haestflod

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  1. haestflod

    BABYLON Inspector Error

    I get the same error trying to access the Stats tab. I do not have babylonjs-gui. What's happening is probably that the inspector since it's loaded from a preview build relies on some function that exists only in 3.2.alpha DebugLayer.InspectorURL = 'https://preview.babylonjs.com/inspector/babylon.inspector.bundle.js';
  2. haestflod

    Undocumented BABYLON.MathTools removal

    Hi, I'm in the middle of upgrading from 3.0.7 to 3.1.1 and I couldn't see anything in the release notes about BABYLON.Scalar which is the old BABYLON.MathTools from what I can tell.
  3. haestflod

    Changing ambient texture doesn't always work

    I noticed if I wasn''t looking at the meshes they would be correctly updated, so if I do a 360 camera spin and then markAsDirty() the ambient texture value is properly applied
  4. EDIT: Issue solved by upgrading from 3.0.7 to 3.1.1 Hi, I'm using an ambientTexture as a lightmap and a user has the ability to toggle between 2 different lightmaps. I'm currently on babylon 3.0.7 as I havn't been able to update to 3.1.1 yet. What happens is that it works for the majority of the meshes & materials. However for some meshes they don't always correctly apply the ambient texture greyscale multiplier. I've tried the following 3 functions: material.unfreeze(); material.markDirty(); material.markAsDirty( BABYLON.Material.TextureDirtyFlag ); If I use the code below some seconds afterwards manually it sometimes works properly and sometimes it doesn't. scene.materials.forEach( (material) => { material.markAsDirty( BABYLON.Material.TextureDirtyFlag ) } ); Is there anything else I can do to trigger the material to update? The babylon.js file is exported with the old unity exporter. The StandardMaterial's diffuse texture has alpha enabled
  5. Hey, try skybox.infiniteDistance = true;
  6. haestflod

    highlight layer with renderingGroupId

    @Sebavan Thanks, that solved it! This is probably a bug though? Where I removed the renderingGroupId = 1 mesh from the highlight layer. https://www.babylonjs-playground.com/#11QFK8#8
  7. Hi, I was implementing the highlight layer for some meshes and when I was mouseovering some meshes it bugged out and eventually I found out its because of mesh.renderingGroupId = 1. Even if I do layer.removeMesh( mesh ) it remains bugged where it draws very strong innerGlow despite innerGlow = false; Is there a way to bypass this issue? Maybe onBeforeComposeObservable and onAfterComposeObservable to set renderingGroupId = 0 for all meshes and then back to original value? Here's a PG replicating the issue: https://www.babylonjs-playground.com/#11QFK8
  8. haestflod

    scene.debugLayer.show throws error

    Hi, I was on 3.0.7 and it's resolved in 3.1 alpha. I'll continue using this code snippet before I open the debugLayer until 3.1 is relased so the inspector script doesn't crash. if ( BABYLON.Tools.getClassName ) { BABYLON.Tools.GetClassName = BABYLON.Tools.getClassName; }
  9. haestflod

    scene.debugLayer.show throws error

    @Temechon The one at babylonjs repository works again, thanks! It still crashes on this error but I'll mark this thread as solved as the __extends issue is fixed! babylon.inspector.bundle.js:409 Uncaught TypeError: BABYLON.Tools.GetClassName is not a function at Function.t.GET_TYPE (babylon.inspector.bundle.js:409) at Object.format (babylon.inspector.bundle.js:408) at n._displayValueContent (babylon.inspector.bundle.js:409) at new n (babylon.inspector.bundle.js:408) at new n (babylon.inspector.bundle.js:409) at new n (babylon.inspector.bundle.js:410) at t._buildInspector (babylon.inspector.bundle.js:408) at new t (babylon.inspector.bundle.js:408) at DebugLayer._createInspector (<anonymous>:61488:35) at HTMLScriptElement.script.onload (<anonymous>:5607:21)
  10. haestflod

    scene.debugLayer.show throws error

    @Temechon Hi Temechon, when you merged your repo with babylonjs 1-2 days ago I think you accidentally reverted your changes about the __extend issue by probably not rebuilding the inspector bundle. So I'm using this file for now which is from the commit that solved the issue: https://raw.githubusercontent.com/Temechon/Babylon.js/a29aaa69dfea302610f676c00545829c65b85297/dist/preview release/inspector/babylon.inspector.bundle.js @Myjestic If you havn't solved the GetClassName issue yet I believe in your code you can do this as a temporary solution BABYLON.Tools.GetClassName = BABYLON.Tools.getClassName;
  11. haestflod

    scene.debugLayer.show throws error

    Hi @Temechon because our server on localhost didn't work against raw.githubusercontent.com (text/plain as mimetype) I changed the url to this inside babylon-max.js: DebugLayer.InspectorURL = 'https://rawgit.com/Temechon/Babylon.js/master/dist/preview release/inspector/babylon.inspector.bundle.js'; After calling .show() now I get the following error: babylon.inspector.bundle.js:409 Uncaught TypeError: BABYLON.Tools.GetClassName is not a function at Function.t.GET_TYPE (babylon.inspector.bundle.js:409) at Object.format (babylon.inspector.bundle.js:408) at n._displayValueContent (babylon.inspector.bundle.js:409) at new n (babylon.inspector.bundle.js:408) at new n (babylon.inspector.bundle.js:409) at new n (babylon.inspector.bundle.js:410) at t._buildInspector (babylon.inspector.bundle.js:408) at new t (babylon.inspector.bundle.js:408) at DebugLayer._createInspector (<anonymous>:61487:35) at HTMLScriptElement.script.onload (<anonymous>:5607:21) I added the function GetClassName to make sure it doesn't crash anywhere else. Tools.GetClassName = Tools.getClassName; It works and I have the debuglayer after that!!
  12. haestflod

    scene.debugLayer.show throws error

    Hi, I'm in the process of updating from 2.4 -> 3.0.7 and our button to show/hide debuglayer doesn't work anymore because the debug layer throws an exception when show() is called. I saw the InspectorURL points to a preview url: //preview.babylonjs.com/inspector/babylon.inspector.bundle.js The network tab shows that the script loads Here is the information in the console regarding the exception Uncaught ReferenceError: __extends is not defined at babylon.inspector.bundle.js:408 at INSPECTOR (babylon.inspector.bundle.js:408) at Object.global (babylon.inspector.bundle.js:408) at __webpack_require__ (babylon.inspector.bundle.js:21) at Object.<anonymous> (babylon.inspector.bundle.js:49) at __webpack_require__ (babylon.inspector.bundle.js:21) at babylon.inspector.bundle.js:41 at babylon.inspector.bundle.js:44 (anonymous) @ babylon.inspector.bundle.js:408 INSPECTOR @ babylon.inspector.bundle.js:408 global @ babylon.inspector.bundle.js:408 __webpack_require__ @ babylon.inspector.bundle.js:21 (anonymous) @ babylon.inspector.bundle.js:49 __webpack_require__ @ babylon.inspector.bundle.js:21 (anonymous) @ babylon.inspector.bundle.js:41 (anonymous) @ babylon.inspector.bundle.js:44 VM14956:61487 Uncaught TypeError: Cannot read property 'Inspector' of undefined at DebugLayer._createInspector (<anonymous>:61487:48) at HTMLScriptElement.script.onload (<anonymous>:5607:21)
  13. haestflod

    Speeding up evaluateActiveMeshes

    Have you tried using octrees? I also had 800+ meshes in my scene and octrees helped my CPU performance by a lot.
  14. haestflod

    [solved] Camera Movement Issue v3.0

    In your app is your canvas focused? I added `document.getElementById("renderCanvas").focus();` and it works for me in the playground you have. http://www.babylonjs-playground.com/#3H5RJW#1
  15. haestflod

    Clearing scene.importedMeshesFiles

    Great, thanks! Should the importedMeshesFiles array be cleared on scene.dispose() as it could potentially leak memory?