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  1. Hi All. Maybe it seems strangely but how I can before use scale9 for sprite2D, scale this sprite without scale9 and after that applying to this sprite scale9? Why I need this? For optimization! I have canvas size 1280x720, then I am make the size for this canvas 640x360 and scale = 2 and for all sprite2D objects on this canvas I set scale = 0.5 and in results we have few resolution for canvas and good quality for all sprite2D objects. But some sprites uses scale9 and if I set scale 0.5 for this sprites, then this sprites at once uses scale9 but I need use just scale 0.5 and after that apply scale9. This is what I get if scale of canvas = 1 and the button scaleX = 1.5, scaleY = 1 (uses scale9) But what I get if scale canvas = 2 and button scaleX = 0.75, scaleY = 0.5 (uses scale9) Need to apply scale 0.5 as original scale and then apply for a new size of sprite the scale9 grid. How I can to do this? Thanks!
  2. Hello! In old version of Babylon the BitmapFontTexture looks good: But when I updated the babylon to preview version all my fonts looks very bad: And if I set to font opacity = 0.0, Ican still see font:
  3. Hi guys! I have small problem, If I dispose WorldSpaceCanvas2D, material from canvas stay on the scene Example, you need look in console, you can see after disposing canvas the material on scene "myCanvas_Material" How I can dispose this material? Thanks!
  4. ParticlesSystem from AtlasSubPicture

    I immediately thought about explosions with using the spheres like in old lowpoly games on sony playstaion1 or sega dreamcats, I will hold this idea to the future. In past I was going to do explosions with sprites, but now only SPS Oh, I did not know about profiling, I am just using console, Thank, now I will use profiling Yes, I making games for social networks, it is my basic pay That's why some changes I will make in updated version of my game maybe They will hear Okay, thanks, I got it, and now I will dicide what better for current situations in my game Most likely SPS it is good desicion, maximum counts of all particles emitted on scene at once it is 1-2k, as jerome said jerome, Thanks too! Very helpful info
  5. ParticlesSystem from AtlasSubPicture

    Wingnut, thank you, cool idea One question about perfomance - it is the main thing for what I am doing this. What better for perfomace on your opinion, 10 textures each one it is single file and using it for ParticleSystem or one big texture atlass and using it for SolidParticleSystem? Because I want that game working on the weak laptops and I am trying to maximal optimize my game, Thank you so much for help!
  6. Hi! How I can create paticleSystem with subPicture fromTextureAtlass? In past I used texture atlases for Sprite2D, but now I have many textures for my particles systems and I want combine all my textures in one big textures, but how I can get subTexture from my big atlas texture or it is imposible and atlases using only for Sprite2D? Thank for any information :)
  7. covering Observable

    Hi all! My geme have a menu_1 with buttons, if you click some button, then over an old menu_1 creates a new menu_2 with new buttons, but buttons from menu_1 react for click even if it under of new menu_2. I mean, if my button have observable PointerUp and I am creates sprite over this button, then this button react for PointerUp anyway, even under sprite, how I can hide all Observable buttons under one big sprite, that it don't react for pointer, but when I am delete my big sprite, then buttons start react on poiter again? Thank
  8. Okay, it's helped, but if I am loading just texture - it is works, but if I am loading font, then no one error and nothing happening. I wrote in function onLoad console.log("font loaded") and nothing in console
  9. I got error on
  10. Where I can load my texture and font file, that I can load it in the playground?
  11. Hello all, I am using BitmapFontTexture for creating text messages, in browser chrome and opera all works fine, but in firefox I got white screen and error message: I tried to finding something in internet but still don't solved this problem. Thank.
  12. Several BitmapFontTexture

    Thank! Good news, I thinked that I did something wrong and just unidted all font textures in one texture.
  13. Hi all, I tried to use several BitmapFontTexture, but I see all text have first font and second font haves some deformations var f1 = new BABYLON.BitmapFontTexture(scene, "fonts/bulletsNumbers32.fnt", "fonts/bulletsNumbers32_0.png", undefined, false, undefined, function() { new BABYLON.Text2D("123", { parent: canvas, id: "text1", bitmapFontTexture: f1, x:100, y: 100}); }); var f2 = new BABYLON.BitmapFontTexture(scene, "fonts/message.fnt", "fonts/message_0.png", undefined, false, undefined, function() { new BABYLON.Text2D("123", { parent: canvas, id: "text2", bitmapFontTexture: f2, x:100, y: 200}); }); If i load just one font separately then first font or second font looks ok. First font Second font
  14. Hi everyone! And question again How I can attach the WorldSpaceCanvas2D to some mesh on my scene? Something like WorldSpaceCanvas2D.parent = myMesh. Or I need changing a canvas position and rotation in every frame? Then next question, how I can change the WorldSpaceCanvas2D position and rotation in worldSpace? Thank!