Trying to run Awesomium in my game with an HTML script - awesomium

I recently tried to implement youtube videos/Twitch streams to my Awesomium engine in the game.
However, it seems that the game refuses to output any videos and I am faced with the black screen issue. Would that be a flash issue? or is it related to something different?
Side note: gifs, images, text, and various css styling works fine. Even mp4 files don't work.

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How do i display html/css/js on chromecast

im trying to make a "infoscreen", and i want my chromecast to show relevant info like date, clock, weather etc...
I have made a Node.JS (Express) Application that makes a "screen" and displays all this data. I have tried to look into Google Chromecast recievers, but i can figure out a good way to use html/css/js instead of media files like mp4.
Is there a possibility to use html/css/js on chromecast?
i have a link for this screen here: https://im-infoscreen.herokuapp.com

mapbox offline custom style -> need png

I have created a custom style, with custom tileset, which displayed correctly in Chrome, but not in Safari or in iOS app (tiles are downloaded for offline).
I am trying to figure out how to specify that I require png tile set and so far came up with nothing.
Can you please point me in the right direction?
Edit: Perhaps it is not png, vs jpeg after all and something else that is not configured correctly, but the guess so far is that it is due to the fact that jpeg is not transparent and thats why custom layer sent as jpeg does not show layer below. Although I am not sure why it is working in Chrome and not in Safari
Your raster tiles are being rendered as expected in Chrome but not Safari, because Chrome supports WebP images.
You can see detailed discussion of the issue here. The linked issue also discusses possible workarounds such as turning the image into an Image source on the map. Unfortunately, there's no easy solution to implement on the Mapbox side because of the limitations of the JPG format and browser support for WebP.

Unity3D WebGL doesn´t show the game

I have tried several forums without any results. I am pretty desperate, so I made a game and built it in WebGL, then I tried to run it locally (on both firefox and chrome) and also put it on a website specially developed for unity web gl games and in both cases it showed only loading with Unity logo and after that nothing happened. The screen stayed the same color as the splash screen. I tried it on different computers with the same results, I tried to change many options in the Chrome and I also made a completely new plain project and it's always the same. Thank you very much for any help.
This is the screenshot how it looks like: https://imgur.com/a/uNXFo
The game itself: http://www.sharemygame.com/share/a2937ca1-2827-4595-b939-28d02d7cc6b8

VR View - Render: Unable to load Texture from image.jpg

Ive been trying to get a VR View setup on my page following the examples and such at https://developers.google.com/vr/concepts/vrview, the image i'm using is a cardboard camera 'photo' copied from my device, but i've also used a regular jpg version just to be sure.
No matter what i try when the widget loads it only ever shows the error message
Render: Unable to load Texture from image.jpg
I've also noticed a bunch of tutorial or example site having the same issue that i assume they didn't have when they first posted the pages.
Does anyone have a clue why its doing this and how to fix it?
The image that is produced by Cardboard Camera is not in the correct format. VR view requires a equirectangular-panoramic image, and for stereo images, they need to be stacked. See https://developers.google.com/vr/concepts/vrview#supported_formats for Reference.
There is a link to convert Cardboard Camera images to the correct format:
https://storage.googleapis.com/cardboard-camera-converter/index.html
There are also a couple codelabs that walk through using VR view, including converting the image to the correct format:
https://codelabs.developers.google.com/?cat=Virtual+Reality
Primary reason for the error you have mentioned is "CORS". Cross-Origin Resource Sharing.
Your image is not accessible to the calling iframe script. Which is hosted on Google servers.
http://enable-cors.org/
Once you enable CORS, it will work. The reason you have mentioned that it started working once you cloned it locally, is the same. Now the vr script and image are having same origin :)

How can I use a UIWebview to load content from a asp.net website dynamically loading .mp4 video and get the video to play?

I have a client that has a website. The website current allows users to login and search for and play .mp4 video. The list of playlist is created dynamically where values are stored in a sql server 2008 database. My client's site is already built for smartphone utilization and did not want to recreate an iphone app. Besides it would mean loading thousands of video. Instead I thought I would use the UIWebview to load the website. This seemed to work well. However, when you try to click on and play video within the UIWebview nothing happens. This is not the case if we launch the mobile website within the apple mobile safari browser. The vide plays by kicking off in the iPhone video player. Is there any way to accomplish this same functionality with a uiwebview? Any guidance or help is appreciated.
UIWebView will play video using <video> if everything is set up correctly, either remote files or local files will work (if they are the correct format).
What does your video tag look like? In particular your src.
If you want to, for example, play an inline video the html5 for that would be something like
<video id="theVideo" controls width="280" height="160" src="yourVideo.mp4" webkit-playsinline></video>
And it would be necessary in the UIWebView to set this line
self.webView.allowsInlineMediaPlayback = YES;
Or you can also explicitly load the media player, but doing everything in HTML5 is neat and tidy and easy.

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