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I have a function within a $timeout to which I want to pass a variable called 'renderlevel'.
Later I want to update 'renderlevel' and for it to update within $timeout. Can someone advise me how to do this?
var renderlevel = 0.2;
$timeout(function() {
for (i = 0; i < rLen; i++) {
$scope.view.wdg[renComponents[i]]['texture'] = "app/resources/Uploaded/MyImage.jpg?name=tex0&edge=repeat";
$scope.view.wdg[renComponents[i]]['shader'] = "reflect;mixer f " + renderlevel;
}
} ,50);
//Later...
renderlevel = 0.5;
//Update timeout??
Update: this is a lot simpler than I realised. This is my basic but functional solution:
//SHADER - runs at startup
$timeout(function() {
for (i = 0; i < rLen; i++) {
$scope.view.wdg[renComponents[i]]['texture'] = "app/resources/Uploaded/MyImage.jpg?name=tex0&edge=repeat";
$scope.view.wdg[renComponents[i]]['shader'] = "reflect;mixer f " + renderlevel;
}
} ,50);
//SHADER UPDATE - runs when called
$scope.shaderUpdate = function(){
$timeout(function() {
for (i = 0; i < rLen; i++) {
$scope.view.wdg[renComponents[i]]['texture'] = "app/resources/Uploaded/MyImage.jpg?name=tex0&edge=repeat";
$scope.view.wdg[renComponents[i]]['shader'] = "reflect;mixer f " + renderlevel;
}
} ,50);
}
//SHADER AMOUNT
$scope.shaderLevel = function(){
renderlevel = 0.5;
$scope.shaderUpdate();
}
Solved! Go to Solution.
Hi @rhudd ,
another possible way to call the update function on change is to use a $watch construct - something like this :
$scope.renderLevel=0.2;
...
...
////////////////
// here the definition of shaderUpdate...
$scope.shaderUpdate= function (renderLevel) {
console.log(" called shaderUpdate() with renderLevel =" + renderLevel)
console.log("call here your code using arg renderLevel")
}
/=============================================================
$scope.$watch('renderLevel', function (newValue, oldValue, scope) {
// console.warn("called watch function with newValue=" +newValue+ " <=> oldValue was="+oldValue+ " <=> scope.renderLevel="+scope.renderLevel);
//pay attention here is scope without $ !
if(scope.renderLevel!= undefined) {
scope.shaderUpdate(scope.renderLevel)
$scope.$applyAsync();
}
});
...
...
/// later in code
$scope.renderLevel=0.5;
//will call the update function
This code will call also renderLevel for the 0.2 value on start
Hi @rhudd ,
another possible way to call the update function on change is to use a $watch construct - something like this :
$scope.renderLevel=0.2;
...
...
////////////////
// here the definition of shaderUpdate...
$scope.shaderUpdate= function (renderLevel) {
console.log(" called shaderUpdate() with renderLevel =" + renderLevel)
console.log("call here your code using arg renderLevel")
}
/=============================================================
$scope.$watch('renderLevel', function (newValue, oldValue, scope) {
// console.warn("called watch function with newValue=" +newValue+ " <=> oldValue was="+oldValue+ " <=> scope.renderLevel="+scope.renderLevel);
//pay attention here is scope without $ !
if(scope.renderLevel!= undefined) {
scope.shaderUpdate(scope.renderLevel)
$scope.$applyAsync();
}
});
...
...
/// later in code
$scope.renderLevel=0.5;
//will call the update function
This code will call also renderLevel for the 0.2 value on start
Hi @RolandRaytchev,
Thank you - I've learnt something new!
I'm still quite new to AngularJS so I really appreciate your input 🙂