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Everything posted by sable

  1. I'm not entirely sure if this is what you want, but the following pg has one end of the line following the pointer. https://www.babylonjs-playground.com/#03QEFL
  2. Try changing window.engine = new BABYLON.Engine(canvas_model, true); to window.engine = new BABYLON.Engine(canvas_model, true, {preserveDrawingBuffer: true});
  3. In your project, does it download a blank screenshot, or just do nothing at all? Your WIP site you posted above for me atm downloads a blank screenshot when clicking the render view button, which is because the engine doesn't have preserveDrawingBuffer set (as above).
  4. Does this pg work for you? http://www.babylonjs-playground.com/#F0EKRP#2 If not, it could be that the browser you are using both doesn't support download on the a tag, and is blocking the opening of a new window to show the rendered image.
  5. Is the behaviour you get if you disable mipmaps more what you're after? http://www.babylonjs-playground.com/#DSD7JR#1
  6. I think you just need to set preserveDrawingBuffer to true when creating the engine, i.e. new BABYLON.Engine(canvas, true, {preserveDrawingBuffer: true});
  7. I think this is same bug I had a few months back here. It is however fixed in the latest version (the fix is here, from the end of last year).
  8. To get it to pick with pointerMove, you need to set constantlyUpdateMeshUnderPointer to true for the scene. http://www.babylonjs-playground.com/#1A7ZCT#0
  9. I've run into this issue a couple of times myself. I've managed to reproduce it in a playground, here. All the pg does is put points down in the scene, and displays the distance between each (I was trying to build a measuring tool similar to the one in googleMaps when I stumbled across this issue). This will cause the crash when the last point is removed (click to make a point, click again to remove it). Wrapping the dispose calls in a setTimeout avoids the crash (which is the workaround I'm using for now), as does changing isVisible on line 35 to true, and commenting out the levelvi
  10. Thanks for that work-around. For my usage it seems to perform well enough, and the flicker of labels on first load is just a minor gripe.
  11. I have question regarding the tracking of nodes in a scene with canvas2d elements (using ScreenSpaceCanvas2D). It seems that when a node goes behind the camera, the 2d element will initially go out of view, but will eventually re-enter if you keep moving away from the node that it is attached to. An example playground below, which is a very slight modification of a playground from the documentation, demonstrates this. Just pan forward through the cubes (with ctrl + click), and the rectangle2ds initially go out a view, but then come back onto the screen. http://babylonjs-playground.c
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