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var source = Marzipano.ImageUrlSource.fromString('https://IMAGE_URL/Entry.JPG'); var geometry = new Marzipano.EquirectGeometry([ { width: 5376 } ]); console.dir(Marzipano); var limiter = Marzipano.RectilinearView.limit.traditional(1920, 180 * Math.PI / 180); var view = new Marzipano.RectilinearView(null, limiter);
// Create and display Scene var scene = viewer.createScene({source: source, geometry: geometry, view: view, pinFirstLevel: true});
scene.switchTo();Hi,You mentioned that the equirect demo is working correctly. Can you try replacing the image in the equirect demo by your image and checking if that works?All the best,Manuel
On Fri, Jun 9, 2017 at 5:53 AM, Cameron Billings <cameron.b...@gmail.com> wrote:
Hi All,I've been trying to implement the Marzipano VR player into a website to display equirectangular photos. I've had luck getting the player to work in desktop browsers following the documentation/demo (the equirectangular demo primarily). However mobile browsers have been giving me some considerable hardships. Firefox seems to be working, but Chrome continuously displays a blank screen (tried on Chrome v.59, Chrome v.58, Chrome Canary and Chrome Dev). It also seems like it's having an issue in Safari as well. The docs make it seem simple enough to get Marzipano implemented with your web app and up and running which is why I'm having a really hard time diagnosing whether this is an issue with compatibility between the marzipano player and some mobile browsers (Chrome 59 works on the demo which is why I have a hard time believing this) or if it's something that's weird that's going on with my application code.Is mobile at all dependent on the shim/request (the 3 that are suggested for older browsers) animation frame dependencies? Or is that only for older browsers?Things I'v tried are:
- Local Files and Hosted Files
- Shrinking equirect files size (original file width was 5300)
- Made sure this is not a CORS/Cacheing issue
- Manipulating/Playing with my own site's CSS (just trying to make sure that nothing is blocking it/on top of the pano element).
- Made sure the canvas element in chrome web tools has a height and width that are not 0
And for a little more context I'm using this in an angular 1 app. So calling the code logic to initialize and display a pano in a controller file.It seems like someone else is having a similar issue possibly? There's some more info on this github issue: https://github.com/google/marzipano/issues/88I've posted a photo there of my implementation of the code. If you have any other questions for me please ask away :)Thanks in advance for any assistance! I really appreciate it.Cam
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Is that Max Texture Size of 4096 the cause of the problems?
I just don't understand because we currently use a JS VR player that utilizes ThreeJS to create a webgl canvas that renders these same images and that doesn't have an issue loading on mobile chrome.
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