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  1. Hello and thanks for your reply, but I'm still stuck on this. here https://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered under 'Opaque or Transparent?' are 4 cases described: Depth pre-pass meshes - I think that's here not relevant, right? Opaque Meshes - will be the 'left' sphere from my first PG? Alpha Tested Meshes - seems has the possibility to be highlighted (it could be the 'front' sphere) , right? but only 'Alpha Blended Meshes' are not possible to highlight? And would it right to say, all what is visible for the depthRenderer is highlightable? a little bit offTopic: in this doc is the screenshot of an greyscaled depthRenderer picture, and the link to the PG here: https://www.babylonjs-playground.com/#1PHYB0#6 there the view is broken by pressing F9 in 3.3.0-alpha and an error (fireProcMaterial) for 3.2.0 (stable) is thrown (i will understand how the greyscale image is produced, I'm only able to create an BW-texture on a plane without Shaders) thanks in advance
  2. Hello together, in PG https://www.babylonjs-playground.com/#1KUJ0A#104 you can see an default scene with an additional sphere outside the view (sphere_boycott) with renderingGroupId=1. Until now all looks good. If you focus the rendering window/side and press 'cursor key down' to get an larger distance with the actual camera position - or rotate the view to the right side - the added sphere will be shown and the tittled glow-effect fills up the whole sphere. I think, this is not the expected behavior?! Are more information needed? regards and thank you all for the great work and help edit 3 -- (start additional information) there is anonther (for me) unexpected behavior: in PG http://www.babylonjs-playground.com/indexstable#B73AIM (opacity on HighlightLayer) are 2 more cases, where the HL not correct works: The 1st 2 spheres are from an material example. there, the 2nd (middle) and over that the 3rd (right) added from me (example 1) has an opacityTexture (tree) over the grass diffuseTexture - both don't show the HL the 4th sphere (front) is added like the sides of the cube with dog-puzzle-piece, the tree.png with hasAlpha=true and looks beautiful, like expected. -- (end additional information) Edit (link string to link) Edit2 (2nd try) Edit3 (additional information about 8hrs after post) ... thanks for reading
  3. Hello again, thanks for your replies. @davrous: thats a really interesting tutorial/game, but like my test with the example by @iiceman there is no possibility to change single colors or enable the possibility to relase boxes from QR-Code by clicking it after the merge, isn't it? but the performance increase is really good. @JohnK: thats also a good idea and the performance seems same as good as the instances and the merge ... and it is very easy to manage the single particles, excepted the switching color on even numbers ... see http://www.babylonjs-playground.com/#1AFQPV#5 ... because there seems no right reason that now the frame-rate goes down on easy create same box, but some good ways to go round, this topic can marked as solved Thanks so long. Do the same good work again.
  4. Hi and thanks for the fast answer! That's awesome. It should be like an chess-field ... with single boxes to align on a highmap. The merge is not an option, because the single-fields are not able to set to different materials/colors (even before merge)/. I tried, but the result is only one color. Yes, the instance is a good improvement, that I will probably use further. Thanks for that! But it will be very interesting, why this behaviour happens. (please don't ignore the attached file ) Thanks so long.
  5. Hello guys, I'm new to BJS, and I find it is a great Framework - many thanks for your work @all. Note: please excuse my english, I'm a german people, I hope the wrong words i use are less. I have an situation, where the frame rate will be enormously reduced after some more boxes are created on an scene. The created PG is http://www.babylonjs-playground.com/#1AFQPV#1 on lines 21-23 ... activate one line and move short the field, than wait for the real frame rate (any seconds @ 50^2 fields) ... here it is about 6fps With an old babylon-version from 2016-09-17 (2.5 prerelease) and before this is not the same fail (file attached): - index_2.5.html (with local babylon.2.5.js [minified] - i have no other version from this time) - index.html with online BJS ... the *.html's are downloaded from PG and modified for test with local file, the frame-rate is not shown, but the smoothing move is apparent. Thanks for your help, ask me if more details are needed. fps_on_CreateBox.zip