dante83 / a-starry-sky Goto Github PK
View Code? Open in Web Editor NEWA Realistic Skybox for A Frame! :D
License: MIT License
A Realistic Skybox for A Frame! :D
License: MIT License
Noting before closing. There was a minor persistent but really annoying bug in version 2.0.0 in which the sky would kinda glitch at the horizon. This was a consequence of the camera having a limited drawing range that fell right along the border of our sphere. Faces that were outside of the sphere were being culled.
Looks like a number of things are broken in version 1.3.0 of A-Frame, particularly when it comes to the texture pipeline. I know they deprecated a number of things, like setting texture type to RGB, but it almost looks like they deprecated everything but RGBA and there are a number of other issues as well. But if you're running into these issues, it appears that we are currently limited to version 1.2.0 for now.
Can you provide a preview of this module? You could use netlify it lets you easily synch github repositories with a free web hosting.
Or at least provide some screenshot of this module at work, if you want I might help to do those things if you add me as collaborator, does it sounds good?
And I could update the README too.
In VR mode, something is messing with the draw distance so that GPU doesn't know whether to draw the sun, the moon or the sky. These are a massive distance apart, so I obviously need to be a bit more... direct with THREE.JS. That's what I get for toying with this for months before throwing on a VR headset to explore the results.
I tried http://code-panda.com/pages/projects/v_0_3_0/a_sky_forge_lunar_eclipse_example this in oculus quest native browser and firefox.
result >> grayisch sky, really laggy
I guess the issue is memory/performance related.. on my desktop(firefox) it works well.
Hi. a-starry-sky
is not compatible with the latest version of A-Frame (1.5.0). Fortunately, the only changes required to make it work are renaming some Three.js calls to API that changed.
new THREE.PlaneBufferGeometry
=> new THREE.PlaneGeometry
new THREE.DataTexture3D
=> new THREE.Data3DTexture
new THREE.IcosahedronBufferGeometry
=> new THREE.IcosahedronGeometry
Once that is done, it seems to work, but there may be breaking changes I haven't noticed.
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