• Content count

  • Joined

  • Last visited

  1. Never mind, I found the solution after all: canvas.addEventListener('mousedown', function(event){; }); Thanks for your input @jerome The events are only still received when you keep holding down the mouse button as you move outside the canvas Edit: apparently it's not a cross-browser thing, so you can't use the snippet above like that
  2. Hi, On Firefox the camera stops rotating when your pointer leaves the canvas: Which doesn't happen on Edge, IE, Chrome or Opera
  3. Have you tried different settings on your webcam? I see no problems with the camera that's built into my laptop.
  4. [solved] Render in babylon 3.0

    Did you make it with TypeScript? Because when I upgraded, the code checker showed me which parts I had to rewrite. I also had some hacks in place that worked for 2.5 only, so that's also something you could check. Finally, the 3.0 version is being updated all the time, so you could check if an earlier version does work: release/babylon.js
  5. Issue in mesh dragging

    Hi, For #1 I got it working by replacing the loops with direct calculations of the positions: Maybe those loops also caused #3 by never ending, though that wouldn't make the memory usage high. Good luck with your project
  6. Extrusions are the best! They're simple but powerful. I agree with what said in this thread about Blender, and I'm actually making a 3D modelling application that uses extrusions.
  7. I seems that the bounding box is only calculated for the parent mesh and its submeshes, so for the children you have to do it manually. But you can put the code away in a function you replace refreshBoundingInfo with:
  8. You could add the child bounding boxes together like this:
  9. Debug - Physics Collider

    I know of @davrous' "very ugly UI": It's at #6
  10. Hi, you can do this with BABYLON.WeirdSpriteManager: The manager has the function pickSpritePixel, which takes a child sprite as argument, and returns the pixel under the pointer. It does this by putting a plane mesh at the sprite position with the right rotation and scale, then pick that mesh to get the image (x, y) coordinates, and then get the pixel from the imageData like in your jsfiddle. It uses its own copy of the sprite image. Edit: Here is the typescript source: WeirdSpriteManager.ts Edit 2: With the mesh not pickable, and Math.round instead of Math.floor in the pickSpritePixel function: WeirdSpriteManager.ts
  11. @jerome @NasimiAsl Maybe a shader can be made that uses a pixel from either the front or back image depending on whether a vertex normal is facing the camera
  12. 2: You commit the changed .ts files, and then you make a pull request from that commit 3: Yes. When I made a pull request, Deltakosh looked over the code, but I had to actually test it myself.
  13. Not that I know of, but you could make a new BABYLON.AbstractMesh(); and make it the ultimate parent of the sun and the constellations. You could of course also rotate the camera with the right alpha and beta value.
  14. How to create a trackball camera?

    Yes, I forgot to say that if beta <= 0, the rotation direction gets flipped (it's a feature). You can use this to "fix" it: scene.registerBeforeRender(function(){ if(camera.beta <= 0){ camera.beta += Math.PI * 2; } }); I also had an unsuccessful go at transforming ArcRotateCamera into a trackball camera, but it's definitely worth pursuing! Regarding your second comment, you can override anything, so all cameras give you control over their transformation matrix. Here is a playground with ArcRotateCamera's _getViewMatrix function copied from the JavaScript code: