Jump to content


  • Content Count

  • Joined

  • Last visited

About zhutq

  • Rank

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Hi, I want to take screenshot with some of the meshes disabled (disabled only in this screenshot). If I do this as in playground https://www.babylonjs-playground.com/#HLE3IP the shadow still exists. How can I remove the shadow? Thank you very much! And a belated happy new year!
  2. Thank you! Setting backFaceCulling to false does fix the problem. At the same time I found it's actually because the light's position is too low to cover the whole mesh... my bad. This works without changing backFaceCulling: https://www.babylonjs-playground.com/#DCU3PP#9 Thank you all!
  3. Hi, I get weird shadow for my imported mesh: https://www.babylonjs-playground.com/#DCU3PP#3 Here is a stl version: https://www.babylonjs-playground.com/#DCU3PP#2 Any ideas how to fix it? Thank you very much!
  4. Hi, ArcRotateCamera is a really greate camera. I'm wondering if it can be made around some other axes instead of world X and Y. Because I mainly work in a Z-up coordinate system, and sometimes, I need to align the viewport to an arbitrary rectangle in 3D and do some panning. Using a parent for the camera can make rotation work but seems not panning: http://www.babylonjs-playground.com/#12WBC#139 What I did was hacking the rebuildAnglesAndRadius and _getViewMatrix methods code, changing the computation of alpha, beta and target. This works for me but is too hacky. What'
  5. Sorry to bing this up again.. I've tried with vec3 uniform but failed: Playground: https://www.babylonjs-playground.com/#3WN9C6#3 Thank you!
  6. Hi, Playground: https://www.babylonjs-playground.com/#Y5IZCF#16 In the playground, if I use a uniform vec3, toggling scene.shadowsEnabled causes the ground to turn black. Not using uniform works. Is it a bug? Thank you very much!
  7. Thank you! So I need to set alpha < 1 to enable alpha blending. I compute final alpha according to alpha and another value, so I thought it's better to have an additional value to affect needAlphaBlending. But anyway I can indeed achieve what I want I think setting precision will be useful
  8. Hi, CreateScreenshotUsingRenderTarget gives different result from the canvas and CreateScreenshot. Playground: https://www.babylonjs-playground.com/#L2RPV8 The wireframe clone is hidden by setting layerMask, but still appears in the image created by CreateScreenshotUsingRenderTarget. CreateScreenshot works. Also, CreateScreenshotUsingRenderTarget of Babylon.js 2.5 works.
  9. Hi, I find CustomMaterial a very powerful way to write my own materials I have three questions reguarding it: 1. Is there a way to update custom uniform values after AddUniform? 2. I use Fragment_Custom_Alpha, and compute alpha according to some uniform values. Can I tell the material to enable alpha blending? 3. Can I specify "precision highp float;" for it? I notice that Fragment_Begin is defined after #include<__decl__defaultFragment> , so it's late for precision. Thank you very much!
  10. Thank you very much. I'll go with the approach and re-create the material for now. But is it a bug or by design? The doc here https://doc.babylonjs.com/tutorials/how_to_use_fresnelparameters says isEnabled can be used to activate or deactivate fresnel effect. And it works with Babylon.js 2.5.
  11. Hi, I'm trying to enable/disable fresnel when user clicks, but seems not successful. Playground: http://www.babylonjs-playground.com/#RYPRCZ Thank you very much for your help!
  12. I see.. I'll go with the radiansFromCameraForShadows solution Thank you very much!
  13. Hi, I'm trying to make a light: has fixed position relative to the viewer (camera); casts shadows. I set camera as the light's parent to achieve (1). But the shadow seems not updated as camera orbits. Playground: https://playground.babylonjs.com/#GWK0TQ Can I tell the shadow map to refresh? Thank you very much!
  14. Yes:) I'm honored. I'll do it today. Thank you, @Wingnut ! I feel very encouraged. Thank you all
  • Create New...