max123

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max123 last won the day on November 7 2017

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  1. max123

    Trouble with BlurExponentialShadowMap

    @Arte, thanks for the input. Changing kernel size doesn't do anything to the shadow's blur though..
  2. max123

    Trouble with BlurExponentialShadowMap

    Hi @Deltakosh, I've updated the scene to use a spotlight: https://www.babylonjs-playground.com/#T70UQK#5 Now the shadow is just gone.
  3. max123

    Trouble with BlurExponentialShadowMap

    Thanks @Deltakosh! No self-shadows - got it. However, shadowGenerator.blurKernel doesn't do anything in this example: I've tried values ranging from 2 to 32,768 - the shadow remains unchanged.
  4. max123

    Trouble with BlurExponentialShadowMap

    Hey @Deltakosh, here's the PG: https://www.babylonjs-playground.com/#T70UQK#1
  5. Hi, I'm having trouble with applying BlurExponentialShadowMap to a scene created in Blender. I've tried a bunch of settings and lights, yet no matter what I do, the whole bloody scene remains grey! I've tried all lights in Blender that can work with shadows in Babylon, I've set some extreme settings (kernel 4 - 512)... The blender file is attached. The settings I tried are below: shadowGenerator.useBlurExponentialShadowMap = true; shadowGenerator.useKernelBlur = true; shadowGenerator.blurKernel = Any ideas guys? test.blend.zip
  6. max123

    What's next?

    Who knows? With summer heat like this? People tend to do crazy things. Bad things. Horrible things... Where's my hammer?
  7. Looks like applying the following shadowGenerator.getShadowMap().refreshRate = BABYLON.RenderTargetTexture.REFRESHRATE_RENDER_ONCE; light.autoUpdateExtends = false; in combination with shadowGenerator.useContactHardeningShadow = true; doesn't really do anything: the frame rate drop is massive and remains low. I can't vouch for other properties (e.i. shadowGenerator.usePercentageCloserFiltering) as the frame rate doesn't seem to get affected.
  8. Hi @RaananW, thanks for the heads up. I've managed to load 3.2. Here's the requirejs definition (I did keep the shim as to make sure PEP is loaded and available to Babylon first): requirejs.config({ shim: { babylonjs: { exports: "BABYLON" }, pep: { deps: ["babylonjs"] } }, paths: { babylonjs: "libs/3d/babylon/babylon", pep: "libs/3d/babylon/pep", } }); Hop this helps to whoever has problems with BJS 3.2 and AMD (requirejs). Note: I've changed babylon to babylonjs.
  9. @RaananW, it's defined in the main.js file like following: requirejs.config({ shim: { easeljs: { exports: 'createjs' }, tweenjs: { deps: ['easeljs'], exports: 'Tween' }, movieclip: { deps: ['easeljs', 'tweenjs'] }, babylon: { exports: "BABYLON" }, pep: { deps: ["babylon"] } }, paths: { createjs: 'libs/createjs-2015.11.26.min', "pdfjs-dist": "libs/pdf/pdfjs-dist", babylon: "libs/3d/babylon/babylon", pep: "libs/3d/babylon/pep", } });
  10. max123

    waterMaterial

    I raised an issue about ocean/water shader ages ago. Apparently, it's a tough bitch to crack - still no solution that I know of..
  11. requirejs(["pep", "babylon", this.settingsFile]... Worked great... until now. Babylon is a small part of the project I'm working on and is loaded via requirejs at runtime when needed.
  12. max123

    waterMaterial

    Had this problem. The solution is to play with scene.clearColor and/or scene.ambientColor. I think it's the former.
  13. Hi, I've just updated v3.0 to 3.2 and am getting this error: Uncaught ReferenceError: BABYLON is not defined. I'm using requirejs to load BJS, PEP and some other libs. Has something changed in 3.2 definitions?
  14. max123

    Make gameplay smoother

    I presume @syed samoon is talking about game loop delta timing. Generally speaking, game loops, in their simplest form, work similar to: const _fps = 60.0; const _interval = 1000.0 / _fps; const _lastTick = performance.now(); private tick() { let now = performance.now(); requestAnimationFrame(tick); let frameTime = now - _lastTick; _lastTick = now; update(frameTime); } Where frametime/deltatime is the time spent within one tick. You can go all fancy and and split update/render methods and run update() inside a while loop : _delta += frameTime; while (_delta >= _interval) { _delta -= _interval; update(1); } Which will give you constant update (could be important for game state/physics) and render-whenever-you-can setup. But as other users have pointed out, you can use Babylon's engine.getDeltaTime()
  15. max123

    Aliasing in VR mode

    Same thing happens with VRDeviceOrientationFreeCamera, when compensateDistortion is set to true: antialiasing is just gone.