KnisterPeter

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  1. Oh, as well current sprites does not inherit from Node. Therefore Sprites could not be added to a parent node for relative positioning. Is there an easy way to do so?
  2. Hi there, I would like to create sprites from a dynamic source (canvas with some rendered text). I've seen that its possible to create textures from base64 data uris but the current SpriteManager does not allow this, since its creating the texture by itself. Is there a current way to achieve this, or should I create a pull request which enables this function? Kind regards Markus
  3. A DAG is a directed acyclic graph. In other words a render tree without cycles/loops in it. I've already found that its working with a mesh without geometry. But thanks for your help anyway.
  4. Hi there, I'm trying to build a DAG consisting of Nodes and Meshes. I would like to use a DAG, so I do not have to update the position of meshes which should be seen as one on each of the meshes. I thought the BABYLON.Node is exactly for this use case when setting the 'mesh.parent = node'. But after connecting node and mesh and updating the node.position the meshes stay in their original position. Is the node.position/mesh.position not connected through a parent->child relationship? Cheers Markus
  5. Hi there, I would like to create a renderLoop which updates on demand. By that I mean we have no animations requiring a decent FPS rate but would like to save battery and CPU cycles. By on demand I mean we would like to render a new frame when some model updates (underlying data model) or user interactions are noticed. In three.js this would be possible, since the renderLoop is triggered by user code with window.requestAnimationFrame. Is something similar possible with Babylon.JS? I've found the SceneOptimizer, but that is not meant to restrict the FPS but to degrade details to reach a defined FPS rate. Any hints are welcome. Best regards Markus
  6. I know the blender pipeline. Thanks for your answer, but unfortunately we already have models created with cinema4d and its not easily loaded by blender (lots of rework for texturing and ligthing). We tried the commandline converter in a windows vm for fbx files but without luck. Any other option?
  7. Hi there, I would like to give babylon.js a try but I could not find any converter tool for assets. There are the exporters and the online converter, but I do not have a modeling tool besides blender (which could not read in our models) and I could not upload private assets to an unknown server. To make it a bit harder, I only use linux (but could install a vm if required). Where to find the commandline converter source? And is it compileable with mono? Cheers Markus