- 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