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Orbiter 1.1

Andor Salga | 12 October, 2009 | 14:03
As promised, I posted the updated orbiter demo which works with the 1.1 version of our library. The old version of the demo used a zoom() method which I thought should be divided into two functions: goCloser() and goFarther().
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10 responses

This demo behaves differently on mac vs windows. On windows,

Cathy Leung | 13 October, 2009 | 8:04

This demo behaves differently on mac vs windows. On windows, there appears to be a sun, and the shadow of how the earth is facing shows. On the mac, the light is just one big light (always daytime everywhere).

On OS X and Windows is seems to be the

Andor Salga | 13 October, 2009 | 15:55

On OS X and Windows is seems to be the same for me. I’ll have to look at your mac.

Some questions: How do I find out which version

DemonDuck | 14 October, 2009 | 21:11

Some questions:

How do I find out which version of your library I have? I have a version and it works with some bugs but it works. But your library changes so fast I guess I should always stay current with the latest release.

I noticed that you have a Minefield release (FF 3.7) Does that version of your library work with WebGL yet?

...also, Orbiter 1.1 does not work on my system.

DemonDuck | 14 October, 2009 | 21:25

…also, Orbiter 1.1 does not work on my system. Is it expected that I have your 1.1 library on my system to run your demo? Your Orbiter 1.1 page uses relative file path to your library so I assume that it is somewhere on your system. But it doesn’t run.

var SCRIPT_PATH = ‘../canvas3dapi/’

I have Canvas3d 0.4.3 in FF 3.5.2

I get this error:
19:22:1 Error: Fragment shader uses varying gl_FrontFacing but vertex shader does not write to it.

1.1 of c3dl is available via download section. It

Cathy Leung | 15 October, 2009 | 1:51

1.1 of c3dl is available via download section. It is NOT webGL compliant. It still works with Canvas 3D addon for FF 3.5.x. This is the version that the orbiter demo is working with. We are currently working on porting over to WebGL though so stay tuned :D .

So the question remains -- do I need c3dl 1.1

DemonDuck | 15 October, 2009 | 7:39

So the question remains — do I need c3dl 1.1 resident on MY computer to run Orbiter 1.1?

I understand that c3dl 1.1 is not WebGL compliant. I am trying to run Orbiter 1.1 using FF 3.5.2 and Canvas 3d 0.4.3.

If I understand your comment correctly — I need to download and install c2dl 1.1 somewhere on my computer to run Orbiter 1.1. Right?

...downloaded c3dl 1.1 -- still get the same error -- 19:22:1

DemonDuck | 15 October, 2009 | 7:47

…downloaded c3dl 1.1 — still get the same error –

19:22:1 Error: Fragment shader uses varying gl_FrontFacing but vertex shader does not write to it.

BTW: I'm running the Intel GMA4500 video chip. I

DemonDuck | 16 October, 2009 | 13:51

BTW: I’m running the Intel GMA4500 video chip. I think there was another thread addressing this problem with the GMA4500 video chip.

If you are viewing off the website (ie just following

Cathy | 19 October, 2009 | 17:45

If you are viewing off the website (ie just following andor’s link: http://www.c3dl.org/wp-content/blog_demos/orbiter1.1/orbiter/orbiter.html) all you need is the canvas 3D addon installed.

If you downloaded the code and want to see it locally you will need to get the library.

[sigh] I wrote that I had Canvas3D 0.4.3 installed

DemonDuck | 20 October, 2009 | 13:59

[sigh] I wrote that I had Canvas3D 0.4.3 installed in FF 3.5.2 Read your own blog…

The error is the same:

11:59:37 Error: Fragment shader uses varying gl_FrontFacing but vertex shader does not write to it.

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SceneCreator0.3

SceneCaster is an online application that allows people to create “spaces” which are 3d scenes on the browsers and share them which other.  It is free to sign up and relatively  easy easy to use. The main problems with SceneCaster are the requirements: The operating systems used are Windows XP or Vista and the browser [...]

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Yesterday Andor and I gave a talk at www 2010. It was about how mid level API’s can help web developers who may not wish to do extremely low level programming at the WebGL level achieve the 3D effects they want. The “slides” from our talk can be found here. The [...]

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