Topper

Members
  • Content Count

    43
  • Joined

  • Last visited

Posts posted by Topper


  1. I figured pretty fast that an increasing level of detail goes along with the need for a proper GPU.

    Talking about the warehouse planning tool me and my coworkers are working on, thereĀ“s no way to

    get along with bigger planning scenarios with thousands of racks and pallets ...

    Got myself a new laptop with a GTX 1080 inside, though. šŸ˜‰

    Ā 

    BR, Markus


  2. Hi folks,

    I used the Easter holidays trying to put gamepad support to my tool (xbox 360 controller).

    I startet playing around withĀ PGs and trying to get along with code.

    I found this PG that has a nice gamepad cam and doesnĀ“t even need to use the BABYLON.GamepadManager:

    https://www.babylonjs-playground.com/#I4ZB4S#1

    And I found another PG that uses theĀ BABYLON.GamepadManager:

    http://playground.babylonjs.com/#U3XJTB#4

    For some reason, the second PG example works fine in Firefox but not in Chrome although both browsers detect my gamepad.

    Chrome:Ā Version 65.0.3325.181 (Offizieller Build) (64-Bit)

    Firefox:Ā 59.0.2 (64-Bit)

    Chrome shows two textControls with one saying "connected: 0" although the other one shows the button click events.

    But the sphere doesn't react to button clicks.

    In Firefox I can move the sphere.

    Ā 

    I donĀ“t know weather this is a bug or not.

    Can I combine GamePadCamera and button press events?Ā PG available?

    And I still didnĀ“t get what the Gamepad.Manager is for, since gamepads are natively supported by browsers.

    Am I missing something?

    Ā 

    BR,

    Markus

    Ā 

    Ā 

    chrome_01.JPG

    firefox_01.JPG


  3. Hi Babylonians,

    IĀ“m coming up with with a new question.

    What is (for the described purpose) the most elegant way of loading meshes into an existing scene?

    MyĀ application will use something like a ressource (product) configurator for forklifts, pallet trucks, etc.

    To display a vehicle i want to use a BJS scene. The user will be able to scroll through the vehicles (data grid) and

    the scene has to change, accordingly.

    Since the vehicle models are very complex I will buy them online at turbosquid andĀ other places.

    I donĀ“t need complex textures but I want to keep (and change) colors. There will be like 3 to 7 different colors per model.

    We use Blender, but we still donĀ“t kno which way to go:

    1) obj and mtl

    2) loading meshes from .babylon

    3) gltf

    4) stl

    5) AsstesManager

    When I merge the everything to one single mesh in Blender, I canĀ“t work with different materials (colors), right?

    Should I create single meshes in Blender that will share the same material in BJS?

    Using multi materials and submeshes i need to know the vertices number ranges. How do i get this done with complex models like forklift?

    HereĀ“s an example of what our models look like:

    What is the most elegant way to get this accomplished?

    BR,

    Topper

    Ā 

    Ā 

    Ā 

    maxresdefault.jpg


  4. Thanks for yout reply,

    yes, IĀ“m using the latest version.

    For the PG example with the complex pallet rack upright I donĀ“t use any loaders.

    But I could locateĀ the problem for my other model: input values come from textboxes

    and i didnĀ“t parse the values to integers.

    UnfortunatelyĀ this is not the point for my other model.

    IĀ“m gonna debug the hole js in my app.

    Thanks,

    Markus


  5. Hi,

    IĀ“m struggling with merging all meshes in my scene into one new.

    After having created all the stuff I need, IĀ“m trying to do the following:

    var framePartsToMerge = [];
    
    for (var i = 0; i < scene.meshes.length; i++)
    {
      var currentMesh = scene.meshes[i];
      framePartsToMerge.push(currentMesh);
      i--;
    }
    var finalFrame = BABYLON.Mesh.MergeMeshes(framePartsToMerge, true, true, false);
    

    I have the feeling, IĀ“m pushing the wrong stuff into my array.

    Ā 

    last working PG:

    https://www.babylonjs-playground.com/#FY8S2X#25

    broken PG:

    https://www.babylonjs-playground.com/#FY8S2X#28

    Any help appreciated.

    BR,

    Markus


  6. Hi folks,

    I just run into another problem concerning the aspect ratio of my scene after resize of myĀ canvas:

    IĀ“m using an arcRotateCam and the EventListener as follows:

    window.addEventListener("resize", function () {engine.resize();});

    IĀ“m using a column-based portal solution in which i can drag and drop the panels.

    I found some posts about (more or less) similar topics but actually IĀ even donĀ“t know where to start.

    The found workarounds exceed my JS skills in most cases.

    Any help appreciated.

    Thanks,

    Markus

    MAG_prob_01.jpg

    MAG_prob_02.jpg


  7. brianzinn,

    youĀ“re my man. That simple line of code did the trick.

    Can you explain to me what this exactly does? Is it like "freezing prior transformations"?

    I came across "setAbsolutePosition / getAbsolutePosition ". WhatĀ“s the sense of this? Is the "absolute position" always in relation to the world axes?

    Thanks a lot, man.

    BR,

    Markus