I'm trying to develop a VR formation using aframe-super-hands-component, and I can't figure out how to use a custom glb hand model instead of the regular one.
Any help would be greatly appreciated.
Ok I've found a workaround for it. Using the a-frame-super-hands component (index laser example), I shrank the controller scale :
<a-mixin id="controllers-right" oculus-touch-controls="hand: right" gltf-model="./Models/Hand.glb" scale="0.05 0.05 0.05"></a-mixin>
Then I scaled up my glb model to regain the lost size, placing it in order to have the controller model hidden inside my gltf model.
Related
I got an Azure Map and I have implemented a custom "change style" button that when pressed calls map.setStyle(). When I call this function using 'satellite' the switch is very quick. Like this:
map.setStyle({ 'style': 'satellite' });
But when I change the style "back" to 'road' the switch is super slow. Like this:
map.setStyle({ 'style': 'road' });
Am I doing something wrong?
The road layer has to load the styling layers for rendering the map, where as the satellite layer only renders image tiles with no road data. The team is working on loading performance of the base map styles which should help with this. Don't have an exact ETA yet but likely in the next few months.
I'm working with nokia HERE maps and I want to add an additional layer of visualization graphics on top of a map. Since the possibilities to interact, manipulate and customize the graphics created by the HERE api are limited, I would like to work with d3.js/SVG for my visualizations.
My straight forward and obvious solution would have been to just add an absolute positioned SVG element on top of the map and giving it the same dimensions. But of course that takes every possibility to interact with the map. Is there any solution to add an overlay to the map which allows me to put SVG on it while maintaining the full interactivity (panning, zooming, clicking) of the map? Also it should be possible to interact with the SVG.
I know that there is a possibility to add a custom overlay of tiles provided by a tile server to HERE maps but that's not really what I'm looking for. I'm looking for something like the solution google has to offer to this problem. A set of custom layers which are always in sync with the corresponding map and have their own initialize, draw and remove methods. Is there something similar for HERE maps?
I think you are after the nokia.maps.map.provider.CanvasProvider class. This class provides a ground overlay bound to a specific area which offers a draw() method. The attach() method is the equivalent of your intialize I think, and you can refresh the overlay using update().
Depending upon your use case, I've also found the following techniques useful regarding SVG, Images and HERE Maps:
For an SVG marker which is anchored to a point and doesn't resize
use: SVG Markers
Alternatively override the Marker class and write using the low
level graphics commands to add flexibility to the rendering of a
marker anchored to a point. Like this: Defaced Marker
To add an image bound to a specific area use the ImageProvider class
To add a series of tiled images from a TMS (Tile Map Service) use the ImgTileProvider class
Alternatively if the [zoom][col][row] is useful to you and you
want to write SVG based stuff yourself try something like this example - which combines
SVG with 256x256 pixel markers.
Note that the HERE Maps API for JavaScript only supports SVG Tiny.
A class like the old nokia.maps.map.provider.CanvasProvider isn't even available on the new v3 API from Here.
Your best bet is on Leaflet using custom providers loading Here map tiles. Then you just load this Custom Overlay class and you're all set to draw D3, WebGL, whatever you need. Leaflet only loads the tiles from the providers and exposes some simple APIs. You will not have to deal with any of the providers' APIs.
Just don't forget to add your app_id and app_code to the provider class.
I want to render a scene interactively. The controls are already provided so that you can position the camera with mouse but you never know the exact value.
I want to manipulate the internal camera values as well e.g focal length.
Externally I want to set the translation and rotation of the camera.
I want to give all the values manually. Could anyone please help to point to such a demo or a code snippet to do it. Preferably in python.
Thanks a lot.
You can get the camera from the renderer with renderer->GetActiveCamera(). Then you can manipulate it using the class functions: http://www.vtk.org/doc/nightly/html/classvtkCamera.html
Here is a simple Python example: http://www.vtk.org/Wiki/VTK/Examples/Python/Camera
I am new to opengl and visual c++. I have done a sample application which rotates 3D shapes in opengl. I want to allow the user to rotate and zoom the object. Please give me an example of how to do this.
I have tried NeHe tutorial: http://nehe.gamedev.net/data/lessons/lesson.asp?lesson=48
I can't understand the class structure in the example. Is there anysimple way to achieve this?
I have found a library as well: http://www.nigels.com/glt/gltzpr/
But still can't figure out how to do this.
Please help me.
Zooming is usually done through gluLookAt. The third parameter is the view distance.
Here is some basic example running this :
http://graphics.stanford.edu/courses/cs248-01/OpenGLHelpSession/code_example.html
Look in display() to see how the viewing distance is used and in MouseMotion() to see how the value is modified and the painting updated.
I want to perform the following artistic effect with my MFC app.
Can anyone tell me, how to perform it ?
Input Image :
alt text http://img255.imageshack.us/img255/1351/11input.jpg
Output Image :
alt text http://img255.imageshack.us/img255/7939/43output.jpg
Waiting for the reply...
Thanks in advance...
As far as I know, MFC doesn't include image processing functions (except some basic GDI functions). So you will need to use an image processing library, or implement everything on your own.
How did you do the artistic effect?
Its probably just some form of convolution applied to the image. If so this post may help:
How do I gaussian blur an image without using any in-built gaussian functions?
All you need to do is modify that filter matrix I supply and you'll get all sort of novel effects ...