igitz

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  1. @Deltakosh yes i can definitely try to reproduce it. i'm using a shaderMaterial and have external shader files, can i actually do that in the pG? @Pryme8 thanks for the info, it is not relevant in this case.
  2. //before render loop var texVideo = new BABYLON.VideoTexture("video", ["./data/textures/video.mp4"],scene); var htmlVideo = texVideo.video; texVideo._autoLaunch = false; hi @Deltakosh, the problem with this, is that the texture appears black. so even when setting currentTime later, nothing appears. //set current time htmlVideo.currentTime = 50; texVideo.update(); Unless i'm doing something wrong (?)
  3. igitz

    pointSize of shaderMaterial

    well, yes i was thinking fixed point size, but if i see the standardMaterial pointSize code then i can also try to relate it to the camera distance.
  4. igitz

    pointSize of shaderMaterial

    shaderMaterial extends Material so i guess they should all be working (?)
  5. igitz

    pointSize of shaderMaterial

    great, i get what you mean now. i assumed that since it is possible to use things like .wireframe = true; and .pointsCloud = true; with shaderMaterial, then pointSize would also be supported, but i get your point now. some help with copy pasting the pointsCloud code from the standardMaterial would be much appreciated.
  6. igitz

    pointSize of shaderMaterial

    ok thanks, it's more of a generic question, valid for any shaderMaterial that is applied to a Babylon Mesh. i can try to set up a PG by tomorrow.
  7. igitz

    pointSize of shaderMaterial

    thanks for the quick replies! well, i'm trying to get something similar to http://www.babylonjs-playground.com/#OCR2S where .pointSize is a property of the material itself, but i'm using a shaderMaterial, so i'm not really sure how to set up the same effect in the fragment shader.
  8. igitz

    pointSize of shaderMaterial

    and? how do you use the float pointSize in the fragment shader?
  9. hi, anyone knows why changing the value of "pointSize" doesn't influence the size of points of a shaderMaterial? shaderMaterial.pointsCloud = true; shaderMaterial.pointSize = 10;
  10. thanks Deltakosh, i actually did try this, but i had a 'disappearing video' issue. Which is: in order to set the .currentTime manually at each render loop, i would like for the html video to be paused. setting videoTexture.video.autoplay = false or videoTexture.video.pause() when creating the videoTexture do not work, the video starts playing anyway. so i tried video.pause() in the render loop, which makes the texture disappear as soon as the .currentTime is called.
  11. Hello, is there a way to advance a VideoTexture by just 1 frame per RenderLoop? As I understand it now it is time based. This creates the problem that if the frames need to be captured to create an animated sequence, the video keeps advancing in between 2 captured frames.
  12. igitz

    HeightMap Video

    Nevermind, I did it using ShaderMaterial, sending a video sampler2D to the vertex shader and displacing the vertices there.
  13. igitz

    HeightMap Video

    Any way to create an animated terrain using CreateGroundFromHeightMap with a VideoTexture instead of a static image?
  14. igitz

    procedural textures question

    Update: i'm using the file based Procedural Texture method that is described in the documentation and i have the files "config.json" and "pt00.fragment.fx". the files are in the same folder (here i called that folder proceduralTextures) so my texture is: var customProcText = new BABYLON.CustomProceduralTexture("custom", "./proceduralTextures/pt00", 1024, scene); What i have seen, is that i get the following error: GET http://localhost:8888/../../../../BabylonProjectFolder/proceduralTextures/pt00/config.json 404 (Not Found) No config file found in ./proceduralTextures/pt00 trying to use ShadersStore or DOM element i was not sure why the config.json is expected to be in that directory, so i created the directory to test it. you can see my folder structure in the screenshot. using this new folder structure i got rid of the first error, but still get No config file found in ./proceduralTextures/pt00 trying to use ShadersStore or DOM element. Now the weird part: It seems like everything is working fine, i can use the texture and modify it in the .fx file, but the config.json is actually not doing anything. Having an empty config.json has the exact same result. plus, i found the same "No config file found" error in this playground example http://www.babylonjs-playground.com/#1XPCZC#5 by https://meulta.com/en/2015/02/22/procedural-textures-in-webgl-with-babylon-js/. ideas on what's going on...?
  15. igitz

    Custom material with shadows

    sorry to dig this up, but is this issue solved? is there a working example? the provided link does not work https://github.com/BabylonJS/Babylon.js/blob/master/Babylon/Shaders/default.fragment.fx