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Returns thumbnail data for the specified modelIdĪllows to embed a specific model in an iframe Returns the list of all models available in the Gallery Because the platform is 100% cloud-based, you can focus on creating great applications, while we worry about maintaining the platform.Īlright, my goal is to integrate View & Data API inside that stuff to produce a little mobile App, here is the idea: I will use my existing backend REST services from the Gallery to create an App that displays the list of models and lets the user select one to load it in the viewer, sounds like a good proof of concepts, let's get started!įirst of all, here are the available REST APIs exposed by my backend that I'm going to use and their purpose: It combines the simplicity of visual development with the power of JavaScript to create cross-platform enterprise apps rapidly. I've been playing with a cool technology this week named Appery.io, the best is to define it with their own words:Īppery.io, developed by Exadel, is the first mobile platform that offers a cloud-based rapid enterprise mobile app development environment with integrated backend services and a rich catalog of API plug-ins that dramatically simplify integration with cloud services and enterprise systems. For mobile: double tap to cycle through the view mode: normal > rift > stereo "r" Key to switch to "Occulus Rift" effect Rotating/Zooming the object using mouse Here is the demo and the controls for it: Here is how it looks like when running fullscreen - I had to disable the fullscreen feature for the demo embedded at the bootom of this post, as fullscreen mode didn't play well when run from that blog: You would also need an Occulus headset if you want to see the VR effect, but that should give you an idea. This works fine in Firefox, which is more permissive regarding local html files.
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#QUICK NODE SERVER WEBGL DOWNLOAD#
In order to properly test the effects, you need to download the attached sample and test it on your side, however if you use Chrome, you may hit some security restrictions as you open the page locally. They are pretty easy to apply to any standard three.js WebGL scene, all you need to do is passing your renderer to the effect and it will take care of splitting and distorting the view for you. Two VR effects are now shipped out of the box with that great WebGL library: The two object has a scene which holds all shapes as well as methods for creating shapes.This week post features some cool three.js effects that you can easily use to do VR. This sets up a dom element that contains either an svg or canvas element to add to the webpage. In order to do this we need to have an instance of two.
#QUICK NODE SERVER WEBGL HOW TO#
If this returns a function (and not an error) then you're ready to begin! # Drawing Your First Shapes Drawing Your First Shapesīefore we get into all the fancy animating it's good to get a feel for how to make shapes in two.js. When you visit the page, you should be able to open up the console and type Two. Once downloaded add this tag to the of your document. In order to start any of these demos you'll want to download two.js and add it to your HTML document. Easily load single images, sprite sheets, and image sequences with just a few method calls. For more information check out the examples.ĭespite its early focus on easing vector shape creation and animation, Two.js offers many easy-to-use features to handle and render bitmap images. This means developers and designers alike can create SVG elements in commercial applications like Adobe Illustrator (opens new window) and bring them into your two.js scene. Two.js features a Scalable Vector Graphics (opens new window) Interpreter. For more information check out the examples. It is simple in nature and can be automated or paired with another animation library. After you make the object you can apply any number of operations to it - e.g: rotation, position, scale, etc. This means that when you draw or create an object (a Two.Path or Two.Group), two actually stores and remembers that. As a result, two.js aims to make the creation and animation of flat shapes easier and more concise.Īt its core two.js relies on a scenegraph (opens new window). Two.js is deeply inspired by flat motion graphics (opens new window).