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BitOfGold last won the day on November 7 2016

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About BitOfGold

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  • Birthday 11/27/1980

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  1. I know it sounds weird, but you could try a voxel editor instead of a pixel image: This can output .obj files. I'm sure the arrow on the top image is a mesh, not a thickness shader.
  2. Hi folks! LudumDare starts in a day, and I'm in a hurry to prepare... I'm planning to use this Quake-ish, glitchy, dithered, scanlined postprocess shader I wrote today: Is it possible to render a scene only to the RenderTarget, without rendering to a full scale backbuffer? BTW will any of you participate in LudumDare jam or compo?
  3. I think it is possible
  4. @shaterSorry, no better version than this. It's working but not perfect. Reflections are perfect in this example: The room's scale is matching the parallax box size, and camera position can change from middle of the box, and reflections are still perfect. In my code the only scale that works is when cube box size is 29x29x29m (room size is 17x3m) So no progress, sorry. I feel that I'm near and there is only one error... I hope anyone else sees what is wrong, or can make a better correction.
  5. OBJ always contain world coordinates. The obj exporter does not take into account the position of the mesh. You can bake a translation into vertices position like this: var matrix = BABYLON.Matrix.Translation(mesh.position.x,mesh.position.y,mesh.position.z); mesh.bakeTransformIntoVertices(matrix);
  6. I find to difficult to focus and coding to music with lyrics. Here is my mind-clearing, brain-hammering playlist for coding: (I do listen more "inspiring" music from medieval harp to ambient/relaxing type, epic movie soundtracks to native american drumming - for drawing.)
  7. @MackeyK24: yes that should show green without seams... Where are your triangles? Are you sure it's not some kind of vertex position error like rounding? (Just guessing, but if triangle vertexes are not the same positon, that can create seams too)
  8. @NasimiAsl I think you're right this will be only perfect if you pre-generate the texture mipmaps by texture. But how can it be done in webgl?
  9. @MackeyK24 Sorry my monday is a bit rough. 1.) downscale the 1024x1024 texture to a 1016x1016. (this will be the rectangle size). Maybe you can do this in your exporter I don't really use unity, but I see something like this in your code: extureScale.Bilinear(item, so maybe this can be done in the exporter. 2. Get a 1024x1024 place in the atlas texture, and place the 1016 texture in the center. and fill the 4pixel border on every side with... I think the best would be to repeat the texture on the sides, like this (image), so like a repeating 1016 texture in the middle of a 1024 place.
  10. I think you have two options: 1. Padding When getting the texture data with Texture2D, the value it returns depends on the mipmap level (from 4k down to 2x2pixels), and trilinear filtering. This reads not one but from many texture values. So when u or v is near 1.0 or 0.0, you get the texture value from the edge of the other texture rectangle. And because of mipmapping, this is not one pixel (texel), can be many more nto the other texture rectangle. I think the only way this will work is padding the textures by some pixels, like in your 4k textures, use 1016x1016 rectangles with 4 pixel padding on every side (with the textures "mirrored out" on the sides) This works down to the 4th mipmap level, wich may be far enough. 2. Clamping You can clamp the u,v values like this vTerrainUV = clamp(fract(vTerrainUV),vec2(0.00390625),vec2(0.9960935)); This will dampen the border effect a bit (u,v stays within the texture in the first few mipmaps), but it will cause a 8 texel "band" in the texture. values are 4/1024, 1.0-4/1024 Or you can try this with 1/1024.
  11. The full source is saved too.
  12. Well, wayback machine archived some code from this multitalented @Samuel Girardin. Some of is saved. But not the ragdoll with cannon.js
  13. @Raggar That's cool!
  14. // Base splat colors vTerrainUV = fract(vTerrainUV); if (splatmapRects > 0.0) { vec2 baseUV1 = vec2(vTerrainUV.x * splatmapRect1.w) + splatmapRect1.x, (vTerrainUV.y * splatmapRect1.z) + splatmapRect1.y); baseColor1 = texture2D(splatmap, baseUV1 + uvOffset); } Something like this I think.