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Re: What To Use for Interactive 3D in Browser?
[Re: JibbSmart]
#400984
05/10/12 17:49
05/10/12 17:49
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Joined: Oct 2010
Posts: 346 USA
RealSerious3D
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Why would a non-Flash solution make them happier? I think I addressed this earlier in the thread. They, like many companies, want this function available when someone is browsing via an iPad or iPhone, which does not support Flash.
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Re: What To Use for Interactive 3D in Browser?
[Re: RealSerious3D]
#400985
05/10/12 17:54
05/10/12 17:54
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
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Ah, well it's worth noting that the iPad/iPhone browser doesn't support any plugins at all (from what I've read... I don't have one) or Java, so the only solution is WebGL. But IE doesn't support WebGL, so it requires a plugin or Java (and Java requires the user to have installed Java). Poking around, it appears a lot more internet users have Flash than Java (95% compared to 75%, thinks StatOwl). There's no universal solution for your client, so you'll need two. WebGL/HTML5 for iPad and iPhone and some sort of plugin for IE users -- Flash seems to make the most sense. EDIT: I don't actually know if iPad/iPhone support WebGL, but they apparently support HTML5 pretty well, and the conversation thus far seems to imply WebGL is the iPad/iPhone solution. EDIT2: Looking back at earlier posts, maybe that won't even work for iPad/iPhone, in which case there's no solution. EDIT3: But maybe sometime soon it will.
Last edited by JibbSmart; 05/10/12 18:18.
Formerly known as JulzMighty. I made KarBOOM!
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Re: What To Use for Interactive 3D in Browser?
[Re: RealSerious3D]
#400986
05/10/12 18:15
05/10/12 18:15
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Joined: May 2005
Posts: 2,713 Lübeck
Slin
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Well, with that need you won´t find a solution, although WebGL might be supported in the future, as it is already supported for iAds on iOS. While WebGL (and also native client, but that is chrome only) has to be supported by the browser all other solutions I can think of basicly run additional software which then renders into an area of your browser, which means that you´ve got no chance for something like that to run on iOS. So what I would do as it has already been suggested is to use WebGL where supported and flash everywhere else, nothing will work on iOS except some HTML5 canvas 2D stuff, which would probably be very slow, like this one: http://gyu.que.jp/jscloth/ (which I just tested on iOS and runs with something like 0.5fps on my iPhone 4s)
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Re: What To Use for Interactive 3D in Browser?
[Re: Slin]
#400989
05/10/12 19:03
05/10/12 19:03
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Joined: Sep 2003
Posts: 9,859
FBL
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Re: What To Use for Interactive 3D in Browser?
[Re: RealSerious3D]
#400993
05/10/12 19:51
05/10/12 19:51
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Joined: Oct 2004
Posts: 4,134 Netherlands
Joozey
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I would create an app for phone that downloads the model from the internet and then displays it in opengl, and flash for the pc browser.
Last edited by Joozey; 05/10/12 19:52.
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Re: What To Use for Interactive 3D in Browser?
[Re: RealSerious3D]
#401054
05/12/12 13:42
05/12/12 13:42
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Joined: Apr 2007
Posts: 3,751 Canada
WretchedSid
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Like it was already said a few times, there is no solution that works on all platforms. So you HAVE to use at least two solutions, or drop support for some platforms. Its this simple, and I don't understand whats so hard to understand about this or why you don't want this solution.
Shitlord by trade and passion. Graphics programmer at Laminar Research. I write blog posts at feresignum.com
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