Dad72

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Everything posted by Dad72

  1. Dad72

    Error CONTEXT_LOST_WEBGL

    Even worse this bug. if I open the console and wait a few seconds, I crash repeatedly without doing anything : https://playground.babylonjs.com/#Y6XVXY#5
  2. Dad72

    Error CONTEXT_LOST_WEBGL

    Cool. Thanks. Yes I hope that it will correct quickly and publish update at once, because it is a really awkward and major bug for a so-called stable version.
  3. Dad72

    Web Game Editor (MMORPG)

    Thank you very much DK. Nice to make you proud.
  4. Dad72

    Error CONTEXT_LOST_WEBGL

    Is there a workaround that can be done in Babylon until it is fixed in Chrome? I end up with all my editors broken because of this. I planned to release my MMO editor in the month, but I have the impression that this major Chrome bug will stop me. . Thank you Deltakosh if you can find a workaround. Not so stable their Chrome 69 at once. But I admit that she is more pretty. Edit : This also happens without doing anything, donating to more than one canvas on a page or the creation of a screenshot if you wait a while
  5. Dad72

    Error CONTEXT_LOST_WEBGL

    Thanks for the PG, I could not identify the problem myself
  6. Dad72

    Error CONTEXT_LOST_WEBGL

    OK, thanks to investigate the error.
  7. Dad72

    Error CONTEXT_LOST_WEBGL

    For Octree I do not know if it worked better 2 weeks ago. For the WebGL error, this produces since yesterday that I updated the browser.
  8. Dad72

    Error CONTEXT_LOST_WEBGL

    The mistake I get is here : }; ; /** @hidden */ Engine.prototype._createTexture = function () { var texture = this._gl.createTexture(); if (!texture) { throw new Error("Unable to create texture"); } return texture; }; You can reproduce the error here. To do this, load a terrain, activate the edit mode, and select textures to paint. Choose a first texture and paint 10 seconds, then choose another texture, paint 20, 30 seconds, see more. That should crash with screen black Link (I put the babylon.max.js) : http://www.babylon.actifgames.com/TerrainEditor/index.php By the way, there is one " ; " too much above /** @hidden **/
  9. Dad72

    Error CONTEXT_LOST_WEBGL

    After I do not know if my problem is related to that. I'm just stumbling over this problem with Octree looking for a scene that would crash with the new version of Chrome. But I do not find why. It's very random, but very regular on my big project editor of MMORPG. I hope to find and understand, otherwise I will resume the previous version that did not crash.
  10. Dad72

    Error CONTEXT_LOST_WEBGL

    I do not know if it's related, but before with this demo scene I was at 60 fps, but with this version of Chrome I turn between 5 and 10 fps if we zoom back. And yet my graphics card is a GTX 1050 Ti 4 GB memory http://www.babylonjs-playground.com/#3YFJ5R#0 On this scene, I am between 1 fps http://www.babylonjs-playground.com/#1OQFOC#64
  11. Dad72

    Error CONTEXT_LOST_WEBGL

    Ah and this is not a Beta version anymore, she came out yesterday apparently https://chromereleases.googleblog.com/2018/09/stable-channel-update-for-desktop.html
  12. Dad72

    Error CONTEXT_LOST_WEBGL

    It's very random, I do not know how to reproduce it. that happens when I paint on a dynamicTexture, or when with animate characters or anything else in very random ways. Maybe because I create several engines too. I read somewhere that this could be Chrome's memory leak. I will go back to the previous version of Chrome to avoid mistakes.
  13. Dad72

    New Babylon.js GUI Helper

    Excellent. Good work. Thank you
  14. This has already been discussed in the past and there was already one on the old version of this forum. It was never crowded and it came back to ask a question and wait for an answer as on the forum.
  15. Dad72

    Water Effects

    It is true that the realism of this water of this demo is extraordinary.
  16. Hello, There is some problem with the instances and clones: 1) When creating primitive objects (box, sphere ...) the instance is displayed. But if we create instances from mesh that we import (ImportMesh). the instance is not visible (it seems to create, but it is not rendered) See in this PG: http://playground.babylonjs.com/#8GY6J8#117 2) Another problem, is on my project when I refresh my page and reload the scene, the instance that I created that has not been rendered, can now see each other, but it is not pickable. I can not select the instance with the gizmo. With primitive objects the instances are selectable. See in this PG: http://playground.babylonjs.com/#8GY6J8#118 3) I try with the clones and it seems to work. it is rendered. But the clone can not be selected too and moreover, it is at the wrong position with respect to that specify. And we must select the first object that moves all the clones, which is not logical, they are not parent / children. (It works with primitive objects) See in this PG: http://playground.babylonjs.com/#8GY6J8#119
  17. Thanks for the advice, I did not think about it. I'll do that next time.
  18. Ok, I did not pay attention to that.
  19. Dad72

    Create mesh online

    I may have misunderstood the question of this post. I thought Gabriele wanted to know if he could create that kind of application, not if one was already creating.
  20. Dad72

    Create mesh online

    Yes it is quite possible to create this kind of publisher. But that requires some pretty important work.
  21. Yes it seems a bug then. @Deltakosh will tell us more, I suppose.
  22. Yes this box must not be checked in the export to export just Euler.
  23. You can otherwise do in your code: mesh.rotationQuaternion = null; You will be able to use rotation instead of rotationQuaternion
  24. @trevordev, Hi, I found a pretty sneaky bug when I try to activate a gizmo with this line: (It's random this error.) var manipulator = new BABYLON.GizmoManager(scene); manipulator.usePointerToAttachGizmos = false; manipulator.attachToMesh(mesh); manipulator.positionGizmoEnabled = true; this return getEngine of null Code in Babylon in the function UtilityLayerRenderer() // Create scene which will be rendered in the foreground and remove it from being referenced by engine to avoid interfering with existing app this.utilityLayerScene = new BABYLON.Scene(originalScene.getEngine()); Basically, when I set positionGizmoEnabled to true, the originalScene parameter does not exist. I can not reproduce it on the PG and I do not understand why it happens on my project, it's been 4 hours that I try to understand and there I give up, I do not understand the logic to this problem. So that I can not display gizmo on my stage. Maybe you have an idea of what can produce this. This looks like a very sneaky bug for some project. It's just the originalScene that is not recovering and I do not see what I can do with bad eyes that I inform the scene in the GizmoManager. Thank you Trevor
  25. Thank you for checking this and for the explanation.