MackeyK24

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  1. Apparently this is my fault... I see now how IMPORTANT documentation REALLY is for BabylonJS development. I didn't mean to piss people off (because i was pissed and did not know what was going on). I guess i could have handled that a bitt better. BTW ... I am stopping all feature development on the Toolkit UNTIL i get the documentation up and running. I can only imagine the frustration others can have if i was so frustrated by the removal of some deprecated functions (which for some reason i DID NOT see that they were depreciated since BEFORE i even started working with babylon... i think i got involved around version 2.4) I will try do better in looking up what has been changed, especially when using the ALPHA version (maybe i should be concentrating on the latest stable version for toolkit... and just deal with any new features by added to toolkit UNTIL that feature makes it to stable version). Anyways... I hope I can get GOOD docs done for the toolkit to avoid pissing folks off trying to develop games using toolkit with NO documentation. I will work on that. @MrVR I will send you a new toolkit with new physics component... Call me up when can... Lets sync up and work on our docs... (Then we can come back and work on the toolkit features like additional material library stuff and your spline stuff and the other components... we will come back to those after docs... OK) Lets just try and get that out of the way... ASAP
  2. Reported where... how can you tell, by reading the commits ??? Is there some blog or something for each version ? Or was there some blog about physics state that I SHOULD HAVE BEEN paying attention to ? BTW... thanks for the info on just using new BABYLON.PhysicsImposter... Didn't know we could do that... Everything i ever remember seeing including the babylonJs ebook say must use mesh.setPhysicsState and if something changed about that ... i never saw any info about it.
  3. This is so NOT KOOL... How am i supposed to know what API to use for Physics Now.
  4. Yo... What happened to SetPhysicsState ??? You can't just change or remove something like that with NO info... I don't see any INFO about it...
  5. Is the there some kind of PUBLISHED list of breaking changes that is going to happen when i using the Preview release versions... If i make changes to the github.. i have to use that version (i.e. i made a bunch of little changes to the 2.6 version). Now i can't seem to even find 2.6 and current preview version now using 3.0 ... But apparently there are BREAKING changes in the api from the 2.6 we been using the past few months to this new 3.0... Some kind of generics for Gamepads and now setPhysicsState is NO LONGER on the AbstractMesh... SO FAR ... that all i found. So My question is ... Is there some kind of LIST or ANNOUNCEMENT that is says 'Hey we made breaking changes and this is how you use the new stuff' ??? So how i am to use Physics With this new version (That also has my changes from the missing 2.6 version that was working fine). And the Gamepads ???
  6. Hey @Deltakosh or @Sebavan ... Do you know which number it goes by for the max textures... The Fragment Max Texture unit of 16 for example or the Max Combined Texture units which on my mac with chrome shows 80: My iPhone reports 8 for both fragment and max combined so that is why i get issues on iOS ... but i am trying to write some 'scaling' logic in my shader material to scale back the environment texture of some of splats depending on how many you have to work with on that platform... But i need to know what number i should be working with... the fragment texture unit as the MAX or the 'Max Combined Texture Image Units' as the MAX ALSO... How can i check this for max texture units available in webgl so i can act accordingly
  7. Which part are you going by the Fragment Shader: Max Texture Image Units 16 on mac in safari or the Total Combined Texture Units which also 16 for me on safari
  8. I have been running a shader on mac and pc using splatmaps... But for some reason on iOS the console reports these errors... Is there something kind of compatibility layer i need to do something special for iOS in shaders??? Does anybody have a clue has to what the error could be coming from when run on iOS ... works fine on regular computer. If anyone needs to take a look at my actual shader code: Terrain_Splatmap.vertex.fx Terrain_Splatmap.fragment.fx Note this is only an issue on iOS mobile so far and ONLY after trying to use forth splat texture 'albedoSampler4' ... Weird ... Is there a MAX texture limit on IOS... Works great on pc, mac, android and xbox... just craps after forth splat on iOS @Deltakosh , @Sebavan or @RaananW got any ideas
  9. But if you wanna take a look at the actual shader code i used to do all this (But i don't use a specific SplatmapMaterial like before... I now use my UniversalShaderMaterial in the unity toolkit for ALL babylon JS shaders (that are not PBR or Standard)... Including the built-in terrain system)... but you should be make out what additional (Beside the regular PBR pipeline) material properties i am pumping into shader from the vertex and fragment sections... anyways here is my actual shader code: UnitySplatmap.shader Note: Vertex and Fragment sections are contained in the .shader files
  10. BTW... my new builtin Unity Toolkit Terrain system ... now fully packs a forth texture into the splatmap alpha channel... Seemed like a waste to not use the alpha channel that was just sitting there going to waste... so now can use up to 16 textures and 1 or more bump samplers (max 16) on any one or more splats... Real nice detailed terrains using pre-made Unity Terrain assets from asset store now possible...
  11. As soon as me and @MrVR get some kinda updated documentation ... all will be available on the babylon.js github (including any Extensions i have created to support babylon.js found in the BJS Extensions github) Note: I just , not minutes ago, wrapped up the latest U3D - BabylonJS Editor Toolkit - Version 1.0.1 and sent to @MrVR so he can start going thru all the new features with me and we basically starting all over documenting features (cause so many changed... Much better implementations of basically EVERYTHING in the toolkit.) It is a fully functional 'BabylonJS Game Development Editor For Unity' Hopefully we will get this done VERY SOON, I know @Deltakosh will be happy when the docs are done
  12. But BabylonJS handles 65 bones real nice like... I showed a video recently using animated characters using 65 bones with very long animations (500 plus frames)... so that means there are five hundred key frames who's value is the bones transformation Matrix info for each of the 65 bones... still works great ... all 65 bones from re-skined mixamo rig (using my Maya Art Tools) ... Smooth animations 60 fps even multiple characters (not optimized to share any bones or anything)... BabylonJS is FREAKING AWESOME
  13. Is this using the a UNMODIFIED StandardMaterial and 'default' vertex and fragment shaders... Because i use a ton of uniforms (basically all the PBR uniforms plus a Universal Material uniforms) for my splatmap and i was concerned about that many number of splats on a large terrain... And it works great on Chrome (My primary dev browser)... but also Safari, Firefox, Opera, Mobile Android, My Xbox One (using Edge) and is work smooth as heck ... so far (even though i have NOT got all the bumping working)... But i do have all the additional 'Infos' and 'Matrix' uniforms for the 4 additional splatsmaps, 12 additional diffuse texture and 12 additional bump textures... That a whole lot more the the uniforms the 'default' shader is using. So you gonna have to give more info, maybe make a quick video showing your whole problem and maybe we can pin point the problem Also.. What version of Babylon.js are you running... 2.6 preview has had ALOT of general WebGL work... If not already using 2.6 try your scene with 2.6 had see what happens. UPDATE: Sorry guys i MISS SPOKE about the available textures in IOS... I guess i only test iOS with 1 set of splats and normals. Im working on scaling back functionality for IOS But there is a TEXTURE limit ... and uniform limit... But that uniform limit is pretty high... i don't think your actually using too many uniforms... must be something with the browser implementation of webgl... Sorry i coundnt be more helpful @MasterK Hope you got something from it.
  14. hey @Deltakosh After fixing lighting issues and use Ambient Light (Hemispheric Light) diffuse color to white the lighting shows up on cubes but as a side affect since the ambient diffuse color is white the shadows LIGHTEN up quite a bit... If i go darker ambient diffuse color the shadows are richer nut dark on cubes... Should the Shadow color take into ambient diffuse since we have shadow generator to control the darkness of shadow... Should the shadow part AFTER the ambient part in the shader fragment section??? take a look at the very light shadows now with ambient diffuse color set to white:
  15. Found and Fixed issue... First of all my Toolkit uses a new BABYLON.UniversalMateral for use as general purpose CYOS type deal... The UnivseralShader is basically a copy of Standard Material merged with the Custom property map features from the shader material with the component life cycle to control you shader from tiny little shader controller scripts (just like the mesh, light and camera scripts from toolkit)... I can now pickup the entire standard (default.fx) shader pipeline for all unity supported material property like _MainTex, _BumpMap etc... that map to the UniversalMaterial diffuse bump etc... PLUS all the custom property map features from the shader material.. so can easily add runtime properties using UniversalMaterial.setfloat setTexture etc... Now i am picking up everything from standard shader pipeline ... Also Unity was using a very dark Ambient Specular Color... Had to change because babylon we want color like white for HemisphericLight specular color... Fixed that too... Now is working great so far