Search the Community

Showing results for tags 'bgui'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • HTML5 Game Coding
    • News
    • Game Showcase
    • Facebook Instant Games
    • Coding and Game Design
  • Frameworks
    • Phaser 3
    • Phaser 2
    • Pixi.js
    • Babylon.js
    • Panda 2
    • melonJS
    • Haxe JS
    • Kiwi.js
  • General
    • General Talk
  • Business
    • Collaborations (un-paid)
    • Jobs (Hiring and Freelance)
    • Services Offered

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Twitter


Skype


Location


Interests

Found 14 results

  1. Hello, I am using bGUI but I am having a slight problem when attempting to put text above a GUI Panel. No matter where I create either the text or the panel, the panel always seems to appear in front of the text (so the text cannot be seen) and I was wondering if there was some way to get around this problem using bGUI or if I need to try and use a different method of creating a GUI. Thank you
  2. Hello, I'm not sure what I'm doing wrong but I can't get bgui to show up in my scene. I'm creating it within the createScene() function. I've tried different variations of the code below, carefully following examples and documentation to no avail. I know my texture is loading in fine, I tested it on a plane. I noticed that bgui is creating a separate camera to display objects, maybe that's off? Any direction is much appreciated. gui = new bGUI.GUISystem(scene, window.innerWidth, window.innerHeight); gui.updateCamera(); gui.enableClick(); var head = new bGUI.GUIPanel("head", face, null, gui); head.position(new BABYLON.Vector3(5,5,0)); head.setVisible(true);
  3. Hello, This post is probably for @Temechon, but perhaps there are other users who have accomplished this. I need to seperate out the bGUI elements from my main.js script, as bGUI sets up the canvas size by default. Also, I'm unable to access scene elements if I use the bGUI demo as a template. Even if I run a render loop, I can't seem to make changes to properties such as the visibility of a scene object or other element properties with a "click" function of a bGUIButton when I use a global variable inside of the "function init3d (scene, canvas)". I'm able to do this is I declare my scene objects following the bGUI.GUISystem initilization, but I really need to seperate the bGUI system into a seperate script from the script containing my babylon.js scene objects. Unless there is a better method to cause change to babyln.js object properties in perhaps a render loop - which I've been able to achieve, but not to any necessary degree of control. My scripts are many and large, and I'm unable to set up a playground scene to accomplish what I'm currently doing. Any help is appriciated. Thanks, DB
  4. Hi everyone ! I'm using bGUI in my scene, very nice to make a user interface ! I've used the approach demonstrated by official demos, thus the bGUI is launched after every other BABYLON script, with a setTimeout function. Everything works so well, I had to manually set the layerMask=1 on the lensFlareSystem though, it took me some time to understand that >_< I want to use a VolumetricLightScatteringPostProcess on my scene, but bGUI seems to make it disappear:/ Since there is no layerMask class for the VolumetricLightScatteringPostProcess, I wonder how can I make it visible ? Thx for your help !
  5. Hi, I haven't yet had sucess in reading the text field value from a text_input widget and set the string value as a variable I can send to other functions. Can you provide an example of getting the value of a text_input widget assigned as a variable? Also, I need to make sure that pressing the Enter key on my keyboard doesn't execute a return - even when my mouse curser is hovering over the field, as I need to get the text_input values from several widgets using a GUI button click. So if you have time, I would be eternally grateful if you might either provide a code example for setting the widget properly without a return on Enter, and to get the string value from an image button to make certain I'm creating the text_input correctly? Or if you have a link to any updated demo or page with this widget included, perhaps the demo will show me what I'm doing incorrectly. I searched GitHub, but haven't seen an updated demo in a few months, and couldn't locate any reference to a text_input in the "src" or any other directory/file. I also require a slider control for a video player I have. I suppose I could pick an image button and drag, but there's so much else to build into this as well. Have you built a slider control in bGUI? Thank you, DB
  6. Hello, I may not be able to solve my current dilemma, however I thought I might ask if anyone has had a similar issue and was able to resolve it. The problem I have is that I have an interface for an application in which I need to display color information through the GUI. So I have a pallatte, a color picker, and a simple mesh plane which I use to display the currently selected color by the user - and I do this by changing the material color value of the plane to represent any color the user has selected. This works great on my laptops or a single device, however, when the device resolution is different such as viewing on a mobile device, the position of the mesh plane is changed since the display of the plane object's position is relative to the resolution of the display in which it is rendered. So the result is that all of my GUI elements are always relatively the same in their position - relative to each other - so my GUI works and looks good on every device I've tested. But since I need to display an object as an element of my GUI which represents the current color the user has selected to draw with, this mesh object's position is different on most all mobile displays - since the display resolution is different on each device. I wouldn't begin to know how to lock the (X, Y) position of a scene mesh to the (X, Y) position of a GUI element or it's canvas, even though the camera is always in a fixed position. So unless someone in the BJS community has been able to do this, then I need to find a method to display the current color using either the CasterGUI or bGUI extensions - which I am using both for my application's interface. I had previously been doing this by displaying the textures from the color pallette using bGUI, but had to find another method to display the current color when I added a color picker using the CastorGUI extension, since the color picker allows any color value to be selected. I'm certain that Dad72 will take a look at this post, and I believe there is a solution using the CastorGUI extension, but not certain how to build this yet. What I require is a GUI element such as a rectangle which can change to display any RGB value. I think that CastorGUI can do this since I'm currently calling a color picker element which accurately displays the color from the color picker. But I haven't yet been able to dynamically change the color of a different GUI element. I hope this makes sense, and I appriciate anyone reading this who might try and help with my dilemma. Thank you, DB
  7. amarneethi

    Problem with bGUI Text

    I'm trying to include text for my app's interface, but as soon as I add the GUIText the camera points somewhere else and far away. But if you comment lines 96-98, it will work properly. I googled and found a couple of solutions but it didn't work for me. Attached the source for reference. production.zip
  8. Hello, Does anyone have any experience using bGUI or CastorGUI to create a text input window object? I am using both GUI extensions for my current app development, and they work together beautifully (I had help from Dad72 to impliment them both together in one scene.) I've reviewed the documentation for both GUI extensions, and have not been able to properly input the parameters for either extension to create a simple GUI object by which the user can type into and the text can be used in the app. In bGUI, I know how to use the text once it's in a GUI object (as the documentation is clear), but I have not been able to generate a GUI text window in either extension as I am not providing the necessary parameters and/or not using the correct syntax. I haven't looked closely enough at the CastorGUI documentation for using the text in my app, but I'm sure it's just as clear once I can actually create a text input window object. So if anyone has experience with creating text fields to type text using either the CastorGUI or bGUI extensions, could you please provide a working line of code for either extension as and example? Of course, I welcome Temechon and Dad72 to reply to this post. And if you know the command to use the text from a CastorGUI text input object, this would be valuable as well. The documentation for both extensions appear clear, but I've yet to be able to get either to create a text input window object. By the way, as I previously mentioned, you don't need to choose between the two GUI extensions, as they can easily be used together - and they both offer fantastic tools to easily create GUI objects and functions for those objects - so I highly recommend both CastorGUI and bGUI so you can focus on your scene, and not waste a bunch of time integrating your own GUI. Thank you, DB
  9. manu225

    Water bug with bGUI

    Hi everyone, I'm developing a projet with Babylon.JS : http://www.info-d-74.com/demos/island/ And I got a strange bug with bGUI. When I had this code in my loader.onFinish function : setTimeout(function() { gui = new bGUI.GUISystem(scene, engine.getRenderWidth(), engine.getRenderHeight()); gui.enableClick(); var info = new bGUI.GUIText("info", 512, 128, {font:"20px Segoe UI", text:'', color:"#ffffff"}, gui); info.guiposition(new BABYLON.Vector3(170, 130, 0)); gui.updateCamera();}, 10); the reflection on water disapear (look screenshots in attachements) Someone already got this bug ? Thanks
  10. Hi, I am using bGUI extension to create a nice User Interface. It has several panels made of .png images with transparency. Everything works perfect, but when bGUI panels are on-top of each others, the rendering order looks random : some images are on top of others, some are behind, without logic. Those bGUIPanel acts as buttons, and using "guiposition()" z position allows to control the hierarchy of z "touchability", but the way they are displayed doesn't match "graphically". Is there a way I can control the z order of images ? I've tried to add bGUIPanel.mesh.position.z = 2; after "bGUIPanel.guiposition()" but this doesn't seem to change ... Thx for your advice !
  11. MidnightCow

    bGUI Text Aliasing..

    Hi there, I didn't want to hassle Temechon personally with this so i thought i'd ask in general: I have some aliasing on my GUIText objects, is there a way around this?
  12. Hi, How to hide sprites on screen when use BGui​. Thanks in advance for your help.
  13. Hello to all the rouges out there, I have a scene with a GUI (interface) that uses 28 textures on babylon plane objects. I'm using bGUI for the interface, however, this appears to have nothing to do with bGUI as I've observed this behavior in previous scenes without any interface or GUI. The problem is that once I reached approximately 10+ textures (in this case), I began to notice that about 10 percent of the time any one of the textures (chosen at random) weren't loading, and the scene was displaying black on the plane mesh - appearing as though the texture didn't load into memory. I had to refresh (sometimes more than once) to load all textures. This only occurs for a single texture everytime it occurs, and my largest texture resolution is 300px X 300px. I am using a dynamic texture and painting on an object through the canvas - if this provides any additional useful information. However, in increasing the number of textures, this problem increased slightly - until I reached 28 textures, when the problem wouldn't resolve even with repeated refresh. It is always one texture, and no more. I also removed a texture and it's associated code, and the problem persists every time. I've tried adding texture.update(); and textureComplete = true; but perhaps I'm not using these correctly or in the best location in my script. I welcome any suggestions, and thank everyone in advance for reading this post. Cheers, DB
  14. dbawel

    Need Help with BGui

    We're trying a couple of things, and it looks promising. I just hope I can sta awake.