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<action name="set_trims_colors_2">set(hotspot[color_trims_btn_1].url,%SWFPATH%/include/colors_gui/trim_color_1.png); set(hotspot[color_trims_btn_1].onclick,load_trim_color(a)); set(hotspot[color_trims_btn_2].url,%SWFPATH%/include/colors_gui/trim_color_3.png); set(hotspot[color_trims_btn_2].onclick,load_trim_color(c)); trace(get(hotspot[color_trims_btn_1].url)); showlog();</action> |
In this case the main problem is probably the browser/system itself. From krpano side there should be no reason why the WebVR API shouldn't work.Nope, the WebVr pages don't work at all.
The krpano Testing Server should work fine on Mac.But, maybe because I'm working on a Mac, even the Testing Server doesn't work from my side.
Just see the latest posts in the news forum:What? There is a pr2 version?!
I've posted it on Twitter, but I'm preferring the krpano forum for announcing news :Seriously klaus, you work so hard and so quick that you should set up a Twitter or Newsfeed account to inform your users that a new version is out
I see, but I don't know the reason yet. I will check this of course, but please also note that the current WebGL-hotspot rendering is not finished yet (as noted in the release posts) - that means many hotspot related things might not work in VR mode yet.- Look/Click again on the icon in the wind screen. Do you see that the night icon is still on the left side. Well, that icon should be a 'white room'. To prove this, with the two icons displayed, exit VR using the button at the top.
- Do you see that the icon on the left has changed?
I didn't know you were in Twitter. Well, now you have a new follower
Quoted
I've posted it on Twitter, but I'm preferring the krpano forum for announcing news :
https://twitter.com/klausreinfeld/status/596635610229690368
That's normal - in VR mode the viewing direction will be set from the headset and not from the user or the xml. A way to reset the headset tracking would be calling the resetSensor() action from the WebVR plugin:- the lookat() works perfectly in normal mode, but when we are in VR mode, it is all messed up. Does anyone has the same problem ?
Masks are generally not available in HTML5.- is it possible that some hotspot cannot be shown in VR mode (even with distorded option), I made a mask with an hotspot but it doesn't work in VR...
As soon as everything is ready of course.May I ask when do you think the stable release 1.19 will be out? (for the video available in VR)
Having the same problem. However moving to a new MacPro it worked for a couple of days, and then stopped working. Perhaps a new Firefox Nightly version broke something?Hello,
I'm trying the last prerelease with the Oculus and WebVR plugin. Once the Oculus is connected and configured, I start the WebVR example from krpano. If the panorama displays, it doesn't move at all. It seems the positional tracker isn't lit, the blue led is OFF although on the Toscana Unity demo, it is ON.
Did I miss something?
This post has been edited 1 times, last edit by "aenghus" (Jun 2nd 2015, 11:41pm)
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<krpano logkey="false" showerrors="false" onstart="startup();"> <action name="startup"> if(startscene === null, copy(startscene,scene[0].name)); loadscene(get(startscene), null, MERGE);</action> <layer name="txtpanoswitch" url="skin/loading.png" keep="true" visible="false" align="center" soundOn="true" scale="0" onloaded="if(side == right, set(ox,-10), set(ox,+10) );" /> <plugin name="soundinterface" preload="true" url="%SWFPATH%/plugins/soundinterface.swf" alturl="%SWFPATH%/plugins/soundinterface.js" keep="true"/><action name="playsoundaction"> set(plugin[data].soundOn, true); playpanosounds(forcesounds);</action> <scene name="scene_01" title="01" onstart="" seen="false"><view fov="110" /><preview url="pics/01.tiles/preview.jpg" /><image><cube url="pics/01.tiles/pano_%s.jpg" /><mobile><cube url="pics/01.tiles/mobile_%s.jpg" /></mobile></image> <events onloadcomplete="onloadcompleteaction();"/><action name="onloadcompleteaction"> playpanosounds());</action><action name="playpanosounds"> playbackgroundsound(%BASEDIR%/sounds/air_-_playground_love.mp3,100);</action> <action name="playbackgroundsound"> if(%1 == none, stopallsounds(); set(plugin[soundinterface].background,%1); , if(plugin[soundinterface].background == %1, if (%3 == forcesounds, stopallsounds();playsound(backgroundsound,%1,); ) , stopallsounds();playsound(backgroundsound,%1,); set(plugin[soundinterface].background,%1); ) ); </action> </scene> |
Exactly as if oculus would not be connected...
The tour I want to display was made with KRP 1.19 pr1, but I have tried with a pr2 and pr3 without success.
Yes - two things:Did I miss anything ?
Thanks a lot, it works fine with chromium.the WebVR API has changed - pr1 doesn't work anymore in newer Chrome and Firefox builds, pr2 or pr3 need to be used.
the WebVR support is behind a flag in the newer Chrome versions and need to be activated manually - enter 'chrome://flags/#enable-webvr' in the Chromium WebVR build and active it.
- modify the tour.xml
- replace tour.js, tour.swf
- replace skin and plugin folder
And it shoud work ?
Yes, that should work.- modify the tour.xml
- replace tour.js, tour.swf
- replace skin and plugin folder
And it shoud work ?
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<display framerate="60" devices="desktop.and.safari" /> |