Vorion

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  1. 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
  2. How do you put an image on a DynamicTexture?

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

    Thanks, I guess I will be using the cast to any then.
  6. 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.
  7. Animations in GUI

    Thanks, this does work, but what got me asking this question was IntelliJ (or Typescript Compiler) warning me, that Property 'animations' does not exist on type 'Control', so I haven't tried it until now. Is there a solution for this in typescript without using the any type for control elements, but a proper type? And I will have a look at your link, maybe I don't even need any more new control, otherwise I will create a github issue EDIT: Maybe my setup is wrong, because the playground does suggest animations as a property for a Gui.Control element.
  8. Animations in GUI

    Hi, is it possible to use Babylon Animations for GUI Controls? For example, I would need to animate the alpha value of a textblock, or move a container out of the display, while fading out. And another question: Will you add more controls to the gui, like a progressbar (maybe with the ability to set an image as the bar, and a background image), or a container with tabs that you can switch? A grid container might also be useful. Thank you
  9. Ok thanks, I will figure something out
  10. Deprecation and Violation warnings on Chrome 63

    Ok thank you, that's all I needed to know
  11. Thanks, but I would prefer a better solution (if there is one), because I have several gui elements like that, which can contain dynamically added controls.
  12. Hi, I want to position two (or more) elements inside a Babylon GUI Stackpanel. For two elements, both should use up 50% (three elements -> each 33.33% etc.) of the height of the parent stack panel. But this only seems to work if I directly set the height of the element in pixels, if I set height = 0.5 for each element, it doesn't work as I expected. Here is a playground example: http://www.babylonjs-playground.com/#0Y52HC As you can see there, the second box doesn't fit in correctly in the parent container. If you use the direct pixel settings for the frameHeight variable (line 40-41), the result is how I would want it to be, but calculating it this way isn't a very comfortable way :). What I am doing wrong here? Thanks
  13. Hi, Chrome ( 63.0.3239.132 on Windows 10, 64bit) always display this deprecation warning in the console: [Deprecation] GainNode.gain.value setter smoothing is deprecated and will be removed in M64, around January 2018. Please use setTargetAtTime() instead if smoothing is needed. See https://www.chromestatus.com/features/5287995770929152 for more details. I've found a github issue regarding this, but it was closed without any comment: https://github.com/BabylonJS/Babylon.js/issues/3372 Opening this playground example from the tutorials (https://doc.babylonjs.com/how_to/playing_sounds_and_music) still gives the warning: https://www.babylonjs-playground.com/#2AH4YH Will this be fixed until Chrome 64 arrives? Or can this be ignored, since Phaser CE also seems to ignore that, if I understand that correctly https://github.com/photonstorm/phaser-ce/issues/385 I also noticed these violations on Chrome (same playground example): [Violation] Added non-passive event listener to a scroll-blocking 'touchmove' event. Consider marking event handler as 'passive' to make the page more responsive. See https://www.chromestatus.com/feature/5745543795965952 EDIT: The soundfiles from the playground example couldn't be found.
  14. Hi, I tried to follow the tutorial to manually create a skybox using 6 single texture files: https://doc.babylonjs.com/babylon101/environment#skybox There it says I can use png files for that, but when I look in the browser console, there are just error messages saying that it can't find the skybox_px.jpg etc. Is there a way to use png files, because jpg files can look really ugly in a skybox :). Following the link to eternal coding for the standard materials, it only mentions "jpg" files for CubeTexture. Also there seems to be a little error in the tutorial, where it says "In that /skybox directory, we must find 6 sky textures, one for each face of our box. Each image must be named per the corresponding face: “skybox_nx.png”, “skybox_ny.png”, “skybox_nz.png”, “skybox_px.png”, “skybox_py.png”, “skybox_pz.png”." but before it was declared as skyboxMaterial.reflectionTexture = new BABYLON.CubeTexture("textures/skybox", scene); When using "textures/skybox", Babylon looks for skybox_xx.jpg files directly in the textures folder, so it's a bit misleading. Maybe just change that to "textures/skybox/skybox", than the description will be ok. Thanks EDIT: Sorry, posted a bit prematurely, I should have used the search on the forum a bit more, found the answer here:
  15. @sable and anyone who's interested in this: A friend of mine fixed got it fixed. Define instances was missing, and the "gl_position" matrix multiplication was in the wrong order. http://www.babylonjs-playground.com/#QNFL1G#4