DezOnlyOne

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About DezOnlyOne

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  • Birthday 11/09/1974

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    dezebuwa

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    Florida

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  1. Do you have more information on how you did the cell shading for the scene materials for the DiStraction demo? Awesome BTW

  2. Meshes disappearing with camera movement

    Is this one better? http://www.babylonjs-playground.com/#1PFI6D#1 I could strip out more, but I don't want to remove some of the problem meshes,
  3. I am having an issue where the movement of the camera will make certain meshes disappear. The disappearing meshes are consistent, in that they are the same ones that disappear. This issue seems to happen only with the binary version. I made a playground where you can see this happening. http://www.babylonjs-playground.com/#1PFI6D All you need to do to see the behavior is walk forward with the up arrow. As you move forward you will see the frame in the warehouse disappear. Has anyone come across this issue before?
  4. materials observable preloader

    Thanks man. I appreciate everything.
  5. Is there a way to know if all the materials that have been created in a scene are done rendering without continually querying all the materials to find out if they are ready(material.isReady)? I am using several PBR materials and I have a screen that covers the scene until all the meshes are loaded, but I want to keep the scene from popping in materials after the screen is gone. Here is what I am working on for an example http://protest.jht.com/gea_engines101_new/ Thanks in advance
  6. Animation Scrubber

    Just wanted to know if it was possible to build an animation scrubber. One that would allow me to create an animation and then use a slider to "scrub" the animation. I have seen this in editors before. Where you can view different frames in the animation using a horizontal slider.
  7. Hiding a sprite

    For brevity's sake I went ahead with size 0. Thanks everyone.
  8. Hiding a sprite

    I am not sure why turning its alpha to 0 does not work, but it didn't. dispose gets rid of it, but for some reason when I recreate it does not come back.
  9. Hiding a sprite

    I tried that earlier, but it doesn't work.
  10. Hiding a sprite

    I have a few sprites that I am using for info panels in certain camera views. I want to hide and show different sprite panels depending on the camera angles. I really just need to know how to hide a sprite. Am I missing something? Shouldn't this be something simple to do?
  11. animating camera target

    @Wingnut Yes that would make things simpler. I tried to just add a property to the camera called focus and it worked well, but your solution is cleaner and will do exactly what I need it to. I think I will use @Pryme8 solution for something as well. You guys have been really helpful as always. This is the best forum, and a huge reason I switched over from Threejs. Thanks
  12. animating camera target

    This is pretty cool... I still need to animate the target and have the camera follow it, but this is a clean way to do some flying through a scene.
  13. animating camera target

    Hey Wingnut! Good to see you as well. http://www.babylonjs-playground.com/#1CN7MM#1 I should have created one in the beginning. Right now, line62 is where I am calling the animateCamera function that should animate the camera and its target so that the POV slides to each preset position(cams object). Camera position is no problem to animate, the target of the camera is the part that is the pain it seems.
  14. animating camera target

    I want to be able to animate my camera and its target to different locations around my scene. I set up an some animation keys but I don't know how I would animate my target. I am using the values for camera._currentTarget to come up with something set the target of the camera too, but I am not sure what I am missing here. Why doesn't this work? All that animates is my camera position but my target remains the same. The camera and target should dolly to the new positions engine.runRenderLoop(function () { if(cameraAnimating){ camera.setTarget(camera._currentTarget); } scene.render(); }); function animateCamera(pos, tgt, frameCt){ var animPos_x = new BABYLON.Animation('animPos_x', 'position.x', 30, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT); var animPos_y = new BABYLON.Animation('animPos_y', 'position.y', 30, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT); var animPos_z = new BABYLON.Animation('animPos_z', 'position.z', 30, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT); var animTgt_x = new BABYLON.Animation('animTgt_x', '_currentTarget.x', 30, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT); var animTgt_y = new BABYLON.Animation('animTgt_y', '_currentTarget.y', 30, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT); var animTgt_z = new BABYLON.Animation('animTgt_z', '_currentTarget.z', 30, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT); var animPosKeys_x = []; animPosKeys_x.push({ frame: 0, value: camera.position.x }); animPosKeys_x.push({ frame: frameCt, value: pos.x }); animPos_x.setKeys(animPosKeys_x); var animPosKeys_y = []; animPosKeys_y.push({ frame: 0, value: camera.position.y }); animPosKeys_y.push({ frame: frameCt, value: pos.y }); animPos_y.setKeys(animPosKeys_y); var animPosKeys_z = []; animPosKeys_z.push({ frame: 0, value: camera.position.z }); animPosKeys_z.push({ frame: frameCt, value: pos.z }); animPos_z.setKeys(animPosKeys_z); camera.animations.push(animPos_x); camera.animations.push(animPos_y); camera.animations.push(animPos_z); var animTgtKeys_x = []; animTgtKeys_x.push({ frame: 0, value: camera._currentTarget.x }); animTgtKeys_x.push({ frame: frameCt, value: tgt.x }); animTgt_x.setKeys(animTgtKeys_x); var animTgtKeys_y = []; animTgtKeys_y.push({ frame: 0, value: camera._currentTarget.y }); animTgtKeys_y.push({ frame: frameCt, value: tgt.y }); animTgt_y.setKeys(animTgtKeys_y); var animTgtKeys_z = []; animTgtKeys_z.push({ frame: 0, value: camera._currentTarget.z }); animTgtKeys_z.push({ frame: frameCt, value: tgt.z }); animTgt_z.setKeys(animTgtKeys_z); camera.animations.push(animTgt_x); camera.animations.push(animTgt_y); camera.animations.push(animTgt_z); cameraAnimating = true; scene.beginAnimation(camera, 0, frameCt, false, 1, function(){ cameraAnimating = false }); }
  15. constraints on mesh rotation

    Thank you!