VictorF

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  1. VictorF

    Babylon texture memory policy

    They are still cached for a fast reload?
  2. What's the policy for textures, if they are not longer used they are released? They are released in case they are not in use and the memory usage becomes critical? I'm asking this since I'm trying to develop something like a VR walktrhough using panoramic spheres and if it is so big it could fill a low-end mobile device. Thank you in advance.
  3. Ok I've made my first test of two finger zoom https://www.babylonjs-playground.com/#2MDWH7#1 I had to disable the device orientation control for a while to test it properly
  4. My final intention is to create something like Marzipano (http://www.marzipano.net/) then why I don't want to use Marzipano itself? since I want to introduce 3d elements and so. I'll post lots of questions in this topic some of them will be replied by me when I archive to do the work and hopefully other people will contribute (without that people I'm sure I won't be able to do it!) First part the cameras: here is the base code: https://www.babylonjs-playground.com/#2MDWH7 that is a modified version of a code I've found in the forums but cannot locate no more so I cannot give proper credits to the author It has right now some initial problems: Zooming in a mobile device, I introduced zoom with the mouse wheel for computers but I still need to figure how to deal with two finger zooming in mobile devices (probably this is a good start http://www.html5gamedevs.com/topic/15369-panning-and-support-for-click-event-on-line-in-babylonjs/?page=2 ) first test made: https://www.babylonjs-playground.com/#2MDWH7#1 Mixing mobile orientation with drag-drop rotation, currently after onPointerUp and inertia is empty the mobile orientation takes the control again but it resets to the original orientation instead continue the current orientation. The same in VR mode. Second part resources: (code to come) If you need several cubemaps how to deal with the loading? It should be asynchronous? loading on demand? Can you use multi-resolution cubemaps like in Marzipano? The journey starts and I hope that I could design a functional solution.
  5. it worked I cannot imagine why this works but <canvas id="renderCanvas" touch-action = "none"></canvas> does not.
  6. This is totally weird... this one works https://www.babylonjs-playground.com/#7FJNSA#3 and this other doesn't work http://www.motivacg.com/temporal/victor/LayamaStupidTestV3/rawplayground/ But the second one is just the first one downloaded and copied to my server thats all, also it works ok in PC and Android devices but cannot be used in iPhone devices
  7. Weird it works on https://www.babylonjs-playground.com/#7FJNSA#3 but not in my own example anyway something is weird there since registerBeroreRender is not working even in the simplier case.
  8. I need to make custom operations before or after the render and it works nicely on Chrome and Firefox (tested in windows), also works nice on Android but you cannot move the camera in iPhone here are the mandatory examples Non-working https://www.babylonjs-playground.com/#7FJNSA Working (just commented out the registerBeroreRender) https://www.babylonjs-playground.com/#7FJNSA#1 Any tip on this? Thank you in advance. Btw: most of my code is based on an example that a user posted in the forum but I cannot longer find the post to make a proper attribution sorry!
  9. Thank you so much!!!
  10. I've made this simple example: https://www.babylonjs-playground.com/#UU7RQ#233 Where I expected that the cube becomes "invisible" since it uses as refraction the reflection texture of the cubemap and IOR 1.0. Unfortunatly it is mirrored in the vertical axis. Any idea on this? Thank you!
  11. Can I use custom vertex/fragmented shader in playground?
  12. I've made a simple shader that uses cubemaps, it renders flawlessly in PC but it has AA problems in a highend mobile device. Any idea about what could be happening?
  13. Forget about that <canvas id="renderCanvas" touch-action="none"></canvas> touch-action="none" makes my test work on ios devices but brokes the double-tap
  14. In my case it is a Xiaomi MiMix 2s (a chinese but high end device)
  15. Hi All I'v just tried to make a fast example of double tapping in a mobile device but none of the two methods I know worked properly: scene.onPointerObservable.add((pointerInfo) => { switch (pointerInfo.type) { case BABYLON.PointerEventTypes.POINTERDOUBLETAP: console.log("POINTER DOUBLE-TAP"); break; } }); window.addEventListener("dblclick", function () { console.log("POINTER DOUBLE-TAP B"); }); Both are working ok in PC and in the desktop version of the web in my mobile device (Google Chrome) Any idea about this? Thank you in advance!