chicagobob123

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About chicagobob123

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  1. The fact it's being done in a cell phone in real-time leaves me speechless.
  2. http://www.vrmesh.com/ I am looking to to create a 3D representation of space while driving through. I will have lots of points. My question is how do you generate a mesh or something that can be displayed from that? Is there any code for this kind of thing? I want to do it on the fly like Project Tango. and make something that looks like this. Possible? In short How do they do that? Make lots of fat pixels? Is there a way to make points to polygons? Thats a lot of boxes to generate. Could this be done with Particles? Each particle being a rectangle?
  3. OK creative idea. If you made leaves instead of balls and had a fan blowing how so you get it to push the leaves?
  4. I have no idea what this is but it looks SO COOL
  5. Thanks so much for the idea. It's great
  6. I was wondering if anyone has dealt with this? I have part of a crane that is connected with cables. I point to them with blue hand drawn arrows. They are black lines that go up and down. The part pointed to by the yellow arrow is the part that moves up and down. OK so how do you shorten and lengthen that pretend cable? Is there some sort of rubber band thing? Or maybe a tube I can constantly change the end point ? If I create each of the four cables with this TraceRibbon=BABYLON.Mesh.CreateTube("TraceLine",TracePath,1.0,12,null,0,scene,true, BABYLON.Mesh.BILLBOARDMODE_ALL); and alter the end point of the TracePath and call TraceRibbon=BABYLON.Mesh.CreateTube(null,TracePath,1.0,null,null,null,null,null,null,TraceRibbon); is that going to hurt performance? I need to do it to about 200 vehicles.
  7. I put something into the code to make a line have not been back to that code base for some time. Here I found it. Let me pseudo code it. Every time my position changes or some set interval. If I have no points saved (aka no path) add the point to TracePath Else If I have one point in TracePath add the point to TracePath then TraceRibbon=BABYLON.Mesh.CreateTube("TraceLine",TracePath,1.0,12,null,0,scene,true, BABYLON.Mesh.BILLBOARDMODE_ALL); var mat = new BABYLON.StandardMaterial("TraceRibbonMat", scene); mat.alpha = 1.0; mat.diffuseColor = new BABYLON.Color3(0.0, 0.0, 1.0); mat.backFaceCulling=false; TraceRibbon.material=mat; Else If I have more than 2 points in TracePath add new point to TracePath then TraceRibbon=BABYLON.Mesh.CreateTube(null,TracePath,1.0,null,null,null,null,null,null,TraceRibbon); To KILL it all I make sure the length is > 1 if(TracePath.length>1) TraceRibbon.dispose(); TracePath=[];
  8. think about it. You have to turn it into google cardboard to work around it. No USB no head tracking, All things they could feed into the browser and open up a huge 3D webgl game market. But eh..
  9. The Gear VR is a pain to work with because of the $ they made it such a closed system.
  10. This is great news.
  11. I work in placing containers in real space. Its very possible to do what you are looking to do. What is required is translation form the 3D world into actual 2D real world coordinates. You have to start by knowing all the real sizes and setting your scene to be of proper size. Its just a bunch of 2D translation math from there. I am a big fan of using particles when you have a lot of like items. Makes handling them easier. You can scale them to the proper size as needed. Also you can use a single texture with several logos in it A B C D etc. and remap them by offsetting the texture as needed.
  12. Where do you learn how to write shader code in babylon? Or just shader code in general because I see code but don't understand how it all flows. I know its a chunk of code that executes on the gpu but thats about it.
  13. I had a meeting thought I posed this. I have not been able to get this into playground This is what the code looks like. var canvas = new BABYLON.ScreenSpaceCanvas2D(scene, { id: "ScreenCanvas", cachingStrategy: BABYLON.Canvas2D.CACHESTRATEGY_DONTCACHE }); vec = new BABYLON.Vector2(0,heighty * 10); var group = new BABYLON.Group2D({ parent: canvas, id: mytext, adjustedwidth, adjustedheight, trackNode: vehiclemesh, origin: vec, children: [ new BABYLON.Rectangle2D({ id: "firstRect", width: adjustedwidth, height: adjustedheight, x: 0, y: -topoffset, origin: BABYLON.Vector2.Zero(), border: "#FFFFFFFF", fill: "#808080FF", children: [ new BABYLON.Text2D(mytext, { marginAlignment: "h: center, v:center", fontName: "bold 12px Arial" }) ] }) ] }); Basically a modified version of the code that attaches to the cube. Instead of adding them to an array of cubes. I add each one to a vehicle for identification. Two problems. 1) is when I turn the camera and move in the other direction as you can see by the screen show the labels from vehicles that are on the other side show up 2) I can't adjust the position of the label. I have tried to adjust the Origin Vector but it does nothing far as I can tell. I like these labels because they larger as you zoom back. This may be on purpose or a bug but its something I could use and the text is very clear. I have tried the same kind of thing like this using a WorldSpaceCanvas2D and that doesnt even show up even though it works in playground. var canvas = new BABYLON.WorldSpaceCanvas2D(scene, new BABYLON.Size(adjustedwidth, adjustedheight), { id: mytext, worldPosition: new BABYLON.Vector3(0, 0, 0), worldRotation: BABYLON.Quaternion.RotationYawPitchRoll(Math.PI / 4, Math.PI / 4, 0), enableInteraction: true, backgroundFill: "#C0C0C040", backgroundRoundRadius: 4, children: [ new BABYLON.Text2D(mytext, { fontName: "bold 12px Arial", marginAlignment: "h: center, v: bottom" }) ] }); Currently I am stuck using inferior looking text using a DynamicTexture and fillText
  14. Here is an image when I rotate the camera