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About tranlong021988

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  1. Ambient Texture for SKyBox

    Thank you for your testing thing. You almost the first guy answer my questions when nobody have ideas. I'm trying to make a panorama viewer for interior kind project. People may not only view the room in 3d simulation but also set day time. So I separated panorama picture to 2 part: Diffuse and Ambient. Audience just need to change the Ambient texture - which is affect shadow and lighting of panorama. Since we have problem with BJS Skybox , I'm thinking about combine Ambient Texture and Diffuse Texture on other canvas (using some blending function) and then use that result as a texture for Skybox. That is theory for coding phase. For now I'm crazy in 3dmax rendering task with my f*cking weakly laptop. What a hard day !
  2. Ambient Texture for SKyBox

    Same error with skyboxMaterial.diffuseTexture , seem that ReflectionTexture is the only one has supported.
  3. Ambient Texture for SKyBox

    Hi, I'm making a simple Skybox by copying code from here: Everything fine, but it's seem that I can not apply a AmbientTexture to SkyBox, it thrown error: Uncaught TypeError: Cannot read property 'toArray' of null So skyboxMaterial.ambientTexture is not supported yet ?
  4. Compressed Texture missing ASTC format

    Done, figured out ! I forgot set astcenc.exe to enviroment PATH.
  5. hi everyone, I'm trying to convert textures to compressed format (KTX) by following instruction here: The batch command work well but it miss astc output, I just get 5 files : dxt,etc1,etc2 and pvrtc format output. May be something wrong with PVRTexTool ? Please help.
  6. Wrong z-order rendering

    yes, just simple diffuse texture. I figure out problem cause by import/export to FBX format to use with Mixamo. Current solution is not use MIxamo. (so sad).
  7. Wrong z-order rendering

    Hi everyone, I have wrong z-order render issue. You can view here: This is screenshot. Anyone have solution ? I'm using 3dsmax exporter.
  8. [Issue] Dot pixels with Shadow

    hi, after setting bias to relevant value then I have it work, but only on PC: On Mobile (my Nexus 7), the circle light on the ground not display.
  9. [Issue] Dot pixels with Shadow

    Hi everyone, First word, sorry for no PG for this issue since Dropbox do not allow hosting files for runtime request anymore, and this issue come from 3DMax exporter, I do not code anything, just simple click "export and run". Please check it out: It's a simple scene with camera moving around a player football with light source above. You can notice that some black dot pixels appear, and glitter on player, ball and ground. It happen when I turn shadows on from 3DMax. Very grateful for any helps.
  10. Expensive computing solution.

    Thanks for advice. Have a good day. :))
  11. Expensive computing solution.

    Yeah, I was dreaming again. And "we can not get everything we want" (can not remember who said this) :)) Btw, about occlusion culling, is there any good news with webgl2 and any support plan of BJS ?
  12. Expensive computing solution.

    @aWeirdo @BitOfGold : Thank you two for your PG, it's about 15-30ms on my PC, may be slower than your results because of our CPU power difference. But it still be an immersive solution if I separate that calculation work to web worker, async response can help avoiding freezing/glitching issue. Actually I just applied this solution for my past game : (mobile only by using device orientation API). As I said, distance calculation is just example, and so far our solution is almost done by CPU, my main point is wondering about GPU ability. I mean if we can use GPU for some cases and be nice with CPU. :)) (Oh my stupid English skill).
  13. Expensive computing solution.

    @fenomas: I'm just trying to figure out a best solution for complex computing without burning CPU or freezing scene. Let say I want to try make out an occlusion culling solution with BabylonJS. Launching a ray from camera object to every static meshs on scene(buildings), choose which one "on view" to help me optimizing render process. But since I have a lot of mesh (a large city) then ray collision computing for each mesh can be expensive. Yes I know we have many optimization solutions already (octree,merge meshs,etc) , I just wonder if GPU parallele computing can do the trick, if I have complex gameplay I will not want CPU handle too much, especially mobile target. But my first approach seem too bad. I tried simple calculation to check response time from GPUrock: var gpu = new GPU(); var test = gpu.createKernel(function(A, B ) { var sum = A+B; return sum; }).dimensions([1]); var startTime = new Date().getTime(); test(4,5); var endTime = new Date().getTime(); var timeCost = endTime - startTime; Calculation result is 9 , but timeCost is too high, about 50-150 ms which can not fit a single frame render (16 ms ). I think it is enough for a bad solution. I just tried TurboJS, it is faster but still not fit 16ms for simple calculation. Sorry for my bad English.
  14. Expensive computing solution.

    @Felipe: That seem a sad news. You are right, don't know how fast it is with GPU calculation but slow transfer result from GLSL can ruin my game. I already do some test with gpuRock and turboJS, even with simple sum mathematics , the response time is always higher 16ms which mean can not fit single frame calculation. May be I should keep sticking with webworker and wait for some day...
  15. Expensive computing solution.

    @BitOfGold: Yes actually I have some success with web worker. GPUJS is my new approach to get my 3d game performance close to native as possible. And distance calculating is just a "test case". If you or someone have experience with it, know its pros, cons and applying cases, can share me the light ?