Search the Community

Showing results for tags 'solved'.



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 1,231 results

  1. Hi, I've a problem when exporting from 3DS max to .babylon. In the 3DS max the mesh and in the BabylonJS Sandbox is placed correctly, but when I open the exported with my code, that mesh is placed somewhere else. My code (It's in Angular 6, but with without Angular happens the same) if (BABYLON.Engine.isSupported()) { BABYLON.Engine.ShadersRepository = '/Babylon/Shaders/'; const canvas = this.el.nativeElement; const engine = new BABYLON.Engine(canvas, false); // Resize window.addEventListener('resize', function () { engine.resize(); }); // Scene, light and camera const scene = new BABYLON.Scene(engine); const light = new BABYLON.HemisphericLight('light', new BABYLON.Vector3(0, 1, 0), scene); const camera = new BABYLON.ArcRotateCamera('Camera', Math.PI / 2, Math.PI / 2, 50, new BABYLON.Vector3(0, 0, 0), scene); camera.attachControl(canvas); camera.inertia = 0.2; // Assets manager const assetsManager = new BABYLON.AssetsManager(scene); const meshTask = assetsManager.addMeshTask('sceneTask', '', '', 'http://localhost/index.php'); // You can handle success and error on a per-task basis (onSuccess, onError) meshTask.onSuccess = function (task) { console.log('hello'); task.loadedMeshes[0].position = new BABYLON.Vector3(0, 0, 0); for (let i = 0; i < task.loadedMeshes.length; i++){ task.loadedMeshes[i].isPickable = true; } }; // But you can also do it on the assets manager itself (onTaskSuccess, onTaskError) assetsManager.onTaskError = function (task) { console.log('error while loading ' + task.name); }; scene.onPointerDown = function (evt, pick) { if (pick.hit){ console.log(pick.pickedMesh.name); } }; assetsManager.onFinish = function (tasks) { scene.debugLayer.show(); engine.runRenderLoop(function () { scene.render(); }); }; // Can now change loading background color: engine.loadingUIBackgroundColor = '#03528f'; // Just call load to initiate the loading sequence assetsManager.load(); } The object in SandBox and 3DS max, where it is placed correctly: And the model opened with BabylonJs where the object is moved: Thanks for your time
  2. I want to animate the rotation of some objects from an imported mesh. But the rotation behaves very different on an imported object. How can I get this to work the same as it works on native objects. To illustrate I made a playground where the cube above the cat behaves as it should. They both have the same keyframes.: http://www.babylonjs-playground.com/#EEUVTY#4 I hope someone knows, thanks! Floris
  3. brianzinn

    Button3D content

    I have been trying to get the Button3D (new in 3.3) to work like the 2D button, but it looks like there are effects from Material or Outline. I have been unable to disable them - maybe it's part of the utility layer? https://www.babylonjs-playground.com/#7AR2GJ I would like a button with the image showing clearly like this 2D one: https://www.babylonjs-playground.com/#7AR2GJ#1 I'd also like to hide the red coloring.
  4. I have searched high and low, and after a lot of digging, even through source of Babylonjs, unless I'm mistaken, there is no control over the intensity of specular reflections at all for the PBRMetallicRoughnessMaterial class. To replicate, open up this playground example, set the colour to solid black (0,0,0), set metallic to 0, and comment out the metallicRoughnessTexture. No matter what I do, I can't achieve a perfectly black material, unless I disable the environmentTexture. But if I add a light to the scene, it once again is not perfectly black because there's no control over it's specular highlight. A perfect black material is simply impossible. I've tried looking for other properties to alter, anything to get rid of the reflection, and it's impossible. It should be possible under a PBR workflow to create a perfectly black material, even if they aren't naturally occurring. Could we possibly get a specularIntensity property added to this class? Ideally the metallicRoughnessTexture could use the third unused texture channel to grab that property as well so we have per texel control?
  5. Hi.Short question Can we apply displacementMap to an importedMesh? I'm already haveing bump map on material I tried something, without succes. http://playground.babylonjs.com/#K2ES59 ps: I would like to have this feature. Thanks
  6. I use tsc -w with typescript 3.01 and I am getting this compilation error messages. Here's the command i used to enable babylon.js instead of the old typings dt~babylonjs npm install --save babylonjs Added this to my tsconfig.json too JS file produced works fine but I am wondering if the error message is supposed to be there. "types": [ "babylonjs" ],
  7. Hello, I am looking for camera examples that can run on mobile and use touch events to implement rotation, zoom operations. Any help will be appreciated.
  8. Hello Babylon community, I have been working with the BABYLON.GLTF2Export feature (which is by the way great to have!!!), and noticed an odd behavior of which I am not sure if it is intended. Check out this playground: http://www.babylonjs-playground.com/#1GXSPK#16 It will create a simple scene with a texture and download the following 3 files to your computer: MyFile.gltf MyFile.bin _textures_BJS-logo_v3.png.png So texture image files are renamed during export by their folder path and file extension (in our example from "./textures/BJS-logo_v3.png" to _textures_BJS-logo_v3.png.png ") If I then try to open / drag and drop these in the sandbox https://sandbox.babylonjs.com, I get the following error message: #/images/0/uri: Failed to load './textures/BJS-logo_v3.png.png': 0 Changing line 169 in the file "MyFile.gltf" From: "uri": "./textures/BJS-logo_v3.png.png" To: "uri": "_textures_BJS-logo_v3.png.png" makes it work again in the sandbox and other software. Maybe the intention here is to indicate with "_textures_" that the image texture was originally in the sub-folder texture, but you cannot open the gltf-file any more like that. In my opinion the BABYLON.GLTF2Export should either Leave the texture file names as is (e.g. "./textures/BJS-logo_v3.png") so that as a user I have to save the gltf in the correct folder (typically relative to the Babylon HTML-app) and NOT include them in the export (i.e. only two files are downloaded), or Include the textures in the export but fix the uri to the correct relative value. Just a proposal to save others the time I spent figuring this out.
  9. I tried to display the following DRACO format glb model with Babylon JS Sandbox. https://github.com/mrdoob/three.js/blob/dev/examples/models/gltf/LittlestTokyo.glb However, the following error occurred and the model was not displayed. babylonjs.loaders.min.js:1 Uncaught (in promise) Error: #/meshes/38/primitives/0: undefined at babylonjs.loaders.min.js:1 (anonymous) @ babylonjs.loaders.min.js:1 Promise.then (async) (anonymous) @ babylonjs.loaders.min.js:1 Promise.then (async) p._loadAsync @ babylonjs.loaders.min.js:1 (anonymous) @ babylonjs.loaders.min.js:1 Promise.then (async) p.loadAsync @ babylonjs.loaders.min.js:1 (anonymous) @ babylonjs.loaders.min.js:1 Promise.then (async) l.loadAsync @ babylonjs.loaders.min.js:1 (anonymous) @ babylon.js:1 f @ babylon.js:1 n.onload @ babylon.js:1 load (async) m.ReadFile @ babylon.js:1 P._loadData @ babylon.js:1 P.Append @ babylon.js:1 P.Load @ babylon.js:1 (anonymous) @ babylon.js:1 P.LoadAsync @ babylon.js:1 n.reload @ babylon.js:1 n._processReload @ babylon.js:1 n.loadFiles @ babylon.js:1 n.drop @ babylon.js:1 e._dropHandler @ babylon.js:1 I confirmed that it can be displayed with BabylonJS Sandbox if it is a normal glb file which is not DRACO format. https://sketchfab.com/models/94b24a60dc1b48248de50bf087c0f042
  10. 1) Navigate to https://www.babylonjs-playground.com/#G46RP6#2 (using Babylon 3.3.0-beta.1) 2) Click on the helmets to launch into VR 3) Press the Esc key in the browser to leave VR Notice that the left eye moves around and you can click in it and move the camera around. The right eye doesn't allow that. In our experience, Esc also normally leaves stereoscopic mode, but it remains in stereoscopic mode.
  11. Hello everyone, I have a problem, I have a standard material with a texture, and I want to use diffuseColor to make it look purple, it normally is blue, so I try adding red, but that doesn't seem to do anything. I found a similar problem in the playground, where I can turn the one ball red but the other ball will not turn blue. I don't understand why this happens. http://www.babylonjs-playground.com/#20OAV9#218 is there a way around this? Is this normal? Any ideas?
  12. I've got 2 scenes here: http://punkoffice.com/actionavatar This has 62 bones. It runs fine on desktop but on iPhone 6 I get the "Swiss cheese" affect. Apparently that's due to too many bone influencers. I've reduced them to 3 but the problem still exists. I'm interested to see if the problem is still there on iPhone 7, 8 or X. If anyone has one, please test and report your findings. http://punkoffice.com/actionavatar2 This has 24 bones. The max I can get before Swiss cheese is actually 26 bones on my iPhone 6. As you can see, the animation has some important finger movement so I'm trying to find out the best way to keep those movements and still have this work on an iPhone 6. Does anyone have any ideas?
  13. Hi, I used path3d.update(points, otherVector) command in a code and it works, until last week when it stop accepting update the curve with the "otherVector"! There are some change in the way to use it? Thanks
  14. I use a web programming language based on the Basic syntax. i know, it's stange. The main purpose of this language is to allow development windowed based web applications . It provides commandset to handle GUI and 2D games. The compiler generates html and JavaScript files or packages for Android ans iOS This programming language uses the Dojo.js and Pixi.js frameworks. ■ But ... no features for 3D environment. I have created a plugin that integrates the minimal features of babylonjs. Example : Mesh = CreateBox(Name.s, Width.f, Height.f, Length.f) I insert babylonjs in my plugin like this : require( [ bjsenginepath + "/babylon.custom.js" ], .. I have no probleme with the 3.1 version. But i have errors with the 3.2 Alpha. Thank you for your help.
  15. Hi. I'm haveing a 3d object downloaded as vray. It looks great. it contain this maps. If I want to export it as babylon or gltf it doesn't work, this is expected because of material. Now I want to convert in someway this material to pbr, and export as pbr from 3ds max, but i don't know where to assign this textures to get the same, or almost the same 3d object. I tried a lot of combinations but without success if a more skilled 3d artist can help me please. This is the final goal. And here is what I'm haveing till now.
  16. Hello all, I am chaining movement animations for a tile-based game but I am getting some annoying jitter between the steps: https://playground.babylonjs.com/#GR24M2 The red ball is like my current code: start animation1, "wait" for onFinished() and then start animation2 (in the game, animation2 is started only if arrow key is still down) What can I do to improve this? Also, a weird thing I noticed: when I enable both red and blue, frequently blue jitters while red goes smooth.
  17. Hello all, I need to know if it's possible with Babylon recreating this fx of a piece of wood burning. I'm thinking of one PBR shaders and then mixing two different couples of textures, one for normal wood and one for burnt wood, so a couple for albedo, a couple for metalness, a couple for roughness, everything driven by a second UV where V is for going from one state to the other one. Do you think is it possible? Here is a test with Blender/Cycle: Thank you
  18. Hello dear guys, i'm learning babylon.js inside an Angular 6 architecture, I've installed the babylon library using yarn add babylonjs, all is ok, but when I'm debbugging the code, the babylonjs code is minified, There is any alternative to install the maximized version using npm/yarn? Thanks everybody.
  19. Howdy @Deltakosh, Is there a way to create a debug view that hides the editor chrome of a given playground like Codepen does? This would be tremendously beneficial for sending prototypes around my team. Here's how CodePen handles it: Editor View: https://codepen.io/jpschwinghamer/pen/ERLKmM Debug View: https://s.codepen.io/jpschwinghamer/debug/ERLKmM Maybe this already exists and I'm missing it? Love Babylon! JPS
  20. So I can either use Triplanar Material or have shadows it seems.. I get the following when I try to use ground.receiveShadows=true; babylon.js:3 BJS - [16:18:56]: Unable to compile effect with current defines. Trying next fallback.t._ErrorEnabled @ babylon.js:3t._prepareEffect @ babylon.js:15(anonymous function) @ babylon.js:15t._processIncludes @ babylon.js:15(anonymous function) @ babylon.js:15t._loadFragmentShader @ babylon.js:15(anonymous function) @ babylon.js:15t._processIncludes @ babylon.js:15(anonymous function) @ babylon.js:15t._loadVertexShader @ babylon.js:15t @ babylon.js:15s.createEffect @ babylon.js:5t.isReady @ babylon.triPlanarMaterial.min.js:1r.render @ babylon.js:13t.render @ babylon.js:13t.renderUnsorted @ babylon.js:10t.render @ babylon.js:10t.render @ babylon.js:10i._renderForCamera @ babylon.js:12i._processSubCameras @ babylon.js:12i.render @ babylon.js:12(anonymous function) @ index.html:1374s._renderLoop @ babylon.js:4 babylon.js:3 BJS - [16:18:56]: Vertex shader:triplanart._ErrorEnabled @ babylon.js:3t._dumpShadersName @ babylon.js:15t._prepareEffect @ babylon.js:15(anonymous function) @ babylon.js:15t._processIncludes @ babylon.js:15(anonymous function) @ babylon.js:15t._loadFragmentShader @ babylon.js:15(anonymous function) @ babylon.js:15t._processIncludes @ babylon.js:15(anonymous function) @ babylon.js:15t._loadVertexShader @ babylon.js:15t @ babylon.js:15s.createEffect @ babylon.js:5t.isReady @ babylon.triPlanarMaterial.min.js:1r.render @ babylon.js:13t.render @ babylon.js:13t.renderUnsorted @ babylon.js:10t.render @ babylon.js:10t.render @ babylon.js:10i._renderForCamera @ babylon.js:12i._processSubCameras @ babylon.js:12i.render @ babylon.js:12(anonymous function) @ index.html:1374s._renderLoop @ babylon.js:4 babylon.js:3 BJS - [16:18:56]: Fragment shader:triplanart._ErrorEnabled @ babylon.js:3t._dumpShadersName @ babylon.js:15t._prepareEffect @ babylon.js:15(anonymous function) @ babylon.js:15t._processIncludes @ babylon.js:15(anonymous function) @ babylon.js:15t._loadFragmentShader @ babylon.js:15(anonymous function) @ babylon.js:15t._processIncludes @ babylon.js:15(anonymous function) @ babylon.js:15t._loadVertexShader @ babylon.js:15t @ babylon.js:15s.createEffect @ babylon.js:5t.isReady @ babylon.triPlanarMaterial.min.js:1r.render @ babylon.js:13t.render @ babylon.js:13t.renderUnsorted @ babylon.js:10t.render @ babylon.js:10t.render @ babylon.js:10i._renderForCamera @ babylon.js:12i._processSubCameras @ babylon.js:12i.render @ babylon.js:12(anonymous function) @ index.html:1374s._renderLoop @ babylon.js:4 babylon.js:3 BJS - [16:18:56]: Unable to compile effect with current defines. Trying next fallback.t._ErrorEnabled @ babylon.js:3t._prepareEffect @ babylon.js:15t._prepareEffect @ babylon.js:15(anonymous function) @ babylon.js:15t._processIncludes @ babylon.js:15(anonymous function) @ babylon.js:15t._loadFragmentShader @ babylon.js:15(anonymous function) @ babylon.js:15t._processIncludes @ babylon.js:15(anonymous function) @ babylon.js:15t._loadVertexShader @ babylon.js:15t @ babylon.js:15s.createEffect @ babylon.js:5t.isReady @ babylon.triPlanarMaterial.min.js:1r.render @ babylon.js:13t.render @ babylon.js:13t.renderUnsorted @ babylon.js:10t.render @ babylon.js:10t.render @ babylon.js:10i._renderForCamera @ babylon.js:12i._processSubCameras @ babylon.js:12i.render @ babylon.js:12(anonymous function) @ index.html:1374s._renderLoop @ babylon.js:4 babylon.js:3 BJS - [16:18:56]: Vertex shader:triplanart._ErrorEnabled @ babylon.js:3t._dumpShadersName @ babylon.js:15t._prepareEffect @ babylon.js:15t._prepareEffect @ babylon.js:15(anonymous function) @ babylon.js:15t._processIncludes @ babylon.js:15(anonymous function) @ babylon.js:15t._loadFragmentShader @ babylon.js:15(anonymous function) @ babylon.js:15t._processIncludes @ babylon.js:15(anonymous function) @ babylon.js:15t._loadVertexShader @ babylon.js:15t @ babylon.js:15s.createEffect @ babylon.js:5t.isReady @ babylon.triPlanarMaterial.min.js:1r.render @ babylon.js:13t.render @ babylon.js:13t.renderUnsorted @ babylon.js:10t.render @ babylon.js:10t.render @ babylon.js:10i._renderForCamera @ babylon.js:12i._processSubCameras @ babylon.js:12i.render @ babylon.js:12(anonymous function) @ index.html:1374s._renderLoop @ babylon.js:4 babylon.js:3 BJS - [16:18:56]: Fragment shader:triplanart._ErrorEnabled @ babylon.js:3t._dumpShadersName @ babylon.js:15t._prepareEffect @ babylon.js:15t._prepareEffect @ babylon.js:15(anonymous function) @ babylon.js:15t._processIncludes @ babylon.js:15(anonymous function) @ babylon.js:15t._loadFragmentShader @ babylon.js:15(anonymous function) @ babylon.js:15t._processIncludes @ babylon.js:15(anonymous function) @ babylon.js:15t._loadVertexShader @ babylon.js:15t @ babylon.js:15s.createEffect @ babylon.js:5t.isReady @ babylon.triPlanarMaterial.min.js:1r.render @ babylon.js:13t.render @ babylon.js:13t.renderUnsorted @ babylon.js:10t.render @ babylon.js:10t.render @ babylon.js:10i._renderForCamera @ babylon.js:12i._processSubCameras @ babylon.js:12i.render @ babylon.js:12(anonymous function) @ index.html:1374s._renderLoop @ babylon.js:4 babylon.js:3 BJS - [16:18:56]: Unable to compile effect with current defines. Trying next fallback.t._ErrorEnabled @ babylon.js:3t._prepareEffect @ babylon.js:15t._prepareEffect @ babylon.js:15t._prepareEffect @ babylon.js:15(anonymous function) @ babylon.js:15t._processIncludes @ babylon.js:15(anonymous function) @ babylon.js:15t._loadFragmentShader @ babylon.js:15(anonymous function) @ babylon.js:15t._processIncludes @ babylon.js:15(anonymous function) @ babylon.js:15t._loadVertexShader @ babylon.js:15t @ babylon.js:15s.createEffect @ babylon.js:5t.isReady @ babylon.triPlanarMaterial.min.js:1r.render @ babylon.js:13t.render @ babylon.js:13t.renderUnsorted @ babylon.js:10t.render @ babylon.js:10t.render @ babylon.js:10i._renderForCamera @ babylon.js:12i._processSubCameras @ babylon.js:12i.render @ babylon.js:12(anonymous function) @ index.html:1374s._renderLoop @ babylon.js:4 babylon.js:3 BJS - [16:18:56]: Vertex shader:triplanart._ErrorEnabled @ babylon.js:3t._dumpShadersName @ babylon.js:15t._prepareEffect @ babylon.js:15t._prepareEffect @ babylon.js:15t._prepareEffect @ babylon.js:15(anonymous function) @ babylon.js:15t._processIncludes @ babylon.js:15(anonymous function) @ babylon.js:15t._loadFragmentShader @ babylon.js:15(anonymous function) @ babylon.js:15t._processIncludes @ babylon.js:15(anonymous function) @ babylon.js:15t._loadVertexShader @ babylon.js:15t @ babylon.js:15s.createEffect @ babylon.js:5t.isReady @ babylon.triPlanarMaterial.min.js:1r.render @ babylon.js:13t.render @ babylon.js:13t.renderUnsorted @ babylon.js:10t.render @ babylon.js:10t.render @ babylon.js:10i._renderForCamera @ babylon.js:12i._processSubCameras @ babylon.js:12i.render @ babylon.js:12(anonymous function) @ index.html:1374s._renderLoop @ babylon.js:4 babylon.js:3 BJS - [16:18:56]: Fragment shader:triplanart._ErrorEnabled @ babylon.js:3t._dumpShadersName @ babylon.js:15t._prepareEffect @ babylon.js:15t._prepareEffect @ babylon.js:15t._prepareEffect @ babylon.js:15(anonymous function) @ babylon.js:15t._processIncludes @ babylon.js:15(anonymous function) @ babylon.js:15t._loadFragmentShader @ babylon.js:15(anonymous function) @ babylon.js:15t._processIncludes @ babylon.js:15(anonymous function) @ babylon.js:15t._loadVertexShader @ babylon.js:15t @ babylon.js:15s.createEffect @ babylon.js:5t.isReady @ babylon.triPlanarMaterial.min.js:1r.render @ babylon.js:13t.render @ babylon.js:13t.renderUnsorted @ babylon.js:10t.render @ babylon.js:10t.render @ babylon.js:10i._renderForCamera @ babylon.js:12i._processSubCameras @ babylon.js:12i.render @ babylon.js:12(anonymous function) @ index.html:1374s._renderLoop @ babylon.js:4 babylon.js:3 BJS - [16:18:56]: Unable to compile effect: t._ErrorEnabled @ babylon.js:3t._prepareEffect @ babylon.js:15t._prepareEffect @ babylon.js:15t._prepareEffect @ babylon.js:15t._prepareEffect @ babylon.js:15(anonymous function) @ babylon.js:15t._processIncludes @ babylon.js:15(anonymous function) @ babylon.js:15t._loadFragmentShader @ babylon.js:15(anonymous function) @ babylon.js:15t._processIncludes @ babylon.js:15(anonymous function) @ babylon.js:15t._loadVertexShader @ babylon.js:15t @ babylon.js:15s.createEffect @ babylon.js:5t.isReady @ babylon.triPlanarMaterial.min.js:1r.render @ babylon.js:13t.render @ babylon.js:13t.renderUnsorted @ babylon.js:10t.render @ babylon.js:10t.render @ babylon.js:10i._renderForCamera @ babylon.js:12i._processSubCameras @ babylon.js:12i.render @ babylon.js:12(anonymous function) @ index.html:1374s._renderLoop @ babylon.js:4 babylon.js:3 BJS - [16:18:56]: Vertex shader:triplanart._ErrorEnabled @ babylon.js:3t._dumpShadersName @ babylon.js:15t._prepareEffect @ babylon.js:15t._prepareEffect @ babylon.js:15t._prepareEffect @ babylon.js:15t._prepareEffect @ babylon.js:15(anonymous function) @ babylon.js:15t._processIncludes @ babylon.js:15(anonymous function) @ babylon.js:15t._loadFragmentShader @ babylon.js:15(anonymous function) @ babylon.js:15t._processIncludes @ babylon.js:15(anonymous function) @ babylon.js:15t._loadVertexShader @ babylon.js:15t @ babylon.js:15s.createEffect @ babylon.js:5t.isReady @ babylon.triPlanarMaterial.min.js:1r.render @ babylon.js:13t.render @ babylon.js:13t.renderUnsorted @ babylon.js:10t.render @ babylon.js:10t.render @ babylon.js:10i._renderForCamera @ babylon.js:12i._processSubCameras @ babylon.js:12i.render @ babylon.js:12(anonymous function) @ index.html:1374s._renderLoop @ babylon.js:4 babylon.js:3 BJS - [16:18:56]: Fragment shader:triplanart._ErrorEnabled @ babylon.js:3t._dumpShadersName @ babylon.js:15t._prepareEffect @ babylon.js:15t._prepareEffect @ babylon.js:15t._prepareEffect @ babylon.js:15t._prepareEffect @ babylon.js:15(anonymous function) @ babylon.js:15t._processIncludes @ babylon.js:15(anonymous function) @ babylon.js:15t._loadFragmentShader @ babylon.js:15(anonymous function) @ babylon.js:15t._processIncludes @ babylon.js:15(anonymous function) @ babylon.js:15t._loadVertexShader @ babylon.js:15t @ babylon.js:15s.createEffect @ babylon.js:5t.isReady @ babylon.triPlanarMaterial.min.js:1r.render @ babylon.js:13t.render @ babylon.js:13t.renderUnsorted @ babylon.js:10t.render @ babylon.js:10t.render @ babylon.js:10i._renderForCamera @ babylon.js:12i._processSubCameras @ babylon.js:12i.render @ babylon.js:12(anonymous function) @ index.html:1374s._renderLoop @ babylon.js:4 babylon.js:3 BJS - [16:18:56]: Defines: #define DIFFUSEX #define DIFFUSEY #define DIFFUSEZ #define BUMPX #define BUMPY #define BUMPZ #define SPECULARTERM #define NORMAL #define NUM_BONE_INFLUENCERS 0 #define BonesPerMesh 0 #define LIGHT0 #define DIRLIGHT0 #define DIRLIGHT1 #define DIRLIGHT2 #define SHADOWS #define SHADOWFULLFLOAT t._ErrorEnabled @ babylon.js:3t._prepareEffect @ babylon.js:15t._prepareEffect @ babylon.js:15t._prepareEffect @ babylon.js:15t._prepareEffect @ babylon.js:15(anonymous function) @ babylon.js:15t._processIncludes @ babylon.js:15(anonymous function) @ babylon.js:15t._loadFragmentShader @ babylon.js:15(anonymous function) @ babylon.js:15t._processIncludes @ babylon.js:15(anonymous function) @ babylon.js:15t._loadVertexShader @ babylon.js:15t @ babylon.js:15s.createEffect @ babylon.js:5t.isReady @ babylon.triPlanarMaterial.min.js:1r.render @ babylon.js:13t.render @ babylon.js:13t.renderUnsorted @ babylon.js:10t.render @ babylon.js:10t.render @ babylon.js:10i._renderForCamera @ babylon.js:12i._processSubCameras @ babylon.js:12i.render @ babylon.js:12(anonymous function) @ index.html:1374s._renderLoop @ babylon.js:4 babylon.js:3 BJS - [16:18:56]: Error: ERROR: 0:83: '{' : unexpected token ERROR: 0:83: 'syntax error' : invalid expression ERROR: 0:83: '{' : unexpected token after conditional expression ERROR: 0:163: '{' : unexpected token ERROR: 0:163: 'syntax error' : invalid expression ERROR: 0:163: '{' : unexpected token after conditional expression It's fine up until I enable receiveShadows on the ground mesh.. I can not reproduce this in PG, so not sure how to explain it in much further details than the above. I am using Babylon 2.5-beta which the PG also is using. Perhaps there is another extension I need to have enabled or something? It really didn't look complex at all, so not sure why I am getting this behaviour!
  21. Hi there everyone, I am trying to make a new circle button module(in BABYLON.GUI), it would work exactly like a regular button but in the shape of a circle. I have a prototype here which makes the button look like a circle but I can still click outside the circle to activate the button. I was wondering how can I change that so you can only activate the button by clicking inside the circle. I don't fully understand why this doesn't work since I took out the rectangle portion of the button. Any ideas?
  22. Hello, I am playing around with multiple animations (animation ranges) and I found an odd behavior in cloned meshes: https://playground.babylonjs.com/#9BHKKY#1 I looks like the animations are cloned but the animation ranges are not. Is this intended behaviour? Thanks
  23. Hey, just started to use Babylon.js, and I am wondering if there is a way to disable or modify the animation on the GUI Button when it is pressed down. Thanks.
  24. Dad72

    Gizmo bug

    @trevordev I have some problem to make gizmos work properly. 2 Problem on this PG. - When we select the model, and we slide it does not go in the direction of the arrow, but to oppose it. - When we want to change mesh, has a problem with dispose() is undefined On my project I have another problem that is when I select, it does not slip, it slips when I release the mouse. I did not manage to reproduce it on the PG but on my project I do not do anything particular for that to happen and I do not know why. http://playground.babylonjs.com/#8GY6J8#80
  25. Do we have the ability to do parallax bump mapping with a black and white image not a tangent- normal image?