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About jellix

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    Oldenburg (Germany)
  1. Hi, I want to use one mesh several times, so I use instanced meshes of it. Now I want to 'cut' them (by applying a boolean operation 'subtract') in different ways. For that I am using CSG. Do I now have to use clones instead of instances?
  2. Hi, just a question ... isn't TypeScript ECMA 6? As you see a difference there, I seem to get something wrong. So there is 'vanilla JS' (native, simple JavaScript) that is ECMA 5, right? And then we have TypeScript that follows the conventions of ECMA 6, right? I also have heard about babel but didn't use it yet. But I thought that is another pendant to TypeScript that also has to be compiled down to vanilla JS. And I thought that the browsers don't support ECMA6 yet, because JavaScript is still ECMA 5, what is the reason why ES6 has to be compiled. Right? :-)
  3. And that's it! Great, Thank you!
  4. Hi, In my example, I'm creating 1000 spheres (so it may take some seconds to build up): Now turn the camera to the right ... whoops - balls are away It seems like the "isInFrustrum" function doesn't know the whole mesh but only the left row of the balls. The reason could be that I'm not only building one SPS but two of them where the first SPS is used as a mesh for the second SPS. Or are there any other reasons for that behavior?
  5. Great answers! Thanks a lot!
  6. Hi, have a look at Here you can see how the cursors position (2D) is transformed into a 3d-vector. Maybe it helps?
  7. Hi, I build up an object that is made of many identical items. Currently I'm merging all the meshes so that I have only a few drawing calls. Instead I could use instances. The advantage would be that the construction can be changed dynamically (add or remove some of the instances) and so the merged mesh doesn't have to be disposed and to be rebuild on every change. So in view of the performance: Is the rendering faster by merging meshes or by using instances?
  8. Hi, I think I've had the message, too a long time ago. Are you using a nightly build of a browser? Do you use a texture thats size aspect ratio is not 1:1 or 1:2?
  9. nice. But aren't some of you core developers working at microsoft? Wouldn't it be a solution that microsoft provides a free webserver to support this cool framework?
  10. Is it the same with cannon.js? Indeed this is a problem of many physic engines. They handle the forces of overlaying boxes like if they fall onto each other although they already are in contact for a while. And due to floatingpoint operations there are always some numbers that had to be shortened, so you get some effects that you don't wanna have. The best would be that the engine recognizes the stable position of the boxes and would then reduce the calculation down to zero until the boxes move again. Don't know if there is an algorithm for that but ... obviously it should give one.
  11. It works, thanks a lot! Excactly what I've needed. So ... how can I mark this thread as solved now? ---- And maybe one more question: Before I've used "var firstAbsolutePoint = myCurve[0].add(myMesh.getAbsolutePosition())" > Why wasn't that the correct way?
  12. Hi, how can I get the absolute positions of points of a curve? I'm getting the curve out of a Path3D Object that is a child of a Mesh. Currently I'm adding the absolute position of the mesh onto the local coordinates of the curve-points. But that's not a cool way, is it? --- Oh, just have to add some info: the mesh that contains the curve is rotated ... Maybe now it's not that easy any more :-)
  13. Good news! Will try it in the office next week (where I have a Vive). Btw.: From the customer's view, the topic 'mirroring' is always a big point. Think of an exhibition where the VR game is displayed to the audience on a second screen. They see both eyes simultaneously next to each other on a flat screen what is not the best viewing experience. So if there would be a way to show the VR-scene as a one-eye view, it would be a huge benefit.
  14. Is there a special kind of reflectivity or glossyness or metalness on it?
  15. Hi, just for the archives, if anybody finds this thread in the future: Of course the 'translate' function of the AbstractMesh-class is exactly what I was looking for. Just didn't find it because I only looked in the Vector3, the Matrix and the Mesh-class.