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  1. Got it. That makes sense, so you do not compute its world matrix for efficiency when it is disabled. Thanks!
  2. Thanks for the reply. Fair enough, but even with this consideration, intersectsMesh is not behaving as expected; In this case, I would not expect intersectsMesh result to be affected by changing setEnabled flag. If you notice this is what is happening now: 1) I have two meshes enabled. No overlapping. intersectsMesh gives false. 2) I disable one of them. Nothing else is different. Position etc are same. 3) intersectsMesh suddenly gives true. I can do checking on my end to avoid this undesired behaviour of course, but I prefer to bring it up if it is really a bug as I t
  3. Hi, Why is it that when I have a mesh disabled (i.e. mesh.setEnabled(false)) any intersectsMesh by it or against it returns true? Setting the method's second parameter 'precise' to true does not help. This output seems counter intuitive and I do not believe it is what anyone would expect. In fact, my intuitive expectation is that by having the mesh disabled, any intersectsMesh on it or against it should return false (even if the mesh being tested with it is in the same position that it would appear in if enabled). What do you think? Playground showing the problem (wa
  4. I know this post sounds like a duplicate with MackeyK24 post but it's not discussing the same symptom :). However it could be that they share a common root cause... I have no idea.
  5. Hi there, I have a minimap implemented by having a secondary camera in a RenderTargetTexture applied on a plane. In the 2.6 preview version since a change committed on Dec 21st 2016, something has been broken. So when I dispose an object in my scene, the entire plane which holds the minimap (the RenderTargetTexture of a camera) disappears too. This is obviously not the expected behaviour. I traced the problematic commits and they happened to be these: commit 49e419016287753a9720a46114bbc605df69db79 Merge: 55f1083 d0fbbc9 Author: David Catuhe <david.catuhe@live.fr> Date: Wed
  6. hey man. I'm soon going to start diving into multiplayer implementation like you. I have zero experience in that. I think you need to double check few things: 1) How you are reading the positions: position property, getAbsolutePosition(), scene.pick() data, window mouse event etc 2) When you are transmitting the data and whether the last coordinates you expect did really get received by the other client, and that they are really the last 3) How you are setting the positions: position property, etc. I do not have much information, nonetheless this is general guideline of wha
  7. Hey @Wingnut I'm glad you came by my friend. Your playground of rendering camera views on plane is brilliant work! And it is the only solution for me to achieve minimap transparency. After playing in your playground I found out that by simply setting alpha on the plane material whose texture is the minimap camera view, then we achieve transparency. It was really smart how you then positioned that plane relative to the active camera by setting the parent of the plane to be the camera, then we always have minimap (plane) in relative position as if it is overlayed in the projection world! Ah so g
  8. I notice that all the stuff covered in https://doc.babylonjs.com/tutorials/Using_the_Canvas2D are gone in the current preview version 2.5-beta. I am worried to go the direction of using Canvas2D stuff if it is deprecated, as it will hinder me from future upgrading to the latest of babylonjs False info. It was an issue with Visual Studio that made me think all these classes are gone. I had to open the d.ts files for V.S. to know these definitions exist
  9. Yea.. If I want to make sure the contact point touches the mesh, I'd wrap the applyImpulse call with a mesh.intersectsPoint(contactPoint) check
  10. thanks @Nabroski. I'm experimenting with ideas from what you pointed out. With LOTS to learn
  11. Hi, I've successfully created a mini map. Now I'm trying to give it a custom opacity value to make it a littler transparent. I did not find any way to do this. Any help would be appreciated. Here is a good starting point for your kind help: http://www.babylonjs-playground.com/#RE9QZ#3
  12. Thanks! I'd much prefer a button that will automatically do this. At least I know how to do it "manually" though.
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