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About Gijs

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  1. @V!nc3r, I like how active the cube is at #3, it looks like a lot of computing/loading is going on!
  2. No fix, but here's the playground with just the wrong plane and the original CreatePlane function in the top. May be helpful. https://www.babylonjs-playground.com/#E29R4J#7
  3. Hi @Deltakosh, can we make pull requests again?
  4. @fateriddle Hi, sorry about that, I just dumped that playground here when it worked! Here's the portal step-by-step: The scene the box is from: http://www.babylonjs-playground.com/#CQNGRK#0 First, make a box around the scene with a shader that makes the color (0, 0, 0, 0): http://www.babylonjs-playground.com/#H7XBW1#0 The result is a white box, because the background of the html document is white. So then render the scene to a render target, which is then used as a texture of a plane that fills the whole screen: http://www.babylonjs-playground.com/#H7XBW1#1
  5. Hi, to get the top position you can pick with a ray: https://doc.babylonjs.com/babylon101/raycasts#raycasts https://doc.babylonjs.com/babylon101/picking_collisions
  6. Hi, the problem is that the bounding box isn't refreshed. This works: http://www.babylonjs-playground.com/#WG9OY#177 I don't know if it's supposed to be like this though.. pinging @jerome
  7. Here's a combination of what's been suggested (sort of): http://www.babylonjs-playground.com/#ACPMQL#1
  8. Hi, here are some results: Laptop Intel(R) Core(TM) i5-5300U CPU @ 2.30GHz (4 CPUs), ~2.3GHz Windows 7 / 2K / IE11 / 40 fps / 60 fps Windows 7 / 10K / IE11 / 10 fps / 21 fps Windows 7 / 20K / IE11 / 5 fps / 12 fps Laptop Intel(R) Core(TM) i5-4200U CPU @ 1.60GHz (4 CPUs), ~2.3GHz Windows 10 / Edge 42.17134.1.0 / 10K / 30 fps / 33 fps Windows 10 / Edge 42.17134.1.0 / 20K / 15 fps / 18 fps Windows 10 / Firefox 62.0.2 / 10K / 47 fps / 36 fps Windows 10 / Firefox 62.0.2 / 20K / 22 fps / 21 fps Windows 10 / Chrome 69.0.3497.100 / 10K / 32 fps / 45 fps Windows 10 / Chr
  9. It works!... sort of. There's another bug, with the bounding box gizmo. When the attached mesh is clicked, mousedown will fire then no longer. It's only the mousedown, and nothing more. pointerdown works fine, both on the JS event system and that of Babylon. Demo: http://www.babylonjs-playground.com/#YLWLLP Note the scene.preventDefaultOnPointerDown = false; I've looked into it, but I haven't found the cause yet 🤔
  10. Hi all, You can see it in the playground below. The gizmos work fine in the right scene (scene2, which was created last), but for the left scene, the gizmos appear in the right scene, and they don't work! If you crate the right scene before the left one, the behavior is switched. http://www.babylonjs-playground.com/#EESWVZ#2 @trevordev do you know what's going on here? And thanks for making the gizmos, can't wait to use them!
  11. You're welcome, and I'm glad your ramps are working again as well 😃, even better now I just noticed that in the playground I did clearTimeout instead of clearInterval though
  12. How about... a GUI Image and some timers: https://www.babylonjs-playground.com/#XCPP9Y#640
  13. Hi, from the error in the console it seems that freezeActiveMeshes causes onAfterActiveMeshesEvaluationObservable to be called, and creating an infinite loop. But regarding the meshes, can't you use a TransformNode instead?
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