thanks Megalomaniak for your description of how this works. very good. i do get it now.
Aapproxdec
- Sep 21, 2019
- Joined Aug 18, 2019
- 0 best answers
- Edited
no, not scripting, just in the /Inspector/Material there is slot 0
whether we can add another material slot to an object there, in the Inspector.
not from importing a model with multiple material slots.
utc+10
- Edited
can we add material slots within Godot itself? in the inspector for example?
utc+10
thank you TwistedTwigleg, i will work with that. i will also find your reference in the docs and work through that. Nuno Donato gave a tutorial on a 2-axis gimbal camera
but he only gives half of his mouse view/navigation for his 'A Game of Changes' which is my model. Sláinte!
hello. does anyone know of a gd script for mouse view/movement the same as in the godot editor? thanks
yes it does, as i described but the 'Detect 3D' checkbox does not give the docs described behaviour but not to worry from now on - power of 2 images :-)
aha! it seems to be a power of 2 image thing. a model with a 512x512 texture exports to html5 and displays in the browser. the docs at Importing textures talks about this briefly and also discusses the 'Detect 3D' checkbox "settings are changed so the texture flags are friendlier to 3D (mipmaps, filter and repeat become enabled and compression is changed to VRAM)" but this does not happen for image.
this seems like a look for a purple squirell more learning needed.
models.js:7 OpenGL ES 3.0 Renderer: WebKit WebGL models.js:7 ERROR: Texuture 'res://.import/po2.png-f1789ecf8485a22bcf8bd656a9c290b1.s3tc.stex' is compressed, has mipmaps but is not of powerf-of-2 size. This does not work on OpenGL ES 3.0. put_char @ models.js:7 models.js:7 At: drivers/gles3/rasterizer_storage_gles3.cpp:757:texture_set_data() - Texuture 'res://.import/po2.png-f1789ecf8485a22bcf8bd656a9c290b1.s3tc.stex' is compressed, has mipmaps but is not of powerf-of-2 size. This does not work on OpenGL ES 3.0. put_char @ models.js:7 4models.html:1 [.WebGL-000001F433B94050] GL_INVALID_OPERATION: Invalid compressed image size. models.html:1 [.WebGL-000001F433B94050] GL_INVALID_OPERATION: It is undefined behaviour to have a used but unbound uniform buffer.
html export to 2d is indeed good but trying to do similar in 3d is the problem. maybe its the WebGL compatibility problem so i will look down that dark path.
thanks TwistedTwigleg i will review all of that.
i'm using a local webserver to display the html [127.0.0.1] other files are displaying fine from this server.
hello. i would like to send an image [on a mesh] in 3D to an html5 export. what i have tried so far has resulted in black screens. so, in Blender, import image as plane [i note that planes are regarded as problematic in Godot but i am trying to keep it simple] export as .obj and import to Godot. set scene with a camera and a light, export to html5 from Godot.
but this is not working.
so how can i get it to work?
thanks