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About Tableuraz

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  1. So ! I corrected the shadow issue, added a normal map to the main sphere and some optimizations (and some optimizers), I also corrected an issue with Edge (AKA Project Spartan) and inputs management ! Roll A Ball !
  2. The temporary workaround for this issue is to count the first frames and wait until 58 frames were rendered and THEN apply optimizers, that or measure FPS yourself with framerate estimation based on the time elapsed since last frame. (less precise but allows to measure FPS as soon as 2 frames were rendered)
  3. Hi, I am having an issue with latest version of BabylonJS (beta version), when loading a page with clean cache the FPS displayed by getFPS stays at 60 fps during 58 frames (seems a constant), meaning that the sceneOptimizers can't get triggered if the FPS is too low (timer gets to 0 before being able to run the optimizer).
  4. Thanks, I just wanted to play around with PBR materials and physics, I coded it some time ago to learn BabylonJS and went back to finish it today. I still have to work on the interface but I like how colorful it is 😊
  5. Hi ! Yeah, I am using a directional light, I did not know this feature, it's pretty cool ! It may be caused by one of the objects jumping out of the playground, I will add a collider on top of it to prevent this when I get home ! 😊 Thank you very much for your time and answers !
  6. Okay, I tried to reproduce this bug or to find a pattern but it seems highly random, I though it was a cache issue but there is no real correlation... So, here is the project hosted on github. The code is quite messy for now : Roll A Ball ! If the shadow map does not "degenerate" just F5 the page until it does, there seems to be 1/2 chance of having this issue. [EDIT] : I noticed that by reducing the size of my scene and the number of objects, the shadowMap seems to have less chances of "degenerating". You can change the scene's size by changing the number sent to createPlayground(), the bigger the playground, the bigger the chances of having the shadowMap degenerate.
  7. Hi ! I am having an issue with shadow maps, it seems pretty random, but from time to time the shadow map seems to "degenerate" meaning that the shadow map's resolution progressively lowers until the shadow is not visible anymore. I don't know what could cause that, I am not running any scene optimiser and not touching my shadow map during the renderloop so there is no reason its resolution suddently start to lower by itself... I am running the (v2.5.-beta) version. I will try and pose a screenshot of the scene as I can't seem to be able to reproduce it in the playground. Thanks in advance for your time and answer !
  8. Hi Wingnut, The ground mesh was just an example, I am not working with basic objects in the web solution I am developping, but rather scaling 1x1x1 complex objects to their real size in meters (they are specific kinds of objects who need exact scaling and can have various sizes). And indeed parents scaling can sometimes get in the way, most of the time I end up unparenting objects and moving them together with my own code, but I just encountered a case where I really need objects parenting. Also, using bakeCurrentTransformIntoVertices generates amazing artefacts and log the following "WebGL: INVALID_OPERATION: vertexAttribPointer: no bound ARRAY_BUFFER"
  9. Hi there, I've got an issue, and I guess "it's not a bug it's a feature", but when applying scaling to an object and setting an other object's parent as the aforementioned object, the scaling of both objects becomes the same, even if parenting is set up after applying scale on the parent. Here is a Playground to demonstrate the issue : Playground link Here you can see that the sphere's scaling should be (1, 1, 1), the default scaling, but instead it has the same scaling as its parent (2, 3, 5), even if the scaling has been set up before linking those objects. I guess that Babylon sets the scaling matrix of the parent to be the same as its childs (I'll investigate the source code to confirm that), but it shouldn't, every child should have their own scaling matrix, and change their scaling vector relatively according to their parent. That's how I would do it anyway... Thanks in advance for your answers
  10. Nevermind, just always remember to make sure you don't have a function enabling the controls just after you disabled them.... If an admin comes and sees this, I guess he can delete the thread as it's not really usefull for anyone, sorry...
  11. Well, it's kind of the issue for eveyone, as soon as you transfer data to your client, you can't really know what he'll be doing with it, especially if he knows a bit of JS or HTML... Except from checking md5 sum with a script regulary to make sure the files are the same (even that can be blocked/intercepted) I don't really see any solution... I would suggest to just deal with it, consider that any data you transfer to your client can be "stolen" or used in any way the client pleases, just be careful what data you send.
  12. Hi there, I'm having a bit of a problem with camera controls and multiple scenes, I'm developping a web solution with multiple scenes (allowing me to lower memory and ressources usage and "removing" the dynamic light limit ). The only issue I'm having is that when switching from a scene to an other and locking the controls of the "old" scene with "old_scene.detachControl(renderCanvas, false);" the camera controls are still applied to the camera in the "old_scene". So, when I click and drag on the renderCanvas in a scene, the cameras in all scenes are rotating, even if the controls are supposed to be detached. I guess it's related to the way BabylonJS handles eventListeners... Any suggestion ? I can't really make a demo to show the issue for now, but I hope I was clear enough...
  13. I've had the issue, and fixed it by reducing the amount of vertices of each mesh and merging mesh, also, changing the hardware scaling level helps a lot (and the iPad doesn't seem to play well with big textures, be sure to run a scene optimizer in order to reduce the textures resolutions). If you need help on how to set up your own sceneOptimizer, either go read the tutorial or ask me, I would be more than happy to make a playground to show it.
  14. Issue fixed, in case anyone has the same issue, here is the corrected playground, you can change the "ground" size before running it again to see it work : And you can modify the code to this if you don't want to have a function running in the background for no reason : if (!ground.isCompletelyInFrustum(scene.activeCamera)) { scene.beforeRender = function() { if (!ground.isCompletelyInFrustum(scene.activeCamera)){ scene.activeCamera.fov += zoomingSteps; scene.activeCamera.setTarget(ground.position); } else scene.beforeRender = null; }}else if (ground.isCompletelyInFrustum(scene.activeCamera)) { scene.beforeRender = function() { if (ground.isCompletelyInFrustum(scene.activeCamera)){ scene.activeCamera.fov -= zoomingSteps; scene.activeCamera.setTarget(ground.position); } else scene.beforeRender = null; }}
  15. Hi there ! I have a small question, I am looking for the best way to make a mesh match the camera clipping plane. The only issue I am getting is that the camera is always zooming/unzooming because the mesh never perfectly fits the clipping plane... I made a simple Playground scene to show the issue : You can increase the zoomingSteps value if you can't see the issue. Thanks in advance for your help, I will keep you informed if I find a solution.