tparisi / glam Goto Github PK
View Code? Open in Web Editor NEWGL and Markup
Home Page: http://www.glamjs.org/
License: MIT License
GL and Markup
Home Page: http://www.glamjs.org/
License: MIT License
More technically correct and in line with other markup systems out there
The glamjs.org page CSS needs to be reworked to use a responsive layout. I want this with simple media queries and maybe some Bootstrap. No Angular and nothing else fancy and preferably no build steps! Related, but not the same, as #50. This is for the project pages in the gh-pages branch.
It's kinda hard to approach this library when there's no quick reference for all the elements that it supports, or at least descriptions of some of the basic ones and their properties.
We are at a fork in the road with CSS. Unless browsers are going to support custom CSS properties, or Web Components pioneers it (doesn't look like they care), we should not be in the business of mixing standard CSS with our flavor of CSS.
Options (not necessarily mutually exclusive):
object.setAttribute("rx", "45deg");
object.setAttribute("rx", "46deg");
will rotate the object to 91deg from original position
Provide a prose overview in addition to documenting the tags.
We need a real build system. Deal with this as part of the GLAM/Vizi integration. Related to #29
.play{
animation-duration:.8s;
animation-name:jump;
animation-iteration-count:infinite;
animation-timing-function:ease-in-out;
}
@Keyframes jump {
0% { transform:translateY(0); }
50% { transform:translateY(0.3); }
100%{ transform:translateY(0); }
}
obj.addEventListener('viewover', function(e) {
e.target.className = 'play';
});
///////////////////
it do not work~
basically i am tryin to find best way to declare many cameras, and then have a basic HUD with drop down for user to select them and then toggle the webgl scene to that camera.
I am also looking to have animations of both cameras and models get kicked off too.
Once i grab a reference to a import element, i assume the glam API is available as prototype off it ?
Someday... maybe we can rewrite the whole GLAM library as web components. Definitely post-VR milestone...
No need for two products here. Merge underlying Vizi engine into GLAM.
Shouldn't it update glam.documentIndex?
Set up forward-compatibility for a Web Components version, should we decide to do that.
Usually it seems that gh-pages websites start a clean branch for gh-pages and keep all website specific code out of the master branch where all the code is. It might make sense to do that here since it'd make the codebase a bit more approachable.
I want to go to a flat design for the project page. The popups are annoying, make it hard to navigate and actually don't work with the full screen VR examples.
I want it to be simpler, like the Three.js examples, but with a nice clean Bootstrap layout.
right now you can't set the content of a <text>
element via JS.
I am playing with using GLAM to build a prototype of a virtual showroom in which I want to place some objects (models, images, videos) that the user can explore in FPS mode, initially just in the browser but eventually using an Oculus Rift as well.
Following the examples I have got my head around the basics but for some reason I can’t get controller type FPS to work. It appears to just be defaulting back to type=”model”, just allowing me to rotate and zoom around the model, rather than move around the space like I am expecting.
For example if I modify https://github.com/tparisi/glam/blob/master/examples/basic/glamcube.html to include a controller tag inside the <scene>
tag then it renders fine if I set it to type="model", but when I change it to type="fps" the cube doesn't render, but it also doesn't seem to generate any errors in the console.
example code that doesn't work:
<scene>
<controller type="fps"></controller>
<box id="photocube"></box>
</scene>
Any help would be much appreciated, and a demo of the FPS controller mode in action would be a great addition to the documentation.
Maybe we can make GLAM VR mode works like webvr-boilerplate.
It can switch between normal mode and vr mode depends when clicking the icon.
Is it a good idea to implement this and is autoVR
is a good name?
<renderer type="autoVR"></renderer>
<controller type="autoVR"></controller>
Taking a look in the code, you're barely using much from jQuery at all. It might make sense to get rid of it as a dependency and use some smaller libraries for Ajax and whatever $.parsecss
does.
Currently done using a tag with types of Rift or Cardboard.
The controller model seems like a good one for this use... though maybe this should be done with a <meta> tag or other construct instead, akin to the situation with #37
this is really outstanding framework.
i am just saying hi, as i would be happy to contribute to this.
i am wondering if there is any web backend code to help with loading up collada files, and saving them to the server hard drive ?
I use go lang for serve stuff these days. I was using nodejs etc, but have found go to be more to my needs.
Thanks for the quick reply, might as well continue, I'm not sure if this is the correct forum to ask questions though.
is overloaded, esp. with Web Components ( tag has import rel type, used to do HTML import)
The Kickstarter stretch goal (see https://www.kickstarter.com/projects/dodocase/diy-virtual-reality-open-source-future). Identify and develop a simple set of UI components for layout, interaction, etc.
We can start with the current DODOcase VR store in landscape mode... a simple planetary system with app icons as cubic moons. Needs to be refactored from old Vizi code to full GLAM implementation.
Great job thus far. I'm using GLaM as the core of a new multiuser virtual world... hopefully. I am willing and ready to help, let me know where the most help is needed or i can just look through and find something to do anyways :)_
I read in the docs how it is currently possible(?) to import a rigged object and then afterwards to be able to animate it using either the stylesheet or etc..
Could you provide some advice or code examples of how this might be achieve using the current release/version of GLaM?
Namely:
1. Is this possible at all with the current codeset, or am I mistaken?
2. If it is possible, then what preparatory steps may need to be taken to ensure that such an import is able to be animated using GLaM?
3. How would the developer need to structure and identify the separate components of this mesh in order for each piece/group to be targeted by an elementID or via Classification?
4. How would one target the element/group and use the targetvar to animate the object using GLaM?
Thank you in advance and I very much look forward to working with you all on this.
operator1
Currently done using a <renderer> tag.
Should this be in a <meta> tag or other construct instead? It's not very webby to put the rendering choice in a tag. Simple, but not elegant. Think of other ways to do it.
Also, should this just be a "VR" rendering mode instead of "Cardboard" or "Rift" ? (Probably)
The documentation CSS needs to be reworked to use a responsive layout. I want this with simple media queries and maybe some Bootstrap. No Angular and nothing else fancy and preferably no build steps!
Really dig the project, I'm quite interested in contributing, but the build setup is really putting me off. Having to memorize what's available and when introduces unnecessarily lengthy (IMO) initial code reviews for potential contributors getting acquainted or those wanting to make small fixes.
Would you be open to using (Browserify)[http://browserify.org] & NPM?
Heya, It'd be great to get some documentation of the supported css styles so I can try and get scenevr to sync up with glam as much as possible.
Add "viewover" and "viewout" events on visuals so that we know what the user is looking at.
You need more documentation!
WebVR is a real thing now and if you actually want people to use this (I am a person who wants to use this), you actually need to make a page explaining how it's supposed to be used. GitHub provides free git-based static hosting that makes this very easy to do! Please consider taking an hour and making a nice guide (and instructions on how best to contribute).
Thanks!
R
Is it possible to use Data URI's (or similar) to generate textures from canvas elements? If yes, would it be possible to see some sample code showing how to do this?
I'm working on a (proof-of-concept) glam-powered editor at http://projects.psema4.com/glam/3de/
I tried to generate a grid texture for my ground plane but wasn't able to get it working. I've saved a copy of the generated image and disabled the texture generator for the time being. (Fwiw, it's still early days for glam & I - less than 12 hours have gone into my project so far. A re-write will be coming soon.)
Another (of several) use cases that I'd like to look at would embed HTML content via https://github.com/cburgmer/rasterizeHTML.js
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