bghgary

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About bghgary

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  1. bghgary

    glTF Validation Error

    @Deltakosh The validator reports where it's coming from.
  2. bghgary

    glTF Validation Error

    @kcoley There are a couple of things wrong with the exporter. It seems to be exporting the unlit extension without putting the extension into the 'extensionsUsed' array. KHR_lights is old and needs to be renamed KHR_lights_punctual. Can you take a look?
  3. bghgary

    Manually adding FilesToLoad

    Ah, yes. That's a good observation. You need to put "file:" as the first parameter rootUrl instead of putting it as part of the second parameter sceneFilename. The rootUrl will be prepended to the uris of the glTF file.
  4. bghgary

    Manually adding FilesToLoad

    I'm not getting the error you are getting for the codepen link you sent. There are a couple of issues with the codepen page: In order to load glTF files, you need to include loaders/babylon.glTFFileLoader.js (for example from here: https://cdn.babylonjs.com/loaders/babylon.glTFFileLoader.js) see http://doc.babylonjs.com/how_to/gltf#setup Codepen appears to stop execution when any exception is thrown. There is an exception that is being thrown by Babylon because it is trying to check if there is a manifest. You can disable this by calling "engine.enableOfflineSupport = false" after creating the engine. After fixing these two, I get the reference errors for the external files.
  5. bghgary

    Manually adding FilesToLoad

    If you want to use "file:" to load files, all the files that are referenced by the glTF must be included in the files. In this case, the glTF is inlined, but the images that it references are not present in the list.
  6. Loading assets is asynchronous, so you have to wait for the load to complete before you can access the models that are loaded. Using callback functions is difficult as you will need to count the number of callbacks that have completed. This is much easier if you use promises. Here is an example: https://www.babylonjs-playground.com/#U2KKMK#6. In your case, you should create a promises array and store each of the returned promise into that array and then call Promise.all on the array. Like this: https://www.babylonjs-playground.com/#U2KKMK#7
  7. bghgary

    GLTF Morph Targets Not Working

    @MackeyK24 My guess is that the data is being flipped somewhere after you calculate the min/max. In VSCode, you can inspect the values of the data by pressing Ctrl+D on a bufferView reference and see the values.
  8. bghgary

    GLTF Morph Targets Not Working

    @MackeyK24 Yes, I saw them. I verified all of them in the sandbox which is now updated with the fix.
  9. bghgary

    GLTF Morph Targets Not Working

    Here is the PR: https://github.com/BabylonJS/Babylon.js/pull/5276 Note that this won't update what the glTF extension for vscode until the Babylon scripts are updated.
  10. bghgary

    GLTF Morph Targets Not Working

    Thanks @MackeyK24 This is a bug. I'm working on a fix.
  11. bghgary

    How To Tile Textures Perfectly?

    I would recommend vs-code for the editor. If you reference the d.ts files, you should get intellisense. Following the typescript instructions from this might help also.
  12. bghgary

    3dsmax gltf export without .bin?

    @kcoley Ping
  13. bghgary

    How To Tile Textures Perfectly?

    @oschakravarthi It's hard to help without knowing the specifics of your problem. Can you provide more information or better yet a playground of the problem you are having?
  14. bghgary

    Get mtlib from OBJLoader

    It looks like the name of the Babylon material created is retrieved from inside the mtl file from the "newmtl" keyword. Can you use that as the filename when you export or does it have to roundtrip for some reason?
  15. bghgary

    Get mtlib from OBJLoader

    I don't know this code well, but it does not look like this is currently possible. @MrGroove What are you planning on doing with the filename?