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It would be better if you put a complete tour online so we can actually see the issue.
I think that is normal because of the stereo rendering, there is always a little shift needed to create the 3D effect.
Only thing i can add is that i could reproduce your issue on the links you provided, but I have no idea why it is that way.
Hi All, Another small photogrammetry project to further learn the process. 275 images taken with Nikon D3 and Mavic 2 Pro. Resulted in a 25.7mi triangles mesh, downlscaled to about 150K for web view. After the model was processed in Reality Catpure, I had to correct a lot of artifacts in the generated mesh, especially on gutter and the windows. gutter issues window issus Used blender to fill the holes and then re-texture the model in reality capture. Also cleaned up the krpano "template" a bit b...
ok, here is a working thing, put it in the loading of your plugin: assuming you have Source code 1 local.registerplugin = function(krpanointerface, pluginpath, pluginobject) Source code 1 2 3 4 var urlstr = pluginobject.loadingurl; var regex = /[^\/]*$/; var path = urlstr.replace(regex, ''); krpano.actions.includexml(path + "stickie_data.xml"); apologies if my first answers were not tested or what you expected.
see my second post for a javascript solution (well, mabye)
Also, if from javascript, the threejs sample plugin https://krpano.com/viewsource.html?plugi…krpanoplugin.js has a resolve_url_path() function which may be of help.
I see this in some files, have not tested it but seems what you are looking for Source code 1 2 3 4 <!-- save the url path of this xml file (the url value will be adjusted during xml parsing) --> <videointerfacexmlpath url="./" /> <style name="skin_base" url="calc:videointerfacexmlpath.url + skin_settings.design_skin_images" />
Another update: the popup panel will now dynamically adjust its position in relation to the screen: first, it will attempt to display on the right side of the annotation. If there is not enough space, the popup will display on the left side. If the space there is too small too, the popup will be displayed on below the annotation.. And if that fails, the popup will be displayed above the annotation. This is especially important when screen space is limited, for example on mobile, or in views wher...
Hi, I had a look at your model and first thing I noticed is that it is really large, i had to scale it down with factor 100 to see it in blender It seems your origin 0,0,0 point is in the right "room". I then created a fake texture and imported your model and the texture in krpano: Source code 1 2 3 4 5 6 7 8 9 <display depthbuffer="true" /> <view tx="0" tz="0" ty="-160" oz="2000" hlookat="0" vlookat="40" fov="90" fovtype="MFOV" /> <control invert="true"></control> <scene name="model" autoload="...
I juse this code snippet, maybe it works for you too? usage: Source code 1 log_to_clipboard(get(var)) Source code 1 2 3 4 5 <action name="log_to_clipboard" type="Javascript"> <![CDATA[ navigator.clipboard.writeText(args[1]); ]]> </action>
New gallery to play around with: Demo: https://krpano.kri-soft.be/gallery130/ Download: https://krisoft.gumroad.com/l/dejtt
I don't know "nosleep.js", but is it not an optioni to just include it in the html, instead of going through krpano? Like in https://github.com/richtr/NoSleep.js/blo…mple/index.html Source code 1 2 3 4 5 <script src="../dist/NoSleep.min.js"></script> <script> var noSleep = new NoSleep(); noSleep.enable(); </script> or call "noSleep.enable()" within krpano (after including NoSleep.js in the html) ?
I recently translated ArtPlacer. I wanted a database free approach as the tool should be used without a database. The way I approached the problem was to have an XML with all the translations: Source code 1 2 3 4 5 6 <krpano> <translation name="Toggle Artplacer Editor" text="Abrir/Cerrar Editor de Artplacer" /> <translation name="width:" text="Ancho:" /> <translation name="height:" text="Altura:" /> ... </krpano> And in the XML I used "get:" to fetch the translation like this: Source code 1 <lay...
Demo: https://krpano.kri-soft.be/examples/transparentmaterial/ In the scene there is 1 model (with 2 textures) and 1 hotspot. The first texture is a texture for the floor, yellow cube and the transparent window in the middle. The second texture is a texture for the purpole cube. - yellow cube is visible through the transparent layer (same texture) - purple cube is not visible through the transparent layer - hotspot is not visible through the transparant layer K.
Tuur, We are not talking about transparent in the sense of depthmap.cull of faces. This is an actual transparent material within the .obj The obj material is a PNG with transparency/alpha channel. And when present, when you "look through" the material, all you can see is either the skybox or texture from the same material. Hotspots or other textures are not rendered. I'll try to setup a small scene to get the idea/issue better across.
Quoted from "indexofrefraction" maybe because the shots were taken with different cameras (?) Yes, that was most likely why. But as this will be the case in most scans I will create, I needed a solid way to deal with these images. Might have been better to import both sets seperately, but I'll experiment with that later. This video shows a bit the same problems, and then goes into details on how to solve it. And they did it the same way so I'm now a bit more confident that "this is the way"
In another post, we can also see that hotspots are not visible through transparent materials.
I experienced a simular issue with transparant materials and filed a feature request for this. I'll add a link to your post too as it extends on that even further.