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About meteoritool

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    Music, Videogames,

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  1. Hello again @Deltakosh If I may insist one last time, I finally came across the "problem". In the official demo from the water doc, the water mesh is created with BABYLON.Mesh.CreateGround() ans is perfectly correct : But if the water mesh is created with BABYLON.Mesh.CreatePlane() it's different : I accidentally noticed that, thus my problem is solved ! But I still wonder why the result is not the same ?
  2. @Deltakosh Thx for looking at it I've tried to set waterMaterial.fresnelSeparate to falseο»Ώ but I can't notice a difference πŸ˜• I could notice that the more the camera is high, the more the "limit" seems to move away... Somehow I need the camera to stay at low altitude in my scene πŸ˜• It's hard to describe so I set up a page to display wheat I mean : If you just move back and forth, you'll notice it Is there a way to fix this ? Or what's the right way to handle water ? Any advice is welcome ^=^
  3. Hello everyone, I have a strange problem with waterMaterial in my scene, its hard to reproduce it in a playground so here are images : The problem is that the reflection part of the water becomes suddenly opaque. The ground becomes no more visible at some frontier (along x axis on this image). I made a video to make it more clear, focus on the transparency of the water : babylonjs.webm I don't know how to fix this πŸ˜• Any idea ?
  4. Hey, I fixed the boi to have correctly oriented footsteps, finally Updated PlayGround: As always, the solution was simple, but it took time and many tries and researches πŸ€“ #1> When rayPicking, performance is better if the ground has less vertices/subdivisions. Same for decals creation. #2> To achieve correct orientation of the footprints, see line 99 in the PG, i leave the decals' normal option blank instead of "pickingInfo.getNormal()" then, decals' angle = -character.rotation.y I hope it will help others too ^^
  5. Thanks for your answers ! I could go on building the Playground and here it is now, with even more questions : # Click somewhere on the ground to animate the Character # What it does : - an animated cursor mesh (disc) at the position of the picked point appears. It's rotation/orientation is deduced from the ground's normal in order to fit to the surface's orientation. - a character mesh moves from it's standing position to the picked point. While moving, the character's 'position.Y' is deduced from the ground's altitude thanks to a ray.picking. - footprints are created with 2 animationEvents (when each foot hit the ground) when the character walks. Decals are created by ray.picking the ground from the feet position. I have two questions : #1 rayPicking the altitude on each frame seems to really hit the performance very badly... Is there a better way -other than physics/collisions- to handle the characters's altitude ? #2 The most important question πŸ‘Ύ after several tries, I really have difficulty orienting the footprints decals correctly... How can I make the footprints be aligned with the character's direction ? Also, creating a decal seems to freeze the fps each time.. How to improve that ? The code is maybe a bit messy, but if someone knows how to do the tricks, this would be super cool as I'm really stuck on this small thing here like pulling my hair lol
  6. Hello, This PG has a skybox with .infiniteDistance set to True. It looks like the latest preview release of BJS has .infiniteDistance broken, running the PG on latest stable version seems okay though... I guess it might be a bug ???
  7. Ok thanks a lot for your answers ! I will use Decals for footprints, and facetData for the cursor pointer. Thank you very much for enlightening my day ! The BJS community ROCKS !!!!! Here's a screenshot BEFORE I add the features, I will post a screen when I have figured out how to best implement everything, KUDOS !
  8. @Wingnut @sable Thx for your answer πŸ˜ƒ ".setDirection" might be the obvious way I've been missing all along, thx for that. But maybe facet normal would be even better : I'd like to display footsteps textures where my characters feet hit the ground when he walks in dunes... I would also like to display a cursor/marker sprite where the user click ton the ground. Both will be Plane Meshes and I need them to fit the ground orientation at precise points. How to use facet normals ?
  9. Hello ! I need some help, after looking through many threads relating to rotation/orientation/translation, I still couldn't manage to find a solution... I made a playground : There is a Ground with a height map, when you click on the ground, a flat Plane appears where you click. With pickingInfo, I could modify the position of the plane, but I'd like also the plane to change its orientation to match the orientation of the ground. Any help with this script would be greatly appreciated πŸ˜€
  10. This is awesome piece of code ! FYI, It seems impossible to right-click - save image when using Safari on macOS 10.12. But it works on Firefox and Chrome, I also noticed it renders much faster on Chrome. πŸ‘Ύ
  11. Hi, Not sure if this is bug... I noticed BABYLON.GUI.Image.STRETCH_NONE does not result as expected : "Use original size".
  12. Here's PG based on the weighted animations demo : Wait for the model to load, it should be idle. All 3 weighted animations are begun and stored in an Javascript array animsCont[ ] Clicking anywhere on the scene should trigger an anmation change by setting animsCont[1].weight It used to work fine but lately it has returned the error this PG is showing...
  13. It might be that , as for now, the GlowLayer feature is still in preview version of BJS. Have you tried getting your BJS file from : master/dist/preview release ???
  14. Hi, Latest preview release has a 'fatal' bug for my scene, it's unclear on why, but it is triggered when my character should move. Here's the console log : Uncaught TypeError: Cannot read property 'm' of undefined at e.multiplyToRef (babylon.js:2) at Function.e.ComposeToRef (babylon.js:2) at i._processLateAnimationBindingsForMatrices (babylon.js:13) at i._processLateAnimationBindings (babylon.js:13) at i._animate (babylon.js:13) at i.render (babylon.js:14) at index2.js:116 at n._renderLoop (babylon.js:6) My guess is that it's probably a bug since it used to work before last update... Thanks for your help !
  15. Hi, This pipeline is great ! Thank you for sharing !!! I've noticed a strange behavior when using default pipeline with HDR set to "true" and a mirrorTexture : Here's a playground with a mirror and HDR set to "false" : => reflection is fine Same playground with HDR set to "true": =>lighting in the reflection is different (darker) Is this the normal behavior ?