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This post has been edited 3 times, last edit by "LMB" (Sep 29th 2015, 2:43pm) with the following reason: incorrect
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onclick="if(linkedscene, set(enabled,false); skin_hidetooltips(); tween(depth|alpha|oy|rx, 4000|0.0|-50|-60, 0.5, default, loadscene(get(linkedscene),null,get(skin_settings.loadscene_flags),get(skin_settings.loadscene_blend)); lookat(get(h), get(v), get(fov)); wait(1); lookto(get(toH), get(toV), get(tofoV), tween(easeInOutQuart,4)); skin_updatescroll();); looktohotspot(); );" |
This post has been edited 2 times, last edit by "suppenhuhn" (Sep 29th 2015, 5:13pm)
In such case use:Finally I figured out the Virtual Tours or Panos were misbehaving behind an online site with password protection. Strange, but without the password it is working OK.
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<security cors="use-credentials" /> |
In VR it's not possible to control/change the looking direction of the users by changing the view.* settings.This works fine if I view the pano in the "normal" mode. If I change to webvr mode, the viewer looks at a certain point in the old pano before tweening to the new pano and continue with the lookto-command. It seems that in VR mode the lookat-command is beeing executed in the old pano(?)
Please contact Firefox directly about laggy WebVR support.I tried the 1.19p3 demo with our Oculus DK2 ( runtime version 0.7.0 ) using Firefox Nightly latest version and it's very "laggy" - is it a known problem with DK2 ? With Cardboard + Mobilephone ( Z3 compact ) it works fine.
Btw - please note that the whole Oculus Rift / WebVR stuff is still under heavy development and very experimental (I mean on the side of Oculus and WebVR)! So expect more setup-work or experimenting with the system, drivers, runtimes and browser versions to get things working (also expect problems with 'Nightly' versions). That all hopefully should become more stable and common usable after the final release of the Oculus Rift customer version and stable drivers and runtimes.
Best regards,
Klaus
This post has been edited 1 times, last edit by "clauc" (Oct 7th 2015, 11:00pm)
Please read the pre-release posts - in stereo rendering mode only distorted image hotspots are currently visible, that means at the moment 'tooltips' would need to be implemented via images as distorted hotspots.How do i enable All Time Tooltips on VR mode?
The hotspot rendering code is not final in the current pre-releases.I ive encountered an issue using krpano 1.19-pr3 with the hotspots arrow , it looks ok in VR mode , but are not ok in non VR mode.
Yes, but the xml (and the skin there) would need to be designed for that.Is it currently possible to load a new tour.xml in VR mode and continue the navigation without exiting VR?
That's already the case since pre-release-3 - see the multireslock setting:As you can't zooomin in VR mode, it should be to force VR mode to use "lowres" tiles, and so get a better VR experience ?
This is because of the current incomplete hotspot-via-WebGL-rendering support in the pre-release.I built some jpg animations that change the url of hotspots.
In webvr mode it just disappears a sec and then goes back to the original image.
OSX 10.10?When I drag my 12 spherical jpegs on the MAKE VTOUR (NORMAL) droplet, it does create my files for the 12 panorama's. However, only the first 8 panorama's show up in the thumb nail list and tour.xml.
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./krpanotools makepano -config=templates/vtour-multires.config /YOUR-PANO-FOLDER/*.jpg |
I agree, for the next release a depth="off" mode was already added for this case.VR mode only supports hotspots with depth.. there needs to be a way to disable the stereo mode for this too.
Hi,
Yes, but the xml (and the skin there) would need to be designed for that.Is it currently possible to load a new tour.xml in VR mode and continue the navigation without exiting VR?
The default vtourskin.xml is not designed for getting loaded directly from an other tour.
[...]
Best regards,
Klaus
Yes it is, for my experience you need to leave some time before entering on VR, something like this is working for me :is it currently possible to load a virtual tour directly in vr mode?
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delayedcall(0.5, if(vrInit, webvr.toggleVR(); );); |
Yes it is, for my experience you need to leave some time before entering on VR, something like this is working for me :is it currently possible to load a virtual tour directly in vr mode?
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1 delayedcall(0.5, if(vrInit, webvr.toggleVR(); ););
Hope it helps
Yes it is, for my experience you need to leave some time before entering on VR, something like this is working for me :is it currently possible to load a virtual tour directly in vr mode?
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Source code
1 delayedcall(0.5, if(vrInit, webvr.toggleVR(); ););
Hope it helps
Thank you so much, works like a charm!!
Great solution.
Two thumbs up!![]()
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Namastè.
Hello guys!
Sorry for being such a newbie!
Where exactly should I place this line of code for this to work?
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<action name="startup" autorun="onstart"> delayedcall(0.5, if(get(enterinvr), webvr.toggleVR(); );); trace('VR is active? ', get(enterinvr)); if(startscene === null OR !scene[get(startscene)], copy(startscene,scene[0].name); ); loadscene(get(startscene),merge,blend(4)); if(startactions !== null, startactions() ); </action> |