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  1. Instead of using just a sphere to represent each star, I'd take a hybrid LOD approach, using a single mesh rendered as a point cloud for all stars in the database e.g. like this PG If material.pointSize = 1 then all stars should be visible irrespective of distance. Then I'd use a star mapped billboards for stars when they are closer, centred on (and hiding) the respective point. Then for close stars I'd use a sphere. I made a celestial sphere from the Tyco2 star data many years ago using a similar approach, which displayed points and mapped tris that accurately depicted star magnitude and colour etc.
  2. Watched both presentations. Great intros to WebVR with BJS. Thanks for your efforts @davrous @Deltakosh and @Meulta
  3. I have a similar issue - reported in BJS forum. navigator.language: en-GB
  4. Looks cool but I had trouble running it. In Chrome it was just perpetually loading. Chrome console errors: content-script.js:7 WebVREmu Polyfill lodewheel.js:61 Uncaught TypeError: language_texts[b].indexOf is not a function at getlocale (lodewheel.js:61) at lodewheel.js:84 lodewheel.js:69 Lodewheel game library 0.5 LD38 BUILD 2017-04-26 16:22:51 starting... lodewheel.js:61 Uncaught TypeError: Cannot read property 'MENU_IO_LOADING' of undefined at t (lodewheel.js:61) at Game._init (lodewheel.js:69) In Firefox it got to the start screen but graphics resolution immediately dropped (halved?) and the start button couldn't be pressed. Not sure why it's dropping back to Intel graphics when I have NVIDIA GeForce 555M (slow by today's standards I know). Firefox console errors: Lodewheel game library 0.5 LD38 BUILD 2017-04-26 16:22:51 starting... lodewheel.js:69:31809 Use of Mutation Events is deprecated. Use MutationObserver instead. ContentVeil.js:2:4726 Desktop version lodewheel.js:69:31809 BJS - [11:14:20]: Babylon.js engine (v3.0-alpha) launched lodewheel.js:21:11640 Renderer: ANGLE (Intel(R) HD Graphics Family Direct3D11 vs_4_1 ps_4_1) [1327x729] lodewheel.js:69:31809 Error: WebGL warning: texImage2D: Conversion requires pixel reformatting. lodewheel.js:23:6887 Error: WebGL warning: texImage2D: Conversion requires pixel reformatting. lodewheel.js:23:10065 Error: WebGL warning: drawElements: This operation requires zeroing texture data. This is slow. lodewheel.js:22:29750 Error: WebGL: No further warnings will be reported for this WebGL context. (already reported 32 warnings) lodewheel.js:22:29750
  5. Great work! Love it. So good seeing real-word, practical applications like this.
  6. Cool! What server-side lib are you using for the multiplayer aspect or have you built your own?
  7. Great, thanks @davrous
  8. This is all so cool! What are the performance implications of including the VR controller models in scenes? They seem to be pretty high-poly.
  9. Interesting problem :-) I would have also said that a different texture for each roller with either masks or simply use alpha transparent textures on planes with edge directly under each roller and animate the texture transform. But like you mentioned your use-case sounds more complicated. Could you try doing it exactly the way the printing is done in reality i.e. directly under each roller sample a row of pixels from an off-screen texture and composite them on a new, visible texture representing the print? Dynamic textures created from array buffer I think is the right terminology? User could deactivate printing on any roller and you simply stop laying down new rows of pixels. Not sure how performant this would be though.
  10. In this case I don't think it's a Drupal specific issue. In Drupal /node is just the default path for the home page content (usually a list of published teasers that have been promoted to front page) so I'm guessing your BJS app is embedded on your home page, therefore your css path is relative to /node unless you prefix it with forward slash, then it should be relative to the web root. Anyway, I'm no expert, just a guess.
  11. I work with Drupal daily. Have you tried prepending themeRoot with forward slash i.e.: themeRoot: "/themes/uconstruct/", This should ensure the path is relative to the Drupal web root rather than appended to the current URL.
  12. I'd be happy to step up and do some testing if you let me know what's required. Can't help too much with code just yet but testing I can do.
  13. Camera far clipping plane i.e. maxZ?
  14. Impressive work!