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Getting Started with React VR

You're reading from   Getting Started with React VR Build immersive Virtual Reality apps for the web with React

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Product type Paperback
Published in Nov 2017
Publisher Packt
ISBN-13 9781788476607
Length 294 pages
Edition 1st Edition
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Author (1):
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John Gwinner John Gwinner
Author Profile Icon John Gwinner
John Gwinner
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Table of Contents (13) Chapters Close

Preface 1. What is Virtual Reality, Really? 2. Flatland and Beyond: VR Programming FREE CHAPTER 3. 3D or Reality in Dimensions Other than X and Y 4. The React VR Library 5. Your First VR App 6. Working with Poly and the Gon Family 7. Sitting Down with a (Virtual) Teapot 8. Breath Life in Your World 9. Do It Yourself – Native Modules and Three.js 10. Bringing in the Real Live World 11. Take a Walk on the Wild Side 12. Publishing Your App, and Where to Go from Here

Fixing the deck plates


Now that we have learned how to UV map, let's fix those cubes that we use to represent the deck plates. We found out, while doing textures on top of the basic React VR objects, that the cube represented the same texture on all six sides of the cube. As a result, when we make a thin cube, like we did for the top and bottom of the pedestals, or with the deck plates, the texture map looks "squished" on the sides.  The red arrow shows the squished texture; it's because we have a box that's only .1 high and 5 wide, with a texture that's square (the double red arrows), so it looks squished.

We can fix that with a cube in Blender. We'll also add the additional texture maps that we downloaded.

I have Substance Designer, which is a fantastic texturing tool; there are many others, such as Quixel. It will output different texture maps depending on how you set it up. You can also use any of a variety of packages that will allow you to bake textures. WebGL will allow you to use shaders...

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