Kesshi

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Kesshi last won the day on April 20 2016

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About Kesshi

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  1. Kesshi

    Ortho camera

    If you have a sphere with a diameter of 10 units, you have to use an ortho value of 5 to make it exactly fit to the view. camera.orthoTop = 5; //5 units to the top camera.orthoBottom = -5; //5 units to the bottom camera.orthoLeft = -5; //5 units to the left camera.orthoRight = 5; //5 units to the right
  2. Here is my answer to a similar topic. Maybe it helps:
  3. Kesshi

    Multiple Textures on same Geom

    To enable correct alpha blending you should enable "useAlphaFromDiffuseTexture" at your material. See line 25: http://www.babylonjs-playground.com/#YDO1F#28
  4. Kesshi

    Empty screenshot

    When you create the BABYLON.Engine the option "preserveDrawingBuffer" has to be enabled. Maybe that helps.
  5. It works after calling "SG.recreateShadowMap()" https://www.babylonjs-playground.com/#HLE3IP#1
  6. Kesshi

    Problems with debugLayer in Firefox

    I also see a small difference. (Firefox 57.0.2) With debug layer = 53 fps Without = 60 fps I get the same numbers with IE 11. In Chrome and Edge i always have 60 fps.
  7. just use "scene.meshes". Its an array of all mesehs in the scene.
  8. Kesshi

    Uses of CreateScreenshot

    The way CreateScreenshot is working has changed internally. I think this tutorial was not updated. If you want the old behaviour, you have to use CreateScreenshotUsingRenderTarget.
  9. Kesshi

    Please welcome the TransformNode

    I found another issue. If i don't use TransformNodes i'm able to clone a mesh with all its children but if i have a TransformNode somewhere in my hierarchy this does not work. It would be nice if i could clone everything at once. See this playground: https://playground.babylonjs.com/#JXS29U#1
  10. Kesshi

    Please welcome the TransformNode

    I have some ideas to improve it a bit. - (this more like a bug) dispose() does not remove the TransformNode from the Scene. transformNodes array - dispose() should also dispose all the children (meshes and other transform nodes) of the current node, just like the dispose function of AbstractMesh currently its a bit complicated to dispose a whole hierarchie if Meshes and TransformNodes are mixed - there should be a getChildTransformNodes() helper just like getChildMeshes() I could work on a PR if you want.
  11. Lines with a custom width are not possible with WebGL (at least not on windows plattforms). You have to simulate it with triangles. You can have a look here: https://mattdesl.svbtle.com/drawing-lines-is-hard In my project i created a basic implementation of that technique by creating a custom BabylonJS mesh and a shader.
  12. Kesshi

    Babylonjs 3.1 - beta phase

    I just noticed that the following types are declared in global scope inside the babylon.d.ts declare type Nullable<T> = T | null; declare type float = number; declare type double = number; declare type int = number; declare type FloatArray = number[] | Float32Array; declare type IndicesArray = number[] | Int32Array | Uint32Array | Uint16Array; Is this on purpose? I don't think that this is a good idea. Atleast the IndicesArray was declared inside the BABYLON namespace before.
  13. You did not devine the number of samples in your PG. I fixed it in line 64 here: https://www.babylonjs-playground.com/#HJI09Z#2 I used 16 samples.
  14. Kesshi

    Multiply a Vector3 times a Quaternion

    Here are two versions of my "rotateVector3ToRef" function. basic version: export function rotateVector3ToRef(pV: BABYLON.Vector3, pRot: BABYLON.Quaternion, pResult: BABYLON.Vector3): void { //pResult = pRot * pV * conjugate(pRot) let tQuat = pRot.multiply(new BABYLON.Quaternion(pV.x, pV.y, pV.z, 0)); tQuat.multiplyInPlace(pRot.conjugate()); pResult.x = tQuat.x; pResult.y = tQuat.y; pResult.z = tQuat.z; } And a faster version based on this: http://blog.molecular-matters.com/2013/05/24/a-faster-quaternion-vector-multiplication/ This is the one i'm using in production. export function rotateVector3ToRef(pV: BABYLON.Vector3, pRot: BABYLON.Quaternion, pResult: BABYLON.Vector3): void { //t = 2 * cross(pRotation.xyz, pVector) //pResult = pVector + pRotation.w * t * cross(pRotation.xyz, t) let tx = 2 * (pRot.y * pV.z - pRot.z * pV.y); let ty = 2 * (pRot.z * pV.x - pRot.x * pV.z); let tz = 2 * (pRot.x * pV.y - pRot.y * pV.x); pResult.x = pV.x + pRot.w * tx + (pRot.y * tz - pRot.z * ty); pResult.y = pV.y + pRot.w * ty + (pRot.z * tx - pRot.x * tz); pResult.z = pV.z + pRot.w * tz + (pRot.x * ty - pRot.y * tx); }
  15. Kesshi

    WebGL2 occlusion queries

    I can also reproduce it everytime in ff55. Background is always green and the sphere is invisible. WebGL 2 is available. It is working in Chrome on the same machine.