You click on the iframe to the bring it to the front (you can now interact with it normally), and click out of the iframe to send it back (you can now interact with the WebGL scene).
Hope this helps!
EDIT: if you implement proper mixing in three.js, you will get a similar result in that you need to click to focus and click out to defocus.
True, but seems like in BJS setting canvas pointer-events: none; doesn’t do anything, unlike three.js, so don’t think there’s any better solution at the moment.
230 //if (this.isIE) {
231 // IE will round numbers like 1e-005 to zero so we need to scale whole matrix up.
232 // Side-effect is reduced accuracy with CSS object mapping to Babylon.js object
233 objectMatrixWorld = objectMatrixWorld.scale(100)
234 //}
I tried this with on my end, but it looks like there’s no visuals showing, just sound. Would this mean that there are some calls needs to be done?. like the CSS3DRenderer.render(scene,scene.activeCamera);?
I tried it with that but it still doesn’t work.
hello looking at your work it works great in playground but downloading it and running it locally does not work. Is there any plugin or something i need to add to the html to make it serve me locally?
@Yeison_Vasquez The examples in PG have the line let canvasZone = document.getElementById('canvasZone')
To run locally you need to create ‘canvasZone’ div in your HTML page.
This div belongs to PG and isn’t included in download.