Vorion

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  1. Thanks for the reply. Just saw that it was changed in this commit about a month ago https://github.com/BabylonJS/Babylon.js/commit/56b22596f0649336fed094df319f9187c244a1f1#diff-d65f22b9bdc1d52cee1b465fc49604c0
  2. Hi, I wanted to try the latest preview release, but my IDE says that "Image" does not exist on type "typeof GUI". By looking at the available types from the GUI, the IDE suggests GUIImage, so I replaced everything with GUIImage. Now I get a console error in my browser, saying "TypeError: BABYLON.GUI.GUIImage is not a constructor". I get the same error on the playground, which btw also suggests GUIImage. By looking at the source code, I think this was intentional, but it isn't mentioned in the what's new file for the preview release. You can see the error on the playground https://www.babylonjs-playground.com/#K60448#22 Is this a bug, or do I need to change something else to get it working? Thanks.
  3. Vorion

    Latest 3.2 Alpha B and C PBR Errors

    Have you tried the latest nightly version? There have been some pbr bug related commits 2 hours ago, so maybe it's already been fixed on nightly build (https://github.com/BabylonJS/Babylon.js/commits/master).
  4. I think he meant mesh.freezeWorldMatrix(). The function freeze() is only used for materials, as far as I know. You can find some info here: https://doc.babylonjs.com/how_to/optimizing_your_scene
  5. Has this been fixed? I saw your commit about adding support for stop and die on gpuparticles, but it doesn't seem to be working. The targetStopDuration just stops the particles and does not reset them as the normal particlesystem variant does. Also by manually calling the reset() function, the gpu particle get visually removed, but still seems to use a draw call each until I restart the game. I'm using the current nightly version you've just published.
  6. Thank you both for your input. I've created a github issue as suggested: https://github.com/BabylonJS/Babylon.js/issues/3897
  7. Hi, do you plan on adding button masks for gui buttons, so that we can have buttons that are only clickable on the desired areas? Here's an example: http://www.babylonjs-playground.com/#WWBIKZ The button image is a circle, but the clickable area is actually a rectangle. Buttons can also have other different shapes, like cut off edges. I guess the best way would be to add some kind of button mask, maybe an optional second image that contains information about the clickable/hover area (like white color => clickable, alpha=0 => gets ignored) Thanks.
  8. Hi, I switched to the new GPUParticleSystem, and I noticed, that the particles freeze on the screen in their last state, when the targeStopDuration was reached. This doesn't happen when using the normal ParticleSystem. Is this a bug, or intended behaviour? Here's a playground example: http://www.babylonjs-playground.com/#7H1RN9#2 (left box is normal ParticleSystem, right box is GPUParticleSystem, both using identical settings) Thanks
  9. Hi, is it possible to link a gui control, like the one in this example https://www.babylonjs-playground.com/#XCPP9Y#20, to a TransformNode, instead of a mesh? Thanks
  10. Hi, I've been trying to create a cube texture by using the url of texture objects created from a base64 string, but that doesn't seem to be working. Here's a playground example: https://www.babylonjs-playground.com/index.html#IH5G0H#2 Is there another way to create a cube texture, if all 6 textures have been created from a base64 string? Thanks. EDIT: Solved it myself, you can just use the base64 string instead of the textures url. https://www.babylonjs-playground.com/index.html#IH5G0H#3
  11. Vorion

    How do you put an image on a DynamicTexture?

    You mean like this? https://www.babylonjs-playground.com/indexstable#ZI9AK7#172
  12. Just edit your first post in this thread, and add a solved tag, like the link @Wingnut posted suggests
  13. Thanks for the answer (and your message), guess I'll have to wait for other devs to also look into this