由用户创建的信息 ToshiCG
05 November 2015 03:36
04 November 2015 12:01
Hi,
I have a model with UVs stretching outside the UV box. I applied a material with a texture to it. However even though Image Mapping > Extension mode is set to Repeat, when I export to webGL and give it a go the extension acts as Extend mode.
Am I doing something wrong or is it that blend4web simply doesn't allow UVs to leave the UV box?
I have a model with UVs stretching outside the UV box. I applied a material with a texture to it. However even though Image Mapping > Extension mode is set to Repeat, when I export to webGL and give it a go the extension acts as Extend mode.
Am I doing something wrong or is it that blend4web simply doesn't allow UVs to leave the UV box?
28 October 2015 11:21
28 October 2015 06:07
Hi again :)
I am working on an app in which the content of the blend4web module mostly reacts to input from other parts of the website like clicking HTML elements.
I learned a way to accomplish that by using "addEventListener"s for each button I want to have. That works fine for testing but it might not be practical for what I am trying to do.
For example, I'd like to be able to add .json scenes and be able to switch to any of them without creating new listeners for each individual one. Same with textures: I want to have a somewhat large texture library on the site (that can be applied to models inside the b4w app) that I can extend at any point. I think it would be weird to add 10-100 listeners to my script and update it every time I add new textures.
Another thing I find weird about "addEventListener" is that it won't allow you to pass arguments to the function it calls (although I guess there must be a good reason for that).
I tried using
onmousedown="my_b4w_function()"
in html elements but I get a "my_b4w_function is not defined" error which I guess is because the function is inside my custom module and I am not accessing it correctly. As I was researching I also read that using onmousedown is not considered good practice for some reason.
So I hope this makes sense and my question is how would an experienced programmer approach this problem.
I am working on an app in which the content of the blend4web module mostly reacts to input from other parts of the website like clicking HTML elements.
I learned a way to accomplish that by using "addEventListener"s for each button I want to have. That works fine for testing but it might not be practical for what I am trying to do.
For example, I'd like to be able to add .json scenes and be able to switch to any of them without creating new listeners for each individual one. Same with textures: I want to have a somewhat large texture library on the site (that can be applied to models inside the b4w app) that I can extend at any point. I think it would be weird to add 10-100 listeners to my script and update it every time I add new textures.
Another thing I find weird about "addEventListener" is that it won't allow you to pass arguments to the function it calls (although I guess there must be a good reason for that).
I tried using
onmousedown="my_b4w_function()"
in html elements but I get a "my_b4w_function is not defined" error which I guess is because the function is inside my custom module and I am not accessing it correctly. As I was researching I also read that using onmousedown is not considered good practice for some reason.
So I hope this makes sense and my question is how would an experienced programmer approach this problem.
02 October 2015 04:19
21 September 2015 05:17
18 September 2015 11:15
Hi guys
First, thanks to the developers for Blend4Web! I am enjoying it, find it intuitive to use and can see many applications.
Alright, here is my question.
We are evaluating Blend4Web for an web application we want to develop.
I have some coding experience but I'm more of an artist so I thought it would be easier to ask if the general idea can be achieved in practice.
Very briefly we want to have WebGL application running on web page.
On the same page the user can select a texture, which would cause that texture to be applied to an object in the WebGL app. Alternatively the texture choice can also happen in the app but it should be possible to add more textures without rebuilding the app.
It's also important that the dimensions of each individual texture can be specified in some way. I think this can be achieved by changing the texture mapping size during runtime.
Hope that makes sense.
Does that sound like something that can be achieved with relative ease?
If yes, could you recommend a course of action (even a broad one would be of great help)?
Any helpful input would be greatly appreciated!
First, thanks to the developers for Blend4Web! I am enjoying it, find it intuitive to use and can see many applications.
Alright, here is my question.
We are evaluating Blend4Web for an web application we want to develop.
I have some coding experience but I'm more of an artist so I thought it would be easier to ask if the general idea can be achieved in practice.
Very briefly we want to have WebGL application running on web page.
On the same page the user can select a texture, which would cause that texture to be applied to an object in the WebGL app. Alternatively the texture choice can also happen in the app but it should be possible to add more textures without rebuilding the app.
It's also important that the dimensions of each individual texture can be specified in some way. I think this can be achieved by changing the texture mapping size during runtime.
Hope that makes sense.
Does that sound like something that can be achieved with relative ease?
If yes, could you recommend a course of action (even a broad one would be of great help)?
Any helpful input would be greatly appreciated!