Robert_h

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  1. Hey guys, I'm looking for some help with my scene, specifically the grass that I am trying to create using the SPS. An example can be found here: https://roberthucks.com/3D/tests/test5/test5.html As you can see, when you move the camera (arrow keys) the grass does not face the camera despite these settings: grassSPS.billboard = true; grassSPS.isAlwaysVisible = true; grassSPS.computeParticleRotation = false; grassSPS.computeParticleColor = false; grassSPS.computeParticleTexture = false; I have an idea as to why, it being that the way in which this project it set up the world is generated before the player so when the grass gets made there isn't a camera for it to face. Atleast thats my working theory. So my question is, is there a way for me to change which camera the particles billboard to or is there any other methods I can use to produce the effect I am after. ps. I would make a playground but I don't know how to import textures. =)
  2. Just got around to being able to read through this thread properly. Thanks for the help and suggestions. It seems that increasing the size of all of the objects had a pretty huge affect and fixed a lot of the problems I was having. The last problem with objects freaking out and changing shapes was still happening so I switched to babylon.js from the 'preview release' folder and everything cleared up perfectly. So that's everything solved, time to move =) Thanks.
  3. Hey guys, New to this so bare with me if I've done something stupid. So basically I'm slowly working through the tutorials and features, trying some stuff out for a potential future project, but I have ran in to an issue that I have no idea what its being caused by. The idea of the scene is to have a ball dropping on a rotating box, as a test to see the physics. Fairly straight forward, the ball gets removed and a new one created. Here is the scene, directly copy/pasted from my current code: http://www.babylonjs-playground.com/#3TNP9 As you can see, the first couple seconds it looks fine but it very quickly goes wrong when the box mesh begins glitching back and forth before effectively doubling in size over and over again. I have no idea what I have done to cause this other than it must be something to do with the way I'm rotating the box and updating its position for the physics because removing this results in a static but non-glitchy box. Even still, no idea how or why this is the result. As a side note, the scene seems to play a whole lot quicker in the playground than it does on my local version. Not sure if this means anything or not, figured it'd be worth mentioning. Any help would be greatly appreciated, Thanks.