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iiceman last won the day on May 8 2016

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About iiceman

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  1. I don't think you can prevent the user from moving the point... would be horrible if java script was allowed to do that, right?
  2. Seems like you can specify a renderingGroupID: http://babylonjs-playground.com/#272WI1#79 (found here: https://github.com/BabylonJS/Babylon.js/blob/0e1d4095b2e99b833f0a6f664e8495dbbf69f65d/dist/babylon.2.5.canvas2d.d.ts#L660)
  3. Looking good again, thanks for the quick fix!
  4. @JimmyBuchman I am not sure what you mean by layer by layer... like that: http://www.babylonjs-playground.com/#XALW2#13 -> click spheres (has a bug, sometimes if you click them in the wrong order it draws a wrong connection)
  5. I assume you are referring to this: https://doc.babylonjs.com/tutorials/cameras,_mesh_collisions_and_gravity -> 4 - Object vs. object collision ... right? I think the position is always relative to the mesh, because you set it as a property of the mesh. There was a short discussion about it that I remember: ...but with no real solution. I know that offset behaves strangely. What I did was just try different value and see what fits best. Maybe somebody else has a better idea. Would be great if it could be visualized somehow! (Maybe with @jeromes ribbon from the above link?)
  6. @JohnKs parenting suggestion seems pretty solid: http://www.babylonjs-playground.com/#P1YTR#0
  7. @hunts sure thing, it's all yours! Don't forget to let us see what you make out of it , though!
  8. No problem, keep messing with it, seeing cool shader things is always fun. One day, after I tried out PBR, that's the next thing to I'll try to understand
  9. Okay, got it, now it works... that's fancy! Makes me a bit dizzy, cool stuff!
  10. @Nabroski that somehow throws a lot of errors for me ( Version 55.0.2883.87 m ): babylon.js:3 BJS - [22:40:17]: Unable to compile effect: t._ErrorEnabled @ babylon.js:3 babylon.js:3 BJS - [22:40:17]: Defines: t._ErrorEnabled @ babylon.js:3 babylon.js:3 BJS - [22:40:17]: Error: ERROR: 0:2: 'in' : storage qualifier supported in GLSL ES 3.00 and above only ERROR: 0:3: 'in' : storage qualifier supported in GLSL ES 3.00 and above only ERROR: 0:4: 'in' : storage qualifier supported in GLSL ES 3.00 and above only ERROR: 0:10: 'out' : storage qualifier supported in GLSL ES 3.00 and above only ... and I have no idea what they mean... crazy shader stuff
  11. After the playground failed me on my last try I did a local version and ported it back to the playground: http://www.babylonjs-playground.com/#2GGYT7#2 (can't let that little playground defeat me ). No imported meshes, just the textures for the ground. The geometry is all build with native babylon tools. Push the button to open close the gate. That's all there is to it Edit: updated playground, added fancy button animation I thought about playing around and creating a scene wir PBR materials, but I stopped here since I already liked it and I have no clue about PBR yet... but one day I will use PBR for sure! By the way: I actually wanted to use starfieldProceduralTexture, but it didn't work. I left it in there anyway and reported it in the bugs section.
  12. I can't find a working example for procedural Textures... it all looks like that: http://www.babylonjs-playground.com/#24C4KC#17 I couldn't get it to work locally either, same result using version 2.5.
  13. Did you already try setting the alpha of the material? I think that would have the effect you describe.
  14. I prefer long names that describe what a method does as exactly as possible. Everything should be human readable. I don't want to have to think about what the abbreviations in a method name could mean. I wanna see it, understand it, use it. If a method name is too long to understand but it describes what the method does, you should refactor the method and split things up. For file size: i think it doesn't matter at all since you can always compress your code and all names will be shortened anyway. So I think readability/maintainability should have first priority! source: https://martinfowler.com/bliki/TwoHardThings.html (By the way: I used Canvas2D a bit now and besides great performance and good documentation the method names feel pretty good to me, so awesome job @Nockawa!!! )