mirco

Members
  • Content count

    21
  • Joined

  • Last visited

  1. I can run the playground but I don't see shadows on the ground. I get this message in the console "Error: WebGL warning: Disallowing antialiased backbuffers due to blacklisting." (Firefox) Tested on macOS 10.12.5 (16F73) Safari Version 10.1.1 (12603.2.4) Firefox 54.0.1 (64-Bit)
  2. I tried to play with my playground, but it look like I don't get the shadows work at all. Not on the ground and not on the object. Some other playgrounds don't show shadows too. https://www.babylonjs-playground.com/#IIZ9UU found in the shadow tutorial ( http://doc.babylonjs.com/tutorials/shadows ). The Playground 2.5 is broken. https://cdn.babylonjs.com/babylon.2.5.js returns with 404 Sorry for my questions about the shadows but I don't get it work, i like this framework and would love to build my project with Babylon. Thanks for your help.
  3. Hi, is there something new in Babylon.js 3.0 that help me fixing this problem? I read the changelog but doesn't find something that can help me here? Mirco
  4. yes, this works easy if you have a plane ground. But maybe not if I have a "sphere" world A other problem when I don't activate receive shadows on objects, how can i handle a "cameras" moves inside a house. All Items inside the house will get light through the walls but it should be dark in there?
  5. Ok, so I played around with Bias and disabled Blur but i don't find a good value for multiple different meshes and I don't can fix the problem with the light through the ground. Maybe some other ideas to work around this problem? Or do you think its possible to fix this problem ?
  6. so useBlurVarianceShadowMap currently doesn't work with mesh`s that generate and receive shadows at the same time? I tested the other options for the ShadowGenerator, but first I think its only the "quality" of the borders of the shadow, but I see that changing the option also reduce the realistic shadows. shadowGenerator.useBlurVarianceShadowMap = true; shadowGenerator.useBlurVarianceShadowMap = false;
  7. mh, I played around, but I don't no how I can calculate when a "DirectionalLight" is complete under the ground
  8. here i created a playground: http://www.babylonjs-playground.com/#16XKTO#33 the cone is complete dark, I don't no what I have to adjust to get I back "pink" because there is no shadow that should produce on the cone.
  9. I have tried shadowGenerator.bias but it doesn't help.
  10. I think the problem is that your "canvasTwo" is to small and your text to long. new BABYLON.Size(100, 100) will make that the text appears (parts of it)
  11. sorry I have a next problem, I have activate receiveShadows on the tree to remove the lightings from under the ground now I have a black tree all the time instead of the pink one. Maybe its related to my other problem, but I have tried it already without "flat shadings", but no better result. without receiveShadows with receiveShadows
  12. mh, thats good to now. but I think with a DirectionalLight its not possible to calculate it ?
  13. V!nc3r Thanks, you are right, i only gave the tree the option to produce shadow, but not "receiveShadows" @jerome because I don't now when the light is under the ground. Here in this example the ground is plane, but later it will be a HeightMap or something like that.
  14. Hi, i have a litte problem (hopefully). I try to implement a basic day-night lighting, including a small visualizing of it, to see whats going on. Now there is the problem that the light is under the ground, but the objects get the light through the ground. For the Light I use a "DirectionalLight" with the current position of x:4.33, y:-1.61, z:1.92 ( ground is at y:0 ) The direction of the light is set this way: light.setDirectionToTarget( new BABYLON.Vector3(0,0,0) ); I don't no if it matter but I have already deactivate "backFaceCulling = false" for the ground Maybe someone can give me a hint how to solve my issue. Attached i have a picture with my lightning issue. The yellow point is the light.
  15. thank you, works fine