royibernthal

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royibernthal last won the day on September 17 2016

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About royibernthal

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  • Birthday 11/28/1991

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  1. royibernthal

    Blender Exporter Error

    @JCPalmer When I export a .blend I get the following error, what does it mean? Leviathan.blend
  2. royibernthal

    Triggering Shader Compilation

    Got it, thanks for all the answers Sorry again if I sounded rude before
  3. royibernthal

    Triggering Shader Compilation

    My bad, thanks. Looking back at my replies I wasn't clear, so I'll try to rephrase. My question was: In this case where I only need to precompile, why emulate texture and emitter and call particleSystem.isReady() rather than call this._recreateUpdateEffect(); this._recreateRenderEffect(); and wait for this._updateEffect.isReady() && this._renderEffect.isReady() so that I don't need to emulate texture and emitter? In practicality this doesn't make a difference but I'm just curious. http://www.babylonjs-playground.com/#7UJDBL#11 Assuming the latter is also viable, I noticed I simply don't see anything for it in compiledEffects even though isReady() returns true, same as when emulating texture and emitter: http://www.babylonjs-playground.com/#7UJDBL#8 I recall you told me something about it at some point, I can't remember what. 1) Does the compilation of GPU particle system effect use a different function than all other effects? I tried to log name in Engine/createEffect() and I don't see any hint of a GPUParticleSystem related effect. 2) Is it possible to create a completely empty texture for temporary purposes like in this case? If so, how do I do that?
  4. royibernthal

    Triggering Shader Compilation

    Sorry if I sounded rude in my last reply. I did by the way read the code on GitHub, hence my previous questions about how things work internally. I still don't understand why we need to emulate emitter and texture instead of directly calling the internal functions that trigger compilation, an explanation would be nice if/when you have time. Anyway, let's just do that, I guess it doesn't make much of a difference. Here's an updated PG, I don't think the effect is being compiled. What am I missing? http://www.babylonjs-playground.com/#7UJDBL#7
  5. royibernthal

    Blender Exporter Total Frames

    I understand, thanks.
  6. royibernthal

    Triggering Shader Compilation

    You're referring me to normal particleSystem while I'm referring to GPU. Please take a min to read my replied and to take a look at the PG I made
  7. royibernthal

    Triggering Shader Compilation

    I could, but are the rest of the stuff in particleSystem.isReady() even relevant to the shader compilation? If so, out of curiosity - which? Also, please notice in my previous reply that I'm not even able to trigger the shader compilation.
  8. royibernthal

    Triggering Shader Compilation

    It does not seem to trigger compilation: http://www.babylonjs-playground.com/#7UJDBL#3 particleSystem.isReady() also requires having an emitter and a texture
  9. royibernthal

    BabylonJS for ES6

    Yup From what I understood ts didn't really find a good way to emit that into es5, so they gave up on it after deciding it was not worth the trouble. I think the problem in my initial case is that bjs is exported to es5, while my project is exported to es6. I believe that an es6 export of bjs would solve this.
  10. royibernthal

    BabylonJS for ES6

    Yeah, that's the workaround I'm currently using. I wonder if there's a more straightforward solution.
  11. royibernthal

    BabylonJS for ES6

    class A { set name(value) { console.log(value); } } class B extends A { set name(value) { super.name = value; console.log(value.toUpperCase()); } } var instance = new B(); instance.name = 'Test'; /* output: "Test" "TEST" */ Just to make sure we're on the same page, this is what I mean Not sure I'm familiar with overloading a setter without being able to call super, got a code example?
  12. royibernthal

    Blender Exporter Total Frames

    @JCPalmer There are 630 frames in the .blend. Start frame is 0, End frame is 630. How come the animation is exported between frames 0-651? https://www.dropbox.com/s/qhgreu9y2rx579g/data.babylon?dl=1 https://www.dropbox.com/s/ug3hyru4yboj8o2/data.blend?dl=1
  13. royibernthal

    BabylonJS for ES6

    I'm doing it in more than 1 place in my ts project, give it a try. Why overloading properties? How is it connected to overriding a setter function?
  14. royibernthal

    BabylonJS for ES6

    Setters are functions, so you can override them the same way you'd override any other function. I'm extending classes using es6 as well, and never had problems with calls to super, the only issue is with super of a setter (and possibly also a getter, not sure I checked). Can you elaborate on the solution you offered? Do you mean I should create an es6 class wrapper for the bjs class which shares its whole API (and delegates calls to the wrapped class)? If not, what do you mean? A small example / pseudo code would be great.
  15. royibernthal

    BabylonJS for ES6

    I extend Mesh and override the "parent" setter, which is defined in Node. Any calls to super.parent seem to be ignored. My guess is it has something to do with bjs being exported to es5 (or lower?), while I'm extending the classes using the es6 classes syntax. es6 classes are just syntactical sugar over prototypes, but it seems to matter here. Is bjs exported to es6 as well somewhere? Would I have to call Node's prototype manually from within my es6 code?