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Found 6 results

  1. I'm rendering the content of some PNG's via a 4096 by 4096 RenderTexture, to cram all of it in the GPU memory, for scrolling usage. As each column should be 1024 pixels wide I can store a maximum of 16384 pixels of height to scroll through. I use 4096 as width and height because of http://webglstats.com/webgl/parameter/MAX_TEXTURE_SIZE But what to do if I want more than 16384 pixels to scroll through in one go? Suddenly realised: Should I just use some extra texture(s) of 4096 by 4096? It looks like a maximum of 8 textures is a safe bet: http://webglstats.com/webgl/parameter/MAX_TEXTURE_IMAGE_UNITS Or is there a better approach?
  2. Hello, what do you think, what is the best way to show this green tree only at this gray box. I would like to hide every pixel which is outside the box, even if I will rotate a camera. http://www.babylonjs-playground.com/#2L76JS#1 This plane will be pickable and the user will be able to move it above 3D object, but it is necessary to hide pixel outside. I tried to make a layer/foreground, put there a texture made by RenderTargetTexture of gray box and mask every planes which I will add. But this solution is not good, because in this function I need to have an URL of the image, not a texture: new Layer(name, imgUrl, scene, isBackground, color) Do you have any ideas how to get this effect? Thank you in advance!
  3. hi i test some stuff about Texture and see a interested result in a large scene and one time use material with colorfull paint all and keep other effects http://185.88.152.44/ i see fps between (45 - 60 ) and zero Ram Take and make that scene just with textures (i test DDS and Small Text too ) http://185.88.152.44:9191 i see fps between (25 -40) and 2 GB Ram take any way to manage texture in buffer for optimize that? * for samples wait to load complete and see around in first time (it is not have loading or prepare stuff) I really don't understand 2G ram!!! - all my uncompressed texture size is 100mb thanks for your any advise about this .
  4. Hello folks, after nearly over an hour of debug action, I found something strange. I create an object out of some smaller objects using merge. After that, I keep one "original" in background with "isVisible = false". Then, if the settings change, I throw everything away and copy this "original". Set material, size, etc... Then I create instances of this. But I always had an error within babylon while copy. The first time it works as expected. But the second time I use copy with this "original" object, I have this error: (Line 27524: CANNOT SET .references OF UNDEFINED #ERROR) for (var kind in this._vertexBuffers) { if (numOfMeshes === 1) { this._vertexBuffers[kind].create(); } this._vertexBuffers[kind]._buffer.references = numOfMeshes; <==== CANNOT SET .references OF UNDEFINED #ERROR if (kind === BABYLON.VertexBuffer.PositionKind) { mesh._resetPointsArrayCache(); var extend = BABYLON.Tools.ExtractMinAndMax(this._vertexBuffers[kind].getData(), 0, this._totalVertices); mesh._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum); mesh._createGlobalSubMesh(); //bounding info was just created again, world matrix should be applied again. mesh._updateBoundingInfo(); }}I noticed, that after copy, in Mesh._geometry._meshes a mesh had been added. This happend in the new copy as well as in the original one. That's the reason the second round it has "numOfMeshes = 2" and runs into this error. I have no idea why this happens or why the orignial mesh is affected by copy function? I ended up with this (ugly) workaround: function getBarType2() { var Clone = window.BarType2.clone("Pfosten Typ 2"); window.BarType2._geometry._meshes.pop(); Clone.isVisible = true; return Clone;}With this, it works as expected! Can anyone explain what happens here? Have a nice day Kevin
  5. Hey everyone, I am a little new to phaser but I am currently having a problem that I am sure not many of you would have encountered due to its uniqueness. so right now I am creating a game that needs to be destroyed a number of times. The reason I do this is because after I destroy the game the players will view the high scores of other players (multiplayer games) and that it accomplished by routes without reloading. after a duration I will be routed back to a new instance of the game. I have pin pointed the error from logs. It comes from the this.context.createBuffer in the unlock function. For some reason after the 5th time I create a game and I do a mouse click i get an error when phaser tries to create the buffer due to context being null. TypeError: null is not an object (evaluating 'this.context.createBuffer'). Would this be some memory leaks? Every time the game finishes I call destroy on the game to clean up resources and set it to null for garbage collection, but as of now I am stumped. Can anyone help??? Thank you!
  6. hello there, since this is my first post: kudos to deltakosh et al for this great work. my question is, how can i add custom attributes (buffers) to my shaders? it seems like normals, positions and uv's just magically surface when needed - yes, they're quite cleverly integrated and hidden from the developer. now i know i can cheat the system and use for example normals to send additional data to my vertex shader... but then i can't use the normal data for their original purpose anymore =p i don't want to read and understand the source code... because that is not what you're supposed to do when using a framework. if i wanted to do that, i would write my own low level framework. and -- for the life of me i can't find the info from the documentation. can anyone at least point me to the right direction?