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Everything posted by adam

  1. What's next?

    @aWeirdo What do you mean by isVertical? Can’t you just check the rotation to determine if it is vertical?
  2. API Documentation

    Use the search feature at Edit: I just realized that last link is dynamic terrain not dynamic texture You can also use the PG search:
  3. Babylon.js: A double array to 3d

  4. ... But is it babylonjs ??

    You must not know who Deltakosh is.
  5. Sugestion - tips&tricks

    This should be in the shadows troubleshooting section: It does seem a little odd to me that cleanBoneMatrixWeights isn’t done behind the scenes.
  6. Sugestion - tips&tricks

    And then update the doc:
  7. Move the object

    Use Vector3.TransformCoordinateToRef:
  8. Math Question

    Check this out: I think you are going to need another loop if you really need this to work with unlimited dimensions.
  9. Math Question

    I'd feel better about that if we could prove that it works with more dimensions.
  10. Math Question

    LOL thanks for the compliment, but I'm not convinced it's correct. You might need a nested loop. Not feeling good about the numDim -2, numDim -1 part. Hopefully, my attempt and the paper that John supplied will be enough for you to solve the problem.
  11. Math Question I haven't looked at the pdf. This might not be the correct approach.
  12. Math Question

    In my example, a and b are the vectors that you are crossing and r is the result. The vectors are arrays of dimensions (x is at index 0, y is at index 1, z is at index 2 and so on). Maybe you knew this already.
  13. Math Question

    I'd try something like this: for(var i = 0; i < numDim; i++){ r[i] = a[(i + numDim - 1) % numDim] * b[(i + numDim) % numDim]; } I haven't tested this. Edit: for(var i = 0; i < numDim; i++){ r[i] = a[(i + numDim - 2) % numDim] * b[(i + numDim - 1) % numDim] - a[(i + numDim - 1) % numDim] * b[(i + numDim - 2) % numDim]; }
  14. Scale mesh during velocity

    I would try turning visibility off for the physics meshes and then have another set of non-physics meshes that copy the rotation and position of the physics meshes. Then scaling the non-physics meshes will have no affect on physics.
  15. Ideally, you should not be instantiating and disposing objects while your scene is running. You should try to reuse objects as much as possible. Use the object pool pattern. Edit: On first read I thought that you were saying that your FPS dropped only when creating and disposing objects. If the FPS doesn't recover than I'd make sure you aren't inadvertently holding onto some references somewhere. It is possible that the issue is in BJS, too. I would still explore an object pool if that is compatible with what you're doing.
  17. Rotate the eyeball before render.
  18. Tile Offset

    BJS can't bundle the textures, but you could use the textures in a game that you create with BJS.
  19. Tile Offset

    You could also scale the meshes.
  20. Transparency Issue

    This thread is pretty old. These days I recommend using SPS with the new depth sorting feature. I suppose you could still merge the meshes and use facet depth sort:
  21. I created a simple cylinder in Blender, removed the top and bottom, copied the vertices and flipped the normals so that I've got a double sided mesh. I've created a PG where I load the mesh, give it a transparent mesh and clone it and position them end to end. It looks pretty good, but there is a disc drawn where the meshes touch. I tried merging the two meshes but it only gets rid of the disc when viewing the meshes from below. If I position the cloned mesh below the original mesh, the disc can be seen from below and not above. If I change the order of the mesh array I send to merge meshes, it also changes the whether I can see the disc from above or below. 3 meshes merged: Is there any way to get rid of that annoying disc between the meshes?
  22. Simple furMaterial

    You could probably get a good result using this technique with SPS and depth sorting. The new parenting feature in SPS might be useful for long hair.
  23. Very strange behavior

    You can also use a box for the ground so that you can add some thickness to it. Then you don't have to change the scale.
  24. Absolute Position and Pivot Point

    I went with getAbsolutePosition: