davrous

Members
  • Content count

    451
  • Joined

  • Last visited

  • Days Won

    14

davrous last won the day on November 25 2016

davrous had the most liked content!

2 Followers

About davrous

  • Rank
    Advanced Member
  • Birthday

Contact Methods

  • Twitter
    davrous

Recent Profile Visitors

1,074 profile views
  1. Hello, What do you mean by reducing a texture? David
  2. It should work with the default Web view of a C# or C++ app. Which kind of app are you building exactly? On which version of Windows?
  3. Yes, Kesshi has probably provided the answer. Don't forget also to set the touch-action="none" HTML property on the canvas element.
  4. http://lmgtfy.com/?q=how+to+enable+gzip+on+a+web+server :-P
  5. Wow!!! This is very impressive! Awesome work @MackeyK24
  6. Our shader architecture is taking care of that. It will try to target WebGL 2 and if it's doesn't work switch to WebGL 1. @Deltakosh and @Sebavan can elaborate on the job they've done to make it transparent to our users.
  7. Yes and the Babylon.js Sound Engine includes this check. I'm using it in the Sponza demo: http://www.babylonjs.com/demos/sponza. If you run it on iOS, you'll have a prompt to touch before starting the demo. I've explained it in this article: https://www.davrous.com/2016/02/05/discovering-sponza-by-babylon-js-and-sharing-tips-on-how-to-build-a-cross-platforms-webgl-game/ in the very last section. David
  8. I'm not sure to really understand what's going on. And if you can't share your code, please at least try to isolate a reproduction case to let us review it. I'm sorry to ask, but on your iPhone, are you sure it's not muted with the physical button on the left? Indeed, even after unlocking the web audio stack (which need at least a single user touch), you'll have no sound if the switch is set to off (even if native apps can play sounds). I don't get the problem with web app vs safari browser. What do you call the webapp mode? David
  9. Hi, Several questions: - which iOS version is having the issue? - do you have a reproduction page somewhere? Please reference the babylon.max.js to help troubleshooting the issue - are you using our offline engine? (IndexedDB with the .manifest file) I'm not reproducing with this demo I've made: http://aka.ms/utd . When adding to the homescreen of my iPhone, the sound still works as expected in-game. David
  10. Works in Firefox 51 on Windows on an Intel GPU. This looks specific to either Linux or your nVidia GPU/driver support. @Deltakosh, could this be linked to our migration to the new WebGL 2.0 pipeline? David
  11. Hi, I've just pushed a fix in our github to solve this rendering bug. You can test it from there: https://github.com/BabylonJS/Babylon.js/tree/master/dist/preview release David
  12. BTW, to make touch works everywhere, don't forget: 1 - to reference jQuery PEP 2 - add the touch-action="none" HTML property on your rendering canvas
  13. Yes, purely for compatibility reason. Today, you should use the Universal Camera embedding the 3 major ways to control a FPS like camera: keyboard + mouse, touch & gamepad.
  14. No, we won't work on making Babylon.js smaller or components based. We already had this debate several times and nobody was able to convince the core team members of the interest of doing that. It would require a huge amount of work for no convincing scenarios. Creating a simple mesh with a simple texture will often take more bandwidth than Babylon.js itself. If people are concerned about the speed of loading a page and/or bandwidth, they definitely should focus on optimizing their assets rather than hoping that shrinking Babylon.js would help them in any way. David
  15. This is not based on any change we've done to babylon.js, it's something that arrives with browsers' updates. The only solution is to add the CSS property you're using.