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MasterK last won the day on November 30 2015

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About MasterK

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  1. Yes, you did. Even a simple doc. just a few words about the toolkit usage. otherwise we dont know use toolkit to do what. And i think the exporter is the most important thing. to use whole toolkit function? left it to insane boys. Thanks MrVR but i won't try it now... Because the prefab---instance issue i think can't be solved.
  2. I think there's no way to solve the "prefab instance's(i created later) light problem". So i give up use this bake light.
  3. This is use realtime light. and this is use baked lightMap. And i see no any effect of lightmap. And about prefab. i remove all except one prefab. and create instance in code. so these instances are whole black. I wonder if the toolkit can handle prefab to create instance?? And the bake light can effect instance???
  4. Light Mapper Mode choose "Shadow Baking" can generate lightmap texture. But the effect almost none...
  5. OK. I should try u3d toolkit. and i tried. there is baked light texture. but in my scene. all black...
  6. i used the old exporter. the exported materials mostly only have diffuseTexture. And i should add lots of lights to scene. and it really down the performance. How to export the baked light texture and make matreial has lightMapTexture or something else? I see the u3d-toolkits may have this function. But it seems too big to me. Is that a simple way to modify exportor code? @MackeyK24 I can't explain i ping you almost everytime except you're nice@Deltakosh
  7. Can this place check isEnabled? so that the effect needn't be create. when mesh changes and set enabled true, there will be new effect. the old one created by isReady is never used. @Deltakosh
  8. Then why dont you just use .babylon exporter and throw objLoader.
  9. @royibernthal Hey man. I understand you. Me also have this need. in loading screen. precompile most probable Effect. To make the running lag less. If you have new progress. Let us know.. I'm now doing the same thing. we can share about it.
  10. Yeah. Follow me is right...
  11. @Deltakosh I made a PR. when effectFallback only have skinMesh fallback(NO define fallback). it won't fallback... and when use cpuSkin fallback. Clone mesh has problem.
  12. @Temechon well, that's useful information. I'll deep look at our code.
  13. I think I'm using almost latest bjs version.about 2 month ago from github master. it shows bone 67. Maybe it because the 3D model's sketlon animation problem? it seems 10% Chrome will meet this error. And same computer's Firefox works fine. The chrome version is latest too. i think the display card driver not right?
  14. Http://