requestAnimationFrame | Polyfill for | User Interface library
kandi X-RAY | requestAnimationFrame Summary
kandi X-RAY | requestAnimationFrame Summary
Polyfill for [requestAnimationFrame] and cancelAnimationFrame. That is, load the included .js file to make those functions work (more or less) even on older systems that do not natively supply them. This version of the code is only lightly tested. It’s provoked no complaints since the initial checkin of 2013-9-16, but it hasn’t been deliberately tested on a zillion targets either.
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Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of requestAnimationFrame
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Community Discussions
Trending Discussions on requestAnimationFrame
QUESTION
I am creating a scene in three js with two models in .glb format; I am following a pre-recorded class and I have followed exactly all the steps. We create a class for the models in model.js and in index.js we define them. Everything was working fine until from model.js we created a material for the models and it only loads in one of them. I have checked everything, searched for similar answers here and I can't find the error because everything seems to be fine.
This is model.js (the class)
...ANSWER
Answered 2022-Apr-04 at 16:22I'm also a Three.js novice, but it looks like DracoLoader loads a geometry
not a mesh so the way you're crafting your model might be causing the issue. Does instantiating a new THREE.Mesh with the downloaded geometry and material fix the issue:
QUESTION
I am trying to make a simple scene with some Three.js to experiment with it and i am currently having an unknown problem.
In the explorer console it keeps saying that Three.Scene() is not a constructor no matter if i import my download of Three or if i use the cdnjs.
...ANSWER
Answered 2022-Mar-28 at 07:49The import is not correct. It should be:
https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.module.js
three.module.js
is the ESM build file whereas three.js
is UMD. If you want to use ES6 import syntax in your app, you have to use the ESM version.
QUESTION
RenderTarget as new texture part 2: If I give a plane a shader and transfer a texture to it and the render works as it should. I then see a plane with the texture that was passed to the shader, wonderful 👍
But if I try to output this result as a new texture via a renderTarget, I get a black and white texture 🙄
who knows why?
...ANSWER
Answered 2022-Mar-23 at 11:41The problem is that you have to wait until your texture is actually loaded before rendering to the render target. I've updated your code so it used the async/await syntax in order to solve the issue. Especially have a look how generateTexture()
has been changed.
QUESTION
I'm trying to learn something new in three.js. My goal is to be able to use what a second camera sees in a separate scene as a texture for the main scene. Or alternatively to be able to use what a second camera sees in the main scene as a texture. But i only see a black screen. I posted my code for it here. I hope someone recognizes where my mistake is, because I just can't figure it out.
In 3 steps:
texture = second camera view
material use texture
apply material ordinary to a mesh
see below
ANSWER
Answered 2022-Mar-23 at 02:45Are you copying this approach from a tutorial? What version of three.js are you using? I'm asking because you're using renderer.render(scene, camera, target, true);
but the docs state that .render()
only accepts two arguments, so passing a renderTarget doesn't do anything.
I recommend you copy the approach in this demo, you can see the source code by clicking on the < >
icon. The essential part is as follows:
QUESTION
I'm trying to make an Infinite marquee that speeds up on scroll, https://altsdigital.com/ you can see the effect on this website, the text says "Not your usual SEO agency" and when you scroll it speeds up.
Here's what I've tried but it does not work. It does not loop properly without overlapping (keep your eye on the left side of the page, you'll notice the text briefly overlaps and then translates left to create a gap) and I am unsure on how to fix it:
Here's the code (TEXT ONLY VISIBLE ON "FULL PAGE" view):
...ANSWER
Answered 2022-Feb-18 at 09:27Your items are overlapping because you're not allowing any lerping diffing when the items should switch positions.
The current
value should never equal the target
value. If the values match, than the current value needs to catch up the target
— giving that erratic movement and wrong calculations, additionally aggravated for the two sibling elements which should be perfectly in sync to give that immediate snap-back, perceived as a fluid continuous motion.
- Instead of animating two (or more) children independently,
animate only the parent.loop-container
. - The container should be as wide as one child element exactly.
- "Push" one child element to the far left using
position: absolute; left: -100%
- To allow the
target
value to be always greater than thecurrent
value:
when thetarget
value is greater than100
— setcurrent
to the negative difference of the two values, andtarget
to0
Demo time:
QUESTION
Been having issues with this for a couple days, not sure why the text I'm rendering on the canvas is flashing so much. I'm using the requestAnimationFrame() function, but its still flickering.
What I want to have happen is for the text to move smoothly and they remove themselves from the array when they move completely off screen.
...ANSWER
Answered 2022-Mar-07 at 15:51The flickering you are seeing results from your looping code, where you skip elements of the array when deleting elements (Element 3 needs to be deleted? You call splice(3, 1)
and then continue with the loop at index 4. Since the array shifts when you call splice
, you should process element 3 again).
The imho easiest way to fix this is to iterate backwards over the array. Please note that iterating backwards is less CPU cache efficient (because every array access leads to a cache miss), so another fix would be
QUESTION
Structure of my project 66% threejs model, 44% html (side control) using Bootstrap. I’m trying to make mouse picker, when pointing at an object so that it is shown on which object it is pointed. As I understand it, he sees the coordination of the mouse badly. Please help me figure out and set up the correct coordination mouse with Canvas.
Code:
...ANSWER
Answered 2022-Feb-22 at 09:34I suggest you use pointermove
instead of mousemove
and also use getBoundingClientRect()
in your event listener:
QUESTION
I have a piece of code from 3 years ago that appears to not be working anymore from Three.js
.
I have updated all of the other issues of the migration to ES6
for Three.js
, but when I try to add as I did in the past more than 1 place marker
on the planet surface, only 1 place marker is displayed, with only the last
added place marker being successfully displayed in the desired position... with all other place markers being erased.
Problem example -> https://jsfiddle.net/jhL6s579/6/
Complete code:
HTML
...ANSWER
Answered 2022-Feb-17 at 11:25You have to derive your custom classes Marker
and Earth
in ES6 now. Meaning you have to use the class syntax like below since Object3D
is now a class, too.
QUESTION
Investigating how browser's render works I've noticed that in chrome dev tools with enabled flag paint flashing
triggers paint step on changing transform/opacity
property.
Look at these screenshots with code:
Example 1 (transform/opacity
property)
ANSWER
Answered 2022-Feb-14 at 11:34Neither example is lying.
The browser minimises the number of layers it needs to composite together. It only creates a layer if it's given a reason to believe there'll be a benefit.
If you animate transform or opacity using CSS transitions, CSS animations, or web animations, the browser knows ahead of time that the element is animating in a way that might be optimised by creating a layer, so Chrome creates one for the duration of the animation.
If you animate using rAF, the browser doesn't have this foresight. will-change
exists as a way to hint to the browser that it should create a layer for this element, depending on the changing property.
These are hints, and the browser isn't guaranteed to create a layer. There are other cases where some browsers create a layer, such as when another element needs to paint on top of a layer, and in the case of some other CSS like transform: translateZ(…)
.
QUESTION
I would like to be able to robustly stop a video when the video arrives on some specified frames in order to do oral presentations based on videos made with Blender, Manim...
I'm aware of this question, but the problem is that the video does not stops exactly at the good frame. Sometimes it continues forward for one frame and when I force it to come back to the initial frame we see the video going backward, which is weird. Even worse, if the next frame is completely different (different background...) this will be very visible.
To illustrate my issues, I created a demo project here (just click "next" and see that when the video stops, sometimes it goes backward). The full code is here.
The important part of the code I'm using is:
...ANSWER
Answered 2022-Jan-21 at 19:18The video has frame rate of 25fps, and not 24fps:
After putting the correct value it works ok: demo
The VideoFrame api heavily relies on FPS provided by you. You can find FPS of your videos offline and send as metadata along with stop frames from server.
The site videoplayer.handmadeproductions.de uses window.requestAnimationFrame() to get the callback.
There is a new better alternative to requestAnimationFrame. The requestVideoFrameCallback(), allows us to do per-video-frame operations on video.
The same functionality, you domed in OP, can be achieved like this:
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