ozRocker

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ozRocker last won the day on January 27

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About ozRocker

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    http://www.punkoffice.com

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    Melbourne, Australia

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  1. ozRocker

    [SOLVED] Viewport confusion

    Awesome! That completely solved all my problems. I didn't realise you could apply hardware scaling to desktop screens as well. Now all my demos look twice as good btw, its actually engine.setHardwareScalingLevel()
  2. ozRocker

    BABYLON.Augmented Reality ...

    Has anyone got this working on iPhone? I'm running iOS 11.3.1 and I can't get this working, but I have tested other webRTC demos and they work fine. I tried using artoolkit.debug.js so I can get the actual line of the error but if I use that file I get: Invalid asm.js: Invalid member of stdlib artoolkit.debug.js:6963 I've created a copy of the Babylonjs NFT example here https://preview.punkoffice.com/ar/ When I run on my iPhone 6+ I get this error [Error] Failed to load resource: the server responded with a status of 404 (Not Found) (babylon.standardRenderingPipeline.js.map, line 0) then when I touch the screen I get this error [Error] Unhandled Promise Rejection: TypeError: Type error createObjectURL (artoolkit.min.js:1:14551) success (artoolkit.min.js:1:14551) promiseReactionJob Does anyone know what I'm doing wrong? Maybe @mkaouri knows?
  3. Are we meant to be using <meta name="viewport" content="width=device-width" /> so everything fits into the viewport on mobile devices? 'cos when I use this line the viewport will not render using retina display and I get a fuzzy render from the canvas.
  4. ozRocker

    GPU (shaders) for vertex animation

    yeh cool. I'm cleaning up my CPU code now so you can easily see what my processes are. Once that's done I'll get back to you
  5. I've been using the CPU for vertex animation which you can see in my demo here: http://punkoffice.com/fabric I'm updating all vertex positions and normals every frame then using this to update: mesh.updateVerticesData(BABYLON.VertexBuffer.PositionKind, newPositions); mesh.updateVerticesData(BABYLON.VertexBuffer.NormalKind, newNormals);  So basically if there's 10 frames of animation I have 10 different versions of the mesh's vertex positions and normals and I cycle through them. Yes, it can take up a lot of memory if the mesh is large or there are many frames. I'm wondering if its possible to do all this via the GPU. I guess that would require some kind of shader coding. I'm not sure how this would work, but if its possible I'll try and figure it out.
  6. ozRocker

    Alembic file support? (vertex animation)

    Does anyone here know much about alembic files? In general are they processed via GPU or CPU? You can drag and drop them into Unity3D and Unreal Engine and play them straight away. Just wondering how they are processing this data
  7. ozRocker

    Alembic file support? (vertex animation)

    I don't think there's any way around that. Animation cache and volumetric data is practically a new mesh per frame (just the positions and normals though). My fabric demo (http://punkoffice.com/fabric) uses a new mesh per frame for the dress. I can't think of any other way to do that since the changes are not linear.
  8. ozRocker

    Alembic file support? (vertex animation)

    Morph targets use linear interpolation, but not all vertex animation is linear. To get around that using morph targets you'd have to create a shape key for every frame. Is that what you're suggesting?
  9. This happens a lot in Melbourne, Australia too. webGL jobs always mention three.js. Its simply because that's the only webGL framework they've heard of. If I'm on a project and no work, or minimal work has been done with the three.js framework I can always convince them to switch to babylon.js. For the record, I actually started with three.js and it got frustrating. Parts of it felt incomplete and broken, so I switched to babylon.js and never looked back.
  10. I don't think Babylon.js supports alembic files. If not I'm thinking of parsing it and processing the vertex transformations myself. I know you can change vertex positions and normals easily in Babylon.js using mesh.updateVerticesData(BABYLON.VertexBuffer.PositionKind, newPositions); mesh.updateVerticesData(BABYLON.VertexBuffer.NormalKind, newNormals); but I think this is all done on the CPU. Is there a way to get these updates per frame to happen on the GPU?
  11. Cool! I've been working on something similar. Its multiplayer so you'll see people visiting every now and then. This is the link http://threedium.com
  12. Here's my demo which uses cloth physics from Marvelous Designer. Basically I'm using baked physics from another engine. Framerate is consistent but there is a long load time on first load. http://punkoffice.com/fabric
  13. So the answer to my original question is YES! I made a demo here http://punkoffice.com/fabric There's a 27MB binary file that requires loading first time so pls be patient.
  14. ozRocker

    How to go to specific animation frame?

    ok cool, I decided to use animation events which I just add to every frame via a loop.
  15. Is there a way to manually go to another animation frame? I've checked out beginAnimation() and it only plays a whole range. I want to make my own timer and control which frame to go to within that timer.