Mike Pelton

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  1. HI Marcus - am interested in why you'd be so keen to rewrite Babylon in ES6? There's obviously a cost in time and subsequent maintenance - you must think you'll benefit somehow? I'm not trying to make a point - am genuinely curious. Sounds like a fantastic project! All the best Mike
  2. I'm hoping I'm seeing some influence from WPF in your conceptual model - if so I'd be delighted - for me WPF is the culmination of many iterations of GUI frameworks from Microsoft and it has many excellent features. You don't say anything about a declarative means to define the GUI elements and layout. WPF's XAML is very good and you're probably aware there are open-source projects that parse it and generate equivalent HTML5 layout in javascript, so there could be some opportunities for cooperation there. I wish you every success with this project - looking forward to the first releases!
  3. Hi @brochington- I think this will be a very popular addition! Coupla tangential questions - does the Vive give you some sense of absolute scale? Is there depth data so you can tell if you're in a small or large room? Will look into WebVR and WebRTC to see if there's a depth feed available - with Tango and many more rumoured depth-sensing phones we'll be able to get the data, if we can use it in VR for occlusion and obstacle detection many new opportunities open up. It sounds like you're no stranger to 3D so apologies if this is a dumb observation - one gotcha to watch out for is "up" and what happens if you look straight along the "up" axis - I'd imagine the Vive will deal with all that for you but it's always a potential pitfall. Good luck!
  4. I have a solution to the arcRotationCamera challenge - am hoping it's a sledgehammer and that someone can find an easier way, but it works to fix a mesh in the camera view. This code runs inside the render loop. The camera's view direction is along Z, so to get the view viector in world space we transform by the camera's world matrix: var dir = BABYLON.Vector3.TransformNormal(new BABYLON.Vector3(0, 0, 1), _babylonArcRotateCamera.getWorldMatrix()); Now we create a position which is (arbitrarily) 200 units in front of the camera - adding 200 times our dir vector to the camera's position: _viewMesh.position = _babylonArcRotateCamera.position.add(dir.scale(200)); That's enough to lock it in space; if we also want to lock its rotation, so it doesn't twist as the camera moves: _viewMesh.rotationQuaternion = BABYLON.Quaternion.FromRotationMatrix(_babylonArcRotateCamera.getWorldMatrix()); Hope it helps someone - it took me a while to get something to work so I hope it saves other people some sweat!
  5. Hi and thanks for coming back so quickly. I don't get a console error, nor indeed an error in the browser - it looks like the loader just fails quietly. If it's not an obvious "seen it before" issue I don't want to chew your time (you have important work to do!!) so I will get some better data on what fails, and what doesn't, and come back to you.
  6. Hi all - am loading meshes from single OBJ files into Babylon running in Chrome and am seeing what looks like a hard limit on the max number of facets somewhere between 400,000 and 500,000. Don't get me wrong - to be able to get anywhere near that number in a browser is absolutely astonishing, but am curious whether anyone knows where the limit's coming from. Can load the same models into MeshLab and my own DirectX code, so it isn't RAM (I've got 32GB) or the graphics card (GTX 690); is the code limiting it in some way, or could I get round it by segmenting the meshes and loading multiple models? All suggestions welcome!