javalang

Members
  • Content count

    127
  • Joined

  • Last visited

  • Days Won

    4

javalang last won the day on August 22

javalang had the most liked content!

1 Follower

About javalang

  • Rank
    Advanced Member
  • Birthday April 26

Contact Methods

  • Website URL
    johann.langhofer.net

Profile Information

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

Recent Profile Visitors

1,074 profile views
  1. I wasn't able to load your file into the sandbox, I think there is some mismatch in the obj-file. What I did: importing into blender and exporting it to test.babylon with "Texture location"-option is set to "inline" for enbedding all textures. No special code required to render the file. Hint for loading objects in general: first make sure the import into http://sandbox.babylonjs.com/ is correct, after then your programmatically import will also be fine in the attachment you can find my converted .babylon file. Hope this helps. test.babylon
  2. hi, maybe you have a similar issue I had in this thread. I'm pretty sure the materials.hasAlpha flag isn't set to true...
  3. Hmm, I always initialize the GamepadCamera and set the RigMode without initialization problems...playground
  4. dat.GUI FYI

    For the users of dat.GUI, I've created a new version with three color-controllers, one with fixed height and canvas (no popup) and another handling two colors (i.e for bg/forgroundcolor) and the last with HSV/RGB sliders Available on GitHub. Have fun
  5. 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
  6. 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'
  7. 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?
  8. 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); ... })
  9. 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. ;(
  10. PBRComposer V1.02 beta released

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

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

    thanks Updated version V1.01: see changelog
  13. 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
  14. 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.
  15. PBR Glossy vs. Metallic

    here the same difference without refraction: