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satguru last won the day on January 1

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About satguru

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  1. Here is a simple playground which loads a small box into the scene Uncomment line 4 to make the scene right handed and run. Notice the faces of the box have been flipped.
  2. I see that the babylonjs loader does not convert the glb or gltf meshes from right-handed system (their native format) to left handed system. Instead it seems it parents them with "root" and "__root__" nodes to handle them in a left handed system. Is it not possible to convert them entirely to left handed-system?
  3. nice pg @waverider I am trying to use Dynamic terrain with my Character Controller. Here I have an ArcRotateCamera following a Character. If i turn on checkCollosion on the camera, the FPS drops to 21-25. If I turn it off, FPS goes back up to 60, Weird. The camera does not collide with anything. It just follows the character. The character has collision turned on. You would think collision on the character would make a difference. After all it is the character which is colliding with the terrain But no. It is collision on camera which makes the difference!!
  4. @jerome I took your original document example and turned on collision and gravity When you move the camera around the fps drops from 60 to around 30 Is there anything which we can do to prevent this? Also camera tends to get stuck from time to time.
  5. BabylonJS Dynamic Terrain Doc examples not working

    @jerome issue with BABYLON.MeshBuilder.CreateRibbon ? this example without CreateRibbon works fine
  6. BabylonJS Dynamic Terrain Doc examples not working

    I suspect something to do with arcrotate camera ? There is a delay between start of mouse move and the camera movement. Once the camera starts moving the scene is responsive. The moment I stop moving the mouse and then start moving it again there is a big lag before the camera starts moving again The lag is more on chrome less on firefox
  7. @jerome I am checking out the examples at most of them are unresponsive/low fsp see this first example from that doc
  8. @dbawel Here is one way you can do this Instead of creating a scene using BABYLON.SceneLoader.Load() function Create the scene using var scene = new BABYLON.Scene(engine); Then load your .babylon file using BABYLON.SceneLoader.Append() function Here's some pseudo code ========================= var scene = new BABYLON.Scene(engine); //add camera, light etc ..... //run loop here or from within SceneLoader.append() engine.runRenderLoop(function() { scene.render(); }); var mesh_prop; BABYLON.SceneLoader.Append("", "baloon.babylon", scene, function () { mesh_prop=....; //register here or outside this function scene.registerBeforeRender(function () { mesh_prop.rotate(BABYLON.Axis.Y, Math.PI / 64, BABYLON.Space.LOCAL); }); }); scene.registerBeforeRender(function () { if (mesh_prop) { mesh_prop.rotate(BABYLON.Axis.Y, Math.PI / 64, BABYLON.Space.LOCAL); } }); ================================
  9. @dbawel if you check the browser console you will see the following error Uncaught TypeError: Cannot read property 'registerBeforeRender' of undefined at createScene (index8.html:92) at index8.html:102 maybe you need to move scene.registerBeforeRender(function () after line var scene = createScene(); scene loader function is async.
  10. BabylonJS EditControl

    new release Release 3.0.0 (12/31/2017) major change to rotation UI now uses the more common "spherical" guides new methods getPosition() getRotationQuaternion() hide() show() isHidden() setVisibility() few properties and methods which were private were exposed by mistake. They are now hidden code refactoring. demo
  11. BabylonJS EditControl

    Wishing you and everybody else a very happy merry Christmas
  12. BabylonJS EditControl

    @Dad72 Thanks for reporting the setTransSnap bug. I have fixed it. Let me know of improvements you made. I will try to add them to my version.
  13. BabylonJS EditControl

    @Dad72 Ok. As an aside, I had thought of adding this as an extension but I am too lazy and work too much in fits and starts to be able to properly support it as such.
  14. BabylonJS EditControl

    @Dad72 clone and instance works for me. See this playground example I copied pasted the the latest edit-control code from
  15. BabylonJS EditControl

    @Dad72 can you reproduce in playground?