Gijs

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Everything posted by Gijs

  1. Hi @arbrakan, @Wingnut's code just needs an inverted pointerY, and then it works great: https://www.babylonjs-playground.com/#742772#17 We talked about it in this thread, which is also about color picking:
  2. @Wingnut Yes, I will tell him/her. In that thread I see you've been very busy with the color picking! I think it's difficult with all the events, and GUIs being so flexible that they can be either a texture on a mesh or a 2d canvas image
  3. @Wingnut SCENE.getPixelColorUnderPointer() seems to work if you invert pointerY: https://www.babylonjs-playground.com/#742772#17
  4. @Wingnut Here is what you talked about: http://www.babylonjs-playground.com/#WWBIKZ#4
  5. You can use setVerticesData: https://www.babylonjs-playground.com/#ZRZIIZ#2
  6. You have to set the material on pgon, and use diffuseColor instead of diffuseTexture
  7. You should set the panning inertia to 0: camera1.panningInertia = 0;
  8. In addition to what @RaananW said, you can see how it's done in the code: Line 206 Line 267 Line 276 https://github.com/BabylonJS/Babylon.js/blob/4480b79c5ea42961566adf5eb1f591c0c79a7596/src/Mesh/babylon.transformNode.ts So you can use setAbsolutePosition() instead
  9. I just noticed that on my local version it only works sometimes, so it really does seem to be a timing issue. But it doesn't happen on the stable version from what I've seen: https://cdn.babylonjs.com/babylon.js
  10. It doesn't work in the console either, only the first three tiles work, which also work in your first link And you have " tso.deck[0].position.x = 2;" instead of " tso.deck[0].mesh.position.x = 2;" in this post
  11. You could paste the decals at an angle, but that causes them to stretch a different way: https://playground.babylonjs.com/#2PBY8W#1 If you only want that cube in the playground, maybe you can make a cube from 6 planes, and apply a decal to them individually
  12. The documentation says you can only have 1 FullscreenUI per scene, so maybe try putting var advancedTexture = BABYLON.GUI.AdvancedDynamicTexture.CreateFullscreenUI("UI"); outside the function
  13. Ow, for a minute I thought I overloaded the server But thanks for sharing this, it's interesting and helpful.
  14. You could just look at the opposite point: let diff = target.position.subtract(mesh.position); let opposite = mesh.position.add(diff.scale(-1)); mesh.lookAt(opposite);
  15. Like the collisions demo from the playground, where camera.applyGravity = true and meshes.checkCollisions = true
  16. I've never worked with collisions, but from the playground there seems to be a onCollide observer, so you can probably use that. By the Δy I mean keeping track of the previous y position and see how much it has changed, which will be zero when there is no y movement
  17. Maybe only allow jumping while on a mesh? Especially if you have meshes that move up / down, so your script can tell the difference between falling and being on a moving mesh. Otherwise maybe only allow jumping when Δy is 0.
  18. What I know is early December, but not before the 5th
  19. I've made one with a texture: http://www.babylonjs-playground.com/#4P7GYS#1 I've made the texture with JavaScript (see sat.zip), you can increase the resolution by lowering the number: img.width /= 50; sat.zip
  20. I don't know what it means, but on further inspection, the RA and Dec from hygfull.csv are all you need. Looks like the Chrome experiment converts them to "Galactic latitude and longitude": http://stars.chromeexperiments.com/js/spacehelpers.js