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ceedee

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Everything posted by ceedee

  1. Hi Chromium "61.0.3163.100 (Official version) Built on Ubuntu , running on Ubuntu 17.04 (64-bit)" but this happens on Firefox as well, only message is a little bit different ( version 56.0 64-bit, Ubuntu as well, Xubuntu 17.04 exactly ) Frefox message: TypeError: i is null[Więcej informacji] babylon.inspector.bundle.js:408:5002 INSPECTOR</t.prototype.openPopup http://webgl.local:3000/js/babylon.inspector.bundle.js:408:5002 t http://webgl.local:3000/js/babylon.inspector.bundle.js:408:464 t.prototype._createInspector http://webgl.local:3000/js/babylon3.0.custom.js:37:
  2. Hi I am trying to enable debugLayer in babylon.3.0.7 It only happens when i set popup property. scene.debugLayer.show({ popup:true, initialTab : 2 }); and I get this error in console: Uncaught TypeError: Cannot read property 'document' of null at t.openPopup (babylon.inspector.bundle.js:408) at new t (babylon.inspector.bundle.js:408) at t._createInspector (babylon3.0.custom.js:37) at t.show (babylon3.0.custom.js:37)
  3. Hello Thanks guys for help. I have made some progress. Here is the result: http://www.babylonjs-playground.com/#1OJL6I#68 It is something which we could call a "visibility probe", something like a poor man's occlusion query system but for a bit different purpose. It renders 6 textures of cube around main camera. Then reads textures using modified version of engine.readPixels and analyzes visibility of all meshes. Meshes indexes are color coded into textures. Yo can see visible list of indexes at black bar at the top of the screen. Use mouse and arrow keys to fly between mesh
  4. Whoa. It now looks much better. Does it change performance much? Maybe it makes sense to add this feature as an option in fog settings, for example as scene.fogMode=BABYLON.Scene.FOGMODE_LINEAR_DISTANCE | FOGMODE_EXP_DISTANCE | FOGMODE_EXP2_DISTANCE ?
  5. Thanks Deltakosh for the reply. Your solution works fine in this case. But it takes away from me the control of render which I have in case when i do manually renderTargetTexture.render(). The playground I made is simple with just one render on the texture because this way it was easier to explain the issue, and keep the question as clear as possible. What i really want to achieve is something like that: 1) render scene on the texture, then 2) analyze the texture image ( reading directly rgb values or other method, does not matter yet at this stage of my project) 3) move text
  6. Looks like fog depends on Z value of Z-buffer instead of using the calculated distance from camera. I have seen this effect in many games. Probably fog which depends on distance works much slower, but it should be possible to modify shader in that way.
  7. It is not easy to explain things properly, so to make things more clear I prepared some more screenshots. They were made using PG from my first post in this topic ( http://www.babylonjs-playground.com/#1OJL6I#8 ) The behavior described happens in the playground and without playground as well. Without playground instead of moving slider one can resize the browser window to see that. first pair for doNotChangeAspectRatio=true , in both slider positions: Second one for doNotChangeAspectRatio=false
  8. Thanks, but unfortunately this does not help, image on the texture still changes its ratio. Answering your question, i don't use any libs in my tests, only playground, and files saved from playground using "Get .zip" button run locally. I suppose the problem has something to do with this file: https://github.com/BabylonJS/Babylon.js/blob/master/src/Materials/Textures/babylon.renderTargetTexture.ts in line 333 and 344 which both are: if (!this._doNotChangeAspectRatio) { scene.updateTransformMatrix(true); } Why i think that. As far as i know those matrices have encoded both
  9. Hi I created the topic first in questions sections, but it seems to look like a bug now. so here is the original topic:
  10. Hi It looks like playground stopped working in newest babylon 2.6. Firefox 51.0.1 x64 Xubuntu 16.04, Nvidia NVS 3100m, proprietary official nvidia driver v340.101 But works fine in chromium 55.0.2883.87 In every scene i opened, even very simple it shows in console something like this: (for example this one: http://playground.babylonjs.com/?2# ) BJS - [08:04:01]: Unable to compile effect: babylon.js:3:21936 BJS - [08:04:01]: Defines: #define SPECULARTERM #define NORMAL #define NUM_BONE_INFLUENCERS 0 #define BonesPerMesh 0 #define LIGHT0 #define HEMILIGHT0 babylon.js
  11. Your reply was confusing, but the edit even more confusing. Could you explain?
  12. Hi I was experimenting with RenderTargetTexture and have some problems. Here is playground http://www.babylonjs-playground.com/#1OJL6I#7 Scene is rendered on texture using camera txcam. And then same objects are rendered on main screen buffer. Here are problems: 1) Aspect ratio and camera for RenderTargetTexture When you drag the splitting line (the one betwean editor and scene) or just disable editor using "-Editor" button, the image on texture changes its aspect ratio, which is not good in my case. So i added false ( true actually does nothing there) for para
  13. Sorry for so late answer, i was too busy in last weeks So i have made another test to be sure. I have taken the playground from paralax tutorial, and changed it a bit, but textures and scene is basicly same. http://playground.babylonjs.com/#10I31V#93 It is one light moving around cube, in the initial camera position you see front side of cube and hoghlights seem to be rotating in wrong direction. as Sebavan said adding material.invertNormalMapY = true solves the problem and higlight rorate in proper direction. So, the conclusion is: -Texture file with normal/height map in tuto
  14. Do you think are there any chances to improve that with new features of webgl2 ?
  15. Thanks, it solves issue for now, I need to do more test on project i am working on, to see if it works with more complicated scene. That texture and normal map are exactly same files as in the official babylon tutorial on parallax mapping topic , so i assumed those files to be the most ok as possible. https://doc.babylonjs.com/tutorials/Using_parallax_mapping So maybe file in tutorial is wrong? It still doesn't explain inconsistency of front vs back face lighting, but it is not as big problem in my case. But in case of switched backface culling CW vs CCW, or even worse whe
  16. Objects which at the same time produce and receive shadows show some strange glitches. http://playground.babylonjs.com/#1SGTPA#9 I tested it on Nvidia NVS3100M and Intel HD Graphics (1 st gen.) On each of those cards the the size of circles is different, but looks bad anyway. When you comment lines 92,93: // shadowGenerator.getShadowMap().renderList.push(plane); // shadowGenerator.getShadowMap().renderList.push(videoPlane); Planes start to look ok, but it is not a solution at all, in case of more complicated meshes/scenes selfshadowing is an important feat
  17. Lighting of parallax mapped object seems to be inverted when using directional light. playground: http://playground.babylonjs.com/#1SGTPA#5 The scene contains paralax mapped rectagle and few spheres, the only light on the scene is directional light with the direction equal to (0,-1,0) The mirror is not so important here. When looking from the side of spheres, light on the plane goes from down, on spheres it goes from the top but when we rotate the camera and look on the back face of plane, suddenly light there goes from the top same example, but light directi
  18. Hello All This is my first post Here is a bug i have found while using mirrortexture: The normal vector seems to be inverted ( or not inverted if it needs to be)in some way when rendering mirror content, this makes displaying errors when using bumpmapping, with parallax it is even worse. Here is playground for bumpmapping, look at the blue wall near the edge of mirror http://playground.babylonjs.com/#I1CQH#0 Paralax example, try to rotate the camera, it is clearly something wrong with the way reflection image behaves. http://playground.babylonjs.com/#1SGTPA#3 best regar
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