@vikasietum_tecknology/record-rtc
Version:
record-rtc is a library based on recordrtc library. In this forked version of the original library we have optimized the memory management. The video recording is stored in IndexDB in chunks.
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text/xml
<glge>
<!-- A plane. -->
<mesh id="groundmesh">
<positions>1,1,0,-1,1,0,-1,-1,0,1,1,0,-1,-1,0,1,-1,0</positions>
<normals>-0,0,1,-0,0,1,-0,0,1,0,-0,1,0,-0,1,0,-0,1</normals>;
<uv1>0,0,1,0,1,1,0,0,1,1,0,1</uv1>
<faces>0,1,2,3,4,5,</faces>
</mesh>
<!-- A magical, reflective water material. From the GLGE example. Scale has been tweaked.-->
<material id="water" specular="0.2" shininess="50" color="#aaf" emit="0.001">
<texture id="waterheight" src="waterheight.jpg" />
<material_layer texture="#waterheight" mapinput="UV1" frame_rate="25" height="0.07"
animation="#flow" mapto="M_HEIGHT" scale_x="2" scale_y="1" />
<texture id="waternormal" src="waternormal.jpg" />
<material_layer texture="#waternormal" mapinput="UV1" mapto="M_NOR"
scale_x="2" scale_y="1" />
<texture_camera camera="#maincamera" id="watercolor1" clip_axis="POS_ZAXIS" />
<material_layer texture="#watercolor1" mapinput="MAP_VIEW" scale_x="2" d_rot_y="1.57"
mapto="M_COLOR" alpha="0.95" />
<texture_camera camera="#maincamera" id="watercolor2" clip_axis="NEG_ZAXIS"
mirror_axis="ZAXIS" />
<material_layer texture="#watercolor2" mapinput="MAP_VIEW"
mapto="M_COLOR" alpha="0.3" />
</material>
<!-- Water animation that moves the water bump map. -->
<animation_vector id="flow" frames="1000">
<animation_curve channel="OffsetY">
<linear_point x="0.0" y="-1" />
<linear_point x="1000.0" y="1.0" />
</animation_curve>
</animation_vector>
<!-- Animation which makes an object rock back and forth in the water. -->
<animation_vector id="bob" frames="120">
<animation_curve channel="DRotX">
<linear_point x="1" y="0" />
<linear_point x="30" y=".4" />
<linear_point x="60" y="0" />
<linear_point x="90" y=".4" />
<linear_point x="120" y="0" />
</animation_curve>
<animation_curve channel="LocZ">
<linear_point x="1" y="-.3" />
<linear_point x="30" y="0" />
<linear_point x="60" y="-.3" />
<linear_point x="90" y="0" />
<linear_point x="120" y="-.3" />
</animation_curve>
</animation_vector>
<!-- Animation used when ducks are collected. -->
<animation_vector id="disappear" frames="10">
<animation_curve channel="Scale">
<!-- Argh! These have to match up with the duck scale until I figure out why. -->
<linear_point x="0" y="0.01" />
<linear_point x="3" y="0.013" />
<linear_point x="10" y="0" />
</animation_curve>
</animation_vector>
<!-- A camera that's almost top-down but gives some perspective. -->
<camera id="maincamera"
fov_y="40"
rot_x="0.4"
loc_z="30" loc_x="0" loc_y="-12"
/>
<!-- The initial scene with water. Can be creatd here or in JavaScript. -->
<scene id="mainscene" camera="#maincamera" ambient_color="#fff" background_color="#22738a">
<light id="mainlight" loc_y="5" type="L_POINT" />
<object id="ground" mesh="#groundmesh" material="#water"
scaleX="60" scaleY="30" loc_z=".2" />
</scene>
</glge>