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This post has been edited 1 times, last edit by "Red" (Apr 17th 2015, 4:25pm)
In other words, distorted video hotspots are not supported, is that correct?
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In stereo rendering mode only distorted image hotspots will be available (no non-distorted hotspots, no textfield hotspots, no polygonal hotspots).
Would this also apply to setting the fov? In with the HMD support, some nodes seem excessively zoomed in, and I cannot seem in the xml to modify the fov. Adding, for example,
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The current looking direction will be always the one from the headset, any manual changing of the hlookat/vlookat values will be not possible. But in the next pre-release the resetsensor() action will work and be able to set a new 'zero' for the looking position.
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<view fov="110" /> |
The hotspot rendering support via WebGL (used in stereo rendering mode) is incomplete at the moment, but in the final version all current available settings and maybe even some more are planed to be supported.When I translate hotspot object by tr/ty/tz attribute,
the rotation axis still remains original position.
Is it possibile to shift the rotation axis to object coordinate?
Yes, currently only image hotspots are supported when rendering the hotspots via WebGL.In other words, distorted video hotspots are not supported, is that correct?
Has Klaus said if this definitive? Will distorted video hotspots available in the final release of 1.19?
Sorry, no idea what you mean - 'seems still active' - ???When I leave it, I set the hotspots back to not distorted, cause the pano is stuttering with distorted ones. But now they are not shown anymore, because the webvr plugin seems still active.
No, there is no general issue.I've experienced some lag but seems it just happens in computers with nVidia (even VERY powerful) and not with ATI cards. Is it something related to OpenCL? (nVidia performs much worse in this area)
Yes, a reduced version of this example is already included in the 1.19 pre-release download package but you can also have a look at the source files of the online example.The environment of the krpano demo tour in the first page of this thread is impressive (that one which seems to be up in the clouds in the sky). Is that some kind of template that we can use? I've love to. And the animations that make the photos come up at the beggining, how can I do that? Any help will he apreciatted (or a link to the specific help).
There is no zooming in VR, this would be wrong. When it seems 'excessively zoomed' then the headsets settings are probably not matching your VR headset. Try selecting other VR headset settings or customize them (see the 'SetupVR' button).In with the HMD support, some nodes seem excessively zoomed in, and I cannot seem in the xml to modify the fov.
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<action name="webvr_onentervr"> set(layer[webvr_button].url,'img/exit.png'); set(layer[webvr_button].align,'top'); set(layer[webvr_button].y,'24'); if(ismobilevr, tween(layer[webvr_setupbutton].alpha,1)); webvr_hide_all_non_vr_layers(); <!-- when the screen size is unknown an no custom size is set, open the setup screen on entering the VR mode --> if(webvr.ismobilevr == true AND !webvr.isfake AND ask_user_for_screensize == true AND webvr.mobilevr_screensize == 'auto', set(ask_user_for_screensize, false); vr_setup(); ); </action> <action name="webvr_onexitvr"> stopdelayedcall(vr_button_fadeout); set(layer[webvr_button].url,'img/enter.png'); set(layer[webvr_button].align,'top'); set(layer[webvr_button].y,'24'); tween(layer[webvr_button].alpha,1); tween(layer[webvr_setupbutton].alpha,0); webvr_restore_layers(); </action> <!-- the EnterVR and SetupVR buttons --> <layer name="webvr_button" keep="true" vr="true" url="%SWFPATH%/img/enter.png" alpha="0" autoalpha="true" align="center" y="+6%" zorder="2" handcursor="true" onclick="webvr.toggleVR(); load_scene();" /> |
This post has been edited 3 times, last edit by "Ibrendie" (Apr 20th 2015, 9:17pm)
We create the XML with Javascript. The flow is:Sorry, no idea what you mean - 'seems still active' - ???When I leave it, I set the hotspots back to not distorted, cause the pano is stuttering with distorted ones. But now they are not shown anymore, because the webvr plugin seems still active.
Hi loomitz,I dont know why but my Pano crashes on osx on chromium
or its Just me?
http://loo.mx/Tours/Guanajuato.html
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callwith(layer[sensor_button],update()); |
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<!-- when WebVR support is available show an EnterVR button --> <action name="webvr_onavailable"> loadsettings(); tween(layer[webvr_button].alpha,1); callwith(layer[sensor_button],update()); </action> |
The WebVR Chromium builds aren't that stable yet. When it's always crashing there might be also a problem with the GPU or GPU drivers. Please reports such problems directly to the Chrome WebVR developer here.I dont know why but my Pano crashes on osx on chromium
or its Just me?
That's nothingWhat does the following line do? I don't understand it. I can't find a sensor_button layer and also not an action called update...
Maybe you're already using an newer WebVR browser build. The WebVR API has changed. There will be soon the next pre-release with support for the new WebVR API.I configured the DK2 runtime environment in accordance with the instructions on the panoramic view of the forum, when running in case scenario does not move with the glasses, but when running previous versions of DK1's panorama is the normal use, pay attention to what the place is DK2
Yes - please see the first post here. The WebGL hotspot rendering is completely new and not fully ready yet.Is it possible, that the edge attribute is ignored?
When I change it to top, the hotspot is still aligned to center in vrmode.
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<view hlookat="0" vlookat="0" fovtype="VFOV" fov="90" fovmin="30" fovmax="150" limitview="lookat" vlookatmin="-90" vlookatmax="+26" /> |