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About Hersir

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  • Birthday 08/26/1986

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  1. I created mini project, I will try to host my babylon file so it can be launched in PG mesh-error.zip
  2. Shouldn't it be if (parsedMaterial.customType === "BABYLON.PBRMaterial" && parsedMaterial.overloadedAlbedo) {} instead of if (parsedMaterial.customType === "BABYLON.PBRMaterial" && !parsedMaterial.overloadedAlbedo) {} ?
  3. @Sebavan yes I had some issues with new one , I create PBR in babylon file like this { customType: "BABYLON.PBRMaterial", name: "Material name", id: "material id", reflectionTexture: { customType: "BABYLON.HDRCubeTexture", name: "environment.hdr", isBABYLONPreprocessed: true, hasAlpha: 0, level: 1, coordinatesMode: 3, }, microSurface: 0.9, reflectivityColor: [0.8, 0.8, 0.8], albedoColor: [0.02, 0.02, 0.02], environmentIntensity: 0.5 } But it was complaining that this is legacy one and I need to import it. After checking code I found that if (parsedMaterial.customType === "BABYLON.PBRMaterial" && !parsedMaterial.overloadedAlbedo) {} overloadedAlbedo should be added to material to not use legacy one, but I didn't found how to add it in babylon file.
  4. Yes this error is repeated in many places
  5. @Deltakosh I think I found what is wrong, inside Mesh -> render function there is check "var hardwareInstancedRendering = (engine.getCaps().instancedArrays !== null) ..... " but "engine.getCaps().instancedArrays" is never null its true/false. Will check if there are other places where it is used.
  6. if (this._webGLVersion > 1) { this._caps.instancedArrays = true; } else { var instanceExtension = this._gl.getExtension('ANGLE_instanced_arrays'); if (instanceExtension != null) { this._caps.instancedArrays = true; this._gl.drawArraysInstanced = instanceExtension.drawArraysInstancedANGLE.bind(instanceExtension); this._gl.drawElementsInstanced = instanceExtension.drawElementsInstancedANGLE.bind(instanceExtension); this._gl.vertexAttribDivisor = instanceExtension.vertexAttribDivisorANGLE.bind(instanceExtension); } else { this._caps.instancedArrays = false; } } Here is this check it sets this._caps.instancedArrays to false, so it detects correct that extension doesn't exist
  7. Hi, Someone have tried to use LegacyPbrMaterial with webpack? I copied file babylon.legacyPbrMaterial.min.js and made import in project (import "babylonjs/babylon.legacyPbrMaterial") but after that I get error Uncaught ReferenceError: __extends is not defined at babylon.legacyPbrMaterial.js:1 at BABYLON (babylon.legacyPbrMaterial.js:1) at Object.exports.byteLength (babylon.legacyPbrMaterial.js:2) at __webpack_require__ (bootstrap 3ce2b0a…:19) I have same erro if i try ti use inpsector. I am missing some config for webpack or typescript?
  8. No rush, thanks for help
  9. Hi, I have an issue with scene that is loaded incrementaly. After meshes are loaded I apply freezeWorldMatrix to some of them (checked isReady and it is is true). As soon as camera is near to meshes and beta angle of camera is near 90 meshes start to disappear and appear during camera movement. Doesn't happen if incremental loading is not used. Found similar issue here, but it was solved.
  10. Removed template tags from example PG Same error: Galaxy Tab 3: 4.2.2 Chrome: 56.0.2924.87 {vendor: "ARM", renderer: "Mali-400 MP", version: "WebGL 1.0 (OpenGL ES 2.0 Chromium)"}
  11. Galaxy Tab 3: 4.2.2 Chrome: 56.0.2924.87 Example: 18, 19 worked but in example 20 cube was black {vendor: "ARM", renderer: "Mali-400 MP", version: "WebGL 1.0 (OpenGL ES 2.0 Chromium)"}
  12. As on S2+ all examples worked, it could really be some glitch in device of Galaxy Tab 3
  13. Same error on Galaxy S2+ Device: Galaxy S2+, OS: Android 4.2.2 Chrome: 58.0.3029.83 Object {vendor: "Broadcom", renderer: "VideoCore IV HW", version: "WebGL 1.0 (OpenGL ES 2.0 Chromium)"}