WebGL

Android - Xwalk crash after Oreo migration

强颜欢笑 提交于 2019-12-13 20:27:00
问题 I want to make some changes to an application targeting Android SDK 22 (5.1) . I loaded the project in Android Studio 3 , got the Gradle upgrade message. Of course, doing that makes the whole thing explode as the way the new Gradle handles dependencies has become very nitpicky. I decided to go all out and just do the whole migration. Would have to do it at some point anyway. The application uses an XWalkView (extended in a class), instead of the native Webview, as we want to have some WebGL

Possible to run/create 3d animation without need for webgl in HTML5?

落花浮王杯 提交于 2019-12-13 19:57:15
问题 We're trying to find a solution to running/creating 3d animations for use on devices that have no webgl (office computers have weak video cards) and can run on IE8 as a minimum. Of course, no plugins shall be downloaded. We can run HTML5/CSS3 if we use a pollyfil such as css3pie, etc. Is it just not possible to do 3d stuff with a device that has no webgl support? Thank you. 回答1: I've used three.js succesfully with the CanvasRenderer(see Canvas examples). If it helps you can also try some of

Three.js StereoEffect cannot be applied to CSS3DRenderer

╄→гoц情女王★ 提交于 2019-12-13 19:47:23
问题 I'm in the process of developing a chrome VR web app. Now I'm desperately trying to figure out how to render a website into my into my stereoscopic scene which has some meshes in it. So I have my renderer for the meshes, which works well. The following code is only the relevant snippets: var renderer = new THREE.WebGLRenderer(); Then i have my stereoeffect renderer which receives the webgl renderer: var effect = new THREE.StereoEffect(renderer); Next is that I create the website renderer, and

WebGL textureCube bias causing seams

泪湿孤枕 提交于 2019-12-13 16:32:26
问题 I am experimenting with a dds texture and cubemap mip maps. When changing the bias in textureCube() i get really nasty normal artifacts. I have no idea what is causing this and cant find much reference on the bias parameter. Live: (need to switch to uv and turn off normal) http://dusanbosnjak.com/test/webGL/new/poredjenjeNM/poredjenjeNormalaBias.html Screen: More Screens: Bias 4 edit Also of note, when you orbit around at say bias 6, you can clearly see the cubemap looking more or less

WebGL/OpenGL: Rotate camera according to device orientation

走远了吗. 提交于 2019-12-13 16:23:41
问题 I have a web application I am trying to show a plane of map image tiles in a 3D space. I want the plane to be always horizontal however the device rotate, the final effect is similar to this marine compass demo. I can now capture device orientation through the W3C device orientation API for mobile devices, and I successfully rendered the map image tiles. My problem is me lacking of essential math knowledge of how to rotate the camera correctly according to the device orientation. I am using

Texture is not generated valid (probably)

本小妞迷上赌 提交于 2019-12-13 14:43:24
问题 My app for volume ray casting in WebGL is almost done. But i have found a problem. I have to simulate 3D texture by 2D texture. It is not problem. I am creating a huge texture from small slices. Dimensions of huge texture are about 4096x4096px. Problem is, that in some examples (it depends on number of slices) there is creating sth. like on the image bellow (i filled huge texture to white to be the fragment more visible). I know that num of stripes depends on num of rows in huge texture. I am

iOS PhoneGap app using WebGL

纵饮孤独 提交于 2019-12-13 12:07:18
问题 Which is the WebView of a PhoneGap app, is the Safari mobile or desktop one? Is it possible to use WebGL in PhoneGap apps? If not which they work around to use them being able to submit the app to the Apple Store and Android Store Will I be able to submit to Apple Store a PhoneGap app that uses WebGL? 回答1: UPDATE: iOS 8 brought WebGL support on the UIWebView and WKWebView, so if you don't want to support previous versions you can use it without CocoonJS See more details on ludei's website OLD

No texture bound to the unit 0

末鹿安然 提交于 2019-12-13 11:08:15
问题 I am currently facing an error that I cannot seem to figure out. In chrome I am receiving: GL ERROR :GL_INVALID_VALUE : glTexImage2D: invalid internal_format GL_FALSE RENDER WARNING: there is no texture bound to the unit 0 Which is resulting in my 3D object having just a black texture rather than the image I have waiting to be rendered. 回答1: internal_format is the 3rd argument to gl.texImage2D . The error mesages says you are passing either 0 or undefined or null . All of those become 0 which

For loops are disturbing rendering

微笑、不失礼 提交于 2019-12-13 08:20:07
问题 I have some pretty simple 3D objects (basically THREE.Sphere which is a parent of 1-30 other THREE.Sphere s, with RGB color and no texture) to display in somewhat real time animation. The rendering is done in no time indeed, but I have some simple iterative calculation ( for-loops ) that are disturbing my display capabilities. The rendering itself is not the problem, but the computation for the next frame vertices is what causing the pain Meaning, when I just run the script, I can see that

math formula for color and alpha in webgl

半腔热情 提交于 2019-12-13 07:42:00
问题 body { background-color:black; } #myCanvas { background-color:rgba(55,23,88,0.5); // (bg_R,bg_V,bg_B,bg_A) } var myCanvas= document.getElementById("myCanvas"); gl = myCanvas.getContext("webgl", { premultipliedAlpha: true , alpha:true }); gl.clearColor(0.8, 0, 0, 0.5); // (ccR,ccV,ccB,ccA) gl.clear(gl.COLOR_BUFFER_BIT); Now i am looking the color of the resulting canvas : rvba = 222,8,33,255 var myCanvas= document.getElementById("myCanvas"); gl = myCanvas.getContext("webgl", {