In the example program given here in Dart, why is the image texture initially upside down? It seems to be flipped upside down, not rotated. Why is that?
Here is the example running, I am talking about the cube texture on the first frame when you view it, before it rotates. I made an example based upon this but I am upset to find the texture flipped upside down.
In the example program given here in Dart, why is the image texture initially upside down?
For me, the example shows the texture upside down not only in the first frame but in all frames (by comparing the texture and the running example). I am not sure why you and I are seeing different things.
In any case, this seems to be an old bug in CubeGeometry in three.js, which was fixed in July 2012 but has not been fixed in three.dart.
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I have a pretty strange behaviour with three.js when I try to load different textures for an environment cube map. Everything works fine till I try to test the same scene with larger textures. My camera is pretty much stable so I only have to change one side of the env cube to a large resolution texture as that will be the background of the scene which will be visible, the other 5 sides are small pngs - those are only visible in reflection.
There is no clear breaking point, what seems to usually work as an image for the env.cube is about 600x600px-ish, going any higher resulting in the scene loading completely black.
To make the scene look nice on most devices, I have to go up to a resolution around 1500x1500px (so not insanely large) for the background, and I have no idea why it breaks with a bigger image.
What I already tried/did:
image paths are fine, overwriting a working image to a larger version also breaks the scene.
I had no other idea what to try, maybe it has to do something with photoshop and its image encoding or something along those lines?
the scene contains:
a camera, a gltf model to test with and the environment cube. everything works perfect with small textures.
I already looked at the texture documentation of threejs and found nothing about what could cause this behaviour, I'm completely stuck.
I have a very specific issue. I am doing a demo in VR with three.js where I want to display 2D data. The data that will be displayed is dynamic (Text info) and needs to be animated.
Animate CC providing a nice suite of tools is an easy choice for this. With three.js, the way I found to add some 2D animation in the world, was to create a plane, add a texture from a canvas I created, which I update on RAF. No problem as of now.
The canvas I'm rendering is also the one that I create my stage from. Here the issue : Whatever the animation is (even an empty stage) I see a drop in framerate of about 15, as soon as I add the eventlistener on tick for the stage update. I tried many things (like not even adding the mesh, onto which I draw the canvas, to my scene) And If the eventlistener is added, I see my fps take a hit.
Whether the animation is "heavy" or not, I see this drop in framerate. And that drop is a big issue in VR since staying on 60 FPS is pretty much a must have at this point.
Any lead on what I could do to make this better ? Thank you !
I am a total beginner to Unity, but I'm getting familiar with the interface and the way scripts work with Game Objects. Some days ago, I came across with an article regarding a 3D LED Matrix controlled by Unity and since then I've been trying to make it work with my project.
Original article: http://philippseifried.com/blog/2014/10/29/3d-led-matrix-with-unity/
Basically, once the script is attached to an Orthographic camera (or at least that's what I understood from the article), the camera layers and "slices" the scene, transforms it into a pixel matrix and paints the result into some preview layers dynamically generated.
I have accomplished to attach the camera and get the preview layers to show up. However, I'm unable to get the final result the article shows, as preview layers show absolutely nothing. I think it has to do with the fact that the author is using some kind of transparent planes I have been unable to replicate.
It would be great if someone could guide me a bit to get the exact same result of the article by reading it and watching the last Vine, as it shows his Unity screen with the transparent layers working up and running.
The script was looking at the background color to decided wether a pixel had to be painted or not.
Changing the camera background to transparent (RGBA) was enough to see the final result.
this is a noobish Irrlicht question because I just started working with it, but my problem is this: all the triangles of the mesh I'm rendering that have even one vertex out of screen, gets entirely culled out. this caused parts of the mesh that are partly out of the screen be completely invisible.
here's an image to illustrate the problem:
any ideas? (my camera is an FPS camera).
thanks!
ok apparently this only happens in software rendering, with OpenGL it's ok.
I am working on a simple painting app using LibGDX, and I am having trouble getting it to "paint" properly with the setup I am using. The way I am trying to do this is to draw with sprites, and add these individual sprites into a background texture, using LibGDX's FBO commands, when it is appropriate.
The problem I am having is something relating to blending, in that when the sprites are added to this texture that I am building, any transparent pixels of the sprite that are on top of pixels that have been drawn to previous will be brightened up substantially, which obviously doesn't look very good. The following is what the result looks like, using a circle with a green>red gradient as the "brush". The top row is part of the background texture now, while the bottom one is still in its purely sprite drawn form.
http://i238.photobucket.com/albums/ff307/Muriako/hmm.png
Basically, the transparent areas of each sprite are brightening anything below them, and I need to make them completely transparent. I have messed around with many different blending mode combinations and couldn't find one that was any better. GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA for example did not have this problem, but instead the transparent pixels of each sprite seem to be lowered in alpha and even take on some of the color from the layer below, which seemed even more annoying.
I will be happy to post any code snippets on request, but my code has become a bit of mess since I started trying to fix these problems, so I would rather only put up the necessary bits as necessary.
What order are you drawing the sprites in? Alpha blending only works with respect to pixels already in the target, so you have to draw all alpha-containing things (and everything "behind" them) in Z order to get the right result. I'm using .glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA);