First to thank for the great support you allways have provided me.
I have modified the SelectionBox and SelectionHelper modules published in threejs in order to work with instances.
The point is that if I try to use it with an orthographic camera the selection is not accurate. It works properly with a perspective camera.
Note:
In order to enable|disable area picking just double click left mouse button.
In order to test the code with an orthographic camera just comment perspective camera initialization and uncomment orthographic camera initialization in init function.
Here my fiddle:
enter code herehttps://jsfiddle.net/6f3gx8hb/
In perspective camera it works fine but not in ortographic camera
Best regards
Related
I'm trying to create an AR game (similar to FPS), which requires camera stacking to allow for an AR base camera, as well as an overlay camera with overlays such as health points, bullet count etc. However, upon creating an empty GameObject and adding a camera component, I realise that I do not see the Render Type option in the inspector pane.
May I know what went wrong? Or how should I go about creating an AR game with a live AR camera feed with an overlay displaying health points etc?
Thanks and cheers!
enter image description here
I am trying to replicate a view from a phone (using DeviceOrientationControls) to a desktop (using TrackballControls). I am passing the view state (camera position & direction) through an intermediary server, and have that part mostly working.
I'm having trouble setting the camera rotation on the desktop. The cameras are sync'd to look at the same point, but the view on the desktop (receiving the view state from the phone) rotates around the view angle.
I definitely don't fully understand quaternions or rotation order. I've tried applying those, but clearly I'm out of my element. I guess I'm just looking for some hints on how to sync the camera rotation on the desktop.
Looks like I had a (trackball) controls.update() in my animate() that was blowing away the rotation that I was setting. Camera position and direction are not changed by this, but the rotation (or the "roll" of the camera) was.
In TrackballControls, it would be nice to have a setting for programmatically updating the camera's rotation that wouldn't get squashed by a call to rotateCamera(). I'll have to think about that, because it doesnt seem like it would be easy to implement.
I may be making this harder than what it really is, but I am also pretty new to developing games. Currently I am making a practice scene to get back used to the unity engine as I have not had time to use it since last summer. My issue is that I can not figure out how to lift the camera in game mode. Notice my photo below, and how much of the "underground" is showing. I want to raise the camera to keep it at the very least a specific y axis value, so that I can make less of the ground visible, and more of the background visible. If I am over complicating this, please also let me know. Thank you
If main camera is still then just lift the camera in scene view you can see changes in game view.
Or if camera moves with respect to player then you have to use a script and attach it to camera and get a reference of player transform in the script and according to the player position change position of the camera. Add an offset value in y component of the camera.
There is a problem that multiple users of my model have noticed, namely that when you right click the model (here), the movements are hypersensitive. Orbit and zoom are fine and steady, but pan now more often than not results on the model rapidly shooting off into the distance. I've been playing with the camera controls to no avail and I don't want to simply remove the pan option for the client.
Also, is there any way to transition between cameras without a fade, just a movement of the camera?
Also, Verold not working on Internet Explorer 11... any news?
Thanks
Solved: problem was the focal point (white lined sphere). Had been set off accidentally far off into the distance (can be easily done without noticing and there is no undo). Just brought it back to the object.
i developed a game for the iphone4. Now i got problems with the iphone5 and the 4inch screen. My game is on the left side of the 4inch screen and i have a big black border on the right side. But the buttons from the game are in the middle of screen, they have same position like on the iphone4. I checked everythin but i dont know why the background-images and the sprites are on the left side and the buttons are in the middle. I want that everything is in the middle or on the left side. It would be great if anybody could help me!! Thanks!!
COCOS2d-iPhone:
If you're using the latest beta, the only change you should need to
make is export all your images at twice the size and use the "-hd"
suffix, similar to Apple's "#2x". The documentation also says you need
to set the content scale factor of the director.
You can find the documentation here.
and more detail here.
COCS2d-X:
Cocos2D-x has a very easy solution for multi-resolution problem.
In fact you just need to set your DesignResolution and then just imagine your target device will has this resolution.
If target device really has this resolution ( or some other but with same ratio) cocos2d will handle to fix screen and your game looks same in all devices.
And when ratio of target device is different, you have many option ( as cocos2d language, policy) to manage that.
For example if you use Exact fit policy, cocos2d will force your game ( and design) to fit target device screen (without that black boarder).
Exact fit
The entire application is visible in the specified area without trying
to preserve the original aspect ratio. Distortion can occur, and the
application may appear stretched or compressed.
For more detail just take a look at this link : http://www.cocos2d-x.org/projects/cocos2d-x/wiki/Multi_resolution_support