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Everything posted by JohnK

  1. JohnK

    Fading mesh color on edges

    Hi @WhoAteDaCake well done for finding the answer. Please note that for future questions I suggest you join the new forum. As more and more people have already changed you might find that getting an answer on this one takes longer and longerÔś║
  2. JohnK

    New forum

    A vote to leave or remain causes a flashback to the Brexit referendum here in the UK. As I trust Deltakosh and Jerome more than any government leaders I am persuaded by their reasoning so I will ­čŹâ.
  3. Hi @cstfan and welcome to the forum from me. Have a look at this and see if it helps. Also instead of loading /unloading you could do as in this post
  4. JohnK

    GUI ScrollViewer

    ScrollViewer now available and enhanced by DK
  5. JohnK

    GUI ScrollViewer

    ScollViewer now enhanced by DK. Docs updated.
  6. JohnK

    Universal Camera default movement

    Hi @gamedev44 and welcome to the forum. Have you seen this in the docs? hi
  7. JohnK

    Scissor Rects

    Nor do I ! Well done to @Deltakosh for doing what was wanted but other than two different colors where would you use it?
  8. JohnK

    Scissor Rects

    Sorry I still do not understand need to wait until someone more skilled or experienced comes along.
  9. JohnK

    Scissor Rects

    In this PG there are two different scenes in two different viewports. If you need to share some meshes with different properties in each scene there is still plenty of work to do. Not entirely clear about your use case. Multi-scenes documentation
  10. Unfortunately is now closed. Existing RawGit links will remain until October 2019. Need to find easy to use alternatives.
  11. JohnK

    Tutorial Talk

    Have found where the changes are necessary and have done a PR for the docs. PG now example of a spray emitter Built in shape emitters
  12. JohnK

    Wikipedia EDIT 17 Nov 2018 On hold again as it was put on by a banned user. EDIt 1 Dec 2018 Back on line again - hope it holds this time
  13. JohnK

    Tutorial Talk

    Apparently a createCylinderEmitter - - has since been added to BJS itself so none of the added code is needed So really we need a new example to show how to create your own emitter.
  14. JohnK


    Back up and running again. Hope everything legit this time!
  15. JohnK

    Question about isVisible

    Sorry don't know the reason why. Just following @Deltakosh's advice
  16. JohnK

    Questions on "Building house from floor plan".

    1. (a) Because there is a black ceiling (black because (i) no material applied to ceiling, (ii) light does not reach ceiling) Ceiling constructed on line 848 in this PG#9 and PG#21 but 849 in this PG with added color and light 1. (b) If you remove the ceiling (comment out line 848) then you can see the inner roof provided you set its backFaceCulling to false as in 2? Floor already there? 3. as Sebavan says it is down to the uv setup which currently uses a texture map of two images for the exterior walls and interior walls see line (816 or 817) and uv values calculated so that the textures appear at the same scale on each wall. By using more images in the texture map it would be possible to apply different areas of the image to different walls. An alternative would be to build the interior walls as separate and individual polygon meshes kept together by a mutual parent and each with its own material. You could do something similar with the exterior walls and then you could have different textures on different exterior walls. More on uvs at
  17. JohnK

    Question about isVisible

    You can use mesh.setEnabled(false´╗┐) and mesh.setEnabled(true´╗┐) instead of isVisible. The method setEnabled takes the mesh out of the rendering loop and so does not consume processing time. Whereas isVisible hides the mesh but keeps it in the rendering loop.
  18. Create your image only buttons in a loop and, except the first one, set their isVisible button to false. When rotating through images set the one showing as isVisible = false and the one to show to isVisible = true. However I must say that to do it as your cliant wants I would just use standard HTML, pre-load the images and use the visibility property in the same way WebGL and Babylon.js seems like overkill.
  19. JustYou know the network of room connections. For example A to B, B to C|D, C to E, D to F, E to F so you can work out the shortest path from room to room. When you are in a room A at point P and you want to get to room E then you need to get to the correct door (A1) of A that will lead to room E eventually. In room A your path is from P to door A1 avoiding obstacles. From door A1 you need to pass through room B to door B1 avoiding obstacles in room B and so on. There are two distinct stages, you need to know how to move within any room and avoid obstacles plus know the sequence of rooms to visit to get from start room to end room. Does the above give a description of what you want to do?
  20. For no good reason I was thinking about physics engines and came across this. As I was looking for a new challenge I took a look and as BitOfGold said the API is horrible but though I would give it a go. I took this example and had a go at making it work with Babylon. Never having worked with 'workers' before I had a go at doing a test with a direct implementation with Babylon.js which is here and if anyone is interested the code is at github. Very early days but slowly over the next year I will have a go at seeing what is possible and if getting somewhere will see whether it would make a good extension with added documentation. As a very amateur coder however I have a lot to learn for example how do I use ammo.js without enclosing everything in Ammo().then(function(Ammo) { }) Anyone else interested in seeing what is possible with Ammo.js and Babylon.js the let me know.
  21. I have many questions. To start with 1. Have you designed and created the apartment? Or 2. Are you importing an apartment somebody else created? 3. Are the obstacles in a fixed position? 4. When at point A in the apartment do you know where the obstacles are?
  22. JohnK

    Check if intersect with any mesh

    Hi @servusdei and welcome to the forum. If you want to check whether the plane colldes with any mesh you need to do plane.intersectsMesh(mesh) for all meshes in the scene. The array scene.meshes holds all the meshes in the scene.
  23. JohnK

    GUI ScrollViewer

    Please note addWindow will soon be changed to addControl so it matches other controls Done
  24. JohnK

    GUI ScrollViewer

    Will look at that as well. Maybe a week or so before done.