
Kesshi
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Kesshi last won the day on April 20 2016
Kesshi had the most liked content!
About Kesshi
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bghgary reacted to a post in a topic: Is Babylon.js for me ?
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I would vote but i don't have a twitter account ... and i don't want one 😁 In general prefer to use the stable releases in our production builds but in case of BabylonJs from my experience even the preview releases of BabylonJs are very stable. So if i need a certain feature or a bug fix which is only available in the preview release, i also use preview releases in production builds (after some testing of course)
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In my application i'm doing something like this: renderTarget.renderList = []; for (var mesh of myMeshes) { if(...) { renderTarget.renderList.push(mesh); } } After updateing to BJS version 3.3 i noticed a big performance issue if i do this because i have many meshes in my scene. It seems that this commit is the problem: https://github.com/BabylonJS/Babylon.js/commit/d40a5d75b461d13b5cee893a59e1a13a85b34829#diff-88a5439ab0e1c1dad3feb18bdfbc0b8c Currently everytime you call push, all meshes of the scene will be iterated. Is this intended? It takes about 250ms to
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Kesshi reacted to a post in a topic: rotationY of CubeTexture lost after clone
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Cloning a CubeTexture (or a material using one) does not clone the rotation of the cube textue. This can be reproduced in this playground: https://playground.babylonjs.com/#WX93JP The two spheres should look identical.
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JackFalcon reacted to a post in a topic: Mesh visibility of children
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babbleon reacted to a post in a topic: (Earcut was not found) ExtrudePolygon
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solved (Earcut was not found) ExtrudePolygon
Kesshi replied to babbleon's topic in Questions & Answers
Earcut is no longer included in the babylon.js build. Its optional. You have to include it manually in your project. Just download the "earcut.min.js" from here https://github.com/BabylonJS/Babylon.js/tree/master/dist and add it to your project. -
If you have a sphere with a diameter of 10 units, you have to use an ortho value of 5 to make it exactly fit to the view. camera.orthoTop = 5; //5 units to the top camera.orthoBottom = -5; //5 units to the bottom camera.orthoLeft = -5; //5 units to the left camera.orthoRight = 5; //5 units to the right
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Kesshi reacted to a post in a topic: Babylon.js v3.2 is out
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MichaelD reacted to a post in a topic: Multiple Textures on same Geom
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To enable correct alpha blending you should enable "useAlphaFromDiffuseTexture" at your material. See line 25: http://www.babylonjs-playground.com/#YDO1F#28
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- multi textures
- clouds
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When you create the BABYLON.Engine the option "preserveDrawingBuffer" has to be enabled. Maybe that helps.
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It works after calling "SG.recreateShadowMap()" https://www.babylonjs-playground.com/#HLE3IP#1
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I also see a small difference. (Firefox 57.0.2) With debug layer = 53 fps Without = 60 fps I get the same numbers with IE 11. In Chrome and Edge i always have 60 fps.
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solved How to get a collection of all meshes added to the scene?
Kesshi replied to splash27's topic in Questions & Answers
just use "scene.meshes". Its an array of all mesehs in the scene. -
JohnK reacted to a post in a topic: Uses of CreateScreenshot
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The way CreateScreenshot is working has changed internally. I think this tutorial was not updated. If you want the old behaviour, you have to use CreateScreenshotUsingRenderTarget.
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I found another issue. If i don't use TransformNodes i'm able to clone a mesh with all its children but if i have a TransformNode somewhere in my hierarchy this does not work. It would be nice if i could clone everything at once. See this playground: https://playground.babylonjs.com/#JXS29U#1
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Kesshi reacted to a post in a topic: Please welcome the TransformNode
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I have some ideas to improve it a bit. - (this more like a bug) dispose() does not remove the TransformNode from the Scene. transformNodes array - dispose() should also dispose all the children (meshes and other transform nodes) of the current node, just like the dispose function of AbstractMesh currently its a bit complicated to dispose a whole hierarchie if Meshes and TransformNodes are mixed - there should be a getChildTransformNodes() helper just like getChildMeshes() I could work on a PR if you want.
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Kesshi reacted to a post in a topic: Please welcome the TransformNode
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rgalindox reacted to a post in a topic: Line width similar to LineRenderer in Unity
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Line width similar to LineRenderer in Unity
Kesshi replied to rgalindox's topic in Questions & Answers
Lines with a custom width are not possible with WebGL (at least not on windows plattforms). You have to simulate it with triangles. You can have a look here: https://mattdesl.svbtle.com/drawing-lines-is-hard In my project i created a basic implementation of that technique by creating a custom BabylonJS mesh and a shader.