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Found 3 results

  1. hi all. I'm wondering why scene [ i ] = CreateScene ( engine [ i ] ) in my code at : http://babylontesting.epizy.com/ is returning undefined? This is part of assigning a completely new scene / camera / etc to each programatically created canvas. Thank you! <3 ~M
  2. Hi folks. Can someone please tell me why my tree model "deciduous01.dae" is not loading correctly? It loads, but then it gives an error "BJS - [06:39:35]: importMesh of undefined from undefined version: undefined, exporter version: undefinedimportMesh has failed JSON parse" This is the demo : http://babylontesting.epizy.com/loader/main.php This happens with the OBJ version of the Object as well. http://babylontesting.epizy.com/loader/models/deciduous/01/deciduous01/deciduous01.obj I also can't get the textures to load. I have them in the same folder... http://babylontesting.epizy.com/loader/models/deciduous/01/deciduous01/ view-source:http://babylontesting.epizy.com/loader/app/main.js line 180 is where LoadEntity ( ) is called inside http://babylontesting.epizy.com/loader/plugins/BabylonLib/BabylonLib.js , is where the function LoadEntity ( ) is created on line 138 --------------- I just want this model to load correctly... Thank you all so kindly! <3 Mythros
  3. Hello, my first steps with babylon. So far all good, however I'm struggeling with importing a gltf file (the official Duck.gltf example) in my Angular app whereas it works fine in a simple sample app. This works: I've included <script src="js/vendor/babylon.js"></script> <script src="js/vendor/babylon.glTFFileLoader.js"></script> and my main looks like this: // Get the canvas element from our HTML below var canvas = document.querySelector("#renderCanvas"); // Load the BABYLON 3D engine var engine = new BABYLON.Engine(canvas, true); // ------------------------------------------------------------- var createScene = function () { // This creates a basic Babylon Scene object (non-mesh) var scene = new BABYLON.Scene(engine); // glTF Files use right handed system scene.useRightHandedSystem = true; // Configuring camera var camera = new BABYLON.ArcRotateCamera("camera", 4.712, 1.571, 0.05, BABYLON.Vector3.Zero(), scene); camera.attachControl(canvas, true); camera.wheelPrecision = 100.0; camera.minZ = 0.01; camera.maxZ = 1000; // This creates a light, aiming 0,1,0 - to the sky (non-mesh) var light = new BABYLON.HemisphericLight("light1", new BABYLON.Vector3(0, 1, 0), scene); // Default intensity is 1. Let's dim the light a small amount light.intensity = 0.7; // Append sample glTF model to scene BABYLON.SceneLoader.Append("/BabylonTest/data/", "Duck.gltf", scene, function (scene) { }, null, function (scene) { alert("error"); }); // camera.zoomOn(scene.meshes); return scene; }; // ------------------------------------------------------------- // Now, call the createScene function that you just finished creating var scene = createScene(); // Register a render loop to repeatedly render the scene engine.runRenderLoop(function () { scene.render(); }); // Watch for browser/canvas resize events window.addEventListener("resize", function () { engine.resize(); }); This doesn't work: I'm constructing this class in the ngOnit() function and calling the addGltf() function on a button click. Creating a sphere this way works. I've tried npm install 3.1 alpha and 3.0 (which seems to install 3.0.7) import * as babylon from "babylonjs"; export class BabylonViewer { private canvas: HTMLCanvasElement; private engine: babylon.Engine; constructor(canvasId: string) { this.canvas = <HTMLCanvasElement>document.getElementById(canvasId); this.engine = new babylon.Engine(this.canvas, true); } addGltf() { const root = "/api/file/"; const file = "Duck.gltf"; const scene = new babylon.Scene(this.engine); scene.useRightHandedSystem = true; const camera = new babylon.ArcRotateCamera("camera", 4.712, 1.571, 0.05, babylon.Vector3.Zero(), scene); camera.attachControl(this.canvas, true); camera.wheelPrecision = 100.0; camera.minZ = 0.01; camera.maxZ = 1000; // This creates a light, aiming 0,1,0 - to the sky (non-mesh) const light = new babylon.HemisphericLight("light1", new babylon.Vector3(0, 1, 0), scene); // Default intensity is 1. Let's dim the light a small amount light.intensity = 0.7; // Append sample glTF model to scene babylon.SceneLoader.Append(root, file, scene, function (scene) { }, null, function (scene) { alert("error"); }); this.engine.runRenderLoop(() => { scene.render(); }); window.addEventListener("resize", () => { this.engine.resize(); }); } } The output in Chrome is core.es5.js:2925 Angular is running in the development mode. Call enableProdMode() to enable the production mode. babylon.max.js:6006 BJS - [20:27:16]: Babylon.js engine (v3.0) launched babylon.max.js:6006 BJS - [20:27:21]: importScene of unknown core.es5.js:1020 ERROR TypeError: Cannot read property '0' of undefined at Function.webpackJsonp.../../../../babylonjs/dist/preview release/babylon.max.js.Color4.FromArray (babylon.max.js:578) at Object.load (babylon.max.js:46606) at loadSceneFromData (babylon.max.js:46322) at XMLHttpRequest.request.onreadystatechange (babylon.max.js:5557) at XMLHttpRequest.wrapFn (zone.js:1075) at ZoneDelegate.webpackJsonp.../../../../zone.js/dist/zone.js.ZoneDelegate.invokeTask (zone.js:424) at Object.onInvokeTask (core.es5.js:3881) at ZoneDelegate.webpackJsonp.../../../../zone.js/dist/zone.js.ZoneDelegate.invokeTask (zone.js:423) at Zone.webpackJsonp.../../../../zone.js/dist/zone.js.Zone.runTask (zone.js:191) at ZoneTask.webpackJsonp.../../../../zone.js/dist/zone.js.ZoneTask.invokeTask [as invoke] (zone.js:498) While debugging I've seen that in the load function some checks for undefined are missing, e.g.: scene.clearColor = BABYLON.Color4.FromArray(parsedData.clearColor); scene.ambientColor = BABYLON.Color3.FromArray(parsedData.ambientColor); if (parsedData.gravity) { scene.gravity = BABYLON.Vector3.FromArray(parsedData.gravity); } I fixed those but later in crashed loading the meshes. So, I suspect there's something else wrong. May it be that the GLTF loader is not loaded properly by using npm? Cheers and thanks, Jan
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