Jump to content

Search the Community

Showing results for tags 'groundmaterial'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • HTML5 Game Coding
    • News
    • Game Showcase
    • Facebook Instant Games
    • Web Gaming Standards
    • Coding and Game Design
    • Paid Promotion (Buy Banner)
  • Frameworks
    • Pixi.js
    • Phaser 3
    • Phaser 2
    • Babylon.js
    • Panda 2
    • melonJS
    • Haxe JS
    • Kiwi.js
  • General
    • General Talk
    • GameMonetize
  • Business
    • Collaborations (un-paid)
    • Jobs (Hiring and Freelance)
    • Services Offered
    • Marketplace (Sell Apps, Websites, Games)

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 1 result

  1. Hello guys ! i was working with groundmaterial several weeks already , but i recently noticed that "DirectionalLight" is not a good friend of "WORLDMONGER.GroundMaterial" i hope i am wrong , but i was experimenting with endless landscapes and i noticed that when i go far from the point 0 , 0 , 0 of my scene the diarectionallight doesn't iluminate with the same intensity when i go far away from point 0 , 0, 0 when i use the GroundMaterial i set the directional light this way : var light = new BABYLON.DirectionalLight("dir01", new BABYLON.Vector3(0, -1, 0), scene); light.intensity = 1.0; and i am using the groundmaterial as : var groundMaterial = new WORLDMONGER.GroundMaterial("groundMaterials", scene, scene.getLightByName("dir01"); ----------------------------------------------------------------------------------------------------------------- Now when i use a the StandardMaterial : var groundMaterial = new BABYLON.StandardMaterial("ground0", scene); groundMaterial.diffuseTexture = new BABYLON.Texture("shaders/Ground/grass.png", scene); and i move far from the point 0, 0, 0 it works perfect and iluminates with the same intensity for example if i were some kilometers far away from the point 0,0 as it would be on the point 0,0 is this really something related to groundmaterial? , or i should use some trick to have kilometers of my scene with the same intensity in light using directionallight and groundmaterial? i have already tried using the scene.registerBeforeRender(function() to have the directionallight follow the camera but i don't think it is a good solution , i guess the DirectionalLight should iluminate the same ortogonal way even if i am far away from the initial location point of the directionallight.
×
×
  • Create New...