I can't seem to import JPG or GLTF models into a-frame despite me tagging it correctly using glitch.
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I use Jupyter notebooks to teach fluid mechanics. It allows me to present students with various forms of media from basic python examples to videos and 3D models.
https://github.com/nolankucd/MEEN20010
Currently I use pyGEL3D to display simple OBJ files and it works reasonably well. The models can be rotated and zoomed etc but there is no support for materials or animation. I can export the notebooks to embedded html and everything works. This is convenient because I can support students with different technical abilities.
I’d like to transition to glTF files created in Blender to avail of animation and material support. I want to keep the solution simple or self contained to keep the simplicity of the material.
I’ve tried a few different approaches. I’ve found pyVista can load the scene but does not support animation and performance can be poor.
Using an iframe I’ve tried a few viewers.
Don McCurdy’s viewer (https://gltf-viewer.donmccurdy.com) works well but I need to manually load local files via drag and drop. I can load a file hosted via CORS but I’d like to load a local file automatically.
from IPython.display import IFrame
model_url = "https://www.khronos.org/assets/gltf/BusterDrone.glb"
IFrame("https://gltf-viewer.donmccurdy.com#kiosk=1&model="+model_url, width=800, height=600)
There is a loader example on threejs.org which works nicely and loads the example files but I’m unsure how to modify it to load a local file.
https://threejs.org/examples/#webgl_loader_gltf
Can anyone help me understand how display a glTF file in Jupyter?
I'm struggling to get the right settings for a 3D model in A-Frame. It looks great in the A-Frame web inspector and that's the look I would like to have. I tried to change a few inline render parameters, but nothing worked out. Is there a setting to use the standard material params of the model?
I found the problem and solution for this. I was testing different A-Frame versions and found one (1.4.*) which shows the model correctly. Somehow, it only works for me with the GLB format, but that's fine. It was a bit like trial and error.
We are using Aframe for our one of VR app for Samsung Gear. For that, We need some 3d models which we are creating from 3ds max studio. Somehow which ever model we are creating,it is not rendering properly on Aframe. It is not showing material color also some vertexes are not displayed.
I have attached my sample mtl and obj file.
Is this any particular settings which we need to use in 3ds Max studio which we have to use?
mtl
obj
Without providing an example or a link to the used files to demonstrate what is going on, we can't help you that well. However I recently answered a question that sounds similar. You may want to check that one out: A-Frame .obj model displaying but broken
If what's mentioned in this answer did not help you, are you able to provide an example of your problem using glitch, plunkr, codepen, etc?
I can't find anything about how to embed plotting into Qt by using C++. Which component in Qt should be used for plotting?
I want to grasp the thing generated by these lib and display it using Qt.
I have a working example at this blogpost combining embedded R with Qt. I used both SVG and PNG graphs, though the current version only uses SVG.
The repository is here, if you rewind a commit or two you get the version that flips between SVG and PNG (depending on whether a particular can be loaded).
You should be able to use the logic to show plots from either plplot or matplotlib.
I wrote a simple Qt application (Windows+Mac) that uses QtWebKit to render
a web site inside a window.
But I already saw differences in layout and behavior between our app and Chrome
(that uses WebKit as well), e.g.:
- different fonts are displayed for the same web page
- an html anchor link with "javascript:someFunction()" is not working
Is there somewhere a summary list of all such differences (not the entire QtWebKit bug list)?
Also: is there a way to use a WebKit version more similar to Chrome in my application?
WebKit requires the drawing functions to be provided by the platform. Chrome uses a different graphics/drawing library: skia and QtWebKit uses Qt as a the drawing engine.they're
Both skia and qt provide their own widgets which are used in drawing.
Differences may come out of different painting system. About javascript... Just asking, but did you enable JavaScript support in your webkit app? I'm not sure if its enabled by default
Chrome uses it's own JavaScript engine, V8, which was a lot faster for some time. However, WebKit have also implemented a very fast engine called SquirrelFish (and the JIT'ed Extreme variant). Which one is faster is debatable - I recalled WebKit's being faster, but the difference is the order of miliseconds and it depends on a lot of factors - in short, they're both just as fast.
You can load the site http://html5test.com/ on your Qt WebView.
m_d->m_webView->setUrl(QUrl("http://html5test.com/"));
*If you are using the sample HTML project from Qt Quick.
This page will give you a score for the browser and detailed list of supported features.
You can also compare with other browsers, which is very useful.