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  1. 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).
  2. 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
  3. 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.
  4. Thank you both for your input. I've created a github issue as suggested: https://github.com/BabylonJS/Babylon.js/issues/3897
  5. 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.
  6. 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
  7. 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
  8. 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
  9. Vorion

    How do you put an image on a DynamicTexture?

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

    Animations in GUI

    Thanks, I guess I will be using the cast to any then.
  13. Hi, I've been trying to load a json file using the assetmanagers textfile task, but this only returns an arraybuffer. I would have expected that the task returns a simple string which I then can parse to a json object. When loading the file directly through an xmlhttprequest, I get the string which can be parsed without a problem. Here's an example: http://www.babylonjs-playground.com/#GIKDTN#3 You can see in the console log, that the textfile task returns an arraybuffer and then fails to parse it as a json object. What am I doing wrong here? Thanks EDIT: I guess this is a bug in Babylon.js 3.2.0, when I switch to stable version in the playground, it works as I expected.