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Showing most liked content on 04/13/2018 in all areas

  1. 1 point
    TomaszFurca

    Render big mesh

    Hi, I create in scene some nature environment elements using SPS, but for some reason some elements are not visible always. Please check video to see problem. Also problem is visible on http://babylon.furcatomasz.pl/ Thanks Tom Slavs (13).webm
  2. 1 point
    Deltakosh

    Babylon v3.2 entering frozen time

    Hey! Cubemaps was fixed..So we should be good Thanks for mentioning I'm now entering a deep test phase..will be soooooo fun !
  3. 1 point
    If you set things up correctly fps should not be and issue me and @dbawel had a simulation using cannon running I believe over 2k physic importers testing collisions and there was no fps drop. I even had secondary AABB calculations running to validate the physics response. So 20x20 should not be an issue.
  4. 1 point
    No problem you are changing local coordinates of the given mesh but as it inherits from its parent and parent has rotation this is working as expected If you want to move it in world coordinate you have to use translate: https://www.babylonjs-playground.com/#XY4MQ5#15
  5. 1 point
    As soon as you set a skybox with createDefaultSkybox, you are enabling the environment texture for all PBR material. This will force the engine to compute spherical harmonics for it (and it is a long process but hopefully we will soon be able to have them stored in gltf with KHR_Env;)) in order to produce correct IBL settings If you do not want this lag, call the code provided by Dad (I will add a new parameter in the createDefaultSkybox to avoid setting up the env texture as well :)) Note: you can avoid checking the manifest with with engine.enableOfflineSupport = false
  6. 1 point
    Deltakosh

    What's next?

    We have this in mind with @Sebavan
  7. 1 point
    Rich said in the latest news update (http://phaser.io/news/2018/04/phaser-340-released) that they will get merged into the core phaser repository in the future:
  8. 1 point
    You can. But I have to say the default Blender baking workflow is bad, this is why I use the addon BakeTool. (in Cycles, you can use the diffuse map without the color enabled for example). You can see the workflow & result in my Cornell Box scene: https://github.com/Vinc3r/cornellBox/tree/master/3D (yep I haven't write how to use it... yet)
  9. 1 point
    V!nc3r

    What's next?

    As a first step, the switch between cubemaps could be a "hard" switch, like detect the closest probe and use it without blending, like in this example:
  10. 1 point
    @cx20 It doesn't seem to be a loading (network) issue, but script execution. You can try without PBR (is it really needed anyway ?) scene.createDefaultSkybox(cubeTexture, false, 10000);
  11. 1 point
    Thank you Delta, I think thats what I was looking for
  12. 1 point
    Did you try like this: this.skybox = BABYLON.Mesh.CreateBox("skyBox", 1000, scene); this.skybox.isPickable = false; this.skyboxMaterial = new BABYLON.StandardMaterial("skyBoxMaterial", scene); this.skyboxMaterial.backFaceCulling = false; this.skyboxMaterial.reflectionTexture = new BABYLON.CubeTexture("data/TropicalSunnyDay", scene); this.skyboxMaterial.reflectionTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE; this.skyboxMaterial.diffuseColor = new BABYLON.Color3(0, 0, 0); this.skyboxMaterial.specularColor = new BABYLON.Color3(0, 0, 0); this.skyboxMaterial.disableLighting = true; this.skybox.material = this.skyboxMaterial;
  13. 1 point
    Lizard

    Showing cropped image

    I'm also faced with same problem. I did not find anything similar with cropRect from phaser 2 in phaser 3. But same mechanic which cropRect used for phaser 2 works well in phaser 3. So in your case follow code will work. var image = this.add.image(x, y, image); image.frame.height = 32; image.frame.width = 32; image.frame.cutHeight = 32; image.frame.cutWidth = 32; image.frame.updateUVs(); also there is cutX and cutY if you need some offset.
  14. 1 point
    Arte

    Parametric cabinet

    Thank you @Deltakosh. As soon as it will be launched online you will be able to share it on your website.
  15. 1 point
    When using SceneLoader.ImportMesh, you can define a callback. This callback will provide you with an array of loaded meshes. Just pick loadedMeshes[0] to get the first one Example: https://www.babylonjs-playground.com/#10D6YT#116
  16. 1 point
    tomer

    design with friends - room editor

    Not exactly a game - but a 3d room (nursery) editor built with Babylon.js. You can add items. put items on top of each other. place items on walls. remove and rotate items. resize room. https://designwithfriends.com * not supported on mobile yet. We've just started and will very much appreciate your feedback. Tomer.
  17. 1 point
    gltf can look backward or forward depending on the tool that generates them. Spec evolved recently and now it defines the forward facing vector. But for gltf generated before they may look at the wrong direction. But I see no problem with the fountain here AssetContainer is a new feature of 3.2 and it allows you to easily load / unload portion of a scene (think about game levels for instance): http://doc.babylonjs.com/how_to/how_to_use_assetcontainer
  18. 1 point
    snowbillr

    Base64 Images

    Since you are adding this to `this.textures`, and not loading it using the regular `this.load`, Rich mentioned you need to do a little extra work to make this work. He commented on that GitHub issue - https://github.com/photonstorm/phaser/issues/3342#issuecomment-372332727 > Note that you must listen out for the onload event from the Texture Manager before you can use the base64 texture in a game object. So once you do the add the base 64 data to the textures object, you'll also need to do something like: this.textures.on('onload', function() { /* do something with the texture */ });