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<image ... stereo="true" stereolabels="1|2">
<cube url="pano_%s_%t.jpg" />
</image>
%tplaceholder will resolve to the "stereolabels" values.
<image ... stereo="true" stereoformat="TB">
<sphere url="plugin:video" />
</image>
display.stereo
display.stereooverlap
depthsetting for hotspots to set the 'stereoscopic 3d depth' of the hotspot (default=1000).
tx,ty,tzhotspot settings.
rx,ry,rzhotspot settings can be used.
Location: Netherlands
Occupation: Krpano custom coding / Virtual Tours / Photography / Musician / Recording engineer
This post has been edited 1 times, last edit by "Tuur" (Feb 14th 2015, 11:34am)
I'm not sure about zooming in VR at the moment - with VR headsets like Cardboard which will be hold already like a binoculars zooming might be okay, but with other hands-free headsets with a larger field of view I think the zooming might be more distracting than helpful. In the way Orbulus did it by tilting you might already zoom unintentionally when looking over the shoulder...
Quoted
How would be a good way to enable zoom in and out? I tried orbulus and they have zoom while tilting head left or right, i think that works quite well. Have your tried other methods?
Quoted
Please forgive me if this is a rookie question, but I'm still new to KRpano. What would be the easiest way to update an existing tour (built in 1.18) to add this new VR functionality?
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Source code |
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<include url="%SWFPATH%/plugins/webvr.xml" /> |
No, the FAKE VR support mode is only to allow testing on desktop and tablets.
Quoted
On my Gear VR + Note 4 it's still a bit buggy with visible latency.
What would be causing this? The FAKE VR support?
That might be also related to the frame-rate - it's not very stable on the Note 4 at the moment, sometimes it's around 60fps but sometimes also only around 45fps. The hotspot rendering also has a big influence on the framerate - without hotspots (like when inside a pano) it should be more fluid than when in the 'intro scene' with the pano selection hotspots. But I'm still optimizing and the next release will be already better here.Buggy isnt the right work, but what I mean is that if I look around its not "stable", its like the image isnt fluid. It even makes me a bit sick :p
Only 'distorted' hotspots are currently visible in VR mode.I can see hotspot arrows made with tour editor ( in non vr mode ) but hotspots itself are not visible in VR mode .
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Source code |
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<style name="skin_hotspotstyle" url="vtourskin_hotspot.png" scale="0.5" edge="top" oy="0" distorted="true" tooltip="" onclick="if(linkedscene, skin_hidetooltips(); tween(scale,0.25,0.5); tween(oy,-20,0.5); tween(alpha,0,0.5); looktohotspot(); loadscene(get(linkedscene),null,NOPREVIEW|MERGE|KEEPVIEW|KEEPMOVING,get(skin_settings.loadscene_blend)); skin_updatescroll(); );" onloaded="if(skin_settings.tooltips_hotspots, if(linkedscene, copy(tooltip,scene[get(linkedscene)].title); loadstyle(skin_tooltips); ));" /> |
Yes, I guess it's the FPS now you mention it. For now, I can't let my customers experience it with a Gear VR, because Im afraid its going to make them sick :P .That might be also related to the frame-rate - it's not very stable on the Note 4 at the moment, sometimes it's around 60fps but sometimes also only around 45fps. The hotspot rendering also has a big influence on the framerate - without hotspots (like when inside a pano) it should be more fluid than when in the 'intro scene' with the pano selection hotspots. But I'm still optimizing and the next release will be already better here.