adam

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adam last won the day on January 11

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  1. https://github.com/BabylonJS/Website/tree/master/Demos/Octree http://www.babylonjs.com/Demos/OCTREE/
  2. @Dad72 it doesn't do the same thing, though:
  3. http://doc.babylonjs.com/tutorials/In-Browser_Mesh_Simplification_(Auto-LOD)
  4. One thing you could do is subdivide it in your modeling software and then simplify it in BJS.
  5. My understanding is that it is the same as the subdivide in blender. http://blender-manual-i18n.readthedocs.io/ja/latest/modeling/meshes/editing/subdividing/subdivide.html
  6. BJS does not currently have a mesh subdivide feature.
  7. Does this help? http://doc.babylonjs.com/tutorials/How_to_use_Bones_and_Skeletons#cloning-bones
  8. There is a bug with that fix. Here: http://www.babylonjs-playground.com/#OCCLB#44
  9. http://www.babylonjs-playground.com/#OCCLB#40 PR submitted.
  10. I'll try to figure it out over the next couple of days. edit: I tracked down the code that made this break. I might actually have a fix tonight.
  11. If you are working with positions that you get from mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind) You'll need to use: BABYLON.Vector3.TransformCoordinates or BABYLON.Vector3.TransformCoordinatesRef to transform the positions from local space to world space. http://www.babylonjs-playground.com/#GAY2K#0
  12. In BJS >= 2.5 the default world scale for Oimo is 1.
  13. It works properly in 2.4: https://jsfiddle.net/usxek13s/3/