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Vousk-prod. last won the day on December 19 2015

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About Vousk-prod.

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  1. Mhm, you're not supposed to say "thanks", we are.
  2. Hello, I've just noticed that when cloning a material, the name and id of the clone are wrong, they are the same as initial object instead of those set by user. See PG : http://www.babylonjs-playground.com/#JZMNQ7
  3. Oh and this explains why sometimes the .babylon is still the old one even when enableSceneOffline is set to false aftewards. And you see, with string as version, if the cache process is correctly managed by BJS, a CI machine will be able to automaticaly set the manifest (with the hash of the .babylon file for instance) and no need then to bother manually with the manifest file! That would be awesome.
  4. @davrous Forget the hash part. User will fill the value with anything he wants (hash or other data, no matter). The idea is just to allow the version value to be a string instead of an integer. So users will be able to manage those manifest with better efficiency (for instance by using some hash of 3D and textures files, or anything else, even in an automated way in continuous integration context or whatever). Just check the string value, if new one is different from previous one, simply continue with your previous behavior (download .babylon & texture associated based on the 2 boolean values).
  5. This may be related to and / or
  6. Great trailer, I'm really curious now!!
  7. Hello everyone! I'd like to discuss a little bit about the manifest that goes with the .babylon files. For now, it contains an "arbitrary" version number (integer), and the loader checks if this number is greater than previous one to determine if 3D data an textures should be loaded from indexedDB or network. Wouldn't it be more usefull if this version number could be a string instead of integer (with simple comparison between new string and previous one)? So we could, for instance, put the hash of the .babylon associated, allowing a more standard way to check if file need to be taken from cache or not. If people can put the string they want, any kind of uid could be used to version the 3D and/or the textures associated. That would be really usefull. Oh, and now I'm talking about manifest, I'm not totally sure for that but I think I've noticed several times that if we once have the .babylon cached in indexedDB and then set "enableSceneOffline" : false the .babylon file is still taken from cache on not loaded from server. Could it possibly be a bug?
  8. Too many cooks
  9. Excellent!! That's a perfect serious game to educate people on fires.
  10. OK, PR is on its way (under yuccai's git account). Sorry for not being "step by step", there are in fact three new events in this PR : POINTERTAP (the equivalent of ActionManager.onPointerPick, but at scene level) POINTERDOUBLETAP (to catch double click, at scene level) onDoublePickTrigger (ActionManager event to catch a double click on a mesh) Of course implementation is open for discussion in the github pull request.
  11. I also once had this error many month ago, but, saddly, I absolutly don't remember how I solved it... sorry. It was server side, I think (mime types?).
  12. Excellent!!
  13. That's an interesting idea, but clearly too specific for being added in BJS. It's rather up to the user to create such a mecanism, based on the events layer BJS provides.
  14. The main purpose of POINTERTAP is to provide a way to get a click event only on real click and not on press-and-move-while-pressed.
  15. And in any case, POINTERDOWN observer will always be raised immediatly on any click.