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About Steffen

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    Advanced Member

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    Hanover, Germany
  1. Thanks, Yes I thought of this approch too. Just hoped there is a "more elegant" solution or a babylon method I have not in mind. Thanks anyway!
  2. Picking with boundingBox broken?

    @aWeirdo did you find any workaround for picking only bounding boxes?
  3. I don't think I understand you correctly... If you set the "isPickable" param to "false", the ray will ignore the mesh. See line 50: EDIT: Solved. The comment in the doc for pick/pickWithRay is very irritating. Or it is just me and @aWeirdo (do you have a workaround?). Quote from @Deltakosh
  4. Hi, when using var hitInfo = scene.pickWithRay(ray, null, true); I would expect that the ray only checks the boundingboxes and not the mesh. So if I import an "open package" where the ray can go through the object without collision, I want to check only if the ray hits the boundingbox, but this doesn't seem to work. Here is a playground: Thanks, Steffen
  5. Now it works. Thanks @Deltakosh I was irritated by the fourth argument "panningMouseButton" because it is a number. Maybe for the others: the two fingers pan on mobile/touch is available in the current v3.1-alpha -- not in the stable v3.0. Thanks again for the fast answer!
  6. Is this boolean flag already implemented? I can't find the code piece mentioned by @lhx880619. Also setting "mySceneCam._isPanClick = true" has no effect on mobile. Thanks
  7. Wow, i really didn't thought of this, thanks. It is not exactly what you wrote I think, but here is a small test: With each new print I have to create a new plane and attach the correct texture (dependent on the printing roll). So with four printing rolls I need to store four different textures. Maybe I can work with instances of the planes, because only the position will change. So it could be really simple to bring the printing machine to life: -> function print(rollerID) : create plane instance. For example, called every full rotation of each printing roll with the printing roll id as argument Thank you @inteja Is it possible, to move the planes along a mesh? In this case, to wind the printed web. Again, Thanks!
  8. Hi together, In the attached picture you see a part of a roll printing machine. The brown rolls should "print" on the white plane: the white plane is moving and the rolls are rotating. Each printing roll is independent and can print another texture. Here is a good video showing the functionality: youtube link As an example: - roll 1 is printing "TE" in red color - roll 2 is printing "XT" in blue color I have absolutely no idea how to do this... Maybe with animating textures (different texture for each roll, positioning along x-axis) and masks, so you can only see it after the roll? But the user decides when which roll prints, so there can be gaps after the roll. Is this even possible? Please ask if anything is unclear. Hopefully some of you have an answer. Best, Steffen
  9. Hi, I wonder what would be the most efficient (performance) strategy of dynamic drawing. I get every x timestep new coordinates from an external controller over the network where my "pencil" currently is. To simplify, it is like the mousepointer drawing something. When the mouse button is released, I have to store my line/circle/whatever to be able to change the position at any time: 1. draw form A 2. draw form B 3. move form A 4. draw form C ... In addition, there will be some pictures "flying" over the drawings. Pixi has some great features I want to use for this project, but I don't know how to "draw" fluently and in "real-time". Paper.js has a path-feature, which could work. Maybe I have to draw in paper.js and send every finished drawing to the pixi canvas? Thank you for your help, Steffen
  10. Text2D transparency

    @Nabroski Thanks, I did not know you can simply change the content after all. I really can use it for one of my projects. But I have a some questions: 1. Is there any reason for the rect2D? Why not setting the text2D directly as a child of the canvas2D? -> 2. Why did you use onAfterCameraRenderObservable and not registerBeforeRender?
  11. Text2D transparency

    Hi @steven_EXC there is a ScreenSpaceCanvas2D.opacity property. A value of 0.5 equals to 50% transparency. The Text2D object has this property too. But I don't know whether you can change the Text2D opacity after it has been used inside a ScreenSpaceCanvas2D object. I think it's internally baked or something... Then use simply the canvas.opacity property.
  12. Hi, I've got my vive and the controllers working and now I want to implement some teleporting feature to move around. So I have some kind of a laserpointer to choose the new position. How can I link the new position as the start position of the webVRFreeCamera (with options-flag "trackPosition:true")? Because the vive overrides my positions, I'm adding "newPos" to "scene.activeCamera" every frame. But there seems to be an offset. And obviously, if I set "scene.activeCamera.position = newPos" and not "+=", the trackPosition isn't working any more. Thanks
  13. HTC Vive controllers

    Hi @RaananW, @Xipherx, I haven't found any link or post on how to use the gamepad class of babylon. I am using the latest nightly of v2.5. Target is to get the vive controllers working - for teleporting within my scene or interacting with other objects. It's possible to get the current state of all the different buttons and the trackpad information is it? Thanks.
  14. Creating new camera for room scale VR

    Hi @brochington, @Deltakosh are there any news about the room scale vr cam? In the latest nightly I've seen a "trackPosition"-Flag as a WebVR option. btw, thank you for sharing edit: Tested my project with the latest nightly and the WebVRFreeCamera with the flags "compensateDistortion" and "trackPosition" set to true. Works! But I think I need some more tweaking - now you get really fast some motion sickness
  15. change antialiasing at runtime

    Hi, is there by now a way to change the antialiasing without disposing the whole scene? Edit: Why it is useful If your app follows some logic (game, simulation, etc) and if this logic is additionally binded to another machine, but still local - you can't simply dispose all of your (dynamically) imported meshes without to restart the whole game/simulation/etc. I think there are much more applications where you want to disable antialiasing to get some extra fps without restarting everything.