User posts Ivan Lyubovnikov
02 June 2016 12:47
Hi, Luke. The engine type means how the engine scripts will be handled in your project. This is an advanced option and it's about convenience, not about functionality. You can choose any type and build your application.
A typical workflow is: creating a project, developing, compiling and finally deploying it. All the steps except developing can be done via the project manager (the easiest way). The type, which you choose at the creating stage, affects mostly the compilation, but after you've performed the deploying you will get a complete working application with all the functionality.
The main difference is that if you choose "Compiled", then your application scripts will be compiled into a non-readable minified file. This option is the best for reducing the size of your application, but after deploying you cannot just take the application scripts and continue developing, you will need to modify the dev-version and recompile it again.
Check the documentation here, if you want to learn a bit more: https://www.blend4web.com/doc/en/project_manager.html#project-creation-wizard (8th item in the list)
I think we'll improve our documentation and will make the "creating" process more clear in the future.
A typical workflow is: creating a project, developing, compiling and finally deploying it. All the steps except developing can be done via the project manager (the easiest way). The type, which you choose at the creating stage, affects mostly the compilation, but after you've performed the deploying you will get a complete working application with all the functionality.
The main difference is that if you choose "Compiled", then your application scripts will be compiled into a non-readable minified file. This option is the best for reducing the size of your application, but after deploying you cannot just take the application scripts and continue developing, you will need to modify the dev-version and recompile it again.
Check the documentation here, if you want to learn a bit more: https://www.blend4web.com/doc/en/project_manager.html#project-creation-wizard (8th item in the list)
I think we'll improve our documentation and will make the "creating" process more clear in the future.
01 June 2016 14:40
Windows 10Unfortunately, we cannot reproduce this bug on exactly the same configuration.
AMD Radeon 6450
Pilote ATI 15.201.1151.1008-151104a-296217E
B4W ERROR: GL Error: 1282, gl.INVALID_OPERATION (draw subscene: SHADOW_CAST)
[UPDATE] Even with default scene i got the errorThis seems really strange, because the default scene with a simple cube hasn't shadows and the SHADOW_CAST subscene shouldn't be rendered.
Can you attach here the full console output for the default scene?
30 May 2016 15:18
Error during native OpenGL initпо этой ошибке гуглится вот такое решение:
ссылка
вроде, в about:support должна быть какая-то информация об ошибке, там же можно будет и сбросить настройки
30 May 2016 14:41
24 May 2016 15:21
ссылка - вот посмотрите на сколько меняется цвет той же карты… да и точка цвет тоже меняет, серой более становится что ли…Извиняюсь, не было времени посмотреть, там оказывается баг: в режиме Shadeless сейчас применяется коэффициент Diffuse Intensity, хотя не должен. Поправим к релизу, а пока, чтобы обойти ошибку, выкрутите его в единицу.
20 May 2016 13:22
Hi, Adam!
So, in case of 3d interface these problems always exist, but can be reduced in some way.
Anyway, it's turned off automatically on low quality settings.
There is also another one parameter that changes when switching the app quality. It is called "canvas_resolution_factor" and it's higher for "High" and even more higher for "Ultra" settings. That means increased canvas resolution and better visual quality. So, tweaking this option (it's possible via API) can reduce those text artifacts.
My question, is there a way for me to keep the png buttons/text at a crisp quality while the app is in overall high quality mode without having to go to ultra mode on everything?The best way, of course, is to use HTML/CSS for creating the interface, since every object in a 3d scene can be affected by different post-processing effects and every texture can be filtered by a special algorithm on the GPU .
So, in case of 3d interface these problems always exist, but can be reduced in some way.
Ok, so I noticed when turning Anti-Aliasing to "None" the text png's look great but if set to "Low" or "Medium" the text png's get really blurry. When setting it to "High" it's almost as good as having it set to "none" so that works for me!!! :)Yes, we use the FXAA algorithm here and it is less accurate on low and medium settings. It's applied to the whole final image - that's why other solutions like using the LEVELS_OF_QUALITY node or tuning a certain texture/object won't work.
So I guess with the API i could also set the app to never use low or medium anti-aliasing. For low quality setting i will set anti-aliasing to none and anything above to high setting and this way the text png's can stay as sharp as possible.Currently, we don't have an API for selecting the concrete AA quality profile, but one can turn off the AA completely upon the app initialization. So, the solution would be to set the quality to "High" in Blender and turn it off in your application if needed.
Anyway, it's turned off automatically on low quality settings.
There is also another one parameter that changes when switching the app quality. It is called "canvas_resolution_factor" and it's higher for "High" and even more higher for "Ultra" settings. That means increased canvas resolution and better visual quality. So, tweaking this option (it's possible via API) can reduce those text artifacts.
20 May 2016 10:44
Hi!
This can be changed via set_dof_params method:
This function takes a single argument - the "DOFParams" object. It can contain the following fields:
Now, I see that the detailed description of the parameter is missing in our api documentation. Thanks for pointing this out, we'll fix it in the near future.
This can be changed via set_dof_params method:
var m_scenes = require("scenes")
m_scenes.set_dof_params({"dof_rear": 1})
This function takes a single argument - the "DOFParams" object. It can contain the following fields:
{
dof_on: true,
dof_distance: 4,
dof_front: 4,
dof_rear: 10,
dof_power: 2
}
Now, I see that the detailed description of the parameter is missing in our api documentation. Thanks for pointing this out, we'll fix it in the near future.
20 May 2016 10:19
Жаль, что нет баллов всех работ. Их не так уж многов статье по итогам конкурса где-то была ссылка, приведу здесь, чтобы не искать:
https://www.blend4web.com/media/uploads/9fe93d82-d4a4-4295-87ad-e7a75a9b6d28/panda_contest_table.pdf
18 May 2016 18:59
13 May 2016 19:28