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About pichou

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  1. Text with border or bold

    Of course! So simple I regret I haven't thought to do that! Thanks @johnK I gave me the idea to just rise the fontsize of the replicated text to have a border everywhere : https://www.babylonjs-playground.com/#XCPP9Y#408 But there is a horizontal spacing between letters and I didn't find any property to avoid that.
  2. Hi, I am using BABYLON.GUI in my project and sometimes the text is not really readable when displayed with no background. I want to add a text shadow or at least bold the text so that you can correctly read it. But I didn't find a way to do that with BABYLON.GUI. Do you have an idea? Thanks, Pichou
  3. Chrome Material Issue

    But this is an idea! If someone plan to make a "need for speed" game with babylon, he will definitely need a chrome material for the cars tuning! And that would be cool to have a chrome map ground in wazana too!
  4. Chrome Material Issue

    Hi deltakosh, I already use the 3.1 version! I tried with the 3.2 and it did stop the bug. Although I have this error in my console now : ```babylon.custom.js:6 WebGL: INVALID_OPERATION: uniform1i: location not for current program``` Is it safe to use the 3.2 preview? I haven't notice any bug for now. Thanks pichou
  5. Chrome Material Issue

    Hey everyone, I have something weird happening with the game I develop. See in this test page : http://test.wazana.io/ ( it is a special preview for you! ) The materials of the units and buildings are flashing. I observed this behavior only on chrome (working normal on IE, Edge and Mozilla) and not on all computers I tested (maybe there is a problem with a specific version of chrome). I use BABYLON.MultiMaterial on units and buildings because they always have 2 colors so one material for each color. But when it flashes on Chrome, this is either one color or the other on the entire mesh. I put a video attached which show the bug in case you don't see it on the test page. (weird video format but playable with VLC) Bye, Pichou chromematerialbug.webm
  6. gltf vs babylon file

    Hello everyone, First congrats for this new v1.3 babylon version. Seems there is a lot of nice improvements and new tools! I look at the gltf file format and I was wondering what was the differences with the babylon file format? For instance I have look at some gltf files and I think they are way more light from what I saw with the babylon files. So does this this mean they would be faster to load ? I guess that once the gltf model is loaded, you will have the exact same properties as in any mesh ( materials, clone, position, etc ) ? Cheers, Pichou
  7. Transition between two materials

    Thanks guys! I don't understand everything you suggest but I have several possibilities now! I think playing with the UV parameters would be the more simple way to do it but not the most beautiful/clean.
  8. Hey everyone! Is there a way to add a smooth transition when changing the material of a mesh? Thanks, Pichou
  9. OK thanks @jerome for this explanation. This is just a matter of shadow and light direction/position then. For your information in my scene I just add an hemispheric light that is opposite to my directionalLight so that the right color appears on the gradientMaterial I use. Cheers, Pichou
  10. Hey Guys I have an issue with gradientMaterial. Here is a basic playground where everything is fine : https://www.babylonjs-playground.com/#2IFRKC#8 If I use a DirectionalLight instead of HemisphericLight, the material become much darker and the gradient is already almost not visible : https://www.babylonjs-playground.com/#2IFRKC#9 And if I change the sphere for a plane or a cylinder, the gradientMaterial become only dark : https://www.babylonjs-playground.com/#2IFRKC#10 Does this mean we can't use gradientMaterial with directionalLight? Thanks Pichou
  11. Reverse Particle System

    OK Great I can do that! Happy to help the community! I will try to think of what information would be good to have when I am in a documentation page. Is there a topic in this forum where I can share any improvement ideas or ask for details before suggesting a change on github? Cheers
  12. Reverse Particle System

    Hey deltakosh, Thanks for the particle details. I am very flattered you ask me for help on the doc considering the fact that I have been working with babylonjs for only three months now! But I am not sure if I know the babylonjs library enough to do that. I mean I could easily misunderstood some points as I really don't know how the core engine of babylon works. What is it you need help with in the doc exactly? Pichou
  13. Reverse Particle System

    Hey guys, Can you tell me what is the frame rate of the updateFunction of particles? 60 FPS I guess? The emitRate is the number of particles created in 1 second or something like that? And the unity of the particle's age is in seconds? I need to be very accurate on one of my partcles system Thanks PS : maybe those questions could be answered in the particles doc page https://doc.babylonjs.com/babylon101/particles
  14. Ok this is interesting. I guess I will have to look at customMaterial sooner or later. I will look at your terrain editor when I will have the time but I think it will be very helpful! Thanks Dad72
  15. OK I would rather say even with the classic shadowGenerator we have the same problem! See without the fresnelParameter we have the expected behavior : https://playground.babylonjs.com/#WEQHTG#8 Particles are in front of the ground but are not visible when they get behind the groud : logic! But in your playground the particles are always visible even when they get behind the ground : https://playground.babylonjs.com/#WEQHTG#7 And you can play with the renderingGrounpId but you won't get the expected behavior like in the first playground above. Same issue I had with shadowOnly. So I am not saying the problem comes from shadowOnly but as the problem also appear with fresnelParameter, maybe there is a link that could help you resolve this! Cheers, Pichou