RaananW

Members
  • Content count

    1,939
  • Joined

  • Last visited

  • Days Won

    50

RaananW last won the day on January 19

RaananW had the most liked content!

About RaananW

  • Rank
    retired time traveler
  • Birthday 07/04/1981

Contact Methods

  • Website URL
    https://blog.raananweber.com
  • Twitter
    RaananW
  • Skype
    raananw

Profile Information

  • Gender
    Male
  • Location
    Berlin

Recent Profile Visitors

4,809 profile views
  1. you know, you pasted a localhost link.
  2. What makes VR flat?

    Check the environment demo for skybox (technically - skyboxMaterial.reflectionTexture = new BABYLON.CubeTexture("textures/skybox", scene); )
  3. The new Babylon Viewer

    So, quick fix : http://viewer.babylonjs.com/basicexample if you want you can get the latest viewer.js from the babylon repo or simply reference this one instead - http://viewer.babylonjs.com/viewer.js
  4. The new Babylon Viewer

    Thanks! Bug found, I will push a fix very very soon
  5. so, want to show when it is not working? the tso object is not referenced anywhere in your code. So, nowhere can we see what isn't working. The console is working, but this is the only thing we can do. Also, as always, would be great to have this isolated in the playground (if you feel like it is a bug).
  6. What makes VR flat?

    (insert "But Why" meme here) Wouldn't that be counterproductive? You bought such an expensive device and you turn it into a 3$ cardboard. WebVR is so much better than device orientation, especially due to the predefined variables. Use it as much as you can!
  7. What makes VR flat?

    GearVR should be using the WebVR camera (and the WebVR standard) which actually provides us with the eye information and view/projection matrix. So, it should work right out of the box without any configuration needed on your side. What camera are you using? want to share a simple scene you think is flat?
  8. babylon.max.js inside release bundle

    @inxs, regarding your first question - yes, the plan is to actually deliver modules. Our main problem are internal dependencies in main classes like the scene and engine, that shouldn't change. I am working on a solution for this that will be released with the final 3.2 (and hopefully sooner). So you could load modules and not the entire framework every time.
  9. The new Babylon Viewer

    Hi @efxlab, I tried loading the configuration file (http://babel.dev/viewerconfig.json) and couldn't. I am being redirected to https://babel.dev/viewerconfig.json . I can ping the server, so I guess something is wrong with the link (or with what I am doing ) . Any chance of seeing a live version of this? I will check it locally as well, but I want to check with your configuration to see and be able to debug this. Thanks!
  10. babylon.max.js inside release bundle

    Ok! Starting next npm package (presumably 3.2.0-alpha5) you will have the minified file instead of the max file as the main file. so "babylonjs" will work as you expect it to.
  11. babylon.max.js inside release bundle

    Hi! The default file delivered is actually the max file which is unminified. the minified file is included in the package. The main file has always been the max file and this is why I haven't changed it. I can of course consider delivering the minified file as the main file, so when you import from "babylonjs" you automatically get the minified one. I will discuss it internally with the team and update here Starting 3.2.0-alpha0 (currently in alpha4) the directory structure of the npm package was changed, so if you use javascript (won't work in typescript due to the declaration file) you can do this: import * as BABYLON from 'babylonjs/babylon'; Or, of course, only load the files you need. this will load the minified file instead of the max file. A word of caution - as different modules reference "babylonjs" and not "babylonjs/babylon" you might include both if you use GUI (for example). Just as a general question (and really - only our of curiosity) - why don't you add minification to the build process? a simple webpack plugin and you have everything minified as you wish.
  12. Just updating that a first bug was found in the es6 modules, which I am fixing right now. Will sadly have to wait till the next npm update to be public.
  13. Hello dear community, I have just pushed a new version of Babylon to NPM. 3.2.0-alpha2 has a bit of changed package structure, which is, in general, transparent to the regular user. You will still be able to do the following: import * as BABYLON from "babylonjs"; What's new and exciting about this release are the extra modules that were added to this package. Babylon's npm package now contains commonjs and es6-ready modules, including typescript typings (for the commonjs modules). With the updated package you could do the following in TypeScript (and JavaScript): import { AbstractMesh, Scene, Vector3, Engine, Mesh } from "babylonjs/core"; import { ArcRotateCamera } from "babylonjs/arcRotateCamera"; import { HemisphericLight } from "babylonjs/hemisphericLight"; import { MeshBuilder } from "babylonjs/meshBuilder"; var canvas: any = document.getElementById("renderCanvas"); var engine: Engine = new Engine(canvas, true); function createScene(): Scene { var scene: Scene = new Scene(engine); var camera: ArcRotateCamera = new ArcRotateCamera("Camera", Math.PI / 2, Math.PI / 2, 2, Vector3.Zero(), scene); camera.attachControl(canvas, true); var light1: HemisphericLight = new HemisphericLight("light1", new Vector3(1, 1, 0), scene); var sphere: Mesh = MeshBuilder.CreateSphere("sphere", { diameter: 1 }, scene); return scene; } var scene: Scene = createScene(); engine.runRenderLoop(() => { scene.render(); }); window.addEventListener("resize", () => { engine.resize(); }); This will be using the commonjs modules available in the babylonjs package. The file generated (using webpack) will be roughly 2.2 MB unminified (which is an improvement to the 4+MB unminified Babylon file). To use es6, simple add /es6 after the module name. for example: import { AbstractMesh, Scene, Vector3, Engine, Mesh } from "babylonjs/core/es6"; I have worked a lot to make it work correctly. But there are (probably) many things I did catch. Please: Be patient! it was just released, there might be a few bugs. Use it, abuse it, make it fail, and let me know when it did! I want to fix all bugs until 3.2 is officially released I will write a detailed documentation page about how to use it. For a list of modules, you can refer to config.json in our Gulp directory (until I finish the docs) : https://github.com/BabylonJS/Babylon.js/blob/master/Tools/Gulp/config.json#L21 . Add "core", being the most important package there is. Enjoy!
  14. Get current frame from animation

    Might have been a bug that was fixed (and I am happy it was! 3.2.0 is fully compatible with 3.1.1, I would recommend using it instead, if you need the current frame.
  15. Get current frame from animation

    yep, it is always the first line in the console (automatically added). Open the F12 tools before everything loads and you will see the version used.