dreinzy

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Everything posted by dreinzy

  1. Got it. Was missing uvs. https://playground.babylonjs.com/#AGL702#1
  2. I am getting the error: "Cannot merge vertex data that do not have the same set of attributes." when I try to merge a BABYLON.Mesh created using Vertex data with ones created with MeshBuilder. What attributes are different/am I missing? https://playground.babylonjs.com/#AGL702 (Line 26) Thanks
  3. Curiously, the effect doesn't happen if I add a second object and move both of them back and forth at the same time... https://playground.babylonjs.com/#LXF99J#1
  4. Using the action manager's .registerActon and .then, if I start the next interpolation before the previous one finishes, it looks like the last 'frame' briefly flickers while the second one is playing. https://playground.babylonjs.com/#LXF99J Click the sphere to start it moving, click it a second time before it's finished animating to see the effect. Is this the expected behaviour? Is there a way of avoiding it?
  5. I was getting the same 404 error from your last post. Wasn't sure how to structure the folder or where to put the json/fx files. Have since got the effect I was looking for by manipulating uv values, so no worries. Thanks for responding.
  6. Sorry for the post necromancy, but did you ever figure this one out @igitz? I'm having the same issue.
  7. There is something I'm completely missing here. If I take away all inertia and only switch between cameras without setting positions/targets/anything. I expect any change in one camera to have no effect on the other, but this is not the case. Looking around with one camera changes the other's position/direction. https://playground.babylonjs.com/#DF2CNN#2
  8. Using a UniversalCamera instead of a FreeCamera, then using SetTarget after switching partially fixes part 1, although the camera always seems to be facing the way I want it to initially, inertia seems to carry over. https://playground.babylonjs.com/#DF2CNN#1
  9. I would like to be able to switch between ArcRotateCamera and FreeCamera with as little motion as possible. I haven't been able to figure out: 1) How to get the FreeCamera to face the same direction as ArcRotate was when switching. 2) How to remove the 'spinning' effect when switching. You can 'coil' a camera up by rotating it several times and after switching, it 'uncoils' itself by rapidly spinning. I thought that for FreeCameras this number is stored in .rotation.y and .alpha for ArcRotateCameras, but limiting these to ┬▒Math.PI doesn't fix this issue. Don't really want to set inertia to 0 because I like inertia PLAYGROUND LINK