NasimiAsl

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NasimiAsl last won the day on December 25 2016

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About NasimiAsl

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    Advanced Member
  • Birthday 01/28/1985

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    http://eash.space
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    nasimiasl@live.com

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    tehran iran

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  1. simple loading method for make cylinder or sphere around of target object http://www.babylonjs-playground.com/#1JUXK5#0
  2. FOGMODE_EXP2 scene.fogMode = 2; http://www.babylonjs-playground.com/#2KPFUX#3 but for other modes you most be change that
  3. i working new version of playground (upgrade that) upload texture and file can save it like template can save it like sample with tags and owner name ... fix some scale resolution problem and optimizing indexed by special seo support Url for each sample shader management editor and 2 GB for each user (private samples and public samples ) i do 80% of that and work on last 20% estimation time 1 mouth but i think the old version is valuable tools need say thanks for anyone make (or update ) that
  4. @Deltakosh after all you do Wonderfull thanks for make that i always respect you @Pryme8 i have one day in week for this please make a meeting time with me (@skype Nasimiasl@live.com ) and let we start design that
  5. i think babylonjs need move faster ( not in technology more in tools and editors ) i like collaborate with anyone for make that for start '.babylon' extension online management
  6. thanks @Wingnut hi all please test http://500blog.com/ in your device and share your any advise Thanks
  7. babylonjs

    thanks @Deltakosh and @adam and happy new years for all member in here i hope have good year and yes shaderBuilder do that // pos = position // nrm = normal // vuv = uv in fragment shader uv in vertex shader // camera = camera position sphere.material = new BABYLONX.ShaderBuilder() .SetUniform('UniformName','UniformType') .VertexShader(' [vertex shader code] ') .InLine(' [fragment shader code] ') .BuildMaterial(scene); // you just need make your vertex and fragment shader code in there and see result or sphere.material = new BABYLONX.ShaderBuilder() .SetUniform('UniformName','UniformType') .VertexShader(' [vertex shader code] ') .Front(' [front face fragment shader code] ') .Back(' [back face fragment shader code] ') .BuildMaterial(scene); http://www.babylonjs-playground.com/#1HPRZ6#0 http://www.babylonjs-playground.com/#1HPRZ6#1 http://www.babylonjs-playground.com/#1HPRZ6#2 you can add anything you need in GLSL in that actually both is one just shader Builder Make Short defination about first question dear @Nabroski you can change all words you use in shader i define all base parameter in this class in shaderBuilder.Ts https://github.com/BabylonJS/Extensions/blob/master/ShaderBuilder/Babylonx.ShaderBuilder.ts#L137 but some of them is hardcoded in core of babylonjs like position : 1. how we can define attribute in webgl engine : var buffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, buffer); gl.bufferData(gl.ARRAY_BUFFER, DATA , gl.STATIC_DRAW); var posLocation = gl.getAttribLocation( shaderProgram, "position"); gl.enableVertexAttribArray(posLocation); var typeCastCount = 3; // x, y, z var type = gl.FLOAT; var normalize = false; gl.vertexAttribPointer(posLocation, typeCastCount, type, false, 0, 0); // vertex shader attribute vec4 position; void main() { gl_Position = position; } so for change position world you most find that in babylonjs core and change that for yourself this is for normal and uv too 1-2 : uniforms this is work flow for any 3d Engine when wanna render in ViewPort For each Model 1.MODELING COORDINATES > 2. WORLD COORDINATES > 3.VIEW COORDINATES > 4.VIEWPORT COORDINATES >> World coordinates are the global coordinate system that takes into account all objects in the scene. *** world >> View coordinates are the coordinate system that incorporates a virtual camera's view of the scene. *** View >> Viewport coordinates are the coordinate system that describes the camera projection for the scene (for example, orthographic or perspective) and fits the projected scene into screen space. This projection takes the scene from a 3D to a 2D projection so that it can be displayed on the screen. The textured spinning box example uses a perspective projection, which will make closer objects look larger than further ones, just as in the real world. *** Projection --------- world > View > Projection or Model ( without Global Information about Transform Matrix of Model ) View Projection => View Projection all this is mat4 for babylon this defined for effect class c.setMatrix("projection",this._scene.getProjectionMatrix()) _effect.setMatrix("worldView",this._cachedWorldViewMatrix) _effect.setMatrix("view",o.getViewMatrix()) _effect.setMatrix("viewProjection",n.getTransformMatrix()) _effect.setMatrix("worldViewProjection",e.multiply(t.getTransformMatrix())) you most change this in babylonjs core too but i think it is unnecessery because all this name is best name you can choose for this uniform after this i think you can change all word in shader
  8. you wanna do this?
  9. hi i use this solution before why you need this data @Peter2
  10. actually in iran we cant buy any of this books so maybe i need ask what is best solution for learning 0. read w3c standard reference for webGL ( life is short for that ) 1. research and look samples and read code ( sample of a lot people ) 2. just read personal experience of one people ( writer of book ) of course if we can find some one like @Temechon for collect result of solution 1 that is Wonderfull but it is not good for collector ( i think )
  11. r u have any sample in Playground?
  12. @Pryme8 i read for your solar system api that is wonderful but i wanna make unreal world anyway thanks for that can i use parameters
  13. @getzel thanks for reply
  14. you can make that from custom shader too
  15. @Dad72 in this project i make full solar system make that lights and shadow with mathematical . http://www.babylonjs-playground.com/#1E1KPV#15 this is sample of atmosphere but if you have flat scene i can help you to make that with special parameter just need some detail like scale of scene and clouds and time zone parameter you want ... message me what you need thanks