Replies: 4 comments 24 replies
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For this, I'd recommend you fork the repo, since three.js already has support for all this. Then you can just include their various loaders and add as many objects to our |
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Hi @elalish I have attached a stripped down version of my attempt to use external renderer. I have used a canvas slot which has canvas element with WebGL context that I would like to see in AR mode instead of the src file specified as attribute to I have also implemented the However, it is not clear from documentation how to specify that I would like to see my WebGL canvas element instead of GLB file in the AR mode. This is what I see in regular mode (expected) This what I see in AR mode ( not expected, how can I get by WebGl canvas to render here instead of the GLB file? Source code: Live Version - https://www.cadflux.com/Testing/ar_external_renderer/index.html I will appreciate any guidance to achieve this. Thank you! |
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That's exactly what I am attempting to achieve. I can modify the default scene using registerEffectComposer (not using an external renderer) but it doesn't display the modified scene in AR mode. |
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Yes, thanks. I guess I am not understanding the steps it takes internally when it switches to AR mode. I can see that the constructor for ARRenderer intakes a renderer, which I assume is the default renderer. I don't want to use an external renderer if I don't need to do so. Are you saying that the only way to have ARRenderer use a runtime-modified scene is to use an external renderer? I'm willing to contribute code modifications but I want to make sure I'm going down the right path. |
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Description
Hello,
I am working on creating an external renderer to support multiple file formats(like OBJ) and displaying multiple models in a single scene using "registerRenderer" method. How do I achieve this and is there any example code regarding this.
Model Viewer Version
2.1.1
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