tgaLoader | Simple TGA image loader | Computer Vision library
kandi X-RAY | tgaLoader Summary
kandi X-RAY | tgaLoader Summary
Simple TGA image loader.
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QUESTION
I am trying to get the user to click on two different points and get distance between them.
The clicks seems to be happening at random positions, so the calculation is getting to be wrong.
The calculation is correct when the the OBJ loader is used and we use an OBJ file, but if I use an STL file using the STL loader, it just shows up incorrect.
Codepen link: https://codepen.io/anon/pen/NLXavX
JS Code:
...ANSWER
Answered 2018-Sep-10 at 20:30Try to add in CSS section:
QUESTION
QUESTION:
Everything was working fine: I converted my FBX files to GLTF inside my /GLTF/ subfolder.
Sadly, some geometry was missing from some of the converted files, so I tried to convert again my FBX files, this time to /TEST/.
Suddenly, the models don't load and from my console.log statement:
...ANSWER
Answered 2018-Aug-20 at 21:17To debug this, you can drag the model into my debugging viewer and you'll see this message:
Missing texture: M_Med_Soldier_Body_BLACKKNIGHT_n.tga
Neither glTF nor web browsers support TGA textures, so the fact that it's referenced is a bug in the tool used to create this file. I'd recommend filing a bug on FBX2glTF.
However, if you look in the model folder, you'll see that same image is already there as a PNG (perhaps FBX2glTF converted it?). If you open the .gltf
file in a text editor (I used Sublime Text) and search for "images", you'll find that incorrect TGA image reference. Rename it to .png
and you'll see what I assume is the correct result:
QUESTION
I have a Boat modal that is being imported as a JSON. Right now I am trying to also import it's texture map to apply to it's mesh.
The model loads fine, but when I use TGALoader to try to load the texture's .tga
file, I get this error:
ANSWER
Answered 2018-Apr-27 at 12:34You need to source TGALoader.js loader at the top of your file.
So for example say:
QUESTION
I have problem with animating object exported via blender plugin from blender to THREE.js. Animation did not start running...
Of course, I tried many combinations of settings when exporting from blender and importing to THREE.js library, but without success.
Here is code, what I think should work. Comment Critical section annotate where is probably some mistake. Link to source JSON is in the example too. Of course, I can provide source *.blend file, if needed...
...ANSWER
Answered 2017-Oct-27 at 09:23I dug in into animation and noticed that it uses morphTargets
. And then I remembered about this example. So, the key moment is to set .morphTarget
parameter of a material to true
, so, I've applied it to the material in your code snippet and it started to work:
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