Kesshi

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Kesshi last won the day on April 20 2016

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  1. I tested it in Chrome, Firefox, Edge and IOS. There it works with and without my added line. Only in IE my added line is necessary.
  2. It seems that IE doesn't reset the polygon offset correctly. I created a playground to demonstrate the issue: http://www.babylonjs-playground.com/#25N9HL The red plane in the PG has a zOffset. For some reason the offset is also applied to the knot under IE (see attached images). I was able to workaround this issue by modifying this code: https://github.com/BabylonJS/Babylon.js/blob/master/src/States/babylon.depthCullingState.ts#L173 I added "gl.polygonOffset(0, 0);" before "gl.disable(gl.POLYGON_OFFSET_FILL);" like this: // zOffset if (this._isZOffsetDirty) { if (this.zOffset) { gl.enable(gl.POLYGON_OFFSET_FILL); gl.polygonOffset(this.zOffset, 0); } else { gl.polygonOffset(0, 0); gl.disable(gl.POLYGON_OFFSET_FILL); } this._isZOffsetDirty = false; } How should we fix that issue? Is there a better place to add this workaround? I'm not sure if its a general IE bug. I tested it only on two systems.
  3. Hi, in this simple playground: http://www.babylonjs-playground.com/#58TGI#0 i would like that the highlight of the middle cube is rendered on top of everything. I used addExludedMesh to exclude the other two cubes. For the blue cube it works as expected: But for the red cube the result is strange: If i create cube2 before the other cubes it is working for both cases: http://www.babylonjs-playground.com/#58TGI#1 Is it somehow possible to achive this without managing the mesh order all the time? That would be very complicated in my case.
  4. This looks like a coordinate system issue to me. By default BabylonJs uses a left handed system but modeling software usally uses a right handed sytem. That means your obj is also right handed. You can try to enabled the right handed system in BabylonJs before importing the model like this: scene.useRightHandedSystem = true;
  5. No, you can just remove the AudioContext interface definition from the babylon.2.5.d.ts file here: https://github.com/BabylonJS/Babylon.js/blob/master/dist/babylon.2.5.d.ts#L501
  6. Are you using the current release version of BabylonJs (2.5) ? This issue is only fixed in the preview release (3.0).
  7. According to http://webglreport.com/ IOS can use up to 8 texture units at once (Max Combined Texture Image Units). It reports 32 for chrome on desktop for me.
  8. But then it should be done for the post process which was added and not for the first one or? And the resizing is checked for every frame already in the activate function here: https://github.com/BabylonJS/Babylon.js/blob/master/src/PostProcess/babylon.postProcess.ts#L168 Often the order of the post processes is important to get the same result. If i remove some post processes in the middle of the chain, i need to be careful later when i add some of them again that i add them at the correct position. It would be easier to add all frequently used post processes once in the correct order and just enabling/disabling them.
  9. Maybe someone can help me to understand this. Because there is no "nice" way to enable/disable a post-process i have to call attachPostProcess/detachPostProcess very frequently in my project. Not so nice but it works. Today i noticed that the internal textures of the post-processes are recreated all the time. After looking at the BJS sources i saw that attachPostProcess and detachPostProcess both are calling _cascadePostProcessesToRigCams which always invalidates the texture of the first post-process: https://github.com/BabylonJS/Babylon.js/blob/master/src/Cameras/babylon.camera.ts#L298 That means every time i disable/enable a post-process the texture will be recreated. My question is, why is it necessary to invalidate the post-process textures (and only for the first one??) in this case? I disabled this for a short test and everything was working as expected without that annoying texture recreation.
  10. fastCheck is working as intended but not as you expect i think It is not performing a bounding box only check. It is just like the ordinary picking but it returns the first hit and not the nearest/best hit.
  11. For me Typescript was also one of the main reasons to use BabylonJs instead of ThreeJs. I use BJS for commercial projects. That means i need to deliver robust and reliable code. I would not use plain JavaScript for big projects. Especially if different people working at the same code. The type checking, the language features and the IDE support you get with TypeScript (i use VsCode) makes development much easier and faster. One example would be refactoring. Lets say you rename a function or you change the data type of a variable. With plain JavaScript its very easy that you miss to adjust some code and later you get a problem in the released project. With typescript you will get a compile error right away.
  12. babylon.js

    It is possible to implement TAA with BabylonJs. I did it already. You can see it here: https://box.pcon-solutions.com/ For the jittering you have to generate your own camera projection matrix. I can't give you the source code of my implementation because this is a commercial project. Rendering a higher resolution and downsample it is very easy. Here is a playground: http://www.babylonjs-playground.com/#1DEDHH#0 In line 30 i create a postprocess which renders 4 times bigger. The other 2 postprocesses are used to downsample it.
  13. I updated to typescript 2.2.1 (from 2.1.6). I get the following error now if i build my project: node_modules/typescript/lib/lib.dom.d.ts(1380,11): error TS2320: Interface 'AudioContext' cannot simultaneously extend types 'AudioContextBase' and 'EventTarget'. Named property 'addEventListener' of types 'AudioContextBase' and 'EventTarget' are not identical. The compiler options to reproduce this: "target": "es5" "lib": ["es2015", "dom"] The problem seems to be this line: https://github.com/BabylonJS/Babylon.js/blob/master/src/babylon.mixins.ts#L44 Maybe this mixin can be removed now?
  14. Did you include PEP ( https://github.com/jquery/PEP ) in your project? It is necessary to make pointer events work on most mobile browsers.