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  1. Thanks @Temechon That instruction wasn't in the original post but I see now it's been answered in a subsequent reply. Works now.
  2. Happy to help, but see my post here
  3. I got here from the @deltakosh Help Wanted thread I'm a native English speaker, would like to contribute to the docs and have used the "fork and local clone" method but am getting 404 and 500 errors when viewing my local clone. I can use the easier, direct edit method for now but I'd like to resolve this method as well.
  4. Awesome work!
  5. Great! Thanks @Deltakosh
  6. Visiting documentation page for Sky material: Link to PG results in errors: Version: Latest: Line 25:36 - Cannot set property 'FOG' of undefined Version: 2.5 Line 23:23 - BABYLON.SkyMaterial is not a constructor (+ oimo & inspector 404 not found errors in console)
  7. Sorry I don't have any insights into DynamicTexture update() but could you use smaller texture tiles (like in Google Maps for instance) where each small texture is only copied to the correct location on the larger texture on pen up or when pen down moves into next tile? Or possibly the larger texture only needs to be created on save. I suspect using many smaller tiles like this would increase performance.
  8. Bitmap fonts and 9-slice image elements would be great. +1
  9. Awesome sauce. Thanks @Deltakosh!
  10. Looks like a precision issue to me rather than shading. The exported geometry vertices are in slightly different positions, so I'd be checking model scale and export precision.
  11. Great work on the GUI so far @Deltakosh! I have a small enhancement request. Would it be possible with radios and checkboxes to make the corresponding label also clickable, same as it is in HTML when <input> is wrapped with <label> or <label> uses "for" attribute? This would provide a larger hit target for radios and checkboxes, which is especially important in a VR environment.
  12. Awesome thanks @Deltakosh !
  13. 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.
  14. Watched both presentations. Great intros to WebVR with BJS. Thanks for your efforts @davrous @Deltakosh and @Meulta
  15. I have a similar issue - reported in BJS forum. navigator.language: en-GB