JCPalmer

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JCPalmer last won the day on February 17

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About JCPalmer

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    whoopstopia

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  1. @boyofgreen, did switch over to Flexbox. See it now in Edge below. Knew it would take a few hours on playing vids, searching, & plugging in stuff. Was to the point where getting Edge to get work helped my development (will not confuse the thread to say why). As I am still using 2 tables for all the control layout, the change was manageable. Here is snap. I colored canvas differently for clarity.
  2. ahh...Admit it you've been watching daytime MeTV. Who remembers the name of the cook. On your PG, I must admit I bookmarked it. I am only interested in the Balsa. BTW, Pixar released an entire library of repeating textures under Creative Commons.
  3. Think it should be: camera : BABYLON.FreeCamera = ...
  4. Maybe it is only optional in Javascript. The idea of Typescript is to force some check-able structure.
  5. This is going to involve the camera.FOV since the value assigned affects how far away things look at the same position. In another thread I took snapshots of the effects of changing this. Here I was trying to get images of the same size, so I had to move the camera or they would not be. In your research, FOV plays into defining the frustrum.
  6. I do not know how to do that, but I do know that shaders are implemented at the Material level. You might look into the CustomMaterial under dev.
  7. You might want add statement termiinators, ';'.
  8. There is an Extensions repository. Many people add their own high level directory.
  9. It changed the size, but as it is just a plane, I guess there is not much difference. For pre-recorded video, like your example, looks like you are stuck with what it is recorded in. Whether this adjustable for when using CreateFromWebCam() looks doubtful as well.
  10. No clue about the webcam part. Maybe this discussion will give you a clue. To make a fisheye scene camera, you can just set the FOV. A 10mm focal length lens == 2.024394 radian FOV. camera.fov = 2.024394; I am using a 120mm "lens" for my close up scenes (0.265103 radian FOV). BJS's default is 45.8mm. The default for a Blender exported camera is 35mm. Here are some effects: 45.8mm: (BJS default) 120 mm: (wide angle) 10 mm: (fisheye)
  11. Yes, but what scale for physics? Meters, decimeters, imperial? I use decimeters, From a precision standpoint, if you are exporting, then meters will give you slightly less precision than decimeters. Reason is for Blender at least, the exporter only specifies up to 4 decimals. Something measured in meters is going to be shifted in to the mantissa. There is no computational difference, regardless.
  12. What does your console say? There is no such thing as " doesn't load anything". This is programming. You can also turn on additional logging for sceneloader by placing this before the load statement, should the console does not show you your issue: BABYLON.SceneLoader.loggingLevel = BABYLON.SceneLoader.DETAILED_LOGGING;
  13. Yeah, I saw the xdk direction change to. CocoonJS handles the crosswalk for you. Also, they have a tester app just like xdk. You can see console messages right from there. I have not tried the cloud build, but for dev you can use your own http server with the tester app.
  14. @gryff, I could tell by the very first post that you had the wrong end of the stick, but put off talking about it since the problem of getting it to work made mixing it in confusing. Compressed textures are about efficient GPU memory usage & access time / caching. Image files (JPG, PNG), are expanded when put into GPU. The size of your dtx file in the GPU is within 50 bytes of 683kb. Also a compressed texture has all of the mip maps (smaller versions) right in the file. These are generated at runtime for image types. For 4096 size this is very significant. RAM required for a 4k rgb image texture including mipmaps is: 50,331,648 (4096 * 4096 * 3) + 12,582,912 (2048 * 2048 * 3) + 3,145,728 (1024 * 1024 * 3) + 786,432 ( 512 * 512 * 3) + 196,608 ( 256 * 256 * 3) + 49,152 ( 128 * 128 * 3) + 12,288 ( 64 * 64 * 3) + 3,072 ( 32 * 32 * 3) + 768 ( 16 * 16 * 3) + 192 ( 8 * 8 * 3) + 48 ( 4 * 4 * 3) + 12 ( 2 * 2 * 3) + 3 ( 1 * 1 * 3) =========== 67,108,863 The memory footprint of a 4K PVR compressed file is 5,462 kb. In your case, the PNG file has alpha, it will be 5,611 kb in memory as opposed to 683kb. One thing you might do is verify you are not using a dxt format that has alpha, since it looks like you do not need it. 4,194,304 (1024 * 1024 * 4) + 1,048,576 ( 512 * 512 * 4) + 280,900 ( 256 * 256 * 4) + 65,536 ( 128 * 128 * 4) + 16,384 ( 64 * 64 * 4) + 4,096 ( 32 * 32 * 4) + 1,024 ( 16 * 16 * 4) + 256 ( 8 * 8 * 4) + 64 ( 4 * 4 * 4) + 16 ( 2 * 2 * 4) + 4 ( 1 * 1 * 4) =========== 5,611,160