These are chat archives for highfidelity/hifi

3rd
Feb 2015
Thijs Wenker
@thoys
Feb 03 2015 00:00
@ctrlaltdavid now you mention it, I cannot get the cursor to hide with Window.setCursorVisible(false) on Windows, can anyone confirm this?
Joe Large [Omega Heron]
@OmegaHeron
Feb 03 2015 00:05
just says not found for me if I try to execute in console
Thijs Wenker
@thoys
Feb 03 2015 00:05
hmm
you mean undefined?
Joe Large [Omega Heron]
@OmegaHeron
Feb 03 2015 00:06
yes that
Thijs Wenker
@thoys
Feb 03 2015 00:06
thats ok, thats the return value
try to misspel the function
misspell misspel
Joe Large [Omega Heron]
@OmegaHeron
Feb 03 2015 00:06
long error
TypeError: blah blah
Thijs Wenker
@thoys
Feb 03 2015 00:07
yup, so it is found.
Joe Large [Omega Heron]
@OmegaHeron
Feb 03 2015 00:07
yup - nvm. back under my rock with new knowledge.
Thijs Wenker
@thoys
Feb 03 2015 00:09
thanks for testing
I figured it doesnt work from console because it toggles the cursor back to visible if you're in a different widget
Thijs Wenker
@thoys
Feb 03 2015 00:16
hmm, still doesn't seem to work directly
@huffman you used this function, does it still work for you?
Ryan Huffman
@huffman
Feb 03 2015 00:17
@thoys It's generally been flaky at times and recently I've noticed it not working
may be a qt version issue, maybe something else
It used to be used with the editEntities orbit mode when right-click+dragging, but that is no longer the case
Thijs Wenker
@thoys
Feb 03 2015 00:18
it also was part of the GracefulControls
Ryan Huffman
@huffman
Feb 03 2015 00:21
Good point, I think that's why I originally added it
To answer your earlier question - when are you setting the cursor to not visible?
(or, to not answer it... :))
Thijs Wenker
@thoys
Feb 03 2015 00:23
I was connect the mouse hiding code to the oculus rectile/cursor code. So for the virtual keyboard it wont be in the way for the js rectile (lol)
Jason Hawks
@nbq
Feb 03 2015 00:44
Hiya @OmegaHeron, @thoys and @huffman - also a little late of an answer @morrisford - When you upload an entity via the menu in the client (or use one uploaded there, from the list), it points to its fst file. Technically this is a faceshift file but is also used to reference other stuff and is created on upload to the HiFi back end - You can find more info here: http://docs.highfidelity.io/v1.0/docs/the-fst-file - You can find fst files for avatars and entities and the like - take one I uploaded from mixamo http://public.highfidelity.io/models/entities/adam-idle.fst - it points to the fbx file and joint information it read from the fbx I uploaded
Ryan Huffman
@huffman
Feb 03 2015 00:44
Gotcha. I think it's hard to say right now, but I don't think it's super important considering it probably won't be used heavily (and should be easy to change if necessary).
morrisford
@morrisford
Feb 03 2015 00:53
@nbq Thanks for the answer. Turns out my problem wasn't involved with the fst file stuff. At least I don't think so. Something else was going on but I don't know what.
Jason Hawks
@nbq
Feb 03 2015 00:54
I had a feeling about that, but I just wanted to answer your question still @morrisford, I am very glad everything is working for you now though!
David Rowe
@ctrlaltdavid
Feb 03 2015 16:14
Interface isn't very happy running under the Windows debugger today: multiple break points "HEAP[interface.exe]: HEAP: Free Heap block 11AFA4A8 modified at 11AFA4F4 after it was freed", e.g., when teleporting or loading models.
Jason Hawks
@nbq
Feb 03 2015 16:20
I am so glad you a catching it @ctrlaltdavid - that is one of the main complaints I have heard lately is having crashes on teleporting or loading some models
Lexx
@Triplelexx
Feb 03 2015 20:02
Hello, I have some casual questions about this project. Is this a suitable place/only place to discuss the project?
Ryan Huffman
@huffman
Feb 03 2015 20:03
@Triplelexx Yes - if you are an alpha user there is also the alpha forum.
Lexx
@Triplelexx
Feb 03 2015 20:04
hmm no, I assumed I could just build the client myself
do I need a login or something?
I'm an old SL citizen
I have been following the project developing a bit, the latest integration of technology like Faceshift is looking very promising
I thought I might try and login, as I've not received a reply to my Alpha request
Ryan Huffman
@huffman
Feb 03 2015 20:07
Yes, you can build the client yourself
were you able to?
Lexx
@Triplelexx
Feb 03 2015 20:07
I have questions about the build
Ryan Huffman
@huffman
Feb 03 2015 20:07
@problem may be able to help
Lexx
@Triplelexx
Feb 03 2015 20:07
What IDE do you use?
I'm not used to Cmake
where my sln ? :D
see a lot of QT stuff
I have creator, but doesn't seem like you use that even
Ryan Huffman
@huffman
Feb 03 2015 20:09
You'll need to use cmake to generate the project file. I build on OSX + command line (cmake + make), but someone else here may be able to provide better guidance. There is also a build guide in the repo.
Ryan Huffman
@huffman
Feb 03 2015 20:09
The easiest path is to get into alpha and download a prebuilt binary
Lexx
@Triplelexx
Feb 03 2015 20:09
but what do you edit code with?
Ryan Huffman
@huffman
Feb 03 2015 20:09
vim
Leonardo Murillo
@murillodigital
Feb 03 2015 20:09
@Triplelexx following the win build guide you’ll end up with a VS2013 solution
Lexx
@Triplelexx
Feb 03 2015 20:09
I figured just add it all to visual studio but use Cmake
ok, I'll have a read again then
Leonardo Murillo
@murillodigital
Feb 03 2015 20:10
cmake generates the sln
Lexx
@Triplelexx
Feb 03 2015 20:11
oh ok, afk, I'll read the doc again, I got into it last night but I was tired
too many things to download as well :P
Bradley Austin Davis
@jherico
Feb 03 2015 20:18
@Triplelexx you can ping me if you like this evening (PST). I recently built from source using Visual Studio 2013 (after getting the dependencies and generating a project via CMake).
But the BUILD_WIN.md is pretty comprehensive.
Lexx
@Triplelexx
Feb 03 2015 20:21
Ok, got some food, will go through it now, looked at it yesterday but needs too many things I don't have installed, hopefully just need to download some stuff and should make sense.
Bradley Austin Davis
@jherico
Feb 03 2015 20:41
there should be links listed for all the required, but not included libraries. I'm working on a modification that would incorporate more of them into the git repository as submodules so that fewer things would need to be downloaded, and people would be able to be certain they were working with a common version of a dependency.
Jason Hawks
@nbq
Feb 03 2015 21:03
Hiya @Triplelexx - If you need build help on any OS you can hit me up too, it takes a little bit of work but in the end its worth it and you learn some as you go! @jherico it is a good idea and anything to help users is wonderful but I wanted to find out, are you talking pre-compiled binaries like for the ones that do not include one?
Lexx
@Triplelexx
Feb 03 2015 21:13
I'm hoping not too much.. :) working my way through
prob should be using TBB anyway, never heard of it
just taking a bit more time over the OpenSSL bit
just the g and L version throwing me
Lexx
@Triplelexx
Feb 03 2015 21:18
so L should be fine, vunrability is in earlier veasrion g
Jason Hawks
@nbq
Feb 03 2015 21:21
you do need to use TBB yes, as for OpenSSL, yep, 1.0.1g or better works fine.
Lexx
@Triplelexx
Feb 03 2015 21:22
so can you install OpenSSL into it's own path, as long as it's under system?
Jason Hawks
@nbq
Feb 03 2015 21:23
TBB is for threading and is fairly simple, I can help you make sure you have the right files if you need
Lexx
@Triplelexx
Feb 03 2015 21:23
or should I extract to system folder itself?
Jason Hawks
@nbq
Feb 03 2015 21:23
Well for HiFi, you need everything accessible under one folder
Lexx
@Triplelexx
Feb 03 2015 21:23
C:\Windows\system\OpenSSL-Win32
Jason Hawks
@nbq
Feb 03 2015 21:23
let me take a screen shot of my folder used for the build libs
Lexx
@Triplelexx
Feb 03 2015 21:24
I have that done
but it says OpenSSL should be installed to Windows/System
Install OpenSSL into the Windows system directory, to make sure that Qt uses the version that you've just installed, and not some other version.
I assume leaving a subpath is ok
Jason Hawks
@nbq
Feb 03 2015 21:25
I did default install on that
Lexx
@Triplelexx
Feb 03 2015 21:25
yeah, prob no biggie
I'll try default first then
Jason Hawks
@nbq
Feb 03 2015 21:25
oh and here is my lib folder structure: http://i.gyazo.com/ff5c104dc6a45b7ccb65a76d69305be3.png
Lexx
@Triplelexx
Feb 03 2015 21:26
I've made the folders, I'm just extracting stuff now
oh right it also copies the dlls as part of the install
Jason Hawks
@nbq
Feb 03 2015 21:35
yep, you get the files, its just getting them copied over
I just checked, I installed to C:\OpenSSL-Win32 but have it in the path
Lexx
@Triplelexx
Feb 03 2015 21:39
now should just need to build Bullet really
pity no precompiled version
Leonardo Murillo
@murillodigital
Feb 03 2015 21:40
@Triplelexx I have put up a prebuilt version here:
built on Win 7 / VS2013
Jason Hawks
@nbq
Feb 03 2015 21:40
I was just going to say this, but you beat me to it @murillodigital - but yep those work wonderful
Lexx
@Triplelexx
Feb 03 2015 21:41
sweet
Jason Hawks
@nbq
Feb 03 2015 21:41
yep, @murillodigital looks out for you, but he is the man with the plan!
Leonardo Murillo
@murillodigital
Feb 03 2015 21:42
;)
Lexx
@Triplelexx
Feb 03 2015 21:42
should be cooking soon :clap:
Jason Hawks
@nbq
Feb 03 2015 21:43
yep, you are good, and see, you learn some cool stuff as you go!
Lexx
@Triplelexx
Feb 03 2015 21:45
I already looked at some code, it's really well written
I can learn a lot
Jason Hawks
@nbq
Feb 03 2015 21:46
This is truely a unique project and deals with some of the most amazing ideas I have ever seen put in one place
Lexx
@Triplelexx
Feb 03 2015 21:46
that sort of thing :D
back in a min for round 2
Lexx
@Triplelexx
Feb 03 2015 21:55
I've been interested in virtual worlds for many years, I am firmly behind seeing great developments in this area, it's already taken too long imo ;)
the ideas behind the project are very forward thinking
Jason Hawks
@nbq
Feb 03 2015 21:57
There is a big opening for this change to happen and when Philip put together this team and then people started coming together to really make it happen, well, some of the most amazing parts of what being open and connected really hit and broke through the wall that was up in some areas
Lexx
@Triplelexx
Feb 03 2015 21:58
so limited by technical issues though, but I'm so impressed by the progress and code I have seen
Jason Hawks
@nbq
Feb 03 2015 21:59
I love seeing other people like you @Triplelexx - A dream and a will to do more can add so much more to your life once you find the tools to put the road under your feet as you go. As for technical… some stuff is still being ironed out but its people like you that help find the bunched up pieces in the blanket to smooth out and make it even better for the group
Lexx
@Triplelexx
Feb 03 2015 21:59
some of the networking stuff I looked at was really elegant. I hope to be able to play with bits so well myself soon
Bradley Austin Davis
@jherico
Feb 03 2015 21:59
@nbq my intent would only be to add git submodules for the external libraries where such a thing existed, like GLM (and potentially zlib and glew, although in my opinion it'd be simpler to just generate a GLEW C file for the version of GL you want and stick it directly in the hifi repo)
Lexx
@Triplelexx
Feb 03 2015 22:01
I certainly hope so and sgree nbq
I have to get my head around coding style as well
been shifting from so many styles atm, and not even really fluent in C++
the conventions do seem solid though
I've seen quite a few solid conventions recently though.. and so many rules ... :D
Jason Hawks
@nbq
Feb 03 2015 22:04
Ok cool @jherico, you are thinking of just a pull and go for some of the needed stuff
I guess as long as it is not forbidden in the license of that software (some ask for direct linking to their main page only) then it can work
@Triplelexx I think the code format that HiFi uses is pretty standard and can be used in most any language unless otherwise required. I am always a fan of camelCase etc lol
whats funny is, I joined SL in 2005 JUST to script
Lexx
@Triplelexx
Feb 03 2015 22:14
I've started playing with a bit of coding in SL script about then as well
I was mostly into modeling more
making things out of tiny prims back then, then I started a career as a programmer
Jason Hawks
@nbq
Feb 03 2015 22:15
nice! and yes, with new stuff for mesh being added there (and the mesh models paying off here), it worked out well
Lexx
@Triplelexx
Feb 03 2015 22:15
these days I use Blender
Jason Hawks
@nbq
Feb 03 2015 22:15
very cool! and yep, so do 98% of the others here who do modeling
Lexx
@Triplelexx
Feb 03 2015 22:16
I do like Max and other tools but kind of OTT for poly modeling
the price is right :)
might get into Modo
Jason Hawks
@nbq
Feb 03 2015 22:16
once you get everything up and running and maybe into the alpha, (though you can connect to the sandbox without an account), you can test putting out some fbx files if you have them hosted somewhere
Lexx
@Triplelexx
Feb 03 2015 22:16
do feel a bit limited with Blender these days
yes, I have yet to look at how models work
I'm very interested
Jason Hawks
@nbq
Feb 03 2015 22:17
Well, if you are using it for education or learning it to help others, technically you can legally download and use the student version of Maya.
Lexx
@Triplelexx
Feb 03 2015 22:18
LT?
never liked Maya UI anyway
Stephen Birarda
@birarda
Feb 03 2015 22:19
@jherico love the idea of using git submodules for the externals
Lexx
@Triplelexx
Feb 03 2015 22:19
too many buttons and that radial stuff
Blender is good workflow if you learn the key commands
Jason Hawks
@nbq
Feb 03 2015 22:20
It is not LT, its just Maya YEARVER - Student Version, same with 3ds max etc, any autodesk product
Lexx
@Triplelexx
Feb 03 2015 22:20
just kind of limited in days of sculpting and material systems
yes I do have some commercial interest in making models though
I need a tool I can use commercially
Jason Hawks
@nbq
Feb 03 2015 22:22
Then yes, Maya in this case would not work for you
Lexx
@Triplelexx
Feb 03 2015 22:22
Maybe Modo
Jason Hawks
@nbq
Feb 03 2015 22:22
in EDU form
Lexx
@Triplelexx
Feb 03 2015 22:22
I will check out the trial when I have more time I think
license is $1000
make that £
Jason Hawks
@nbq
Feb 03 2015 22:23
Modo I have not used, but Blender can do a lot and @judasshuffle is who you would talk to about avatars, but I know @OmegaHeron does a lot with Blender too
main thing in here is converting the files to fbx format so that they can be used to display
Lexx
@Triplelexx
Feb 03 2015 22:26
I usually use fbx
Bradley Austin Davis
@jherico
Feb 03 2015 22:32
I need to figure out this whole modeling / skinning thing. Especially since my desired avatar is non-humanoid.
Lexx
@Triplelexx
Feb 03 2015 22:36
what thing?
just in general
it can be very time consuming
I cheat a lot
you can get a lot of assets to work from or outright use for some money
Jason Hawks
@nbq
Feb 03 2015 22:38
yeah, it is, especially since in HiFi if you want facial ability you need to use blendshapes and map those with faceshift
Lexx
@Triplelexx
Feb 03 2015 22:38
but you need to know the basics
Mixamo has Fuse
can output blenshpaes
$50 a month for your characters
I was going to use a month, but the engine I'm currently using only supports bones for facial animation
Jason Hawks
@nbq
Feb 03 2015 22:39
yeah, mixamo is used a lot in the processes of hifi, as a matter of fact when you upload something to their server through the client it maps it to a fst file from the fbx
Lexx
@Triplelexx
Feb 03 2015 22:39
I thought that was just a Faceshift thing
fst
so do you need to pay money to use Faceshift in fifi?
Bradley Austin Davis
@jherico
Feb 03 2015 22:40
I tried fuse last night, but it's completely unsuitable for making my avatar.
Lexx
@Triplelexx
Feb 03 2015 22:40
*hifi?
why?
Jason Hawks
@nbq
Feb 03 2015 22:41
no, not in hifi, it uses it a lot for mapping and handeling things, let me show you an example, and well, if you want to use faceshift to stream your face, yes, but to use the models in world, no
Lexx
@Triplelexx
Feb 03 2015 22:41
yes I figure streaming is going to cost money
Faceshift is cool but I Don't have budget to use it atm
for my game as well
I am working on a game
Jason Hawks
@nbq
Feb 03 2015 22:42
check this out, hifi mapped this from an entity (fbx) I uploaded that was a free download from mixamo - http://public.highfidelity.io/models/entities/adam-idle.fst
Bradley Austin Davis
@jherico
Feb 03 2015 22:43
my desired avatar is actually the picture next to my name. Completely non-human, no limbs.
Jason Hawks
@nbq
Feb 03 2015 22:43
its doable
Lexx
@Triplelexx
Feb 03 2015 22:43
seems to lack phenomes/visemes
I wouldn't use Fuse to make that avatar then
Jason Hawks
@nbq
Feb 03 2015 22:44
you can be a floating eye in there if you want lol
Lexx
@Triplelexx
Feb 03 2015 22:44
Blender should be great
Jason Hawks
@nbq
Feb 03 2015 22:45
these are skeletons from avatars (the fst file and how it maps out) http://public.highfidelity.io/models/skeletons
Lexx
@Triplelexx
Feb 03 2015 22:45
Fuse should be interesting, I need to understand more of the pipeline
but I think should be pretty smooth for humanoid stuff
yes, I'm not sure what these definitions are used by
most seem to lack facial information
Jason Hawks
@nbq
Feb 03 2015 22:50
It basically tells the parts of hifi how to work, such as scripting via javascript different parts like the walk (think ao) script
Lexx
@Triplelexx
Feb 03 2015 22:51
I think any facial stuff is separate to this
Should be no problem to create a character with just one joint index
add the logo, that is an avatar
Jason Hawks
@nbq
Feb 03 2015 22:57
@Triplelexx sending you something via message
Lexx
@Triplelexx
Feb 03 2015 23:35
cool, had problems with Cmake, it was compaling my path was too long
had to add it manually
should be able to build now
Jason Hawks
@nbq
Feb 03 2015 23:36
yeah, I put everything in the path for windows, but I also try not to use spaces in anything
Lexx
@Triplelexx
Feb 03 2015 23:36
same
it's a horrible mess
as it should be
again it let me add manually
Jason Hawks
@nbq
Feb 03 2015 23:36
you have spaces in your path?
Lexx
@Triplelexx
Feb 03 2015 23:37
no should be no spaces
Jason Hawks
@nbq
Feb 03 2015 23:37
or just long
Lexx
@Triplelexx
Feb 03 2015 23:37
prob just long
Jason Hawks
@nbq
Feb 03 2015 23:37
ok, I use c:\dev
Lexx
@Triplelexx
Feb 03 2015 23:37
but manual is fine
Jason Hawks
@nbq
Feb 03 2015 23:37
and c:\dev\libs etc
Lexx
@Triplelexx
Feb 03 2015 23:37
I even removed sencha
still complained
hey ho, now to get that make string
plugging in my Kinect as well
Jason Hawks
@nbq
Feb 03 2015 23:38
yay, cant wait to hear about that
Lexx
@Triplelexx
Feb 03 2015 23:38
yes, I'm excited :)
Jason Hawks
@nbq
Feb 03 2015 23:40
as for the cmake, I use this:
"C:\Program Files (x86)\CMake\bin\cmake.exe" -G "Visual Studio 12"
but it depends on your cmake path, otherwise if you put your output in a pastebin I can try to help you
Lexx
@Triplelexx
Feb 03 2015 23:41
I've cd into build dir I made in my Github folder
cmake is fine
Jason Hawks
@nbq
Feb 03 2015 23:41
yeah I forgot the .. on mine
Lexx
@Triplelexx
Feb 03 2015 23:42
I do cmake -G Visual Studio 12
Jason Hawks
@nbq
Feb 03 2015 23:42
ok so what exactly errors?
Lexx
@Triplelexx
Feb 03 2015 23:42
could not create generator Visual
I added path so cmake should be fine
just doesn't like that command
32bit opengl
sorry that was qt I had to unistall the other one
Jason Hawks
@nbq
Feb 03 2015 23:44
yeah, you got that one in your path, the new right one?
Lexx
@Triplelexx
Feb 03 2015 23:45
it was the cmake .. -DZLIB_LIBRARY=%ZLIB_LIBRARY% -DZLIB_INCLUDE_DIR=%ZLIB_INCLUDE_DIR% -G "Visual Studio 12"
Jason Hawks
@nbq
Feb 03 2015 23:45
another way to help view stuff visually, you can use cmake-gui
Lexx
@Triplelexx
Feb 03 2015 23:45
from the build doc
Lexx
@Triplelexx
Feb 03 2015 23:45
it's cooking now
Bradley Austin Davis
@jherico
Feb 03 2015 23:45
so whats the deal with skyboxes.
I've noticed they're not rendering at infinite distance.
Jason Hawks
@nbq
Feb 03 2015 23:46
Good @Triplelexx - I just have it all in my path and cmake reads it from there
Brad Hefta-Gaub
@ZappoMan
Feb 03 2015 23:46
@jherico - are you talking about skyboxes in HiFi?
Lexx
@Triplelexx
Feb 03 2015 23:47
couldn't find FindQT5.cmake in CMAKE_MODULE_PATH
Bradley Austin Davis
@jherico
Feb 03 2015 23:47
yes. I'm trying to remember the name of the fantasy / dragon env you were showing me....
Lexx
@Triplelexx
Feb 03 2015 23:47
bah must be missing another env var
Brad Hefta-Gaub
@ZappoMan
Feb 03 2015 23:47
we don’t actually have a skybox feature yet… so if you’re seeing something that looks like a skybox, then it’s actually just something somebody baked into their domain
yeah - Rivenglen is an example of that
Bradley Austin Davis
@jherico
Feb 03 2015 23:47
but I've been to a couple of environments that just have skyboxes as large cubes or spheres around a region.
yeah. converting that to a skybox should be pretty simple.
Brad Hefta-Gaub
@ZappoMan
Feb 03 2015 23:48
it’s not really a skybox, it’s a model that has a large surrounding cube or sphere
Jason Hawks
@nbq
Feb 03 2015 23:48
@Triplelexx i will talk to you im messages and go over some env vars and see if you have them set
Bradley Austin Davis
@jherico
Feb 03 2015 23:48
assuming people wanted to support multiple skyboxes on a server you'd still want it's rendering to be bound within a given region, but there's no reason it shouldn't appear infinitely distant.
as long as you're in the bounding region.
Brad Hefta-Gaub
@ZappoMan
Feb 03 2015 23:48
we’ve been talking about that recently
what we plan to do is something like this...
we will be making an “Evironment” API available to the scripting interface
Bradley Austin Davis
@jherico
Feb 03 2015 23:49
I was thinking about it because I thought it would be cool to be able to support procedural skybox nodes that allow the user to copy a shadertoy shader and use it at a skybox directly.
Brad Hefta-Gaub
@ZappoMan
Feb 03 2015 23:50
yeah - so Environment will have a bunch of options available to it… and yes a shader would be a cool approach
Bradley Austin Davis
@jherico
Feb 03 2015 23:50
I also wanted to ask if other people we able to get text nodes to work. I can create them, but they appear as black squares to me, even though I can see the textrenderer code being called.
Brad Hefta-Gaub
@ZappoMan
Feb 03 2015 23:50
Environment will also support setting the ambient lighting coefficients and some other options
I have a text entity running in my local domai
it might be an issue of setting the text size and the size of the entity so that it fits
I think the default settings (from the tool) may have a too large lineHeight property
Bradley Austin Davis
@jherico
Feb 03 2015 23:51
I'll look into that.
Brad Hefta-Gaub
@ZappoMan
Feb 03 2015 23:51
anway...
back to skyboxes
the idea is that the you can write an “entity script” for an invisible entity (like the dragon roar entity)
Bradley Austin Davis
@jherico
Feb 03 2015 23:52
actually, now that I think about it, just a checkbox on an entity that says 'render without translation' would work.
Brad Hefta-Gaub
@ZappoMan
Feb 03 2015 23:52
well - we don’t want to make entities skyboxes per se
Bradley Austin Davis
@jherico
Feb 03 2015 23:52
hmm, but not for ensuring that it only rendered while you were within the bound volume.
Brad Hefta-Gaub
@ZappoMan
Feb 03 2015 23:52
instead we want any script to be able to set the skybox
we want script to beable to change the skybox for theoretically multiple reasons, not just for entering and leaving a bounding area
Bradley Austin Davis
@jherico
Feb 03 2015 23:53
ah, I see, like have a single skybox that's modified by entities rather than having multiple skybox entities that might compete.
Brad Hefta-Gaub
@ZappoMan
Feb 03 2015 23:53
at least, that’s what we’re thinkig
yes
you could also for example have a “global script” that just changes the skybox based on time of day...
or weather
Bradley Austin Davis
@jherico
Feb 03 2015 23:54
be cool to be able to point the skybox at a URL a cubemap or spheremap or even a 360 degree video
Brad Hefta-Gaub
@ZappoMan
Feb 03 2015 23:54
or mood
yes
exactly
that’s the basic idea we’re thinking about
Bradley Austin Davis
@jherico
Feb 03 2015 23:55
or a GLSL fragment shader (he he he)
I suspect the answer is probably 'no' but does interface support embedded webgl at all?
like allow me to execute a script that contains webgl and have it render in the environment somehow.
Brad Hefta-Gaub
@ZappoMan
Feb 03 2015 23:56
you are correct. The answer is no. ;)
we’ve discussed that idea — but it hasn’t gotten traction yet.
although that’s an example of something we envision an “Entity Type” specialization to do.
Bradley Austin Davis
@jherico
Feb 03 2015 23:57
understandable, an embedded WebGL to back-end renderer translation layer would be a huge job on it's own. Plus, dealing with GL state changes would a nightmare.
Brad Hefta-Gaub
@ZappoMan
Feb 03 2015 23:58
yep
Bradley Austin Davis
@jherico
Feb 03 2015 23:59
There's a couple of really cool scenes in Tron Uprising where the main character touches a tool to some object in the world that turns it from a solid object into a wireframe with the internals exposed... a sort of decompiler of sorts. Some equivalent tool in interface would be neat.