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The question is very simple: how do I render an FBX/3DS model in WebGL? I've tried googling around, but this seems like a pretty new area.
As i've replied to you on another question, currently there are lots of problems that arise when you try to use WebGL. Chunked 3D formats that aren't UTF-8 "decodable" (text) can't be consistently loaded without browser trickery with buffers (which aren't neither standard nor API/stable). In this case, you should implement your own 3DS loader on Javascript and make it run on both Firefox and Chrome (although the buffers trick isn't useful on chrome AFAIK).
Your best bet is to use a text format like OBJ or ASE. I myself have begun work on a JSON exporter for blender here that works nicely with WebGL, but of course, it is only useful if you're using Blender 2.5+.
You can use three.js javascript library to render model with webgl.
Open 3ds model with the A3dsViewer. Click Export to the HTML5 in the toolbar and
you will be able to preview the model in the browser.
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Should webgl be used for simple websites?
I'm not sure or it is wise to use webgl for a simple website just to give it a better look. Will this work on all devices?
WebGL is widely supported today https://www.caniuse.com/#feat=webgl
Whether you "should" use it or not is a broad question. Remember that you aim at improving the user experience. People are forgiving when they play video games, but they don't want to hear their computer fans spin, witness their battery discharging very fast or feel their device getting hot when all they wanted was to read a cooking recipe. Try to be user friendly.
You may for instance want to cap the framerate and/or reduce the resolution on high definition devices, pause the animation loop when the window looses focus (which is not the default behaviour of requestAnimationFrame) or when there is nothing changing on the screen (if the WebGL element is interactive for example). Also, try to write efficient algorithms: it's easy to start writing things on the fragment shader or the CPU when they should be done on the vertex shader. There are many ways to accomplish the same thing and they don't put the same stress on the computer.
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I want to build an iOS application where you can easily view and interact with geophysics data (well logs, seismic sections etc), which usually come as huge matrices in SEGY format or similar.
Is there any way I can do this with swift? Also I need to extract statistics and and perform mathematical operations. Is there any scientific use of swift at all?
Sorry if I'm being vague, it's a fairly new idea and I would love to do it on iOS instead of using C/matlab/python etc.
There's nothing native to Swift, but you could always use third party frameworks for anything.
Of course, science power of Matlab won't be achievable by iOS, since the language is not intended for that, so you'll have to write some math functions on your own.
For charts, I used CorePlot, but now there's a better alternative written completely in Swift, called ios-charts.
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How could I customise YouTube's playback speed setting so that I have more options? For example I often want to watch at 1.75x
Ideally I want to create something that allows me to have a default speed setting for different channels.
Youtube interface only allows you to select between a few preset speeds and doesn't save it.
You can alter the speed programmatically by modifying the playback control's parameters by the means of your browser.
The HTML5 player that is on Youtube's site doesn't appear to conform to any of the embedding APIs (though the servicing code might conform to the JS API in some form), but you can just control the <video> element directly. With Flash... all you have is the programming interface that the <object> exports.
The simplest, one-off method is with JS console. There's also a Chrome plugin and a Firefox addon for that (and probably more than one). Finally, Firefox has the GreaseMonkey addon that allows you to add a custom JS to the page that can do anything a JS can - including this.
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I have a legacy application that generates VRML 1.0 files. I'd like to build a WebGL-based web interface that can display these VRML files. Is there an easy way to do so?
Edit: Specified that they are VRML 1.0.
If you can get it to VRML 2.0 (VRML '97) using a tool like the above-referenced one from Parallelgraphics, you can use the Fraunhofer Institute's tools (see discussion and links to InstantReality at http://www.x3dom.org/?page_id=532) to go from VRML 2 to either X3DOM or X3D. With Firefox or Chrome and a current graphics card and driver, you've got the WebGL support needed to run X3DOM. X3DOM handles only a subset of X3D, but can be referenced straight from XHTML and CSS, or plug-ins required. It's at a much higher level and easier to deal with than dealing directly with WebGL.
As I understand it, X3D is a development from VRML, and there's a WebGL-based renderer for it called X3DOM. Converting over is unlikely to be zero-effort, but it might be easier than trying to make the jump all the way to a "native" WebGL format.
VRML can be pretty complex with lots of interactivity and it doesn't look like a ont-to-one converter is available. However, here is what you could try:
Convert your VRML file to a standard OBJ file using something like MeshConv
Import the converted file in CopperLicht (Free) or CopperCube (Not free)
You will then have some kind of conversion of your VRML file which you can fine-tune.
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I just finish reading delphi-skinning-libraries and sptbxtoolbar-skin-change but this is not what I wanted. I'm interested in how to apply a skin on a form, just like the classic WinAmp windows :)
Any aricle or code or ideea is welcomed.
I just found Windows XP Theme Manager, i'm at work now, so i'll study it at home (I hope this is wahat I need)
Actually the former question (with a nudge at VCLSkin) is exactly what you need -- don't get suggested too much by the fact that all the examples look like MSWindows -- the skinning behind them allows for any image-based GUI.
The only alternative is ditching the Forms altogether and building your skin from ground up using WinAPI. An example can be seen on flipcode (C++, but WinAPI's the same).