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About arek3D

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  • Birthday 01/01/1990

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    3D graphic, programming
  1. Thank you @Wingnut for your workaround!! I wrote proper UV values for my meshes and it works! In my free time, I will try to fix that issue with the newest exporter, which I had and I will test this strange UV behavior once again. Or maybe I should change 3ds max to 2017 version
  2. I think UV channel is correct in my mesh (this is default plane from 3ds max 2016. So UV must be correct. Moreover, I made a PG which prove that UV is incorrect only if I use DynamicTexture (in this example textures are swapped in the loop every 60 frames) This is quite strange, isn't it?
  3. Thank you very much for your answers! I will check that PG tomorrow. But how to explain the fact that when I put a standard texture, it works well on the same plane? Imho without UV channel it would not be possible. I use 3ds max 2016, with max2babylon exporter, but not the newest version, because it shows errors.
  4. Yes, right, but I do not know how to import my .babylon file on playground Is it possible? Mesh:
  5. Oh, I didn't know about this rabbit This is simple plane from 3ds max with proper mapping. Typical texture works fine on that. But if I use DynamicTexture I get something like this: Could you try with attached file? Thank you for your help! plane2.manifest plane2.babylon
  6. Hello, I have noticed that there is a problem with UV mapping, if I use a dynamicTexture on my mesh, imported from .babylon file. I am sure that my mesh has proper UV mapping, I have checked it by using standard texture. If I use normal texture on this mesh, everything is ok. If I use dynamic texture on BABYLON.Mesh, everything is ok. If I use dynamic texture on my mesh, I have seen something like that: I can't find an example on the playground with a mesh with proper UV mapping, so I have chosen the skull Playground:
  7. I have tested it on this sample scene on my HDD, and it WORKS! So I think it will be similar in my project, I will check it tomorrow ;D I didn't know about this parameter in engine costructor, but I tried to set stencil's flags by myself, and there was not any effects: engine.isStencilEnable = true; engine._isStencilEnable = true ; Anyway, thanks a lot @Deltakosh!!
  8. Hello, I think the simplest way is to make a condition with camera.radius and a flag (to check is it before explosion) in registerBeforeRender() function:
  9. I don't have any idea, how it is possible, but I had implemented this in my project and it didn't work. After many hours I decided to download this scene from Playground, and test it on my HDD, and it didn't work too. It is a big surprise for me :/ @Deltakosh, do you have any idea what is going on here? Chrome doesn't show any errors. The only error message I got, was in Mozilla Firefox console, but I doubt that it is related to this issue. Error: WebGL: Failed to create WebGL context: WebGL creation failed: * Error during ANGLE OpenGL init. * Error during ANGLE OpenGL init. * Error during ANGLE OpenGL init. * Error during ANGLE OpenGL init. * Error during ANGLE OpenGL init. * Exhausted GL driver caps. babylon.js:4:12713 BJS - [14:20:55]: Babylon.js engine (v3.0-alpha) launched babylon.js:3:22931 Error: WebGL: texImage2D: Conversion requires pixel reformatting.
  10. This is exactly what I wanted to achieve. You are a God here. No doubt. Thank you sooo much!!
  11. Hello, what do you think, what is the best way to show this green tree only at this gray box. I would like to hide every pixel which is outside the box, even if I will rotate a camera. This plane will be pickable and the user will be able to move it above 3D object, but it is necessary to hide pixel outside. I tried to make a layer/foreground, put there a texture made by RenderTargetTexture of gray box and mask every planes which I will add. But this solution is not good, because in this function I need to have an URL of the image, not a texture: new Layer(name, imgUrl, scene, isBackground, color) Do you have any ideas how to get this effect? Thank you in advance!
  12. I was thinking about that solution before, but I have one big file and only few small textures, so it wouldn't look rightly I think. So I see two ways: 1) make fake loading progress using setInterval() and variable with logarithmic increase. 2) Change AssetManager to SceneLoader. Thank you very much @Wingnut and @Deltakosh!
  13. Hello, I have a problem with get information how many percent of all mesh/textures were loaded, while I use AssetsManager. I have seen a similar topic, but there SceneLoader is used. Is it possible to get those information about loading progress, while I use AssetsManager?
  14. Hello, I have a problem with anti-aliasing while I am using bright reflection map and fresnel. If I turn off anti-aliasing using "engine: new BABYLON.Engine(canvas, false)," there isn't any white pixels on the edges. But if I turn on anti-aliasing using "engine: new BABYLON.Engine(canvas, true)," there are some white, ugly, jagged edges. Is there any command to have more control of strength and quality of anti-aliasing? I tried to set post process using different sampling mode (NEAREST, BILINEAR, TRILINEAR), but only thing I noticed was worse performance. var postProcess = new BABYLON.FxaaPostProcess("fxaa", 1.0, null, null, engine, true); I hope you can help me in this issue. P.S. Thanks for this great framework!