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About SvenFrankson

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  1. PBRSpecularGlossy and ReflectionProbe

    I just tried to assign an empty one to the texture, the differences are pretty small (the objets are quite small and glossy) and there's no freeze during scene load. I guess my problem's solved, thanks !
  2. PBRSpecularGlossy and ReflectionProbe

    Thanks Sebavan, I'll try it, seems like it could do the trick for us I think my side question was "What does this computation do ?" ? It's about extracting light information from the texture ?
  3. Hi everyone, I'm facing some issues with the use of ReflectionProbe, may I please request some help ? Here's the use case : Some object is in a room with walls and windows, and I'd like the walls and windows to reflect on the objet. So I add a probe at the object's position, push the walls and windows in the probe renderList. And it works pretty well ! (here, the cube is the object, the balls are the walls and windows...) But in some cases (like in the linked playground), there's some long and synchronous computation when it needs to call ConvertCubeMapTextureToSphericalPolynomial. I think it's correlated to the type of the Material I'm applying the probe texture on... Is there a workaround to avoid this computation ? (beside reducing the texture size ?). On a side note, I have very little knowledge about the concepts of light harmonics, but why does this computation only happens once if the probe is updated each frame ? In advance, thanks a lot for your inputs ! Have a nice day,
  4. PBR, cameraContrast, cameraExposure

    Indeed, it's a much better way to access this property, thanks !
  5. Hi, We have a few questions concerning the cameraExposure and cameraContrast properties on PBRMaterial. Have these properties been lost during the update to 3.1 ? It would be something like this : Here, the spheres have the same contrast and exposure. I think it was not the case before. Also, we love the new workflow for PBR (specular glossy and metallic roughness), but it does not expose this property at all. Is there a way to achieve this kind of result with the new workflow ? note : we kinda did it through material["_imageProcessingConfiguration"].contrast = v; But it tends to cause WebGL warnings (INVALID_VALUE: uniformBlockBinding: invalid uniform block index) and randomly overexpose our scene. Thanks a lot for your help ! We'd take any info you have about this properties, Best regards,
  6. Hi, Thanks for solving this one, we had the same issue ! Still one issue, leftCamera and rightCamera does not seem to be ready once the webVRFreeCamera is instantiated See this one : it fails when trying to access leftCamera But this one : is ok with the timeout Is there already an "onLoad" event when can register to ? camera.onReady does not seem to be the one. Thanks for your inputs !
  7. Thanks for the reactivity, once again ! And glad to see that non-compliance with my use-case can qualify as a bug ^^
  8. Hi, I'm currently trying to convert some input code to observer/observables. Here's a playground : When clicking in the scene, the ground color is randomly changed. Is there a built-in way in the observable design to avoid triggering the scene pointer observer when triggering the gui pointer observer ? (ie : the ground should not change color when the clic hits the gui button) If not, can we pick which observer we want to be triggered first ? So we can share some data accross the observer to abort (like skipNextObserver, but on a wider scope) If not, it seems the GUI observer is triggered first. Can we rely on this ? Thanks a lot for your inputs ! Have a nice day, Note : As well... It seems "scene pickObservable" already performs some picking in the scene. Is there a way to avoid this behaviour ? (in the case we want to do the picking with another predicate). Thanks !
  9. Recalculate mesh shading

    Isn't it due to the fact the mesh worldMatrix is applied to the normal vector in the shader ? Something like vNormalW = world * vNormal , but I don't know where it happens when there's not Material assigned. Here maybe ? maybe ? #ifdef NORMAL vNormalW = normalize(vec3(finalWorld * vec4(normalUpdated, 0.0))); #endif
  10. keypress on canvas not working

    KeyPress works because it logs, but with no effect in the scene when exchanging keypress and keydown events. In my browser, "keypress" has a different event object than "keyup" and "keydown" (keyCode is missing). KeyCode being deprecated (, you might want to use a more reliable event property. Fixed here : , if that's what your issue is. Best regards,
  11. Babylon GUI and hardwareScalingLevel

    Hi, Isn't the scaling happening here for the GUI Button ? That's where I can have it working. (I'm not yet very familiar with the pointer observable design, but I think the methods from scene.ts are not called when clicking on GUI button) Best regards !
  12. I might be because you have not installed Typescript extensions for VsCode, so it's not parsing the .d.ts file. Also, on my VsCode setup there's no intellisense / hint / autocomplete when writing scripts into the <script></script> tags of a .html document. Maybe you should try in a separate .js or .ts file.
  13. Babylon GUI and hardwareScalingLevel

    Hi everyone, I have some issues with BABYLON.GUI on devices with more than one pixel per pixel. (third topic this month concerning pixel ratio... ^^' ) I think the pointDown event has a value in "layout pixel", but the GUI lib uses it as "texture pixel", so it's out (if you put your cursor down right the window, you will see it fires the pointer event) My guess : 1) Either the layout should be made in "layout pixel" : When a box is said to have a height of 100px, on a device with 0.5 ratio, it's 200px on the AdvancedRenderingTexture. 2) Either we scale the pointerInput Vector2 argument. 3) I missed an already existing option to solve this. I'd say option 1 makes more sense, also 3 is more likely to happen But it's up to you. Should I submit a PR ? Thanks and have a nice day !
  14. Hi, It loads here, I have the same scene as you. If it's huge, and stored in the localstorage, maybe you're exceeding the capacity of your local storage ? I think it's something like 5 or 10Mo by default. Have you tried extracting the scene data causing you troubles and displaying them in a json reader application ? (like any IDE or Notepad), this way you can check if it's still valid JSON.
  15. How to lock Arc Camera up down

    Hi, Set Beta limits to your Camera Beta value can do the trick :