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1  Questions & Help / X3D / Re: Replace USE (option U) in aopt leads to model without shadows on: March 15, 2014, 08:07:28 pm
Hi, you really mean shadows? Those have to be enabled. And I used BinGeos several times together with shadows enabled. Could you provide a test case where it doesn't work?
2  Questions & Help / X3D / Re: Replace USE (option U) in aopt leads to model without shadows on: March 11, 2014, 12:17:20 pm
And now I see your problem: you mixed up the -u and -U options. These are case sensitive. You might want to use u instead?
3  Questions & Help / X3D / Re: Replace USE (option U) in aopt leads to model without shadows on: March 11, 2014, 11:35:04 am
This is strange, could you please open an issue at x3dom's bugtracker (prefarably with test): https://github.com/x3dom/x3dom/issues

However, I'd recommend using BinaryGeometry instead, which is more efficient, here is a tutorial: http://x3dom.org/docs/dev/tutorial/aopt.html
4  Questions & Help / X3D / Re: Replace USE (option U) in aopt leads to model without shadows on: March 11, 2014, 10:33:50 am
Do you export to an HTML file? If so, you can't use self-closing tags, which means that appearance and so on has to be defined like follows:

<Appearance DEF='two'>
     <Material></Material>
</Appearance>

...

<Appearance USE='two'></Appearance>
5  Questions & Help / X3D / Re: Replace USE (option U) in aopt leads to model without shadows on: March 07, 2014, 09:30:31 pm
Spaces and commas are both treated as whitespace, that is not the problem. When the appearance is totally white, then usually the reason is that there is no material and/or no appearance node in the shape. The spec is strange in that the object is rendered white then:
http://www.web3d.org/files/specifications/19775-1/V3.3/Part01/components/lighting.html#Lightingoff
Maybe during conversion somehow the appearance got lost or couldn't be resolved.
6  Questions & Help / Interfaces / Interaction / Re: get the Viewarea-Node in C# on: January 28, 2014, 05:31:50 pm
Try engine::viewarea instead.
7  Questions & Help / Interfaces / Interaction / Re: No valid license for ShoreFaceTracker found on: December 26, 2013, 12:23:11 pm
You have to buy a license. Contact person is J. Behr; details are here:
http://www.instantreality.org/contact/
8  Questions & Help / Scripting / Re: Control speed of scene via javascript on: November 05, 2013, 03:38:31 pm
Hi,
you can access nodes from the engine NameSpace via engine::<nodeName>. In your case "engine:: defaultTimerJob" should do the job...
9  Questions & Help / X3D / Re: Mouse Cursor Help on: October 03, 2013, 10:42:51 am
For immersive 3d interaction you can use the UserBody node as representative: http://doc.instantreality.org/tutorial/immersive-pointingsensor-interaction/
10  Dailybuild Feedback / InstantPlayer (Linux) / Re: URLS dont work on: September 22, 2013, 05:04:34 pm
Hi,

then just use sav or saq (which are command line versions of the InstantPlayer tool, located in the Instant Reality/bin folder). Therewith, you can open an URL like this (supposed they are in your PATH variable):

saq HERE_GOES_MY_URL_OR_FILE

BTW: I wouldn't recommend using the tool called InstantPlayer on Linux (which is sort of broken), use instead sav or saq, which as mentioned are also part of the Instant Player package and likewise located in the bin folder.
11  Dailybuild Feedback / InstantPlayer (Linux) / Re: OPEN URL on: August 06, 2013, 03:37:24 pm
Have you tries sav or saq instead (in the bin directory)? Do URLs work if you refer to them in an Inline node?
12  Questions & Help / X3D / Re: X3D Nurbs + Instant player on: August 06, 2013, 03:34:43 pm
Do you use a 32 or 64 bit player version? Did you check with dependency walker (http://www.dependencywalker.com)?
BTW, I've opened a ticket in our bug tracker to include a suitable GLU in the next builds. However, might take some days as currently most people are on holidays...

And thanks for the crash example, we'll check it.
13  Questions & Help / X3D / Re: X3D Nurbs + Instant player on: August 01, 2013, 10:19:21 pm
There is no GLU32.DLL in the IR bin folder. And the Windows version is the 1.2.2 one. You can grab the sources from here (scroll down): http://www.mesa3d.org/download.html
However, I've just realized that they do not provide a Visual Studio solution anymore. But given you have managed to build a version, just put it next to your exe.

Concerning advancedStatic, could you provide a little example showing the crash?
14  Questions & Help / X3D / Re: X3D Nurbs + Instant player on: August 01, 2013, 10:25:01 am
Quote
- simplyStatic = what I want, but need glut 1.3
- advancedStatic = the best, but need glut 1.3

For simpleStatic, it's glu, not glut. At the moment, I can only recommend to grab the Mesa sources and build it yourself. There is an open bug report to include that DLL into the windows built, but it's not yet done, sorry for this.

For advancedStatic, it uses the OpenSG nurbs implementation. However, this implementation has the problem, that nurbs curves are not yet implemented.
15  Questions & Help / X3D / Re: X3D Nurbs + Instant player on: July 31, 2013, 11:02:57 pm
Concerning 1, try the field 'meshGenerationType' as described here:http://doc.instantreality.org/documentation/nodetype/NurbsSurface/
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