JCPalmer

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JCPalmer last won the day on November 8 2016

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About JCPalmer

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    Rochester, NY
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  1. When you export a mesh without a skeleton in Blender, you do not get any matrix weights & index per vertex in the .babylon file for the mesh. You cannot add a skeleton once in BJS, as far as I know. You can have a skeleton with animation actions, and copyAnimationRanges to mesh with same skeleton, but no animation. This is similar to Dad72, but he is coming from 3Dsmax. It does not export to ranges, I believe.
  2. FYI, like I did for compressed textures, you can use the github version of the doc in the meantime. Also, wouldn't getFacetNormal(i) only work when using flat shading?
  3. Yes. All iOS chips support PVRTC. Those A8 and above, I am pretty sure also support ASTC. Safari and WKWebView are not exposing ASTC yet though. Run mansion demo on your iPhone/Pad. It will show it to be using PRVTC.
  4. Thanks, but looking in that public/ img directory, there is a file, flight_arcade.jpg. A tutorial ends up in a tutorials directory on the website. If img was a subdirectory of tutorial when published, then this would not get a 404, http://doc.babylonjs.com/tutorials/img/flight_arcade.jpg. So is this grunt thing going to do the fix up to where it really is? FYI, I PRed without a image, and moved on. The image I was going to do, is of the Encode window of the PVRTexTool. I am hoping it is going to be improved for WebGL, so I'll wait.
  5. Nah, the impersonal nature of the internet is one its "features" (wing bait). I didn't have the internet when I was in university. The best advantage I could get was going to the data center building, and using the keypunch machine on the loading dock. No lines, and your print out came out really quick submitted from there. You had to type standing up, but no competition from legions of Cobol muggles from the college of business. Takes 100 cards to blow your nose in Cobol.
  6. You may take advantage of graphic hardware supported textures on ANY chip architecture! Most of my effort went into adding formal documentation, so I will not repeat my self here. The page has not shown up yet. Will update with link when it does. Upshot is in order to take advantage of compressed textures, you have to know which compressed texture format(s) your gpu supports. If you pick one, all other hardware will not run your scene. Along the way of putting this in, a fall back was added for .DDS files with Direct X, dxt, textures, when not running on Windows browsers. This is much better than that though. For testing purposes, I made a version of the Mansion demo, where based on your hardware, a different compressed format is used. There is also a separate page where this was not enabled. I did not see any performance difference between these two on my hardware. Though the scene uses 105 textures, almost all are much smaller than 2k. Do to textures being multi-dimensional, space requirements explode as textures get bigger (up to 4k). A scene with a bunch of bigger textures would probably show much more of a difference. Enjoy. EDIT: Here is the url as viewed from Github (hope formatting will be same on BJS doc site) https://github.com/BabylonJS/Documentation/blob/master/content/tutorials/02_Mid_Level/Multi-Platform_Compressed_Textures.md
  7. Nah. I'll credit you for not trying to hide you are a student. I do not do students homework / projects for them. Others might though.
  8. @lin, This level in site is not really the right place for these. Perhaps @Deltakoshcan move them to the questions & Answers forum.
  9. If spheres were contained in an array: var spheres = [ ]; Any time a sphere was added or removed, I would have a function which (re-)positioned ALL of them in a loop, based on a center point, radius, the length of the array, and the index into the for loop.
  10. I hesitate to add to a very long topic (implying I read the whole thing), but am in the process of adding a new tutorial. There is a table, bullet list, and a few code sections to break up the text. Was thinking about adding a gratuitous picture. I see all examples using full path urls to external servers. On some of the markups I have done on Github, I have experimented having the pictures right in the repo, in a sub-directory, doc-assist. I then referred to them like <img src="doc-assist/MH_community.jpg">, example. Not having the image in the repo or in the final site is pretty fragile. I suppose additional "grunting" is involved or this wouldn't currently be this way. If images cannot be in the documentation repo, I just leave pictures out. Let 'em eat cake.
  11. I have answered this before, I think. It has to do with the viewports of the sub-cameras. They each have a width of .5. One has a left of 0 & the other .5. Try searching for me, viewport, and sub-camera, maybe. I am not sure what problem you are trying to solve. I do not have hardware to running this. May get MS Hololens once $3k drops & supported. It does not look like it is going to be implemented this way BJS.
  12. I see CocoonJS can use WKWebView in one of the variants they have, Webview+. The version of cordovia on iOS they are currently using is 4.3. This adds iOS 10 support.
  13. Anyone know why this scene does not appear to be using the manifest? I try it from FireFox, where you can set in options to prompt for permission & manage offline files. I did not get a prompt, & it does not show as stored offline. Does load pretty fast 2nd time, but suspect it is just normal browser cache. Source. Many files, scroll to Manoir.
  14. On an A8, iPad Air 2 (Model MHOW2LL/A), I get 60 fps for your scene.
  15. Ran though this. What is getting cached are WebGLTextures. Think these are context objects, so not a duplication. Either gl.compressedTexImage2D() or gl.texImage2D(), which actually load the data, do not reference the WebGLTexture, so looks like no double copy ends up in javascript.