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Everything posted by Dad72

  1. Dad72

    Dynamic Terrain

    It's really unbelievable.
  2. Dad72

    Avatar Account and Register form

    I did not understand that you were selling your entire app, I thought you just wanted to sell a registration and login form.
  3. Hello, I just saw a 50% drop on firefox when we create multiple Babylon engine. On Chrome and Opera, I'm 60 FPS on my scene, but when I use Firefox I'm 30 FPS. I use several engine because I have several tab for my editor (one for actors, one for animation, one for particles, one for the terrains ...) I have 8 engines to initialize. If I try to create only one engine for the terrain (I comment on the others) I go back to 60 FPS on Firefox. In console Firefox I have : I do not create 16 engines, but 8. I do not have this problem on Chrome and Opera. On Edge, I'm 2 FPS, (It's catastrophic) My question is, what can I do? you will tell me to create a single engine for each canvas, but I understood that I had to create only 1 engine per canvas (that's what I do, but firefox handles it very badly ) Solutions ?
  4. Report here :
  5. In fact, this also happens when I create a single engine, but my FPS goes back to 60. I'm not registered to open tickets and I do not know where it is and what to say and what should I provide? Or does it find it? any ideas of how I report this bug? Thank you DK
  6. This error is reported by Babylon for Firefox, but not in other browsers. Error: WebGL warning: <SetDimensions>: Exceeded 16 live WebGL contexts for this principal, losing the least recently used one. Line : this._gl = (canvas.getContext("webgl2", options) || canvas.getContext("experimental-webgl2", options)); // GL if (!options.disableWebGL2Support) { try { this._gl = (canvas.getContext("webgl2", options) || canvas.getContext("experimental-webgl2", options)); if (this._gl) { this._webGLVersion = 2.0; // Prevent weird browsers to lie :-) if (!this._gl.deleteQuery) { this._webGLVersion = 1.0; } } } catch (e) { // Do nothing } } Console :
  7. No, I do not use Engine.IsSupported, should I use this? I do not know how it goes the creation of ticket on bugzillla, I've never done, I'm not registered and I do not know what to explain in English correct
  8. Dad72

    Avatar Account and Register form

    To sell ? I thought it was a free help forum here, you get free help, use a free engine with free support, and resell your help? Mekaboo, you can find complete connections, a registration form on google, that developers share for free. I can even give you some, because if everyone sold what he was doing, the Internet would not be where it is.
  9. Dad72

    Collision workers

    The last time I used it, I found that the collisions had big problems, and with time the gravitie became progressively stronger until the character no longer moved forward. I abandoned its use Just to say why I do not use it, but I could have used it if I did not encounter this problem.
  10. Dad72

    3d positioning

    I do not understand what you mean. Maybe a PG will help to better understand.
  11. Dad72

    3d positioning

    I'm not sure I understand. You can define a vector3 position? It is very simple : mesh.position = new BABYLON.Vector3(5, 1.0, 12); You can get a position with : var positionVector3 = mesh.position.clone(); var positionX = mesh.position.x;
  12. Yes you have a callback at the end of the animation, but nothing prevents you from performing another action during an animation. Just use a setTimeout after triggering an animation to do something. Knowing that your action should not be in a loop for it to fire only once. Besides, an animation is not in a loop, it is the displacement of the object that must be. After that depends also if you speak of animation of skeleton or animation of any object. But with a little bit of code and logic, you can do any action before, during, and after an animation by creating offset with setTimeout. PS: Yes a bit of humor in the morning does not hurt for the morale
  13. I do not know what you mean by PPL ? Private Pilot Licence (which allows to fly motorized planes) ? I do not see the relationship with Babylon. I miss something I think, but I just woke up that's probably normal. 😄
  14. I do not use gltf, I do not know how to help with this subject, sorry.
  15. You have reason. I just checked it on my project and I set my ellipsoid at 0.875 which matches the height of my characters by 1.75 units. It seems to me that by putting the camera higher on your PG the artifacts disappeared, but it may be due to some other modification that I had done before in your PG. My elipoid is here for the size of a character : new BABYLON.Vector3(0.3, 0.875, 0.125); (soit 60 cm de large, 1.75 m de haut et 25 cm de profondeur)
  16. My PC is running with a GTX 1050 TI For the wind, you can maybe try to put 0.3 to 0.5 in Z and leave 0 in X. For the ellipsoid, 2 is a height of 2m . You can try 1.8m0 to make a character height, as you did at 0.75, so that the character is 75cm, which is very small.
  17. You can use getFrontPosition which allows to create for example a object in front of the camera. scene.activeCamera.getFrontPosition(8);
  18. Dad72

    GUI Input Text Behavior

    Ok I see the problems you say JohnK. I hope that can be corrected.
  19. Dad72

    GUI Input Text Behavior

    I also note its limitations. 1) It is possible to move the cursor with the arrow keys but with the mouse. we would say that there are problems. (I need to double click in some place of the inputText) I'm not sure I understand: Key in a colon. Maybe you talk about of ! who do not want to show up (which I also notice) 2) we can play with the observables I think. 3) we can not currently paste text, which could be very useful indeed. This is the 3 missing thing to inputText that would be great and essential to have for more flexibility of use.
  20. Dad72

    Playground Limit?

    No limit to my knowledge. Can be the server that has problems.
  21. At home the FPS are at 60 stable on your scene. The deformation of this product according to the orientation of the camera : See: Camera down, it's perfect Camera looking up, and deforming this product : Then I realized that it is not the reflection or refraction that is not going well, it is the camera that produces its artifacts. Watch his pictures: This covers the entire width of the screen by a small band that create deformations. this.camFPS.minZ = 0; has reduced the height of the band, but still remains Then it makes me think that the camera is not big enough in height: So I change its height: this.camFPS.ellipsoid = new BABYLON.Vector3( 0.5, 2.0, 0.5 ) Everything is perfect on this PG : See :
  22. Your water does not need as much subdivision. your water is flat, a subdivision of 4 is sufficient.
  23. Hello, I ask myself this question: sometimes our animate models are totally distorted and with the use of updatePoseMatrix () this solves the problem. My question is why some model updatePoseMatrix() it is not needed and others need it. What exactly is this function? What is she doing ? why some model do not need it? Is this a defect in our animations? Thank you for the clarification. It happens in users of my software asks me the question and I do not really know what to answer. So I'm asking the question here to be less stupid.
  24. Dad72

    About updatePoseMatrix ()

    I have to create the function like that, I add all the sums and at the end they must be equal or different. Maybe we can do it differently, but like that, it works. I put my function here in case it interests someone. isPoseMatrixEqual(mesh) { let poseMatrix = 0; let computeMatrix = 0; for(let i = 0; i < mesh.getPoseMatrix().m.length; i++) { poseMatrix += Math.abs(mesh.getPoseMatrix().m[i]); } for(let i = 0; i < mesh.computeWorldMatrix().m.length; i++) { computeMatrix += Math.abs(mesh.computeWorldMatrix().m[i]); } if(poseMatrix === computeMatrix) return true; else return false; }