levere

Members
  • Content count

    12
  • Joined

  • Last visited

  1. It's all non-static content, so octree will be counter-productive in this case.
  2. Is it possible to efficiently cull a Mesh hierarchy from the render list? Ideally, I would like to create a bounding box around the hierarchy and if the box is off screen, cull the whole model. Currently, I'm seeing a pretty big performance hit in _evaluateActiveMeshes due to each Mesh in the hierarchy getting checked individually. Thanks.
  3. Great, thanks. That does take care of the diffuseTexture assignment on an existing sub-material, but what about the case where I'm re-assigning a sub-material to a new one, prior to the diffuseTexture assignment (run again and hit the 'm' key)? The color change is still caught and reflected properly, but not the texture assignment.
  4. Try commenting out line 52 and try it again.
  5. Based on the MultiMaterial example here, I have created a simple playground demo that, after fully loaded and running, attempts to either change the diffuseTexture of a MultiMaterial's sub-material or replace a sub-material with a new one. Neither appear to successfully load and render the newly created texture, though changing diffuseColor does have an effect. Am I missing a step or is this a bug? http://babylonjs-playground.com/#3HGJ5Y#2
  6. createInstance on LinesMesh?

    That looks like it will do the job nicely. Thank you for pointing that out.
  7. createInstance on LinesMesh?

    There appears to be a problem with createInstance invoked on a LinesMesh object. In my tests, neither are rendered after the createInstance call. Example: http://www.babylonjs-playground.com/#1HMSGN#3
  8. FBX to Babylon export problem

    Thanks for the help.
  9. FBX to Babylon export problem

    Thanks. That one does convert fine, but it doesn't reference any textures. Have you been able to successfully convert any with textures?
  10. FBX to Babylon export problem

    The one in here? https://github.com/BabylonJS/Babylon.js/archive/master.zip I tried it this morning, but it has the same problem. It just won't handle anything textured for me. For whatever reason, it seems to have trouble resolving the texture paths...? Do you have a simple textured FBX model that you were able to convert and can share?
  11. FBX to Babylon export problem

    Any idea what's going on here? I built BabylonExport in VS 2010 and every FBX and DAE file I've tried to convert is throwing the following exception: OBJs seem fine to convert, though the output, when loaded and displayed using the Babylon engine, usually has problems being displayed properly. It's hard to tell exactly what is wrong with them, but they usually appear incomplete. Any possible insights into what I may be doing wrong would be appreciated.