iSoundy000

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  1. Engine.prototype.unbindInstanceAttributes = function () { var boundBuffer; for (var i = 0, ul = this._currentInstanceLocations.length; i < ul; i++) { var instancesBuffer = this._currentInstanceBuffers[i]; if (boundBuffer != instancesBuffer && instancesBuffer.references) { boundBuffer = instancesBuffer; this.bindArrayBuffer(instancesBuffer); } var offsetLocation = this._currentInstanceLocations[i]; this._caps.instancedArrays.vertexAttribDivisorANGLE(offsetLocation, 0); } this._currentInstanceBuffers.length = 0; this._currentInstanceLocations.length = 0; }; The webglBuffer is already deleted,but when call function unbindInstanceAttributes , I add one condition "instancesBuffer.references", is OK? @Deltakosh @RaananW
  2. Thanks, no use answer. The box is my UI mesh ,I want it static, so it's layermask is the UICamera's layermask.
  3. there is sample http://www.babylonjs-playground.com/#1AHDEQ
  4. wrong animation ,some skeleton node not play right what look in 3DMax tool.
  5. In zip file anim_xinfeng.babylon, the Skeleton animation local position is't right, I cut two picture,please look.
  6. There is some issue when export 3DMax format file to .babylon. blow is my 3DMax file. exportIssue.zip
  7. Yes, I use this unity5 tool to export, but in my update file, ".FBX" formate file can't export it's Skeletons.
  8. environment: Unity 5.3.4f1 (64-bit) system: win7 X64 I want to export the unity3d component "Animation", in this component contain a skeletion anim. below is my unity3d package. ttscene.zip
  9. when I export scene which some bones, but when I loaded in my program,the mesh has skeleton, but the animations is Empty! So ,I can't play the Skeleton. Please help me find what's wrong?