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Kesshi last won the day on April 20 2016

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About Kesshi

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  1. inspector debug layer

    @Temechon I also have this issue. I posted an example some time ago already. See issue number 1 here:
  2. ok i put in on my todo list for the next days.
  3. @Deltakosh Did you had time to look at this? I could also try to create a PR if you think its ok.
  4. No. I need to be able to use different materials for each mesh.
  5. Hi, currently i have a memory issue in my app. I have a scene with many clones of some high poly meshes. So far its running fine on mobile devices but as soon as i start picking arround in the scene the memory keeps increasing until the app crashes. The reason seems to be the position array cache of the meshes. (here: ) Each mesh holds its own instance of the position array. Even if all meshes share the same geometry. @Deltakosh I think this cache should be moved to the geometry class. This way the array could be shared between meshes. What do you think?
  6. IE zOffset / polygonOffset issue

    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.
  7. IE zOffset / polygonOffset issue

    It seems that IE doesn't reset the polygon offset correctly. I created a playground to demonstrate the issue: 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: 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.
  8. Hi, in this simple playground: 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: Is it somehow possible to achive this without managing the mesh order all the time? That would be very complicated in my case.
  9. 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;
  10. No, you can just remove the AudioContext interface definition from the babylon.2.5.d.ts file here:
  11. Are you using the current release version of BabylonJs (2.5) ? This issue is only fixed in the preview release (3.0).

    According to IOS can use up to 8 texture units at once (Max Combined Texture Image Units). It reports 32 for chrome on desktop for me.
  13. 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: 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.
  14. 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: 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.