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Here is an image which i am using to upload car via napa route.
link here :
OK. So the issue was this:
The files are saved as a jpeg. The browser must save these as either a jpeg (with.jpeg) or a zip (with.zip).
In this case, for some reason the browser was thinking it was saving as a jpeg. This leads to the random red dots. (The zip file, when created from the jpeg, will actually have all the red dots as white dots.)
The solution was to go to the file manager and right-click on the file, select either ‘Compress’ or ‘Extract files here’ depending on the type of file it is (if it is an extractable file) and then save the file with the.zip extension.
Render three.js scene with endless scrolling
I’m trying to implement endless scrolling for a three.js scene.
I would like to render the scene on a very large canvas (not smaller than the entire window).
Is there any way to do this?
Endless scrolling basically means that the scroll bar will never go away. From your question, it sounds like that’s not what you want. In that case, you can make the container that contains the scene scrollable, but it will scroll off the top of the window automatically. You can achieve this by moving the top of the scene lower and lower in the canvas each frame.
If the scrollbar is actually what you want, then you need to scroll manually, both in the browser and on the three.js side. In three.js, you can bind to the “wheel” event and move the scene around by a few pixels each frame. If you scroll in the browser while the browser is idle (not while the canvas is painted), this will not affect the scene at all. If you scroll while the canvas is painted, it can appear to scroll a long way, but it will scroll a very short way depending on how fast you scroll. To detect this, you need to check for the “touchend” events