Sebavan

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Everything posted by Sebavan

  1. The forum as moved here : https://forum.babylonjs.com/t/welcome-to-the-new-babylon-js-forum/18 you should post there for any questions. Regarding yours, the side effects not being filled in the package.json (currently under dev) you need to import from individual modules: import { Engine } from "@babylonjs/core/Engines/engine"; import { Scene } from "@babylonjs/core/scene"; import { Vector3 } from "@babylonjs/core/Maths/math"; import { FreeCamera } from "@babylonjs/core/Cameras/freeCamera"; import { HemisphericLight } from "@babylonjs/core/Lights/hemisphericLight"; import { Mesh } from "@babylonjs/core/Meshes/mesh"; // Side effect import to fill in the default material on scene and Mesh.CreateBox functions import "@babylonjs/core/Materials/standardMaterial"; import "@babylonjs/core/Meshes/Builders/boxBuilder"; This is all detailed in the package doc: https://www.npmjs.com/package/@babylonjs/core/v/4.0.0-alpha.21 https://doc.babylonjs.com/features/es6_support#tree-shaking
  2. Sebavan

    Bug in 'babylon.gui.js' module...

    You can replace cdn.babylonjs.com by preview.babylonjs.com to ensure you are using compatible versions.
  3. Hello, if you are trying to reduce the size of your package, we will ship in 2 weeks our es6 packages allowing proper tree shaking. Would that fit to you ?
  4. Sebavan

    GPU Particles & Blend Mode

    Hello and Welcome, The forum has moved to a new home: https://forum.babylonjs.com Do you mind posting again there ?
  5. I guess it would be easier to start the thread on the new forum: https://forum.babylonjs.com
  6. Hello and Welcome, The forum has moved to a new home: https://forum.babylonjs.com Do you mind posting again there ?
  7. Sebavan

    Babylon editor

    Fixed
  8. Sebavan

    Babylon editor

    oh it seems there is a cache on the projection somewhere let me take a look
  9. Pack: https://github.com/BabylonJS/Babylon.js/blob/master/src/Shaders/shadowMap.fragment.fx#L2 Unpack: https://github.com/BabylonJS/Babylon.js/blob/master/src/Shaders/ShadersInclude/shadowsFragmentFunctions.fx#L3 Hope that helps
  10. Sebavan

    AmmoJS support

    Amazing !!!
  11. Sebavan

    Babylon with .ts and MEAN

    I am not familiar enough with angular but did you have a look at this procject ? They might help you with the angular<->babylon setup : https://github.com/inigoiparragirre/ng4-babylonjs
  12. ohhhhh in this case you would need to use the inspector you can find on our dist folder in the 3.2.0 release.
  13. Sebavan

    Universal Camera default movement

    This seems related to your other issue: So could you confirm you are willing to disable touch rotation and mouse drift/strafe when clicked ?
  14. Yup we are relying on the same kind of code in shadows for instance to store depth on 4 bytes to simulate a 32 bits float depth buffer 🙂
  15. Do you have any error message in the console ? are you relying on the same version of the inspector and babylon ?
  16. You need to clone if you record the info or record the individual components (x y z for instance): https://www.babylonjs-playground.com/#XCPP9Y#747 Position and other containers are not recreated on every frame to save GC. That means everywhere in the framework, we are using the toRef functions.
  17. I mean preview inspector is not but you could use inspector version from 3.3 with the babylonjs 3.3 (https://cdn.babylonjs.com/inspector/babylon.inspector.bundle.js)
  18. Sebavan

    Anaglyph cameras and setTarget()

    Thanks for the link change @Wingnut You did well by changing it I do not mind at all (that s the full power of the community 🙂 )
  19. Sebavan

    Anaglyph cameras and setTarget()

    Just an optical illusion : https://playground.babylonjs.com/#TJTYGR#8 You can see that looking further or closer on the same plane, it gives the feeling that things are moving around.
  20. Are you using Babylon 3.3 or preview ??? The inspector is not compatible with 3.3.
  21. This is normal as the value you use are from the start of the screen not canvas position. Replace your code : pickInfo = scene.pick(evt.clientX, evt.clientY); By : pickInfo = scene.pick(scene.pointerX, scene.pointerY); Which contains the offset translation computed as : pointerX = evt.clientX - canvasRect.left; pointerY = evt.clientY - canvasRect.right;
  22. Sebavan

    Anaglyph cameras and setTarget()

    So double check with @Deltakosh All good the target defines the focal point so it works exactly as expected.
  23. Sebavan

    Anaglyph cameras and setTarget()

    It is by design (as the code is looking to be doing 🙂 ) and the camera target seems to define the screen plane. adding @Deltakosh on this one as I am not that familiar with the anaglyph and i wonder if it is intended.
  24. Sebavan

    Anaglyph cameras and setTarget()

    Sorry for the late reply, I am looking at it now (Thx Wingnutt).