Posts by tarrinos
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Hello,
I'm trying to make an augmented reality game outdoors.
For that I need the panos displayed on my smartphone correspond to the reality present in front of the player.
In panotour I activate the gyro and I hold all my panos north ... But it does not work, my visit always starts in the direction of the phone at the launch of the web link.
Do I use the right method? Is gyro2.js able to use the phone's hardware?
Thank you in advance,
Tarrinos
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Hello,
Does anyone happens to run a virtual tour with the HTC Vive?
Thank you very much,
Dan
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Display More
Hi,
I try to view 1.19-pr4 virtualtour with my Galaxy S7 + Gear VR but i experience same problem.
Webvr is enable like above and it's not working.
I also tried with Package Disable Pro but Oculus Home is always launched...
I don't know what to do more...
Is someone have the same materiel and could help me ? ThxEdit :
I found the solution with package disable pro : it's necessary to check (disable) "Gear VR Service" and after Oculus home is nos automatically launchedBut there is latency in tour and we feel sik very fast...
Is other option better (tour in webvr mode directly in samsung vr browser) ? Someone know how to make it works ? Thx
Hello,
I have exactly the same problem , I can not run a virtual tour properly with the gear vr .
Someone is happened?
Daniel
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Hi,
Native GearVR applications can use special GearVR hardware features like - the 'low persistence' screen refresh (no screen blurring during moving), time-warp (re-projection of the already rendered screen to match the latest available gyro data) and a higher quality gyro,
but a normal browser doesn't have access to these features - a browser can only do normal WebGL rendering and use the devicemotion events for the gyro tracking.
The only possibility how this could change is when Oculus/Samsung would provide access to these features - e.g. maybe via the 'WebVR API'. Then krpano could be theoretically automatically as good as native applications (like on Desktop where the WebVR is partially already available).
But please note here also that this is all in the beginning, there are no standards or reliable and stable APIs for VR yet anywhere. This will evolve with time.
Merci

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thanks sachagriffin
with the browser dedicated gear-vr ( gear-vr connected to USB ), with Firefox or chrome ( gear-vr not connected to USB )
Not fluid
Dan
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Hello,
I make virtual visits with Panotour last few months and I diffuse them in virtual reality helmets .
I show the result to my clients in an oculus rift connected to a PC with a large configuration and then everything is fluid.
I would have the same result with a gear vr .. Is it possible?
The
360 ° panoramas of the gear- vr their application gives me something
really fluid and really good, but when I look at one of my achievement
with Panotour on the web with the gear- vr is jerky and it makes sick 30
seconds .
Do you have the same problem?Thank,
Dan
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Hello,
I tried to show in my oculus rift a cylindrical panorama to display a flat image on a giant screen as the cinema .
But the result is that I have my image in very small 10px / 5px the middle of the screen.
Where is the problem?
thank you ,
Dan
I use this code:
Code
Display More<scene name="pano38" heading="0" thumburl="%FIRSTXML%/mare2_grenouille_38/thumbnail.jpg" titleid="pano38_title" descriptionid="" multires="true" planar="true" full360="false" video="false" seen="false"> <autorotate horizon="0.000000" tofov="0.500000" waittime="1" speed="5"/> <panoview h="0.000000" v="0.000000" fov="0.500000" hmin="-0.5" hmax="0.5" vmin="-0.25" vmax="0.25" fovmax="1.0" /> <view fisheye="0" limitview="off" maxpixelzoom="1.0" fovmax="1.0" fovtype="HFOV" fov="0.500000" hlookat="0.000000" vlookat="0.000000"/> <preview url="%FIRSTXML%/mare2_grenouille_38/preview.jpg" type="CYLINDER" /> <image type="CYLINDER" hfov="1" vfov="0.5" voffset="0" multires="true" baseindex="0" tilesize="512" devices="!androidstock|webgl"> <level tiledimagewidth="15640" tiledimageheight="7820"> <cylinder url="mare2_grenouille_38/3/%v_%u.jpg"/> </level> <level tiledimagewidth="7820" tiledimageheight="3910"> <cylinder url="mare2_grenouille_38/2/%v_%u.jpg"/> </level> <level tiledimagewidth="3910" tiledimageheight="1955"> <cylinder url="mare2_grenouille_38/1/%v_%u.jpg"/> </level> <level tiledimagewidth="1955" tiledimageheight="977"> <cylinder url="mare2_grenouille_38/0/%v_%u.jpg"/> </level> </image> <image type="CYLINDER" hfov="1" vfov="0.5" voffset="0" devices="androidstock+!webgl"> <cylinder url="mare2_grenouille_38/0.jpg"/> </image> <action name="setzorder2onstandardspots"> if (device.html5, ifnot (device.desktop, ); ); </action> </scene> </krpano> -
Hello,
A big thank you Klaus !!!!
I am currently doing a virtual tour with 12 rooms of a castle in France.I will soon show this work with three glasses oculus rift connected to 3 computers.
I used to work with Panotour, but they do not have the VR mode in their software ...
I made "with the example of version 1.19" create the visit with krpano and have also integrated it soundscapes in any room.
I have just three short questions:
- The computers I use have no keyboard and no mouse and I want at
computer startup arrive directly on the menu with thumbnails without
having to click on the button "ENTER VR"- Is it possible to make a project with consistent Panotour with oculus rift changing files?
- Is it possible to put in my virtual tour video hotspots "I tried
with the example plugin version 1.18, but it is not working ..."?Sorry for my english google
Dan
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Nothing special with xml, just call javascript functions with krpano, something like :
js(start_my_sound(2000));delayedcall(10,js(stop_my_sound())
will call the start_my_sound function with 2sec setting, and stop the sound after 10 sec.
For the javascript function the api is on Soundinterface 2 website ;)Merci je vais essayer

Hi,Sorry, what kind of hotspot is hotspot "distorted"? In French with google it means déformé ?
thank you,
Dan
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You can't play a sound on mobile without user interaction (touch screen) so the idea is to have a unique sound file that you play when first clicking on the screen to start vr mode (fullscreen) and then control the sound with javascript and an external soundplayer (because krpano soundinterface plugin can't go to a specific timing of the audio file, or I dodn't found how ?)
So I used Soundinterface 2 to play and control my audio file, and when I click on the screen to enable vrmode I load and play my sound wich is blank in the first seconds and pause it, then when I load a scene I call a javascript function to go to the part of the soundfile I want to play and play the file and execute a delayedcall to pause the sound when the part I want to read is finished.And that's it ;)
thank you , it's too complicated for me , I'll wait for the next 1.19.Damage to the xml file sharing
Dan
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Cool, thanx Klaus !DId it another way for now, but playing/controlling sound without user interaction (almost) now works for WebVR usage !!!
http://360images.fr/parisvr
Choose the tour with the headphones on it ;)Hi jerome,
Really nice tour that really works !!!!

I try to make the same kind visrtuelle visit with buttons to trigger sounds, but I mess around with the code, you would share your xml file so I can move faster?
Dan
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Hi,
your screenshot looks like if you're trying to use an old krpano version with the new WebVR example - but this can't work.
A reduced example is included in the 1.19 download package.
The files of the original example can also be seen or used - just download them directly (e.g. use the browser developer tools to see the file paths).Best regards,
Klaus
It's ok
thank you for all -
hello,
I am new to the world of krpano and I slowly learn.
The demo link on the first page works perfectly at home with my dk2 oculus.
But the demo in the download package 1.19 (in the folder 'viewer / examples / webvr /'). does not show me the menu vr and headtracking does not work

that should we do to make this example work with my dk2?
Is it possible to have the source files of the demo visible on the first page?
thank you
Dan