MisterblueGuy

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About MisterblueGuy

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  1. Backward alpha order and GLTFLoader

    After digging into this more, it is not a problem with GLTFLoader or Babylon. Seems I have a discontinuious mesh that is made up of many semi-transparent textured surfaces and Babylon renders a single mesh in the order of the faces. That means no alpha ordering within a mesh. My problem to fix. Thanks for being here, though.
  2. I am using the GLTFLoader to load a scene which contains lots of meshes with textures that have alpha transparency. The meshes seem to be in the correct place in space but when panning around it seems that order that the transparent objects are rendered is backwards -- the transparent texture which should be rendered first is rendered last (that is, the one in the front is behind and the one in the back is in front). I don't find a lot of documentation of how to update the depth buffer for alpha texture rendering. Is there a call I should make to recompute the scene to get depths correct? Is this just a bug in the GLTFLoader?
  3. GLTFloader rotation with multiple nodes

    I'll do a PR shortly. Thanks. This could be related to the other rotation discussion as it would only happen if the node's rotation was specified as a quaternion. If it was passed as a matrix (as it is in all of the example objects), one would not see the problem.
  4. GLTFloader rotation with multiple nodes

    I've been having problems loading GLTF files that load correctly using other graphics packages. I have GLTF files that contain multiple nodes and the nodes would end up rotated oddly. Looking at the code, there is one place where, if the rotation is specified with a quaterion (rather than a matrix) the node rotation is computed with an odd RotationFromAxis computation. If I change the code to just fetch the quaterian from array, the GLTF file loads correctly. The lines in question is 2195 in babylong.glTFFileLoader.js: configureNode(lastNode, BABYLON.Vector3.FromArray(translation), BABYLON.Quaternion.RotationAxis(BABYLON.Vector3.FromArray(rotation).normalize(), rotation[3]), BABYLON.Vector3.FromArray(scale)); works if it is changed to: configureNode(lastNode, BABYLON.Vector3.FromArray(translation), BABYLON.Quaternion.FromArray(rotation), BABYLON.Vector3.FromArray(scale)); Does one of the GLTF loader people know why the code is the way it is, and, is this a bug? (Also, since I'm new here, should this be reported in the GitHub issues or is this the right place?)