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Found 10 results

  1. Hi Everyone, I have basically 2 queries: 1 - What is the format and parameters to give MirrorPlane details inside babylon Binary file? (Material has tags called "isRenderTarget", "renderTargetSize", "mirrorPlane", "renderList", so I presume by giving proper values here I can get it working) 2 - How can we convert .babylon to Binary version and viceversa? The reason I am asking these questions is, I use 3DS Max and find it difficult to get certain features(like mirror material) working. Hence, I want to edit/add the properties inside the babylon file. Though I can access these in HTML, I don't want to expose these changes.
  2. A weird problem again... a repro can be seen here: Playing this PG on android chrome, or desktop browsers, you will each character doing a different animation. However if you play this on iphone, all characters will be playing the exact same animation always. Any theories?
  3. memory leak?

    During a recent profiling we found that a Scene object is being retained in the heap infinitely even if dispose is called. Apparently the Engine keeps an array of compiledEffects which then has fallback meshes that keep a reference to the scene and that prevented the scene object from being garbage collected. Is this expected? There's about 9MB of stuff that can be wiped out from our pathetic mobile device memory, so definitely hoping there's a way to collect it.
  4. I'm not sure if this is intended or it just isn't able to, but the GridMaterial currently doesn't seem to support shadows. I've tried different methods, but with no luck. Using an example of the BabylonJS shadow tutorial moving the ground into a grid shows this problem clearly; It would be awesome if the GridMaterial could support this as it provides a efficient way to render a high scale grid performance wise.
  5. Hi @all again, I have a question: I want to remove a bulletMesh (bullet) with the dispose function if it collide with something like bullet.physicsImpostor.onCollideEvent = function (self, other) { console.log(self, other, self.position); self.object.dispose(); }; Got an Error: Uncaught TypeError: Cannot read property '_wakeUpAfterNarrowphase' of undefined at World.internalStep (cannon.js:13514) at World.step (cannon.js:13211) at CannonJSPlugin.executeStep (babylon.max.js:45178) at PhysicsEngine._step (babylon.max.js:36315) at Scene.render (babylon.max.js:21270) at main.js:847 at Engine._renderLoop (babylon.max.js:8509) What do I wrong? Ho can I do this?
  6. Hole in Mesh

    Hello, I'm new in BabylonJs and I try to modelize an house with an hole as door. I create my house Mesh with the ExtrudeShape shape function and now my problem is to create the door. I substract a box with the CSG function but it does not do a complete hole, only the shape of the box. I did a playground with my current progression. Is my project is possible ?
  7. Hi! I've been using Babylon for a week or so now and really like how easy it is to use and how well the tutorials are written (I'm using it for a robotics simulation project I'm currently working on). Anyways, I have a question about how textures (and other AssetTasks as well: are loaded using the AssetManager. I have a texture image that's being served at /app/assets/sceneassets/mytextureimg.jpg. My Babylon scene is loaded at the url /app/testbabylon. When I try to load a texture using the addTextureTask method of the AssetManager, I specify that the asset is located at "/app/assets/sceneassets/mytextureimg.jpg", however, the network request that the AssetManager makes is to "/app/testbabylon/app/assets/sceneassets/mytextureimg.jpg". This is clearly relative to my current path, I can use an absolute path (in dev: "http://localhost:4000/app/assets/sceneassets/mytextureimg.jpg") and it works correctly, however this seems messy (especially if switching domains). If I end up using "//app/assets/sceneassets/mytextureimg.jpg" the network request is "http://app/assets/sceneassets/mytextureimg.jpg" - which doesn't point to anything. My main question is whether its possible to specify the AssetManager to use the root url of my domain for texture (and/or image, cubetexture, etc.) loading (or have something like a "rootUrl" parameter like AddMeshTask seems to have). Just for reference, here's a snippet of the code I'm using (material is an object that has a name and diffuseTexture property; where diffuseTexture is the url string, scene is a Babylon Scene object). setupMaterial(material, scene) { const babylonMaterial = new Babylon.StandardMaterial(, scene); if (material.diffuseTexture) { const diffuseTask = scene.loader.addTextureTask( `diffuseTextureTask${}`, material.diffuseTexture); diffuseTask.onSuccess = (task) => { babylonMaterial.diffuseTexture = task.texture; }; } return babylonMaterial; } Thanks for any help, Flux159
  8. Is this supposed to happen? It seems to be a breaking change in 2.3.
  9. Anyone else seeing a spinning camera the first time a PG loads (Chrome)? This started happening for me a few days ago. It's even worse in Firefox. On first load the mouse doesn't work at all. The camera spins after every reload.