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aWeirdo last won the day on October 15

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About aWeirdo

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  1. 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
  2. aWeirdo

    New forum

    looks a bit like stackoverflow It'll take some getting used to.. but i like it.
  3. 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);
  4. aWeirdo

    Please Help with this...

    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: 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({ // 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
  5. aWeirdo

    Please Help with this...

    Here's the same one Wingnut posted, but re-using the same rectangle & textblock -- 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.
  6. @Nodragem ResizeToFit resizes the textblock, not the fontsize, perhaps it should be changed to do both. ( uncomment line 44 )
  7. aWeirdo

    Where to apply Delta Time multiplier

    @bzor Do you mean Drop & Drag, with your mouse? Edit; Oh holy necro.. 😂
  8. 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.
  9. aWeirdo

    Error on loading .OBJ files

    Well.. 404 (not found), Generally, path or file name is incorrect, or you are not using a webserver ( fileloader requires a webserver, apache, etc )
  10. Why not use arcRotateCamera and set panning without ctrl and button 0 ?
  11. aWeirdo

    Sprites not showing up

    Hi @MinZe Sprites are already being rendered on top of meshes.
  12. aWeirdo

    Can't import babylonjs-gui?

    Hi, please read the error again. it's not "addControl" which is undefined, it's "advancedTexture" which hasn't been created.
  13. aWeirdo

    CreateGUITexture? Is it outdated?

    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}; }
  14. Hi, How big is the video file? What babylon version?
  15. Hi Deltakosh should be around by tomorrow. As mentioned, this happens because of a loop in calls, Here's a temporary fix for until it's fixed; Accessing absolutePosition directly, instead of getAbsolutePosition() function which forces computeWorldMatrix. Include the snippet in your code, after the main babylonJs file. BABYLON.ArcRotateCamera.prototype._getTargetPosition = function() { if (this._targetHost && this._targetHost.absolutePosition) { var e = this._targetHost.absolutePosition; this._targetBoundingCenter ? e.addToRef(this._targetBoundingCenter, this._target) : this._target.copyFrom(e) } var t = this._getLockedTargetPosition(); return t || this._target }