DylanD

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About DylanD

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  1. Hey this is the old forums... Try reposting to the new one https://forum.babylonjs.com/
  2. Hey this is the old forums... Try reposting to the new onehttps://forum.babylonjs.com/
  3. So, i had this problem for another mesh, my way around it, was in blender going to the hierarchy to the actual file that was trying to be loaded, then deleting it. Which now that i understand that it seems a million times easier. then i just add any textures through babylons/javascript. At least i think this should work perfectly/has not shown problem yet. (i know there is a new forum, i'm on it already, just wanted to update this topic for future reference)
  4. DylanD

    BABYLON.Augmented Reality ...

    Hey uh, theres a new forum, not sure if you knew that. Maybe create a new post with this linked to it so we dont loose all this KNOWLEDGE https://forum.babylonjs.com/
  5. Hey this is the old forums... Try reposting to the new ones https://forum.babylonjs.com/
  6. DylanD

    GUI Fill

    So i got the stuttering under control. I believe it was happening because i tried to use 0.01 pixels which doesnt work... New Test: https://www.babylonjs-playground.com/#7EPK2H#6 Not exactly what i want yet but almost there. Here is another test: https://www.babylonjs-playground.com/#7EPK2H#7
  7. DylanD

    GUI Fill

    Here we go: https://www.babylonjs-playground.com/#7EPK2H#5 This is a very basic fill test! Edit: Any ideas how to get the image to stop stuttering/shaking?
  8. DylanD

    GUI Fill

    Actually maybe i could accomplish this with moving a container and having the image slowly move the opposite way. Then it would be above the containers rendering area. I think this would be what i want. Im going to try and make a playground now.
  9. DylanD

    GUI Fill

    No they do not seem to get me what i want. Nice stuff, however im looking for something that is one image (preferably) where one attribute (or two, defines how much of it is rendered om the screen) so as the attribute becomes smaller so does the image. Like in unity gui.image.fillamount (something like this)
  10. DylanD

    GUI Fill

    Hey everyone, I was wondering is there a way to fill a gui image? What i mean by fill is if i set fill horizontal and 50% half of the image would be gone. something like this playground however gui and not textures/shaders: https://playground.babylonjs.com/#411D8A#8 edit: it does not need to have the fade effect like this shaders.
  11. DylanD

    Preloading Help

    hmm, im not sure i understand what you mean. To clarify(as i am a novice and want to make sure we are on the same page), i have shaders saved as shaderName.vertex.fx and shaderName.fragment.fx, i want to load them with other preloaded assets, just to make the game a bit smoother on initial load in. I plan on saving them to a global object/global variable in my project. How i have the shaders implemented already is (with having the shaders save like above) i use new BABYLON.ShaderMaterial("",scene, shaderPath, {attributes:[], uniforms:[]}); That works great, however i dont use shader store. So what you are saying is i could use textFileAsset task then use that as the fragment and vertex files or use that text to write to shaderstore? Im not sure i would do that as it seems somewhat complicated for little gain (i have 4 shaders so loaded files)
  12. DylanD

    Preloading Help

    my shaders
  13. DylanD

    Preloading Help

    Hey another question about preloading. What should i use to preload shaders? https://doc.babylonjs.com/how_to/how_to_use_assetsmanager#meshassettask The doc doesnt seem to go over it.
  14. DylanD

    Caching Resources

    Great! This will save a lot of hassle. (and loading time hahahaha)
  15. DylanD

    Preloading Help

    Thanks DK that works great!! Just for future reference (as im sure i will forget sooner or later) here is how i ended up doing it with assetsManager https://www.babylonjs-playground.com/#XCPP9Y#719 Thanks again!