• Content Count

  • Joined

  • Last visited

  1. Great, at least I know so far that I am not a complete idiot. :-D the main problem I am having now is understanding the "Resolution" for lack of a better word the texture will be at, using Ortho camera I know the width and height of the camera and the texture will be pixel perfect, maybe if I apply the Ortho camera to the WorldSpaceCanvas2D I can achieve the same thing... hmmm Ah, so WorldSpaceCanvasNode has the RenderingGroupID and LayerMask information, I will investigate this. Thank you both!
  2. Hello, I have an idea for a front-end of sorts. Think of it as Steams big picture mode. The problem I need to solve is to find different ways to achieve the scene I want. Here are the layers that create my scene: 2D layer for background, can have images and animated images, 2D particle effects etc... 3D video layer, so the video can be at different angles, have boarders etc... can also have other 3d objects if desired 3D layer to allow overlap from the layer above 2D foreground layer on top to show information Possibly another 3D layer, unsure, but I want the ability to do so if needed. Edit: The reason for the layers is because I want it customizable, so images can change per page and can have effects applied to them etc. on each of these layers they can have layered images using renderingGroupID. What I am doing right now is I have multiple camera's each rendering their own layer, when 2D I use Ortho, when 3D I use a normal camera. This also allows me to use RenderingGroupID to further layer items local to the camera they are on. This is a good start, but then I ran into WorldSpaceCanvas2D. Would something like this be possible with WorldSpaceCanvas2D, I can't seem to find a way to make it layer like this, as it doesn't seem like WorldSpaceCanvas2D has the ability to do RenderingGroupID locally or LayerMask (at least not that I could tell) I am not looking for examples or code, just ideas of what people would use to implement it. That way I can try out all of the ideas in my own time and experiment.
  3. I do have more questions, but I want to play around a bit and I don't want to hijack this thread, thanks for all of the helpful code and places to get started.
  4. Yes it seems I did misunderstand it, I looked up the documentation on "ScreenSpaceCanvas2D" and it makes more sense now, I was googling the wrong things. I assume the advantage to this is you can use the 2D functions on that layer, instead of having to use 3d or sprites to make it work as a GUI? I was playing with this currently: (Test code, please don't judge me :-)) notice how the sprites on the right in the foreground aren't moving at all. What are the limitations to ScreenSpaceCanvas2D? Vs the limitations of what I was doing in the trivial example above? Thanks,
  5. I am a bit inexperienced, but from my limited research, it seems using canvs2d on top of a 3d canvas inherently requires 2 canvases (I may be misunderstanding this process, I apologies if I am). would it not be better to simply use a layer mask to represent an orthogonal camera on top of a 3d camera? I suppose the benefits of 2 canvases is they will run in different threads? or what? Mostly just new and curious as I am playing with layers and rendergroups now to learn all about layering.
  6. Hello, I am fairly new to babylonjs, but I found this weird thing where on each layer sprites will run at different speeds. to see this in action simply change the layermask from LAYER_FG to LAYER_BG. var spriteManagerPlayer = new BABYLON.SpriteManager("playerManager", "textures/player.png", 2, 64, scene); spriteManagerPlayer.layerMask = LAYER_FG; from playing around with it, it seems the foreground is running 3 times as fast, you can see it demonstrated in this code: I also noticed that when I leave the tab and come back in chrome they start to get out of sync, but if you stay on the page, they will stay in sync. is this expected? I am a bit confused as to why this may be. Right now I am experimenting with 2d and 3d plains on different layers, I am also going to be experimenting with renderGroups. So forgive the messy code. Thanks,