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  1. Very interesting. I get 45 FPS with the WASM SPS vs 12 with the legacy SPS. I would like to see the code, but this link http://jerome.bousquie.fr/BJS/test/index.ts gives me a 404.
  2. Awesome, thanks for the quick support! @Gijs @Deltakosh I was not aware of Transformation Nodes and will start using them right away. @trevordev Thanks for the idea. Looking at the code of freezeActiveMeshes´╗┐ it is absolutely correct, that it notifies the onAfterActiveMeshesEvaluationObservable again. So I came up with a check in the callback whether freeze was already requested: https://playground.babylonjs.com/indexStable.html#0WHH9Q#7 I like this approach a bit more, since than again calling unfreeze is enough to update the scene.
  3. Hi, I have trouble with the mesh selection phase, which takes too long and therefor causes frame rates around 30 FPS. My scene contains roughly 2000 meshes, most of them empty (just used as containers or transformations). I do not know, if that is considered too much. Anyhow, using freezeActiveMeshes (thanks for adding this) to disable the mesh selection phase solves my problem, because the actual rendering of the scene is quite fast, even with all meshes activated. I therefore want to unfreezeActiveMeshes whenever the scene was changed and to freezeActiveMeshes as soon as possible. I tho
  4. Hi guys, thanks for the quick help. The gradient looks good, but when I try it with the star, I still get these borders: http://www.babylonjs-playground.com/#AN5WBF#8 Basically what I want is a texture with alpha one a plane which is not affected by lighting. Am I better off writing a custom shader? Many thanks, jan
  5. Hi, I want to use textures with contain areas which zero alpha. However I see unwanted borders around them. Here is a playground to clarify my problem: http://www.babylonjs-playground.com/#AN5WBF#3 Am I doing something wrong? How can I get rid of the border? Edit: Here is the same problem, with a different texture: http://www.babylonjs-playground.com/#AN5WBF#4 Many thanks, Cheers, jan
  6. Hi, I want to clone meshes that I load with the obj loader. The problem seems to be that the material is assigned somewhat later, so when I clone the mesh directly in the callback from the SceneLoader.ImportMesh function, it has no material. If I make another clone from the very same instance some time later, it has material. For example this would lead to no material in the clone: BABYLON.SceneLoader.ImportMesh("", this.serverUrl, encodeURIComponent(fileName + ".obj"), this.scene, (mesh) => { meshContainer = mesh.clone(name, undefined, false); resolve(meshContainer); }
  7. Hi Deltakosh, thanks for your reply. I found this old thread were @chadautry tried the same and it seems that he got it working, by switching y and z in two locations. I suppose his PR was never submitted? I guess the lines he linked to have changed by now. Do you think it would be still quite easy to pull it off, or has the camera changed that much? Many thanks, Jan
  8. Hi, I would like to use a right handed coordinate system (thanks for adding support for that in 2.5) with the Z-axis pointing upwards. I tried to set the upVector for ArcRotateCamera, but the Z-Axis isn't pointing upwards afterwards and the mouse control is acting weird. Here is an example: http://www.babylonjs-playground.com/#D4CDS Am I missing something? Thanks, Jan
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