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About chicagobob123

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  1. Working with huge models (300-700mb)

    What browser did you use? Chrome is the only browser to me. I've totally given up on all the others. Nothing fancy in the flags. these things are on WebGL Draft Extensions/ Accelerated 2D canvas / 3D software rasterizer
  2. Working with huge models (300-700mb)

    We have loaded a babylon scene file that is 228MB with tons of vertices and it loaded, it took a while but it loaded. I would be interested in what you find.
  3. Performance under Unbuntu and Chrome

    I wasn't sure you could dual boot windows 10. Have to look into that.
  4. Performance under Unbuntu and Chrome

    Excellent. I am so glad to hear that! I will get the laptop with a NVidia 1060 card ASAP then. I hope that graphics card is good enough ? NVidia is the only bunch that seems to be offering hardware accelerated Tensor Flow (sorry off topic of 3D world) Thanks !! I feel much better now.
  5. I guess the title says it all. I need to do a lot of work in Linux and don't have multiple good systems to play with. Whats your WebGL experience? Good? OK? Buy two laptops you cheap skate? Why Linux? Deep learning is calling my name and I hate emulators.
  6. Can you merge instances?

    Always love an answer. While I waited I determined to do more optimizations. I cloned some base objects made them unique and then instanced that which worked very well. The performance was great and load time improvement was about 500%. Went from 40 some seconds down to ~7 seconds. So it was worth the redo. What I work on is so dry and uninteresting but it does push the boundaries of things. And here for me its Friday/Payday and Saint Pats weekend. So the Party is ON
  7. Can you merge instances?

    I read this thread and looked at this example. I am getting what styxxx explained. The browser is blowing up. What I am doing is looks like this l1, l2 and l3 are arrays of instanced meshes. var newsidenumbers; var sidenumberarray =[]; ml1=BABYLON.Mesh.MergeMeshes(l1); ml2=BABYLON.Mesh.MergeMeshes(l2); ml3=BABYLON.Mesh.MergeMeshes(l3); newsidenumbers=BABYLON.Mesh.MergeMeshes([ml1,ml2,ml3]); newsidenumbers.makeGeometryUnique(); sidenumberarray.push(newsidenumbers); // column and numbers 1,2,3 l1 = l2 = l3 = ml1 = ml2 = ml3 = null; Later I want to do this. newsidenumbers=BABYLON.Mesh.MergeMeshes(sidenumberarray); and instance it. Basically make one and repurpose for performance.
  8. CreateInstance, Clone problems/questions.

    I am truly sorry to have missed this. That is Fantastic news. THANKS so much
  9. CreateInstance, Clone problems/questions.

    Thank you.
  10. OK I have a playground ready to point out something I don't understand. You use the mouse wheel and you can see the TorusKnot's closer then farther. GREAT THEN uncomment the next section and the original knots disappear?? I don't understand why they are missing.
  11. Is this a bug in LOD?

    FYI so far no matter how hard I try I can not break the code in playground. Its got to be in my code just can not figure out where.
  12. LOD giving me problems.

    "the null in .addLODLevel(400,null); should be a mesh" actually not if you want the stuff to not be seen at distance xx away. In the example the mesh is set to null to make the knot disappear. -->knot00.addLODLevel(55, null); As for reproduction thats where this gets complicated. I am not sure I can. I guess I can try with the knots example
  13. LOD giving me problems.

    I loaded meshes with BABYLON.SceneLoader.ImportMesh and saved them into an array (Not shown here to make an easier example). There was only one mesh per babylon file. BABYLON.SceneLoader.ImportMesh("",'models/numbers/',''sample.babylon',scene,function(meshes,particlesystems,skeletons) { ... Sample[x]=meshes[0]; } Later I cloned the mesh array sample2[x] = Sample[x].clone(); sample2[x] .addLODLevel(400,null); Because Sample needed to be seen all the time and sample2 did not, sample2 is later instanced because there is a lot of them and needed an LOD. Great, but something is very wrong. When I include the sample2 array meshes as soon as the become visible items from the Sample[] array disappear. HELP? I really don't get whats going on. I thought Clone would create new meshes independent of the orginal. Is that not true?
  14. Is this a bug in LOD?

    I fixed it? Or wrote around it. You alter the camera Y position at the same time and everything works.
  15. Is this a bug in LOD?

    Guess I don't understand how to properly zoom the Ortho camera. I tried changing the camera y position here and it does nothing. Doesn't get any closer. I think thats because it doesn't effect the ortho rectangle. So how do you zoom or get closer to something using the Ortho camera? I am not seeing it.