I would like to know how I can combine both Three.js and Easel.js?
I know that there are few games are using these 2 libraries.
But can someone describe/explain how normally these 2 libraries are used together?
I don't know what the current state of play is with three.js, but I've semi-successfully combined them using 3 overlayed divs in the past: bottom canvas, webgl/three.js, top canvas. Then just draw and update all 3 canvases appropriately. A bit messy but it sort-of works!
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I'm trying to use a sprite sheet in my background animation. The sprite sheet is made up of multiple objects of varying sizes and shapes. I want the sizes/shapes to be used consecutively in a "floating" type backgound animation. I have no clue how to start the code. Can't seem to find anything like this on the Stack Overflow site. Ps. I'm not trying to animate one (1) object (such as a running man). Please HELP!!
I tried using JS code for animating bubbles and just replacing with my script.png. It didn't work. The example background that I'm trying to duplicate is found at https://lusion.co - If you page down until you reach about the third page, you will find a colored background with floating objects, along with a scattered light and fog. Lusion used a sprite sheet for the objects. I have a copy of the sprite sheet. They seem to hide their code, so I can't use their site for learning.
After sorting out the issues in this question, I was finally getting image data from my render target. BUT, that image data does not seem to use anti-aliasing. (It also doesn't seem to have any alpha values where 0 < a < 255, but that may be a different issue).
I saw in this thread that anti-aliasing isn't available for render targets, but that was in 2011. Is that still the case? Do I need to employ post-process anti-aliasing if I want it for my render target?
This issue is present in both r76 (what I'm using from my previous question) and even the latest, r86.
Here's an example image, if it helps. The gray background is the image rendered to the main canvas, while the transparent background comes from the render target. You can really see the aliasing on the edges between the faces.
this answer is some late (3 years later) but, in this discussion is the solution: https://discourse.threejs.org/t/why-is-a-custom-fbo-not-antialiased/1329.
With the next release of three.js (R101), it’s possible to use a new type of render-target to solve this problem. WebGLMultisampleRenderTarget enables the support of multisampled renderbuffers. You can now perform “render-to-texture” and have an antialiasing render result. A post-process AA like FXAA is not necessary anymore.
Important: It’s required to use a WebGL 2 rendering context since multisampled renderbuffers is a WebGL 2 feature. -
Basically I have an opaque View covering a screen, and I want to build an animation that is something like a (perfect circular) hole in the view forming in the center (so to reveal whats underneath) and expanding outwards.
I'm thinking that there could be a few creative ways to get this done, and that perhaps the most corresponding CSS property to play with would be 'clip-path'. If that is the case, I don't believe ReactNative Views offer that, and 3rd party libraries w/ SVG & clipping features seem like they wouldn't play well with Animating the effect.
Any ideas much appreciated!
You could use https://github.com/react-native-community/react-native-svg !
The library supports SVG's better and allows you to animate with Clip-path!
I'm looking into making a jigsaw game using html5 canvas and JavaScript. I have the images(pieces) in place, and they are draggable, but I'd like the pieces to act like they are on a grid so that when you click and hold while dragging an image it can only be placed on certain tiles within the 3x3 grid.
A similar question was asked on Stack before but the only response pointed to a drupal module and I'm not using drupal. I found one more similar solution online that uses Asp.net but I'm hoping to solve this all on the front-end, and if I have to use some server-side code I only know PHP.
The renderGrid function for canvas it seems, just draws a grid, but doesn't make it functional for snapping objects to certain places.
Does anyone have clues on how to do this?
Use divide/floor down math when setting coordinates. E.g. to space x for each 24 pixels:
var gridx = Math.floor(x/24)*24;
I'm setting up an experimental html5 website using canvas.
I am drawing 3 circles all next to each other and all I want to know is how to be able to select them.
I'd like them to become links, in a way. Not tags, since everything's gonna be created using javascript.
Something like kinetic JS : http://www.kineticjs.com/, but without the extra library.
I have found some scripts that are using ghost canvas and contexts, but the examples are for dragging and stuff. I only want to be able to select my shape and execute some code.
Thank you!
I am thinking you might want to look into the IsPointInPath() method. It will help you figure out whether or not the mouse clicked on your canvas object.
See Detect mouseover of certain points within an HTML canvas?
if you are talented in xml i suggest you to use canvas + SVG (http://www.w3schools.com/svg/)
And follow this simple example.
http://jsvectoreditor.googlecode.com/svn/trunk/index.html
regarding to SVG and Canvas , the differences are obvious, as you can load bitmaps in SVG, and you can draw lines using the canvas API. However, creating the image may be easier using one technology over the other, depending on whether your graphic is mainly line-based or more image-like.