Comments (3)
About three.js issue, I encountered this before, working on first NFT cases on AR.js. It should be fixed with latest modify with setTimeout. You can pull and try 'basic.html' example. Let me know. If it works, we can replicate it for every three.js example - anyway, it's just a matter of 'onResize' not being called at the right time.
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Tested the markers examples on desktop:
Three.js examples:
-
Most of the examples are displayed with a boxed canvas of
width=640
andheight=480
not
fullscreen. So the model sometimes is showed shifted or distorted. If you open the browser dev console and resize suddenly the boxed canvas disappear, goes to fullscreen and the model is showed correctly. Of course is not the best situation, we should fix this behaviour. -
marker-root.html example fails because:
Failed to load resource: the server responded with a status of 404 (Not Found)
-
parameters-tunning.html not works properly, probably something broken after removing aruco and tango code ( not sure also that worked in master...)
-
arjs-session.html the grid-plane is rotated ( need to be checked)
-
multimarkers learner and player does not works and won't be fixed now. We will see what to do with them....
Aframe examples:
Aframe examples are not affected by the fullscreen issue as for the Three.js's because the canvas is not boxed.
- minimal.html because it use the
<a-marker-camera>
the content is shifted even if the position setting is correct. We should change the code to use an entity camera instead.
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i saw your changes i will see tomorrow, Thanks!
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Related Issues (20)
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- 将ar.js引入three.js 请求一个功能
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