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    <title>topic Re: Air Flow Simulation in Hololens in Vuforia Studio</title>
    <link>https://www.ptcusercommunity.com/t5/Vuforia-Studio/Air-Flow-Simulation-in-Hololens/m-p/852114#M11501</link>
    <description>&lt;P&gt;Hi&amp;nbsp;&lt;a href="https://www.ptcusercommunity.com/t5/user/viewprofilepage/user-id/415873"&gt;@SN_9848698&lt;/a&gt;,&lt;/P&gt;
&lt;P&gt;your mentioned that you have already an implementation for a shader which was already working on mobile device in Studio , right ? - so it is implemented already in a TML text widget?&lt;/P&gt;
&lt;P&gt;The format for the shader implementation&amp;nbsp; is in glsl and work in preview and on mobile devices . This will not work on the hololens .So you need first to convert this shader from GLSL to HLSL&lt;FONT face="arial black,avant garde" size="4" color="#333300"&gt;&lt;STRONG&gt;(*)&lt;/STRONG&gt;&lt;/FONT&gt; (&amp;nbsp; supported on the HoloLens) and check it work with reasonable quality on the hololens. Then you need in you code a check if you are in preview, android or IOS device /mode to use the old glsl shader implementation or else to use HLSL shader for the HoloLens&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;&lt;FONT face="arial black,avant garde" size="4" color="#333300"&gt;&lt;STRONG&gt;(*)&lt;/STRONG&gt;&lt;/FONT&gt;-The High-Level Shader Language or High-Level Shading Language (HLSL) is a proprietary shading language developed by Microsoft for the Direct3D 9 API to augment the shader assembly language, and went on to become the required shading language for the unified shader model of Direct3D 10 and higher.&amp;nbsp;&lt;/P&gt;
&lt;P&gt;&lt;A href="https://en.wikipedia.org/wiki/High-Level_Shader_Language" target="_blank"&gt;https://en.wikipedia.org/wiki/High-Level_Shader_Language&lt;/A&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;&lt;A href="https://learn.microsoft.com/en-us/windows/win32/direct3dhlsl/hlsl-shader-model-6-0-features-for-direct3d-12" target="_blank"&gt;https://learn.microsoft.com/en-us/windows/win32/direct3dhlsl/hlsl-shader-model-6-0-features-for-direct3d-12&lt;/A&gt;&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;</description>
    <pubDate>Fri, 27 Jan 2023 14:41:31 GMT</pubDate>
    <dc:creator>RolandRaytchev</dc:creator>
    <dc:date>2023-01-27T14:41:31Z</dc:date>
    <item>
      <title>Air Flow Simulation in Hololens</title>
      <link>https://www.ptcusercommunity.com/t5/Vuforia-Studio/Air-Flow-Simulation-in-Hololens/m-p/850805#M11486</link>
      <description>&lt;P&gt;Hi,&lt;/P&gt;&lt;P&gt;I need to simulate airflow in HoloLens. Though I used shaders with previous reference, it works well in mobile but not in HoloLens. Kindly provide any solution to simulate airflow using TML shaders or any extensions like directional flow will be great help.&lt;/P&gt;</description>
      <pubDate>Sat, 21 Jan 2023 07:00:00 GMT</pubDate>
      <guid>https://www.ptcusercommunity.com/t5/Vuforia-Studio/Air-Flow-Simulation-in-Hololens/m-p/850805#M11486</guid>
      <dc:creator>SN_9848698</dc:creator>
      <dc:date>2023-01-21T07:00:00Z</dc:date>
    </item>
    <item>
      <title>Re: Air Flow Simulation in Hololens</title>
      <link>https://www.ptcusercommunity.com/t5/Vuforia-Studio/Air-Flow-Simulation-in-Hololens/m-p/851917#M11499</link>
      <description>&lt;P&gt;you can use the same model on hololens, using shaders.&amp;nbsp; the shader syntax is slightly different. Use HLSL instead of GLSL.&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;Everything else should be the same i.e how you aply shaders how your model works etc..&amp;nbsp;&amp;nbsp;&lt;/P&gt;&lt;P&gt;there is an example in the OCTO effects extensions &lt;A href="https://github.com/steveghee/OCTO_effects_extensions" target="_blank" rel="noopener"&gt;widget library&lt;/A&gt; that shows how to visualize "flow".&amp;nbsp; The shader&amp;nbsp;is wrapped up inside the widget to make it easier to use (so that you dont have to understand shader languages)&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;That might be the best place to start, look at how to apply that widget. You will need a 3d model with texture coordinates assigned e.g. a pipe to show water flowing etc.&lt;/P&gt;</description>
      <pubDate>Thu, 26 Jan 2023 15:49:24 GMT</pubDate>
      <guid>https://www.ptcusercommunity.com/t5/Vuforia-Studio/Air-Flow-Simulation-in-Hololens/m-p/851917#M11499</guid>
      <dc:creator>SteveGhee</dc:creator>
      <dc:date>2023-01-26T15:49:24Z</dc:date>
    </item>
    <item>
      <title>Re: Air Flow Simulation in Hololens</title>
      <link>https://www.ptcusercommunity.com/t5/Vuforia-Studio/Air-Flow-Simulation-in-Hololens/m-p/852114#M11501</link>
      <description>&lt;P&gt;Hi&amp;nbsp;&lt;a href="https://www.ptcusercommunity.com/t5/user/viewprofilepage/user-id/415873"&gt;@SN_9848698&lt;/a&gt;,&lt;/P&gt;
&lt;P&gt;your mentioned that you have already an implementation for a shader which was already working on mobile device in Studio , right ? - so it is implemented already in a TML text widget?&lt;/P&gt;
&lt;P&gt;The format for the shader implementation&amp;nbsp; is in glsl and work in preview and on mobile devices . This will not work on the hololens .So you need first to convert this shader from GLSL to HLSL&lt;FONT face="arial black,avant garde" size="4" color="#333300"&gt;&lt;STRONG&gt;(*)&lt;/STRONG&gt;&lt;/FONT&gt; (&amp;nbsp; supported on the HoloLens) and check it work with reasonable quality on the hololens. Then you need in you code a check if you are in preview, android or IOS device /mode to use the old glsl shader implementation or else to use HLSL shader for the HoloLens&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;&lt;FONT face="arial black,avant garde" size="4" color="#333300"&gt;&lt;STRONG&gt;(*)&lt;/STRONG&gt;&lt;/FONT&gt;-The High-Level Shader Language or High-Level Shading Language (HLSL) is a proprietary shading language developed by Microsoft for the Direct3D 9 API to augment the shader assembly language, and went on to become the required shading language for the unified shader model of Direct3D 10 and higher.&amp;nbsp;&lt;/P&gt;
&lt;P&gt;&lt;A href="https://en.wikipedia.org/wiki/High-Level_Shader_Language" target="_blank"&gt;https://en.wikipedia.org/wiki/High-Level_Shader_Language&lt;/A&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;&lt;A href="https://learn.microsoft.com/en-us/windows/win32/direct3dhlsl/hlsl-shader-model-6-0-features-for-direct3d-12" target="_blank"&gt;https://learn.microsoft.com/en-us/windows/win32/direct3dhlsl/hlsl-shader-model-6-0-features-for-direct3d-12&lt;/A&gt;&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;</description>
      <pubDate>Fri, 27 Jan 2023 14:41:31 GMT</pubDate>
      <guid>https://www.ptcusercommunity.com/t5/Vuforia-Studio/Air-Flow-Simulation-in-Hololens/m-p/852114#M11501</guid>
      <dc:creator>RolandRaytchev</dc:creator>
      <dc:date>2023-01-27T14:41:31Z</dc:date>
    </item>
    <item>
      <title>Re: Air Flow Simulation in Hololens</title>
      <link>https://www.ptcusercommunity.com/t5/Vuforia-Studio/Air-Flow-Simulation-in-Hololens/m-p/852117#M11502</link>
      <description>&lt;P&gt;I seems that I&amp;nbsp; did overlooked that my post&amp;nbsp; &amp;nbsp;was already answered in the first sentence in the&amp;nbsp; post by&amp;nbsp;&lt;a href="https://www.ptcusercommunity.com/t5/user/viewprofilepage/user-id/157711"&gt;@SteveGhee&lt;/a&gt;&amp;nbsp; so possibly this post was&amp;nbsp; redundant to it .&lt;/P&gt;</description>
      <pubDate>Fri, 27 Jan 2023 14:50:14 GMT</pubDate>
      <guid>https://www.ptcusercommunity.com/t5/Vuforia-Studio/Air-Flow-Simulation-in-Hololens/m-p/852117#M11502</guid>
      <dc:creator>RolandRaytchev</dc:creator>
      <dc:date>2023-01-27T14:50:14Z</dc:date>
    </item>
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