Clive Best has been making good use of the WebGL facility. So I thought I should be more formal about versioning. I have been calling the current V2 a beta; I'll now drop the beta, and stop tinkering with V2, apart from bug fixes. The next version will be 2.1. I'll include that in the URL, and keep old versions posted, so for existing apps you won't be affected by changes, unless you call the update URL.
The main change I made (today) to V2 was to the dragging. There hadn't been any external control on update frequency, and so dragging a globe with a lot of triangles or lines could lead to superposition of successive images, with messy results. I have put in a 20 millisecs delay, so it can only update 50 times per sec. That delay doesn't seem to be perceptible, and mostly fixes that problem. You can vary this; the default is
U.delay=20.
The other main change is that there is now an option in the user file to define an additional function called MoyLate(p,U). This has the same syntax and functionality as MoyDat, but it is implemented after the extra objects like line (_L) edges. You can assign them properties at this stage; it wasn't possible in MoyDat(). You can't define new objects here, and it isn't the place to vary objects defined in MoyDat(). You can set colors, or maybe more usefully, vary the show property, eg
p.Mesh_L.show=0
That means that initially the line edges won't show, and the checkbox will be there but blank.
Another change is that in the calling HTML, you still need to provide a DIV tag before the script calls, but it doesn't need an ID. If you don't provide a DIV, it will go looking for somewhere to hang the app. In principle, this means that you can have several apps running on the same page (without iframes), but I think that needs more work.
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