javalang

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javalang last won the day on August 22

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About javalang

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    Advanced Member
  • Birthday April 26

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    johann.langhofer.net

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    Male
  • Location
    Salzburg, Austria
  • Interests
    3D-Graphics, electronics, music, drawing and much much more...

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  1. PIXI.WRAP_MODES.REPEAT not working?

    @ivan.popelyshev So the short answer is: this.sprite.tileTransform.rotation = props.rotation * Math.PI / 180; and it works , thank you
  2. PIXI.WRAP_MODES.REPEAT not working?

    I understand, I will test it. BTW , better java/kotlin/scala than FORTRAN But, since I changed to javascript, i will never change to java again, I should change the Nic to something like 'javascriptfunction'
  3. PIXI.WRAP_MODES.REPEAT not working?

    @ivan.popelyshev thanks for reply, TilingSprite is not suitable for me because my scale factors are not whole numbers. I added a link of the testcase in the first thread . So you think I should implement the repeat function for example in a filter? Edit: Changed my scenario to TilingSprite, using tileScale and tilePosition works fine now, but how to rotate?
  4. Hello, I'm asking because I'm not sure of my understanding the PIXI.basetexture WRAP_MODES: For example: given one container, one texture (loaded with loader) and one smaller sprite, defining PIXI.WRAP_MODES.REPEAT should fill the whole container, but it doesn't. The following code shows a sprite inbetween the container without repeating, what I'm doing wrong ? see WRAPMODE_TEST_HERE Thanks in advance PS: using PIXI 4.5.5 loader.load((loader, ressources) => { var texture = ressources.rgba.texture; texture.baseTexture.wrapMode = PIXI.WRAP_MODES.REPEAT; var sprite = new PIXI.Sprite(texture); sprite.width = 312 sprite.height = 312 stage.addChild(sprite); ... })
  5. WebGL2 occlusion queries

    Hmm, all 3 Browsers (FF,chrome,edge) are not reacting properly. Edge sometimes changes from blue to green but sphere wasn't visible, can't reproduce anymore. FF and chrome always green. Changing position of sphere from 1 to 2 causes crash on FF and chrome. ;(
  6. PBRComposer V1.02 beta released

    @Mythros done, Version 1.02 see changelog
  7. PBRComposer V1.02 beta released

    @Mythros thanks for reporting, fix will updated soon
  8. PBRComposer V1.02 beta released

    thanks Updated version V1.01: see changelog
  9. Hi, as announced, PBRComposer V1.02 is now ready for boarding. Last changes: 15 studio environment hdrs included, material and environment completed, tests, tests, tests. Project: GitHub Docu: User Interface , Examples , Presets Livedemo including 20 presets: PBRComposer @Deltakosh If you need files for BJS-HPage, let me know or peek/link it from GitHub
  10. PBR Glossy vs. Metallic

    I'm sorry, my mistake: besides some understanding problems I had a refresh problem with my glossy (microsurface) parameter. So lets summarize: the HDRCubeTexture, which is used as reflectionTexture is not blurred, but the DefaultSkybox can be blurred. The PBR-parameters are responsible for the blurriness, in metallic model it is the metallic/roughness parameters, in specular model it is the glossiness parameter. The skybox can individually be blurred. So at the moment everything is explainable, question is resolved.
  11. PBR Glossy vs. Metallic

    here the same difference without refraction:
  12. Hello all, I'm almost finished with my PBRComposer, but I have a question about reflection of the Skybox: in the glossy model changing the environment-blurriness also changes the blurriness of the material reflection/refraction whereas in the metallic model the blurriness of the environment is not regarded. Can someone confirm that this conforms to the metallic model and is not a bug? IMHO the environment blurriness cannot be skipped away... The following images shows a scene (fingerprints on a glass sphere with some mictosurface and some direct light) with exact the same material parameters (only glossy/metallic texture difference) and with a environment blurriness 0f 0.15. Can you see the difference? thanks in advance PS: Both, the reflection and the refraction does not reflect the environment blurriness in the metalic model
  13. OK, thanks. I set it to resolved now
  14. @Deltakosh Sorry, but I can NOT follow you. Yourself wrote an article in Dev Zone if specular is not taken in account from light, how would you explain this playground then? OOhhhh....Maybe I haven't checked that "physic lights" are lights in conjunction with PBR and they are different from "classic lights" (or better: PBR-Shaders handles lights other than traditional Shaders)??? Is there any info about this? I couldn't find something in the Doku "Introduction/Mastering-PBR" about this. When you say does this mean the specular component of a lightsoure (concretely light.specular) is obsolete for a PBRMaterial? If so, then I understood the problematic.
  15. Hi community, I have a light source with a specific specular color. I would expect that you can see this color on a surface reflecting (especially on a very smooth surface) . Either I miss some settings, or it's a bug? see Playground diffuse works, but specular (should be red) is dead.