Thierry Mil

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  1. @dbawel DB, Your are absolubly right !! I had previously tried to place the function updateCamera() into various places during the construction of the 3D or 2D things. But It did stop the display of the dirty spot in the center of Camera screen. But now that I put it JUST before the engine.runRenderLoop(....scene.render() ...); ... it works ! No more dirty spot ! Great job ! // Here the GuiSystem_instance.updateCamera() function has to be placed // JUST BEFORE engine.renderLoop(...) to get rid of the center spot problem overlayGuiSystem.updateCamera(); engine.runRenderLoop(function () { scene.render(); }); bGUI is really a surprising API. Hope in a few weeks or month BABYLON.GUI is,mature enough to replace it. For now, I will stick to it. :-)) Thank you dbawel Thierry Photos of my sceen Before and after :
  2. @dbawel I tried to fix the bGui api bug. But with no sucess. I used the bGui version 1.3.1 (wich has the new function updateCamera() that fixes the spot i the center). But it dowsn't change anything to the bug : I still have my dirty spot in center... :-( I use the bGui version 1.3.1 like said in the thread her : (see all bGui versions in ) overlayGuiSystem = new bGUI.GUISystem(scene, engine.getRenderWidth(), engine.getRenderHeight()); // TMI 12/11/2017 Tentative pour enlever la tache centrale : console.log("Before overlayGuiSystem.updateCamera() 2"); overlayGuiSystem.updateCamera();
  3. Allright , it seems to understand the specific 'babylo,n.gui' instruction now with SUCESS ! var advancedTexture = BABYLON.GUI.AdvancedDynamicTexture.CreateFullscreenUI("myUI"); Works like a charm as you can see ! Thank you again Dad72 ! PS: I will try tomorow to go further and the babylon.gui api...
  4. I did go there (the generator) (This is the place to have a babylonJs version, right ?). Even if I select nothing (not even GUI for a try) to generate it and I choose 'minify', I still get a download file of of 1600 KBytes, to be compared to the 2.5 version wich was 1200 KBytes. Stil a 33% increase in size.... Inflation, inflation..... :--! Anyway I will try it. thanks Dad72 Thierry
  5. Allright, very good ! I got it ! The message in javascript is amways very surprising .... So i have to migrate from Babylon 2.5 to 3.0 to fix this. Thank you ! And Dad72, you believe Babylon 3.0 is about as fast as Babylon 2.5, I mean interms of memory, dowload JS filesize, rendering-3D-Speed, ect... i mean there is or there was no problem for user to upgrade from Babylon 2.5 to 3.0 in your knowlege... (?).
  6. Hello Dad72 and Deltakosh for your help. Sorry for the one week delay. Now, It's WE and I have two days to work on this issue.... YEe Dad72 I now get what you sad. The bgui api is bugued. The second (automatic) camera has a mini 3D map displaid in the center of camera ... for a reason.... It's buggued, yes. I must move my code from bgui to the new 'experimental 'Babylon.GUI made by Deltakosh. No problem I try this... ------------------- So this is now the problem I am getting to code the new gui extension called babylon.gui : Problem 1) I canot access to babylon.gui classes - I put the babylon.gui.js to my serveur - and I put in the .html file the code the access to this file. My .html file It looks like this: <!-- script src=""></script> --> <!-- New babylon 2.5 --> <script src=""></script> <!-- New babylon.gui du 10/11/2017 --> <script src=""></script> Now If I put in my javascript file this instruction (basic instruction of babylon.gui ) : var advancedTexture = BABYLON.GUI.AdvancedDynamicTexture.CreateFullscreenUI("myUI"); I Get this error when I execute my code in the borwser : TypeError: this._scene is null It seems I did something wrong in the babylon.gui.js declaration Is is because I use babylon2.5 (perhaps not the lattest) ? Or I did something wrong in the declaration of babylon.gui.js file ? Thanks you babylonJs collegues. Any answer is always good, don't hesitate. :-)) Thierry, Paris
  7. Thank you all for the answers. Yes I do understand that I have to translate my code to BABYLON.GUI.... [shoots ! ] Just hope those functions are very cloth to bGUI fonctions... PS: By the way Dad72, I only have one camera, I just wanted to overlays some buttons on the screen of camera frustrum. I will go to sleep I will tell you tomorow how translation to babylon.GUI is going ... Thanks Thierry
  8. Hello Deltakosh and brianzinn, I worked quite a bit. Allright, I am getting closer to the problem. - Fact 1) The spot/stain in the middle is a very tiny pane with all the textures of the mesh of the 3D scene, all disposed from left to right. - Fact 2) . I do the building of my display in 2 steps, the steps2 is the issue. steps 1) Create a pure 3D scene with babylonJs fonction. Everything is fine. I see the 30 walls each one with its own texture. Works fine. the variable 'scene' gets the 3D scene. steps 2) I use 2D API GUISystem to build an overlay with buttons. Now If I comment allbut the line below, I get the spot./stain overlayGuiSystem = new bGUI.GUISystem(scene, engine.getRenderWidth(), engine.getRenderHeight()); - I have the feeliong GUISystem is bugged. - Or maybe I should use GUISystem differently ? By not using the 'scene' variable ? But how? Please feel free to say anything, because anything can help me. Thanks Thierry, Paris PS: I really LOVE BABYLONJs. Very simple to use, it is a pleasure to use...
  9. Hello BabylonJs collegues and friends. I have a demo here. My problem, as you can see, is simple : On the exact CENTER of the camera screen, there is (very) small rectangle containing ALL the textures of my scene. Why is this so ? I do not know... I am stuck since 3 days, I can not understand why it does this. If you have any suggestion, even small one, please go for it.... Thierry, Paris
  10. FullScreen

    Hello Babylonjs friends. Hello David.davrous. I looked at this thread. I also want to put in 'fullscree'n my 3D scene. Sadly, even if I tryed to code the same as David Sponza demo, (code it in this thread,), when I click on my 'fu screen button', it says this in the javascript console : ==> La requête d’accès au plein écran a été refusée, car au moins l’un des éléments contenus dans le document n’est pas un iframe ou ne possède pas l’attribut « allowfullscreen ». In English(via google translate) : he full-screen access request was denied because at least one of the elements contained in the document is not an iframe or does not have the attribute "allowfullscreen". I am 10% stuck with this problem. If someone has an idea, do not hesitate: do give it. A] Here is the link : B] Here is my code: 1) the html file: <style> html, body { overflow: hidden; width: 70%; height: 86%; margin: 0; padding: 0; allowfullscreen: true /> } #renderCanvas { width: 100%; height: 100%; touch-action: none; } </style> </head> <body> <canvas id="renderCanvas"></canvas> <script > 2) the javascipt code to go fullscreen: loader.onFinish = function() { // --> Code pour gérer le fullscreen : // New : alert("25a) avant les declarations des differents 'fullscreenchange' "); canvas.addEventListener("fullscreenchange", onFullScreenChange, false); canvas.addEventListener("mozfullscreenchange", onFullScreenChange, false); canvas.addEventListener("webkitfullscreenchange", onFullScreenChange, false); canvas.addEventListener("msfullscreenchange", onFullScreenChange, false); alert("25b) apres les declarations des differents 'fullscreenchange' "); // --> Bouton pour mettre en full-screen : btGoFullScreen = new bGUI.GUIPanel("btGoFullScreen", assets["icBtGoFullScreen"], null, gui); btGoFullScreen.relativePosition(new BABYLON.Vector3(0.97, 0.96 , 0)); btGoFullScreen.setVisible(true); btGoFullScreen.onClick = function() { alert("25a) Avant lancement goFullScreen() "); //engine.switchFullscreen(true); switchFullscreen(); //goFullScreen(); alert("25b) Apres lancement goFullScreen()"); } }; // (fin) loader.onFinish... function onFullScreenChange() { alert("26a) Debut fonction onFullScreenChange()!"); if (canvas.fullscreen !== undefined) { isFullScreen = canvas.fullscreen; } else if (canvas.mozFullScreen !== undefined) { isFullScreen = canvas.mozFullScreen; } else if (canvas.webkitIsFullScreen !== undefined) { isFullScreen = canvas.webkitIsFullScreen; } else if (canvas.msIsFullScreen !== undefined) { isFullScreen = canvas.msIsFullScreen; } alert("26b) Fin fonction onFullScreenChange()!"); } /* function qui lance l'EVT RequestFullScreen ou ExitFullScreen sur canvas ! */ function switchFullscreen(){ alert("switchFullscreen>>debut "); if (!isFullScreen) { BABYLON.Tools.RequestFullscreen(canvas/*renderingZone*/); } else { BABYLON.Tools.ExitFullscreen(); } alert("switchFullscreen>>fin "); };
  11. ); And now When I have the focus on my 3D-canvas, the arrows keys does not move the panel html-up or down anymore. This is wonderfull ! Tanks for the tip ! T
  12. PS: Now the keyboard works in Firefox and also in MasOs+Safary.
  13. I have the Solution : In my html file, I used to call hand.minified-1.2.js : <script src=""></script> This was a mistake I suppose.... Now that I took this instruction away, the camera can successfully be controlled by arrow keys of the keyboard. (what a relief !) Tahnk you et vive babylonjs