Hersir

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Hersir last won the day on July 21 2017

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About Hersir

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  • Birthday 08/26/1986

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    http://hersir88.github.io
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    hansagames

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  1. Hersir

    UVs from 3d max

    @Deltakosh thanks for clarifications
  2. Hi, I tried to make glow outline for plane , similar to HighlightLayer but I have texture that have transparent pixels so HighlightLayer wound work. Tried to make shader that draws outline, was ok with rectangle but have 1 texture that is not rectangle. Anyone have some suggestions how to draw glow outline around texture? As i found most of solutions have multi pass render. Thanks
  3. Hersir

    UVs from 3d max

    Hi, have question regarding 3d max export. I created rectangle plane in 3d max. Than tried to add custom shader material to it, and realised that uv.y is out of [0-1] range. void main(void) { if(vUV.y > 0.5) { gl_FragColor = vec4( 1.0, 1.0, 0.0, 1.0); } else { gl_FragColor = vec4( 1.0, 0.0, 1.0, 1.0); } } After checking exported babylon file saw that uv.x is from 0-1 but uv.y 1-2 [0,1,1,1,1,2,1,2,0,2,0,1] Some scaling could be applied? Is that desired behaviour ? Thanks.
  4. Hersir

    Weird animation jump

    @Deltakosh Ok thanks, will it be available as 3.2 npm update or it will go in 3.3 only ?
  5. Hersir

    Weird animation jump

    So trivial fix would be if (((to > from && ratio >= range) || (from > to && ratio <= range)) && !loop) { ...} but could be that I have missed something
  6. Hersir

    Weird animation jump

    var currentFrame = returnValue ? from + ratio % range : to; This causes it. So example: from: 0; to: 25; if ratio is 25 than this will cause current frame to be 0. if (((to > from && ratio > range) || (from > to && ratio < range)) && !loop) { ...} and ratio can be end value as in the if statement `ratio > range` is used, so in case ratio === range it still will do that calculation and will not set returnValue to false to jump to last frame
  7. Hersir

    Weird animation jump

    Ok found something, when it happens `currentFrame` inside `animate` function of `RuntimeAnimation` is `0`, so if there are 25 frames it goes like 1,2,3,4,5 .... and than 0 and after that jumps back to 25. Will dig more to understand what causes it to be 0.
  8. Hersir

    Weird animation jump

    Its hard to reproduce even in project but its happens much more on safari (desktop and mobile), will try to get some more data.
  9. Hi, Trying to debug weird animation issue, when during animation it jumps to first/last frame and than back and continue further normally. Happens for both camera/mesh animation, as it is very rare its not easy to get some data Maybe someone have seen similar issues ? Happens ofter on safari especially on iPhone 10. Thank you
  10. Hi, could anyone give me hint why animations from 3d max are exported (babylon format) shorter than they are inside 3d max (have 170 frames instead of my 1000 or so)? (Do not optimise animation is checked in properties) Saw Tick = 160 inside exporter code , is thats where its happening ? Thank you.
  11. Hersir

    PBR blacked out on android Galaxy S8+ (webgl 2)

    Hi @Sebavan unfortunallely its test device and it should remain with specific OS/browser combination for QA to test our products, but I will try to find other device, maybe there is some with Android 8.0. But that makes my probelm even harder, as right now I disabled webgl 2.0 on all mobile devices, but if it works on andorid 8 probabbly will need to block just andorid 7 or so . Can I debug it somehow to get better understanding what causes it , to have possibility to block just devices that are impacted ?
  12. Hi @Sebavan will copy logs, but I debug it an there were no errors, just warning from webgl but there are ton of them on android devices, especially on old ones. Will post as soon I will get device back
  13. Hi, found issue with PBR on android device, that have webgl 2.0 support, probably its chrome issue but thought to post it here as well. Device: Galaxy S8+ OS: Android 7.0 Chrome: 65.0.3325.109 Babylon: v3.2.0-rc.2 GPU: {vendor: "ARM", renderer: "Mali-G71", version: "WebGL 2.0 (OpenGL ES 3.0 Chromium)"} How to reproduce: any pbr playground will go, as all of them show black meshes instead of pbr materials. PG It fails without any error or even warning in console. Works fine in native browser (Internet) as it has webgl 1.0: Internet: 6.4.10.5 GPU: {vendor: "ARM", renderer: "Mali-G71", version: "WebGL 1.0 (OpenGL ES 2.0 Chromium)"}
  14. Hi, found weird bug with shadows. Device: Galaxy S4 OS: Android 5.0.1 GPU: {vendor: "Qualcomm", renderer: "Adreno (TM) 320", version: "WebGL 1.0 (OpenGL ES 2.0 Chromium)"} Browser: Chrome (62.0.3202.84) / Native (6.2.01.12) PG Have mesh with PBRMetalnes material and ground with PBRMaterial. Added spot light as shadow light and included sphere as caster and box as receiver. Than created instance of the sphere. And after that both spheres disappear in S4 device. Sphere dont disappear if instead of instance, clone is used. Working PG