- redo parameters-tuning.html
- all parameters exposed as button - stored as json in url
- to replace the demo.html in a-frame - which is super broken anyway
- 3 groups of parameters : source, context, controls. make it 3 group on screen too
- do the initial tunning of camera resolution to have the same aspect as the screen resolution
- better precision for my cpu
- currently it is doing 640x480 by default
- put github as the default location
- warn the cdnjs guys
- read more about it
- how do they handle multiple versions ?
- release ar.js
- start working in dev branch
- more frequent release.
- add show/hide into arcode.html url
- thus the apps workflow is finished
- moving three.js/ at the root ?
- it seems more natural. But there is no emergency
- webvr and aframe in their own repository now that it is more stable ?
- for refraction, do some deforming mirror effect
- put dat.gui in it
- various shape which will act as mirrors
- cylinder with shrinked middle, dilated middle
- animated geometry ?
- see about an example of videoinwebgl + vreffect
- work on the stereo thing - make the webvr stuff
- suddently your demo would work on any webvr device
- does this work if i port video-in-webvr into aframe ? what if we go in webvr mode ?
- what to do with profile
- should it be the default ?
- at least on a-frame it should be the default because it is targeted at easy
- by default, the setting should be the most common one.
- aka the one of a phone
- DONE fix the multimarker and the symlink - it prevents updating ar.js gh-pages
- DONE do a build file
threejs/build/ar.js
threejs/build/ar.min.js
- DONE re-integrate dead reckoning
- rename motion prediction into deadreckoningcontrols - more precise
- DONE put THREEx.ArToolkitContext.baseURL = '../' in all demo
- DONE add fish in pool hole-in-the-wall
- https://blog.int3ractive.com/2012/05/fish-boids-threejs-demo.html
- DONE put liquid marker as a single html
- or a directory, no need to be dirty
- DONE liquid-table.html
- video texture + animation of sin
- center of finger click is the center of the wave
- it can be water wave
- it can be fluild real
- integrate physics from real finger
- it can be like the finger in matrix - https://www.youtube.com/watch?v=b2MSF35IxVE&feature=youtu.be&t=98
- http://mrdoob.com/lab/javascript/webgl/voxels_liquid/index.html
# webvr-polyfill
- GOAL: works well using only the positional tracking, not the stereo display
- thus it works well with all three.js examples
- handle resize - currently the canvas isnt using the css it should
- canvas is sent to the webvr with .requestPresent(layer)
- webvr polyfill to present in single screen - like smus/webvr-polyfill
- look at his tuning and do the same
- just do the call on the webvr-polyfill and see his framedata and all
- issue with the projection matrix being inverse in y and z
- LATER: make it work with a-frame
# Profile
- do a threex-artoolkitprofile.js with various performance profile
- var arToolKitProfile = new THREEx.ARToolKitProfile(type)
- may be dynamic - for resolution - 'dynamic'
- type = 'phoneInHand' || 'desktop'
- thus the user can go a in profiler.html and try various profiles until he find the one he needs
- then we store that in a cookie, and other applications all use this profile
- cookie/localstorage makes it stored on the browser, need one profiler per domain tho
- but no database and no authentication needed
- DONE artoolkit-profile.html to store the profile in localstorage
- it allows you to select which profile you like
- it has a