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Unregister the system / unload effects #216

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@illiu-maker

Hello,
I'm stuck on some silly detail. I have a postprocessing system registered this way.

load().then((assets) => { AFRAME.registerSystem("postprocessing", postprocessingSystem.setAssets(assets)); }).catch(console.error);

The script is called by a component in an A-frame .

I need to remove the component under certain actions and its effects at the same time.

-First problem: postprocessing remains active.
-second problem: if I reactivate it for the second time I logically get:

Error: The system postprocessing has been already registered. Check that you are not loading two versions of the same system or two different systems of the same name. at Object.module.exports.registerSystem (system.js:143) at (index):668

Question: what is the method to return to withdraw the system or the effects?

Thank you in advance,
Ludovic

Activity

  1. changed the title [-]Unregister the system[/-] [+]Unregister the system / unload effects[/+] on Jul 29, 2020
  2. vanruesc commented on Aug 2, 2020

    @vanruesc
    Member

    Hi,

    the a-frame example is pretty much just a hacky proof of concept that doesn't really harmonize with a-frame. I don't think it's possible to unregister systems in a-frame anymore, but you could add custom enable/disable logic: https://jsfiddle.net/537osy0q/.

    A proper solution would probably consist of a more integrated post processing System with pass and effect Components.

  3. illiu-maker commented on Aug 3, 2020

    @illiu-maker
    Author

    I will try this way :) thanks you

  4. arpu commented on Feb 19, 2021

    @arpu
    Contributor

    @vanruesc this does not work in webxr? do you have any idea what the problem is?

  5. vanruesc commented on Feb 19, 2021

    @vanruesc
    Member

    @arpu I currently have no plans to work on XR related stuff because I want to focus on other issues and features first.

    There should be some open issues regarding post processing in XR over at three.js which probably apply to this library as well. I think the main issue is that three uses some special internal cameras for VR.

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