Hi,
As you introduced the gyro2 plugin with this release, I want to know, if there are any advantages, using it with the webVR plugin.
The gyro2 plugin and the WebVR plugin are internally using the same new gyro tracking code, but with different internal APIs and with different default sensor mode settings (see -
http://krpano.com/plugins/gyro2/#sensor_mode and
http://krpano.com/plugins/webvr/#mobilevr_sensor_mode).
Both plugins can't be used the same time, when the WebVR plugin is active, then the view will be calculated by it, any tracking from an eventually at the same time enabled gyro plugin will be overwritten/ignored.
PM sent, It resolves the variable containing the hashtag # for red just fine. But not 0xff0000,.... comes out as 16711680;
The problem in this case is that the 0xff0000 will be evaluated as integer value and not as string. I will still need to check your PM example.
Using a new Mac Pro with Firefox Nightly w/VR support (mozVR) this VR created w/ krpano pre-release 2 works just fine with the Oculus:
However a tour made with krpano pre-release 3 does not work properly on the Oculus. While it does animate w/head movements, it does not fill the view field. Also, you cannot access the "settings" menu.
Please note that the problem is Firefox Nightly, not krpano!
Firefox has currently a broken WebVR support.
The pre-release-2 itself wasn't working fully correctly, it was wrongly ignoring the rendering resolution returned by the WebVR API, so the output was rendered with the screen resolution, but this was too low - for the additional lens distortion a higher resolution is required.
The pre-release-3 works correctly and uses resolution provided by WebVR API as it should. The problem in your case is probably that Firefox has problems with that resolution/rendering-size. But that's a browser or system bug.
Btw - the 'setting menu' is only for 'MobileVR', not for WebVR - on desktop with the WebVR API all settings and the lens distortion will be handled and done by the WebVR API of the browser.
Is krpano HMD not going to support the Oculus Rift?
There IS support for the Oculus Rift!
Try using the Chromium WebVR build - and if possible - use Windows and the DK2 in 'direct mode' (no extended screen!). The Mac isn't well supported by Oculus and additionally also 'on hold' for the Cusomer version of the Oculus Rift.
With Windows and Direct Mode way you will get native like performance and latency.
Btw - please note that WebVR is an experimental API and when browsers are broken or systems aren't well supported by Oculus, then this is out of my scope of course.
t became impossible to use the reserved name of the data as a text value of the variable passed as a parameter when calling the action - in version krpano 1.19.pr2
Klaus, tell us: in future releases such an opportunity will come back?
That should still work...
I just noticed with the new "style" feature we lost ability to get the map spot as active="true",
activeurl not load green image
That's related to the change of the 'style' functionality, it's now handled by the xml parser. As workround the <spotstyle> would need to be defined outside the <plugin> as <style>. In the next release the 'style' attribute of the map spots will be renamed to 'spotstyle'.
- Is there any good solution to mirror the screen from the Rift to a monitor while navigating a webVR Krpano Tour?
I haven't found any one yet.
Yes, use Windows and the Chromium WebVR build and run the DK2 in Direct-Mode - then you will see the Rift-output mirrored on the screen.
What kind of graphics cards could give reasonable quality for using a Rift DK2 with stereoscopic KRPano tours?
Could a GeForce GTX 750 do the job without making the users sick?
Yes, should be good enough for the DK2, but I can't say anything about the CV1 of course.
Best regards,
Klaus