Tavurth

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  1. So it was very simple to make the change: // Each object has it's own JS position vector // Here we assign new a mesh position based on a subtraction of // this mesh's position and the new origin's position // Save this object for use inside Object.each() var that = this; // Offset each of the meshes which belong to this object by an arbitrary position Object.each(this.meshes, function(mesh) { mesh.position = that.position.subtract(newOrigin.position); }); Using mootools for Object.each
  2. As a workaround to this problem, I guess I'll use the currently viewed object as the origin, and re-compute the position of other objects, using the current as an offset. (Not ideal since it'll be calculation heavy). Another workaround would be to play with sizes and distances until I find something that works, although taking this route will likely end up giving me problems in the future. Thank you for your help) Edit: Relevant information here: http://stackoverflow.com/questions/14761595/three-js-objects-shimmering-at-large-distances
  3. Thank you, yes you're right, my mistake. So to normalise, this would be a size of 1 at a distance of 250k: https://codepen.io/anon/pen/RGVgVQ?editors=0010 Is this just a problem with WebGL? I don't remember having it with OpenGL 3.0, when loaded through a window server. Is it assumed that everyone will use less than 250k units?
  4. For comparison here is ThreeJS running with a size of 1 and a distance of 440 million from the origin. (Near upper limit) https://codepen.io/anon/pen/ORpZJE?editors=0010
  5. Problem is evident even when there is only one sphere: http://www.babylonjs-playground.com/#1SSVBR#1 To normalise the bug, A sphere of size 1 with distance 250k from the origin causes uncontrollable and unworkable jitter. I'm guessing that this is a problem with the basic render engine, does anyone have any ideas?
  6. When using chains of parent objects, especially with large distances, the camera jumps all over the place: http://www.babylonjs-playground.com/#NJMSC#4 Problem kicks in just after a distance of 10,000,000. This could perhaps be solved by utilising https://github.com/MikeMcl/bignumber.js/ Edit: Problem occurs when there's a large differential between the size and distance when using parent objects: http://www.babylonjs-playground.com/#NJMSC#5
  7. Came here via google. I'm pretty sure that this is what Binyan was talking about: http://filmsbykris.com/scripts/Game-Basics/BabylonJS/rotation/rotate_point.html The trick is to set a point which rotates, and set the object that you want to rotate as it's child: objectToRotate.parent = pointToRotateAround pointToRotateAround.rotation.y += 0.005