negrant

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  1. 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
  2. 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!
  3. Hi all! I made map with buildings and trees. The map using 15 textures 512x512. What better for performance? Using 15 textures 512x512? Or combine all map textures in one big texture 2048x2048? and what the max size of the texture babylon is supports? Thank!
  4. Sorry, but I not fully understood about your dialog with Deltakosh. I am not strong in English it is working example? or what it is? because this code stop all my animations on the scene var Animatable = BABYLON.Animatable; Animatable.prototype.stop = function (animationName) { var idx = this._scene._activeAnimatables.indexOf(this); if (idx > -1) { if (animationName) { var animations = this._animations; var numberOfAnimationsStopped = 0; for (var index = animations.length - 1; index >= 0; index--) { if (typeof animationName === "string" && animations[index].name != animationName) { continue; } animations[index].reset(); animations.splice(index, 1); numberOfAnimationsStopped++; } if (animations.length == numberOfAnimationsStopped) { this._scene._activeAnimatables.splice(idx, 1); if (this.onAnimationEnd) { this.onAnimationEnd(); } } } else { this._scene._activeAnimatables.splice(index, 1); var animations = this._animations; for (var index = 0; index < animations.length; index++) { animations[index].reset(); } if (this.onAnimationEnd) { this.onAnimationEnd(); } } } };
  5. adam, thank for help. Then I will be waiting for some help or informations from Deltakosh
  6. And what I need to change in my game code? If on playground you commented scene.render(), but how can I run my game without render?
  7. I don't understand how it's works without scene.render(), I get white screen if commented out scene.render()
  8. I tried it's on my game and result even worse: tremble. Thank for help, will waiting for some news from the babylon developers
  9. Good idea, but this are simplified version of my game, where player keeps a weapon and haves heavy animations like wave of the hand and I need know not only position of a bone, but rotation too edit: I understood, maybe I can use bone.getRotation, okay, tomorrow I will apply this idea to my game and then I will write what came of
  10. Yes, example, which adam share on playgraond are using version 2.6-alpha
  11. Yes, I tried to write movement after render, but this do not helped I think the authors of the babylon js can help, if them will analyse version 2.5 and 2.4, because in the version 2.4 all works fine
  12. Adam says Yes, I am simulating the movement Like in first video in this topic And I think, that a mesh attached to bone, must working with movements bones
  13. Yes, I shooted video with issue, sorry for big video resolution In some moment, the sphere detaching from bone, if I clicks my mouse
  14. Deltakosh, Hello again! I did not solve this problem but I knew something new about this problem and attach an example in this topic with this problem in the babylon 2.5, but if you run example in the babylon 2.4, then all works fine
  15. Okay, I did it But I don't know how to load a models on the playground and I just create the archive file. In my example I created many Elipse2D for simulating low FPS, you can change value of count of Elipses for manipulating of FPS, for each PC it is own count of elipses In example just you need it is click mause as many time as you can and you see that sphere, which attached to bone sometimes detaches for one moment And one more fact, if you try to run this example in the version of babylon 2.4, all works fine, without a bone detaching example.rar