly appreciated, I've already invested about 40 hours trying to figure this out, and I'm stumped.
I'm new to iOS development, so I'm not sure what information is would help, but here are the versions to several things:
OS: maxOS High Sierra Version 10.13.6
Xcode: Version 9.4.1 (9F2000)
Swift: Version 4.1.2 (swiftlang-902.0.54 clang-902.0.39.2)
react: Version 16.4.1
react-native: Version 0.56.0
react-native-ble-plx: Version 0.9.1
npm: Version: 6.2.0
Yarn: Version 1.7.0
Carthage: Version 0.30.1
In case anybody else was as stumped as I was, maybe this will help.
I submitted this to another site, and was graciously helped by another user there. He created this repo, which works perfectly.
I haven't taken the time to figure out what I did wrong just yet (time crunch), but hopefully this will help others.
This problem is driving me mad, I have been researching and have read about the standalone and runtime version of Vue. As far as I can tell Laravel 5.4/homestead ships with the standalone version as default.
The Vue development tools in chrome show the example component so I think that part is working correctly, just cannot render the template.
I am relatively new to Vue and npm been stuck in the past with jQuery, firstly where in laravel can I check/set I want the stand alone version of Vue? If it is not that problem does any one have any ideas?
Thanks for help
VueJS supports two ways of building apps like you said.
Load all necessary scripts within your page via script tags (not combined .vue files).
Compile and bundle all your files with Gulp, Browserify, Webpack or other tools.
Can you explain what you did so far. I guess you don't compile everything down.
The comment by peaceman was the solution, I had multiple calls to elixir, I condensed down to one and it worked straight away. Thanks everyone for your help.
I'm trying to replicate the workflow posted here: http://renaun.com/blog/2013/09/live-three-js-texture-updating-with-photoshop-cc/
This is a method for automatically refreshing a texture in Three.JS, and uses the code:
var renderer = new THREE.WebGLRenderer();
renderer.addPostPlugin(new RENAUN.LiveTextureUpdatePlugin());
When running with the most recent version of ThreeJS, the error:
THREE.WebGLRenderer: .addPostPlugin() has been removed.
Any ideas for a workaround? I can't seem to find much on addPostPlugin and would like to know how to modify the above code for the latest version.
It's removed in r69. If you need it use r68 instead.
I used kinetic-v3.10.4.js for almost all my work.
Now the requirement changed and I need to add few more functionality that are available in newer versions.
So I started using kinetic-v4.0.1.js.
I made a sample file and it is working fine but few functions like saveImageData();,DetectionType.etc. are not working in 4.0.1 as they have been updated and instead of saveImageData(), createBufferImage() is the new function.
I am redoing everything with kinetic v4.0.1 now.
I can't find the old example in the website that was using createBufferImage() for image event detection as it has been updated to 4.3.3
So anyone having any old example that help in pixel detection/image detection with 4.0.1
How about searching from archived internet contents, archive.org
http://web.archive.org/web/*/http://html5canvastutorials.com