Hi! I´ve stuck using zen3d at moment, because of superior performance related to threejs sky shader fps... also wider material compatibility in huge range of mobiles (threejs fails sometimes)
Im really struggling to trying to convert 3d to 2d x and y.... spent weeks already lol
Im trying to layer a div above a plane, i tried using maths to compensate screensize etc... but it works i think reasonable well for scaling, but y got wrongly, like senoidal movement lol
I´ve ran across some threejs based snippets, that uses something like:
getScreenPosition = (position, object) => {
var vector = new zen3d.Vector3(position.x, position.y, position.z)
// model to world
if (object != null) {
var modelMat = cube.matrixWorld
vector.applyMatrix4(modelMat)
}
// world to view and view to NDC
vector.project(camera)
// NDC to pixel
vector.x = Math.round(((vector.x + 1) * w) / 2)
vector.y = Math.round(((-vector.y + 1) * h) / 2)
return vector
}
but i think that in zen3d there´s no vertices exposed in geometry... please help me !!! :D
because that "position" function parameter is fed with vertices from geometry on the snippet use example
Hi! I´ve stuck using zen3d at moment, because of superior performance related to threejs sky shader fps... also wider material compatibility in huge range of mobiles (threejs fails sometimes)
Im really struggling to trying to convert 3d to 2d x and y.... spent weeks already lol
Im trying to layer a div above a plane, i tried using maths to compensate screensize etc... but it works i think reasonable well for scaling, but y got wrongly, like senoidal movement lol
I´ve ran across some threejs based snippets, that uses something like:
but i think that in zen3d there´s no vertices exposed in geometry... please help me !!! :D because that "position" function parameter is fed with vertices from geometry on the snippet use example