how to clone Movieclip by Java script - createjs

i try to clone Movie clip that contain motion and graphics by java script
i have the following error: Uncaught Movie Clip cannot be cloned.
I wonder how this is accomplished?

From the official documentation:
MovieClip instances cannot be cloned.

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What is wrong with this Blender node setup?

When I attach the normal map texture node to the Principled BSDF node for my plane I get a distorted reflection from the single light source (a point light). What am I doing wrong here? I've attached an image of my node setup.
I learned from an online tutorial that I need a Normal Map node between the normal.jpg texture node and the BSDF.normal socket. Once I put that in, everything worked as expected.

Light problems nwjs and threejs

I'm having problems with the lighting in my proyect, I'm just using normal direct light.
light = new THREE.PointLight( 0xfefffe);
But the problem is that with the 0.12.3 version of nwjs the objects in the scene are black (like if there was no lights) and sometimes the start flickering in red, black and green.
If I change the original libEGL.dll and libGLESv2.dll with the ones in the 0.13.0 version of nwjs it works fine but only in some hardware... I don't know whtas going on, what can I do to make everything work just fine?
Thanks
So, this is what hardware limitation it seems. I used PowerVr device driver *.dll ( EGL and opengles ) for solution. Curious to know this problem happen on ubuntu/linux devices?
Since you are creating material which take light vector as input check on the basic material and see the result.
Plus try to make the custom material shader which has (ambient,specular, (diffused optional) ) and then see result on machine.
Since the dll contains the implemenation of gles stuff onto window machine I believe you see this issue on window itself.
Black only comes when it require light vec into fragment shader and it is not been passed so texture2D result with light of undefined give you blackish output

Object illisible in the image render of blender

I have an object in blender which I download it from the Net. But when I run the render, the object doesn't exist.
What is the problem?
Maybe rendering is turned off for that object? In the outliner, there are 3 icons: an eye, arrow, and camera. Check if the camera icon is enabled, disabling will hide that object from the render view.
Which renderer are you using for your project and which renderer was the model you downloaded set up for?
If you are using Blender Internal and the model was set up for Cycles or vice-versa that could explain the issue and why creating a new material corrected it as BI and Cycles have different material setups.

Does the Qt Quick 2 Scene Graph sync to vsync on EGLFS?

I am studying about Qt Quick 2 in Qt 5.1. It is cool. However, I do not get it about Scene Graph feature. If I just create Flickable, put a bunch of Images to it, and show this in QQuickView on embedded device with EGLFS backend - am I using the Scene Graph or not?
If yes, why do I see tearing - Scene Graph should be VSynced?
If not - what should I do to use it with Flickable? Or does it mean I should implement all from scratch?
My app is basically allowing to browse an endless generated image.
QtQuick2 has as its only backend the scene graph. So yes, you're using it. Whether that's going to be vsynced, it's another story -- mostly depends whether the scene graph is using a render thread or not, and the quality of the drivers (i.e. if swapping buffers will wait for the vsync). You can try
to run your app with the environment variable QSG_RENDER_TIMING set to a non-zero value; this will print frame statistics for your application. (See here for more info.) If your frame lengths are not an exact multiple of the vsync interval, then you're not having vsync
to run your app with the environment variable QT_QPA_EGLFS_FORCEVSYNC, which will try to use the FBIO_WAITFORVSYNC ioctl to attempt to sync with the vsync.

Check iOS XCode Project Files: openGL Particle Emitter for GLKit

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Now I tried to take only the particle emitter out of his game project to reuse it (I need it in 2D) and I made it up to a state without any compile error - but couldn't see nothing...
Here is the project file. Could anybody tell me why there is no particle emitter visible?
thnx!