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Posts posted by Gijs

  1. On 9/28/2018 at 1:13 AM, Deltakosh said:

    Hey team! We are about to ship 3.3 (yeahh!). Expected data is Tuesday Oct 2nd. Right after that we will block any PR for 2 weeks as we need to start adding support for modules (this will allow tree shaking!!) for 4.0.


    So if you want to do a PR and get it merged please do it now so I can merge it before we start that long task :)

    Hi @Deltakosh, can we make pull requests again?

  2. @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:

    First, make a box around the scene with a shader that makes the color (0, 0, 0, 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:

    The layerMask trickery is to make the rendertarget see the scene, but the user only the plane.

    Now adding the main scene (here, createScene is the outer scene, createScene2 is the scene in the box, and createScene3 is for the background):

    And syncing the cameras in the render function (scene2 now uses a FreeCamera as well):

    Then some portal enter logic (not sure how it works anymore). The important bit is that it uses clip planes  to first render what's behind the portal, then what's in front of it (so the main scene is rendered twice, one half each). I used a background scene to reduce the tearing that happens because the camera moves in between rendering the scenes (things intersecting the axis of the portal will have tearing).

    As for the skybox, I haven't been able to use it, because you can see the back of the skybox from outside the portal. But there must be a way...


  3. Hi, here are some results:

    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

    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 / Chrome 69.0.3497.100 / 20K / 17 fps / 26 fps

    Qualcomm Snapdragon quadcore 2,5 GHz
    Android 6.0.1 / Firefox 62.0 / 2K / ~23 fps / ~19 fps
    Android 6.0.1 / Firefox 62.0 / 10K / 6 fps / 6 fps
    Android 6.0.1 / Chrome 69.0.3497.100 / 2K / ~24 fps / ~44 fps
    Android 6.0.1 / Chrome 69.0.3497.100 / 10K / 6 fps / 6 fps


  4. 21 hours ago, trevordev said:

    @Gijs this looks like an issue.

    Created this PR with a fix. after the next nightly the gizmos should work in your PG. Let me know if you have any other issues.

    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.


    Note the

    scene.preventDefaultOnPointerDown = false;

    I've looked into it, but I haven't found the cause yet 🤔

  5. 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.

    @trevordev do you know what's going on here? And thanks for making the gizmos, can't wait to use them!

  6. 33 minutes ago, Dad72 said:

    Thank you Gijs. it seems simpler than I imagined and works pretty well.

    I imagined a post-process or something like that.

    Thank you very much.

    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

  7. On 9/15/2018 at 3:56 PM, Nodragem said:

    Ok, so I tried again and it seems to work!

    However, when I activate checkCollisions = true on mazeWalls, it seems that the collision are wrong... Does that happen on your side?

    The collisions seem off on my side as well, but with the camera ellipsoid set to (0.5, 0.75, 0.5) it seems fine.

    And I couldn't see the maze demo on itch, because it requires a password.