2019-11-17, 19:52
I'm gonna be refactoring the 3D view code used on the PT, Official Library pages, and OMR. You may notice some irregularities over the next week or so but don't worry it'll get fixed. Now is also the time for requests.
(2019-11-17, 19:52)Orion Pobursky Wrote: [ -> ]You may notice some irregularities
(2019-11-17, 19:52)Orion Pobursky Wrote: [ -> ]Now is also the time for requests.
(2019-12-01, 14:09)Magnus Forsberg Wrote: [ -> ]Is the extreme close-up when I use the "Add logo"-button a result of the ongoing re-coding?I am also looking into why this happens. It works for unofficial parts, but for some reason I can't figure out why the PT fails :S
btw, A logo is still not added when I use that button.
(2019-12-01, 19:18)Lasse Deleuran Wrote: [ -> ]I am also looking into why this happens. It works for unofficial parts, but for some reason I can't figure out why the PT fails :S
I committed a bug fix to the source code recently... this could potentially fix the issue, but I am not at all convinced. There is something that we are missing here.
(2019-12-01, 19:17)Gerald Lasser Wrote: [ -> ]When reviewing 18909, I noticed that the 3D Viewer renders a stud logo for stud6, I think it should not.I just checked 18909 in dark blue from the Rexcelsior. The part has LEGO-logos in the bottom. However. The studs appear to be "stud2" rather than "stud6" as there are no flat section of the outer cylinder. Also. The studs should be oriented so the LEGO-logo has the bottom toward the flat cross section (where the other 18909 would be in a cone).
(2020-01-11, 9:43)Magnus Forsberg Wrote: [ -> ]The 3D viewer doesn't seem to work any longer. No image/model is generated.There was some work on it yesterday. Does it work for you when you refresh the page?
(2020-01-11, 9:54)Lasse Deleuran Wrote: [ -> ]Does it work for you when you refresh the page?
Right now it works for me, except BFC mode and the ability to turn on stud logos,
(2020-01-11, 10:24)Magnus Forsberg Wrote: [ -> ]Yes, a refresh helped today. I see the same as you do. No BFC and no logo.
(win10 and firefox)
(2020-01-12, 6:40)Orion Pobursky Wrote: [ -> ]BFC mode seems to work for me.I had problems with BFC mode too previously (surfaces not shown, as if backwards). But it does work now - mostly: on my windows PC, some cylinders (especially in studs but not only) appear blue, while they are normally green on my phone (both using Chrome).
(2020-01-12, 6:40)Orion Pobursky Wrote: [ -> ]BFC mode seems to work for me. Stud logos are a known issue.
(2020-01-22, 15:42)Magnus Forsberg Wrote: [ -> ]Did you see this phenomenon?
https://www.ldraw.org/cgi-bin/ptdetail.c...66ap01.dat
It looks like this on my pc, win10 + Firefox.
It looked like this on my phone yesterday, andriod + chrome, but today it's OK,
and it looks good on my pc using win10 + Edge.
And it looked good on my work pc, win10 + chrome
(2020-01-22, 15:48)Orion Pobursky Wrote: [ -> ]Looks fine on my work machine, win10 + Firefox. This might be a caching issue. For Firefox, try ctrl+shift+R on the page to see if this clears up the issue.Yes, works fine for me too now (without clearing cache). But if it's a cache issue, what did fill the cache with junk?
(2020-01-22, 17:00)Gerald Lasser Wrote: [ -> ]Still looks strange after reloading the page, looks like it does not like the NDIS/CHRD combo...
(2020-01-22, 18:21)Orion Pobursky Wrote: [ -> ]You have force reload everything, not just simply reload. On Firefox (and I think Chrome too), you can do this by doing ctrl-shift-R.
(2020-01-22, 18:21)Orion Pobursky Wrote: [ -> ]You have force reload everything, not just simply reload. On Firefox (and I think Chrome too), you can do this by doing ctrl-shift-R.
(2020-01-22, 21:22)Gerald Lasser Wrote: [ -> ]I did so. (In Firefox) Still the issue
It works good in Chrome.
(2020-01-22, 21:38)Orion Pobursky Wrote: [ -> ]I've reproduced the error. Not sure why it's happening yet
(2020-01-22, 21:39)Orion Pobursky Wrote: [ -> ]Nevermind, you resubmitted the part with primitives removed.
(2019-11-17, 19:52)Orion Pobursky Wrote: [ -> ]I'm gonna be refactoring the 3D view code used on the PT, Official Library pages, and OMR. You may notice some irregularities over the next week or so but don't worry it'll get fixed. Now is also the time for requests.
(2020-02-06, 16:14)Lasse Deleuran Wrote: [ -> ]I am currently looking into the issue of inconsistent display of overlapping transparent elements. While it is possible to enforce consistency by turning off "depth write" on transparent materials, this is an issue with LDraw since color 16 can be both transparent and opaque depending on the color to which it is assigned. As materials are combined, this is causing issues for BFC mode and for materials with both transparent and opaque sections.
I will instead look into the possibilities of using 3 materials per element (there is currently only one, hence the issues!)
1) Opaque material with depth write - This is rendered first
2) Color 16 material where depth write can be turned on and off - This is rendered second (so after any opaque material if 16 is a transparent color)
3) Transparent material without depth write - This is rendered last
This should fix the issues that we are currently observing on parts with mixed transparent and opaque sections. However. It requires some refactoring which might take me all weekend to get right.
(2020-02-08, 1:03)Lasse Deleuran Wrote: [ -> ]This has now been fixed in the latest push to master.
Please note that three Three.js group objects should now be fed to the MeshCollector constructor, and it complains if any are missing.
All sample and test files are updated.
(2020-02-10, 4:56)Orion Pobursky Wrote: [ -> ]This is now implemented but textures are now broken for some reason.It turns out that this was a very old issue in the custom shader: I used the transparency of the underlying material, rather than the png to determine the amount to 'mix' between the two. With opaque materials, any transparent section of the png would become overwritten, hence the issue you observed.
(2020-02-10, 9:09)Lasse Deleuran Wrote: [ -> ]It turns out that this was a very old issue in the custom shader: I used the transparency of the underlying material, rather than the png to determine the amount to 'mix' between the two. With opaque materials, any transparent section of the png would become overwritten, hence the issue you observed.
It is fixed on the latest push to master - a one liner.
(2020-02-10, 15:55)Orion Pobursky Wrote: [ -> ]Nope, still not working:
https://www.ldraw.org/cgi-bin/ptdetail.cgi?f=parts/66645ap01.dat
https://www.ldraw.org/cgi-bin/ptdetail.cgi?f=parts/6005049a.dat
(2020-02-10, 18:07)Orion Pobursky Wrote: [ -> ]More on this:
I have a console.log call every time idToTextureUrl is called to log what is being requested. Nothing is ever logged telling me that idToTextureUrl is never being called.
(2020-02-10, 18:58)Lasse Deleuran Wrote: [ -> ]I see one missing piece. The call "ldrLoader.loadTexmaps();" is missing. It should be called right before generateThreePart(). See the generate() method for comparison.
However. Calling this did not make the texture appear, so I am continuing debugging those two links you gave me.
(2020-02-10, 19:47)Orion Pobursky Wrote: [ -> ]I added that command and it now works for me. However, the texture doesn't show until the part is rotated in some cases.
let onProgress = function() {
render(); // Will be called once a part of texture is loaded.
}
let options = {
onProgress:onProgress,
...
}
ldrLoader = new THREE.LDRLoader(onLoad, storage, options);
(2020-02-10, 21:47)Lasse Deleuran Wrote: [ -> ]I have noticed that the search page (Parts Tracker File Scan) does not contain thumbnails. Is there a reason for this? I am working on a light thumbnail generator, which runs asynchroneously to generate thumbnails. See https://brickhub.org/bh/p/class.php?path...%3DMinifig as an example. Do you think such a feature would be useful?
(2020-07-08, 21:17)Magnus Forsberg Wrote: [ -> ]Could you please fix the 3D viewer on the part tracker? For a long time now the random colour button don't do anything.
(2020-07-10, 18:33)Steffen Wrote: [ -> ]Hi Orion, just a small question in addition -
I'm playing with
https://www.ldraw.org/ldraw-model-viewer-test.html
and 1 thing I would like to have there would be a button which lets me pick the background color.
For some scenes, the default white does not work too well.
Maybe that's a small thing easy to add, just askin'.
best
Steffen
(2020-07-08, 21:17)Magnus Forsberg Wrote: [ -> ]Could you please fix the 3D viewer on the part tracker? For a long time now the random colour button don't do anything.
(2020-07-13, 2:42)Orion Pobursky Wrote: [ -> ]Random colour, BFC, and show/hide studs now work correctly.Great, thanks! The only minor issue I found is that the stud logo button acts as a toggle, but the grey highlight doesn't toggle.
(2020-07-13, 6:17)Philippe Hurbain Wrote: [ -> ]Great, thanks! The only minor issue I found is that the stud logo button acts as a toggle, but the grey highlight doesn't toggle.
(2020-07-13, 12:40)Orion Pobursky Wrote: [ -> ]I done a lot of changing on the back end. You may need to force your browser to reload cached files. Not sure how to do this on Android. On Firefox you do a Ctrl-Shift-R. On iOS Safari, press the "aA" icon on the left side of the menu bar and choose "Request Desktop Site".
(2020-07-13, 13:06)Magnus Forsberg Wrote: [ -> ]I tried Ctrl+R a couple of times. Now the logo button work, but still no view on any subfile in Firefox and Edge.
(2020-07-13, 13:57)Orion Pobursky Wrote: [ -> ]Ctrl-R doesn't force reload cached items. You have to do Ctrl-Shift-R.