Holger Seelig

Results 84 comments of Holger Seelig

I think I know what's causing the problems in your scene. Since you are probably using VRML 2.0 scenes, 'only' the Gouraud shader is used, which has a limited light...

Also notices you still import `x_ite.css`. With new \ element it is no more needed to import `x_ite.css`, it is done automatically. Also it is preferable to use x_ite URL...

The following lines : ``` ScriptingComponent.js:796 JavaScript Error in Script 'OrbitScript', in function 'initialize' world url is 'http://localhost:8088/x3d/bumpyx_itesliders.x3d': setError @ ScriptingComponent.js:796 ScriptingComponent.js:797 RangeError: Maximum call stack size exceeded ``` say,...

If you do `new MFVec3f(...crds);` there is a limit in JavaScript how many arguments you can have, see https://stackoverflow.com/a/22747272/1818915. You should do something like this: ```js coordinates = new MFVec3f();...

You can use any MF* as if it would be a normal JavaScript Array. Almost all function from Array are available.

You do `var cis = MFInt32();` but there's a missing `new`, better do always `var cis = new MFInt32();`.

If you would use Firefox you would get a error message like this: ``` TypeError: this.getArrayType is not a function X3DTypedArrayField https://192.168.178.21/x_ite/src/x_ite/Base/X3DTypedArrayField.js:171 ArrayField https://192.168.178.21/x_ite/src/x_ite/Fields/ArrayFields.js:419 initialize https://192.168.178.21/x_ite/src/x_ite/Browser/Scripting/evaluate.js line 50 > Function...

You should not use SFInt32 directly, because you don't need it. In Script nodes there is no such type, because you can use native JavaScript numbers. The same is for...

I will close this issue because it should already be solved. ```js new MFVec3f(...crds); // spread operator can cause problems when there are too many data in array. ```

You should be able to use a .php file as URL for the x3d-canvas element: ```html ``` The main thing is that it sends a file format that X_ITE understands....