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Nabroski last won the day on July 17 2018
Nabroski had the most liked content!
About Nabroski
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Advanced Member
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Mannheim, Ger
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reading the description: https://assetstore.unity.com/packages/vfx/shaders/curved-world-26165 Curved World curvature means - objects rendering as being bent only inside camera view. ... does not disturb any of game elements like: physics @stefanolencina Render the scene to a texture and then modify the UV. remixed old shader from me under 2mins, - you get the idea: https://www.babylonjs-playground.com/#NV12WE
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diffuseTexture with alpha channel has edge artifacts on iOS?
Nabroski replied to jps0611's topic in Questions & Answers
hey guys what the heck you are doing here. You are testing the texture color value against the lights and this would be my first thought, when i would start debug. -
@Pryme8 Babylon has already everything implemented it is just on the CPU. https://github.com/BabylonJS/Babylon.js/blob/9824853960fc2a4be97b1acb6907244c8df9f05e/src/Culling/babylon.ray.ts#L132 So i lean back for quite a while. I created a template. Tipp: first go with the Rasterizer Triangel it is - l i t e r a l l y - 2 lines of code! inspiration (reference, reference) https://www.babylonjs-playground.com/#FI9JFW
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Pryme8 reacted to a post in a topic: Is that possible to reuse loaded textures in another canvas with new scene?
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@babbleon If i told you how to ride a bicycle, i also would sound complicated. No need to worry, we all learning here. The best offer i can make right now, is to do it as a community project. (I'm right now into physics and 5 other projects, zero time for pulling anything on github, also going though process of debug and so on) I understand. In long term maybe 2 months it more possible from my side. Meanwhile our prayers go to Pryme8. Have a nice day.
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@babbleon what is happening now ? Do you wait 'til someone implement it for you. Otherwise make your self clear, i can guide you through.
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Nabroski reacted to a post in a topic: Partial morphs?
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Hello you have to bypass the Vertexshader be course down the pipeline your polygone would be rasterized (broken down in little fragments, reason why it’s called fragment or sometimes p i x e l shader) , one way of doing it is to pack meshdata in RGBA textures and unpack them in the fragmentshader. This would be step one, and now you on the playground to implement a Raytracer / Rasterizer. You need a Ray Triangle Intersection Test. And so forth ..you step slowly forward an through computer graphic history ‘til Monte Carlo or Russian Roulette . : ) So i'm learing all that stuff too, i
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Yes the challenge with primitives from the CPU, is not do to a basic Ray/Pathtracing. It is about make it fast, acceleration structures KD, SVO, BVH , and best way to send the mesh data via textures ect. If you are not a computer sience student, this is a long term project.
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you welcome
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i just you more on the save side (also project dependent) when you set the Vec2 to ViewportSize not canvas.width see here: https://computergraphics.stackexchange.com/a/5725/5950 now the thing is the vUV goes from 0 to 1. So you need ( as you allready figured out) a conversation. https://www.babylonjs-playground.com/#UUQJGM#7
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Hello i would like to help, but i don't understand (as always) the problem. Can you rephrase. If i change the #renderCanvas an click rerun the jsEditor you scene looks good. So w a t do you mean with same size ?
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Passing vec3 array from babylonjs to vertex shader
Nabroski replied to MinZe's topic in Questions & Answers
Hello i'm really not sure, what you are trying to archive. Can you please create a playground. Thank you. -
Nabroski reacted to a post in a topic: Best way to do chain simulation
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ok. i understand. so you prev. example looks a bit like this. https://www.babylonjs-playground.com/#9ZP81N maybe your join point arent right