I set camera fov to be 120:
<a-camera fov="120"></a-camera>
It works well in regular mode (shows 120 fov correctly) but when I enter vr-mode in a mobile device it returns to 80. Is it a bug?
see reproduction here
I also opened an issue in aframe github issue page
It's not a bug. It's expected behavior. FOV and other camera parameters are supplied by the WebVR / WebXR API when in VR mode. They're specific to the headset characteristics (IPD, lenses properties...) and cannot be overridden. Stereo rendering would not look right with different parameters.
Related
Since we upgraded from aframe 0.8 to 0.9 we have a weird rendering behaviour when we enter vr mode on mobile device (i.e Samsung Galaxy S8)
You can see this white space in the middle on both eyes which is simply "not rendered" I guess. The hall is a .obj model with a .mtl provided (yes, I know glTF would be better but unfortunately it is not in our hands).
We tested on all mobile browsers with the same result. On Desktop Version everything works fine. Can someone verify / explain this?
It's quite embarrassing, but we found the solution.
Our external model designer designed every floor tile as a single object... Now we use a floor where all the tiles are one single object and that seems to work well.
I'm trying to record a video of the simulator screen using the following command:
xcrun simctl io booted recordVideo --mask=ignored ~/Desktop/footage.mp4
As you can see, I specified the value ignored for the mask parameter because I want to omit the mask on the iPhone X's simulator.
The documentation says:
For non-rectantular displays, handle the mask by policy:
ignored: The mask is ignored and the unmasked framebuffer is saved.
black: The mask is rendered black.
Here is the result:
As you can see, as soon as I start interacting with the simulator, the mask appears.
Am I doing something wrong? Is this a known bug?
PS: recording from an actual iPhone X is not a solution as I don't own such a device.
While very far from an ideal solution, it might be possible for you to use an adjusted version of the 5.5 inch iPhone App Preview video. The 5.5 inch phones use 1920x1080 so what I had to do was basically squish one dimension to make the video 1920x886 pixels. Of course, it will look slightly squished, but it isn't that noticeable since it is only a reduction of around 20%. I would argue it is better than no App Preview or going through tonnes of trouble trying to borrow an iPhone X series device. At least until the simctl bug gets fixed!
I'm running Firefox OS 2.0 simulator via Firefox WebIDE.
The MDN Firefox OS doc only states 320x480 pixels for the device size, but some of the supported devices have much higher resolutions available.
I would like to be able to change the device screen size so I can test my application in the simulator with different display sizes - how is this done?
Here is an image from the WebIDE showing the Device Settings disabled:
I'm using Firefox version 39.
Simulator configuration was recently made available in Firefox 42. This gives you access to options like the window size:
Switching to Nightly to access Firefox 42 is likely the best path for now, since a number of related bugs were recently fixed in that version.
I'm using a PiTFT on my pi and running a JavaFX program. I got the output going to the PiTFT by running fbcp in the background.
I had to set disable_overscan=1 in /boot/config.txt to get it to show the whole image. That all works fine now.
My problem is that the touch screen calibration doesn't seem to effect JavaFX apps. The X and Y axis are swapped. Does anybody know how to calibrate the touch screen for JavaFX apps?
I don't know if this is a problem with the touchscreen driver for the PiTFT or a JavaFX configuration problem, so I'm going to post the same question to the adafruit forums and if I get an answer in one place, I'll copy it to the other.
I've struggled with the same problem today, and I managed to figure it out.
The PiTFT is by default a portrait display with a resolution of 240x320. The driver conf is originally made to rotate the display. The touchscreen setting for X are aware of that and have the rotate option set accordingly. And yes, this will not affect JavaFX since it doesn't run in X.
What I did:
in /boot/config.txt
disable_overscan=1
framebuffer_width=480
framebuffer_height=640
#set specific CVT mode
hdmi_cvt 480 640 60 1 0 0 0
#set CVT as default
hdmi_group=2
hdmi_mode=87
hdmi_force_hotplug=1
With this, the main display resolution is set to 480x640, and overscan is disabled.
Next, in /etc/modprobe.d/adafruit.conf, change the rotate option to be 0.
Save everything and reboot. Then fbcp & java Main, and it should be working OK.
Btw, be aware that I used the pre-built raspbian image from adafruit.
I'm new to Android, and I've finished a game which was meant to feature pixel art. I was going to scale up my images (imageviews and bitmaps drawn to canvas) from small pixelated png files. The thing is, I could not seem to disable anti-aliasing whatever method I tried. The image was always blurred.
All my images are in one 'drawable' folder.
I tried android:antialias="false" within the ImageView in the xml.
Tried the method described here: http://www.41post.com/4241/programming/android-disabling-anti-aliasing-for-pixel-art
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Tried changing the paint (paint.setAntiAlias(false)) when drawing the bitmap onto a canvas.
And even tried linking the ImageView to a xml bitmap drawable with antialias="false"
Am I missing something? In the end I had to just settle with leaving some images blurry and having the big images as big images and not resizing in the xml file.
From the Hardware Acceleration Guide, it looks like Paint#setFilterBitmap() is always enabled and cannot be disabled when hardware acceleration is enabled. Try checking to see if your app is using hardware acceleration.
I've seen similar behavior in the emulator when enabling the "Use host GPU" option, and found that a device that didn't have the anti-aliasing behavior could be forced to have that behavior by using Paint#setFilterBitmap(true). I was not able to disable the behavior in the emulator though without disabling the host GPU option.