aWeirdo

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aWeirdo last won the day on October 15 2018

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About aWeirdo

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  1. @Hugo M If you're open to other solutions https://forum.babylonjs.com/t/tiled-ground-using-sps-and-spritesheet-textureatlas-updated/260?u=aweirdo
  2. aWeirdo

    New forum

    I have a feeling @Deltakosh doesn't have DB access here, but if he can get a DB dump/backup file of the babylonJs forums, it would make it easier to either transfer (would still require quite a lot of manual editing) or make some kind of knowledge-base page. other solution could be a raw HTML grab hosted on github
  3. aWeirdo

    New forum

    looks a bit like stackoverflow It'll take some getting used to.. but i like it.
  4. Hi @BritneyWatch Sphere1.scaling = new BABYLON.Vector3(0, 5, 0); works but it sets X and Z values to 0, so i expect your sphere will disappear. Scaling multiplies the size of a mesh, multiply by 0 equals 0 To keep X and Z at 100% size and set Y to 500% size you should instead do new BABYLON.Vector3(1, 5, 1);
  5. Hi again, @i_tejas19 Afraid I don't use blender, ( do you have a .babylon file ? ), but I suggest adding it after import Here's an example: https://www.babylonjs-playground.com/#XCPP9Y#751 Side-note, this one only uses a single ActionManager Short snippet: var labelActionManager = new BABYLON.ActionManager(scene); labelActionManager.registerAction( pointerOverAction); labelActionManager.registerAction( pointerOutAction); function addLabelToMesh(mesh) { if(mesh.name){ // Do some check if we should add label to this mesh.. mesh.actionManager = labelActionManager; } } // Meshes BABYLON.SceneLoader.ImportMesh("Rabbit", "/scenes/", "Rabbit.babylon", scene, function (newMeshes, particleSystems, skeletons) { // Rabbit.babylon only contains a single mesh. // Simulate the file has multiple meshes, scale & position them. newMeshes[1].scaling = new BABYLON.Vector3(0.1, 0.1, 0.1); newMeshes[1].name = null; // Don't add label for rabbit 1, purely for demostration. var meshes = []; meshes[0] = newMeshes[1]; meshes.push(meshes[0].clone("rabbit 2"), meshes[0].clone("rabbit 3")) meshes[1].position = new BABYLON.Vector3(-5, 0, -2); meshes[2].position = new BABYLON.Vector3(5, 0, -2); // (Attempt to) Add label for each mesh in 'meshes'. meshes.forEach( addLabelToMesh); }); Off-topic: Thanks! Yes, Battleplanes is purely made with babylonJs, It's just a small side-project i work on once in a while, still far far from finished
  6. Here's the same one Wingnut posted, but re-using the same rectangle & textblock https://www.babylonjs-playground.com/#XCPP9Y#748 -- Edit -- Another one with a few more optimations, generic displayRect1 function, using the mesh's name or id as text source as example and re-using babylon actions aswell. https://www.babylonjs-playground.com/#XCPP9Y#750
  7. @Nodragem ResizeToFit resizes the textblock, not the fontsize, perhaps it should be changed to do both. https://www.babylonjs-playground.com/#XCPP9Y#736 ( uncomment line 44 )
  8. @bzor Do you mean Drop & Drag, with your mouse? Edit; Oh holy necro.. 😂
  9. Hi @Nodragem You can use fontSize = "100%" to fit fontSize to container, however, it only works for height, so width will still overflow if text is too long.
  10. Well.. 404 (not found), Generally, path or file name is incorrect, or you are not using a webserver ( fileloader requires a webserver, apache, etc )
  11. Hi @MinZe Sprites are already being rendered on top of meshes. https://www.babylonjs-playground.com/#UBXKZZ
  12. Hi, please read the error again. it's not "addControl" which is undefined, it's "advancedTexture" which hasn't been created.
  13. Hi.. It's a javascript function declared in the PG, not a part of babylonJs GUI. function createGUITexture(planeName, planeSize, planePosition) { var plane = BABYLON.Mesh.CreatePlane(planeName, planeSize, scene); plane.position = planePosition; var GUITexture = BABYLON.GUI.AdvancedDynamicTexture.CreateForMesh(plane); return { GUITexture: GUITexture, plane: plane}; }