AB95

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About AB95

  • Rank
    Member
  • Birthday 12/29/1995

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  • Gender
    Female
  • Location
    Johor, Malaysia
  • Interests
    Icon design, writing song, playing guitar

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  1. Hi, I know this should not be BabylonJS issue, just intend to aware people that Lenovo Phab 2 Pro may have canvas rendering issue. I am using chome to open the webpage, while firefox and opera had no problem displaying the 3D scene. below are screenshots of webpage with webgl content: The Sponza Demo: www.babylonjs.com/demos/sponza/ The Espilit Demo: https://www.babylonjs.com/demos/espilit/ The Instances Demo: https://www.babylonjs.com/demos/instances/ And all ThreeJS projects I had viewed so far have this issue too: Lasertown: http://oletus.github.io/lasertown/ The Aviator: https://tympanus.net/Tutorials/TheAviator/ It looks like the major area of the canvas is covered, and leaving only a small rectangle area at the left bottom corner to be viewable, I am able to apply user input beyond the viewable rectangle area to navigate the scene(for example the Espilit demo). I had file an bug report to chrome and intend to file another one to lenovo as well.
  2. @Deltakosh the Sponza scene loads perfectly on the iphone 6 that previously having issue loading my page. And in fact, I just enable offline support by setting up the manifest file. And unexpectedly, after I did that, error's gone, I am able to enter the scene again, but I am uncertain about how reliable this is as it took me a few times of clear cache and reload to finally enter the scene. Also, regarding the offline support, may i ask, will clear cache also remove offline resource? Once I clear cache, do I have to change the version number in manifest file in order to download assets again? Thanks.
  3. hi @Deltakosh, the gzip compression is on, and after I convert .babylon file into .incremental.babylon file, same link: http://52.74.240.184/infographics/game_RisingSeaLevel/ the first few time i am finally able to enter the scene using iphone 6 safari, but as I tested again for a few more times(every time I clear safari cache before open the webpage again), more errors shows out, an error similar as previous one shows up again: Error status: 0 - Unable to load fileRoot/myScene.someOfMySceneMeshName.babylonmeshdata I am surprise as there are some of the .babylonmeshdata that have this error which are actually quick small in size. also there is a new error: Cross-origin image load denied by Cross-Origin Resource Sharing policy. I am not familiar with server side knowledge, but since the scene is not hosted locally, I wonder why cross-origin error still occurs... Also this times of using incremental babylon file, these error occurs on almost all iphone (5, 6, 6s as i asked friend to help me test), previously when I use non incremental babylon file to import mesh into the scene, iphone 6s seems to have no issue, although it could be iOS having a good day and decide to have a success loading on some of the iphone brand. iOS is really giving me a huge pain...
  4. Hi everyone, I am working on a scene that requires import meshes from .babylon file, most of the time I debug the scene on android mobile browser, and I got this error while trying to load the scene in iphone 5 & 6 (ios 10.2.1 up to date)safari browser: Error status: 0 - Unable to load myfile.babylon this is the link of the webpage http://52.74.240.184/infographics/game_RisingSeaLevel/. I have no problem loading the scene on desktop, android mobile browser(chrome, firefox, opera), however, when I try to load the scene on iphone 6, most of the times I encounter the above error during the middle of importing mesh, if you open the webpage using iphone, there is a chance for you to stuck in the loading screen, when the error occurs. Nonetheless, there is a few times the scene can be successfully loaded, but only a few times. May I know if anyone who ever got with this error knows what is going on, as I am mainly working on the content of the 3D scene rather than handle the back-end part, thanks!
  5. Hi @davrous sorry for all the misleading information that I provided here, turns out I did not switch on the physical sound mode switch, I had no problem hearing the sounds now, thank you.
  6. hi @davrous, sorry for the lack of information, the thing is, I am certain that the sound is on, we had the volume check before and during accessing the website, and we had already added user input to play sound, below are the results: 1. on android mobile chrome browser - no need user input, all autoplay sound play flawlessly. 2. on iphone safari browser(not webapp, I am not opening the website link on home screen) - require first tap on screen to enable sound, after that sounds played properly. 3. on iphone webapp(when I said open in web app mode, what I mean is opening the website by adding it to mobile home screen first, then tap on the website icon at home screen to enter web app mode) - no sound is played. hi @pixelactivity, we did noticed the requirement of first tap to play sound on iphone safari browser, and that works on the iphone safari browser, but when we open the website in web app form, even with user input to call myAudio.play(), no sound can be heard, and yes, we are sure the sound is on. We initialised sound using Babylon.Sound, we even try to use web audio api to create sound(yes babylon has check the availability of web audio, we do that just to check), though it works on every other platform except iphone web app.
  7. @jinxsterz ok, I will reply on this thread from now on.
  8. Hi everyone, i was trying to pause a scene when the browser window is not active(eg. user switches tab, ctrl/cmd+tab, another window is currently focus,etc). To pause the scene, i need the background music and all animations to be paused, below playground example shows my approach: http://babylonjs-playground.com/#1MZCTQ I got two results: 1. when I click on another window(for example a notepad) that overlapped the browser, the notepad is now focus and the browser is blur, hence both sound and animation are paused, this is expected; 2. when I ctrl/cmd+tab or manually click on another tab to switch tab, only sound is paused but the animation continues playing. looks like $(window).blur(function() {...}); is triggered, but only bgm.pause() work, anim.pause() doesn't work. $(window).focus(function() { anim.restart(); bgm.play(); }); $(window).blur(function() { anim.pause(); bgm.pause(); }); any help will be appreciated, thank you!
  9. @Wingnut hi, I understand the growing BJS community and it is reasonable for questions being missed sometimes. And as the GearVR is currently not with me, I will test it on tomorrow morning(I currently stay in Singapore, it is now 12.01am). But based on my previous trial and error, there is something I am certain about while testing BJS WebVRFreeCamera with Samsung Internet using GearVR: 1. the device is certain in webvr mode during the testing ( I have seen the "WebVR is not enabled on your browser" error before when I first tried on GearVR,but that is because I have to manually type in internet://webvr-enable in Samsung internet url bar to enable webvr feature, after that the error's gone) 2. I had a button for switching between VRDeviceOrientation Camera and WebVRFreeCamera, if I pressed it to switch camera, it will do scene.activeCamera = new BABYLON.WebVRFreeCamera(...); and log window would return the current scene.activeCamera name. But everytime I pressed, there is no log result which I suspect the failure of WebVRFreeCamera initialisation. @davrous hi, I've seen this video which leads me to the Sponza demo, and I had tested the Sponza scene in GearVR. I can't remember the exact result of pressing the VR button already, it is either 1. switch to deviceOrientation camera(which i should see the two vr viewport display on the flat Samsung internet screen in front of me in GearVR( which is weird, because for what I remember, navigator.getVRDisplays return true during the beginning of each of my testing in GearVR), 2. or the scene shows no changes upon the button press, i will check again tomorrow, and it could be Samsung Internet is using webvr 1.1 too, so I am looking forward for Raanan's new WebVRFreeCamera! Finally, thank you all for the helps, BJS is very easy to learn and it helps me to build 3D scene on web page in a convenient way, I really appreciate all the active responses I got every times I ask a question here.
  10. hi everyone, sorry for pushing this up, just wondering if anyone has also tried to convert babylonjs scene into webvr experience specifically in GearVR's Samsung Internet? As I use GearVR to view a babylon demo that features webVRFreeCamera: http://david.blob.core.windows.net/babylonjs/SponzaVR/index.html but the camera doesn't work, and I was wondering the usability of WebVRFreeCamera in GearVR. Thank you.
  11. hi everyone, I look through the forum to see if anyone has worked on a babylonJS example that involved the use of WebVRFreeCamera with Samsung GearVR(with their phone device attached to the gear mini usb), since GearVR's internet browser "Samsung Internet" has webvr supported. But what I found mostly are people suggested using VRDeviceOrientationCamera for GearVR instead, which is using mobile screen as the vr display. So my question is as stated in the title: is it possible to just create a WebVRFreeCamera in the BJS scene for webvr experience to be worked on GearVR? I also found this example which uses Three.js and the webvr api, which I tested on gearVR's samsung internet and it works, but I had never learned Three.js before and I am keen to continue working on a babylon.js scene instead.
  12. ok, I think I solved the problem, to prevent the callback being called, I just set the first animatable's callback to null every times I want to restart the entire scene animation, reset the second animatables back to frame zero as well. http://www.babylonjs-playground.com/#OQENJ#7
  13. Hi @aWeirdo and @JohnK Thanks for both of your quick response! JohnK method works for me -- only if my issue is within the playground scene, the thing is, sry for the simplified scene, I realise I should have pointed out some part that make me resist in using scene.beginAnimation, the reason is that I had another animation within the callback of the first animatable: http://www.babylonjs-playground.com/#OQENJ#5 which using scene.beginAnimationI() will cause the animatable within the first animatable's callback being called without the first animatable completes its animation (you should be able to observe the second animatable start before the first animatable finish, by pressing the restart button before the box finish its animation). I try to I explain my problem as clear as possible, thanks for the help!
  14. Hi everyone, there might be a way of doing this but I must be missing something... I have a scene which consists of different meshes having different animations, all of the animation only run once. Basically, I would like to be able to "reload" the scene without actually reloading it, which I try to reset all the meshes' animations by pausing all unfinished meshes' animatable, set their animation's frame back to zero, and restart each of the animatable again. This method work when all of the animatables in scene have not reached their last frame. It won't work on those animatable who had reached its last frame, which their frame will be set to zero, but not able to be restarted. A simplified scene that showing my approach, as you will see the restart button doesn't work when the animation has reached its last frame. http://www.babylonjs-playground.com/#OQENJ Any help would be appreciated, thank you!