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About sable

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  1. Playground editor cursor mis-aligned in Chrome

    All the monaco css rules are contained in the editor.main.css file from the monaco-editor npm package.
  2. Error with loadFromDataString (preview release)

    While this doesn't solve the problem with LoadFromDataString, I thought I'd mention that you can request images as blobs instead of array buffers,, which I found in my projects to be much faster as it means that a conversion to a base64 string isn't needed .
  3. Playground editor cursor mis-aligned in Chrome

    I'm getting the same issue in Chrome on a macbook pro, but works fine in ff. Works fine in everything on a Windows machine, so could be a webkit bug in macOS? Also, a local build of the playground from a week or two back works fine, so some change since then has triggered this.
  4. New Physics Engine Progress

    On an i7 3770k: Chrome 61: 8783ms for asm 8326ms for wasm FF 57 (dev edition): 7769ms for asm 7611ms for wasm The frame time (top right corner) sits at 12-13ms for wasm, but 16-17ms for asm after the test is finished.
  5. Pointer intersects bounding box

    @RaananW For my use case that doesn't work, as it's not about picking a certain mesh over other meshes, but rather that I want to be able to pick the mesh by clicking anywhere in the encompassing area, even where there are holes (such as the center of a torus
  6. Pointer intersects bounding box

    That doesn't seem to actually test using the bounding box, but rather just returns the first positive result (despite what the documentation there says. The mesh.intersects documentation for fastcheck here seems more correct).
  7. Pointer intersects bounding box

    Hey Delta, thanks for your reply. I was specifically looking for a way to pick using the bounding box, as the mesh I'm wanting to pick has holes in it. I want the whole area to be pickable, and using the bounding box seemed like a good way to achieve this (while also getting a nice buffer area for the pick). Thanks for the explanation regarding local space, that does make sense.
  8. I've just been finding a way to test if the pointer intersects with a bounding box of a mesh in the scene, and have come up with I've a couple of questions though. First, is there a more obvious way to do this that would tie in with the action manager? Second, why is ray.intersectsBox() and similar methods dealing with mesh local space and not world space (i.e. it's internally using minimum and maximum as opposed to minimumWorld and maximumWorld). There's likely a good reason, but I couldn't find anything that even references that before using these methods a transform on the ray would be needed (to get it from world to mesh local space), besides in one post here.
  9. I've been attempting to get instances working with shaderMaterial, but am a bit stuck. I think I've done all the above, except as I'm not sure how to do this.
  10. New feature: Behaviors

    I may be missing something, but shouldn't there be a way to change the properties of the camera behaviours without accessing the private members (e.g. using _bouncingBehavior here)? Otherwise looks good. Edit: I was missing something; should have read the docs better, getBehaviorByName() is obviously how this is done.
  11. Position/Point Labels

    Hey Pryme, Just curious what wasn't working with the moveToVector method. Seems to work for me here
  12. I would guess that you need to include the procedural texture in your project.
  13. Drawing Firing Arcs

    All that is doing is subtracting the center vector from the point vector and storing it in another vector called _translatedPoint. Vector3.prototype.subtractToRef = function (otherVector, result) { result.x = this.x - otherVector.x; result.y = this.y - otherVector.y; result.z = this.z - otherVector.z; return this; };
  14. Drawing Firing Arcs

    Yep, it can be done in the same way you were calculating distance before. The vector subtraction could also easily be done without babylonjs.
  15. Drawing Firing Arcs

    This seemed interesting, so I had a play about with it. I'm not entirely sure if that's sort of what you were getting at or not, so let me know. EDIT: Mistake in first pg when sphere not at origin, see lines 110 to 112 --> I'd translated an already translated point