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  1. Hey, all. This isn't about Babylon specifically, so perhaps it belongs in a different forum. I am doing this with Babylon, so maybe it belongs here Let me know and I'll move it. Actually, if someone knows the correct term for this, it would make my Google search much easier. apparently "you know, that thing that heist games use where it clips the view of guards or cameras" isn't a valid search term. I'm trying to create a 'vision arc'. I've attached a doodle (top down) that shows what I'm talking about. Our guard (blue dot) can't see past walls (black). I'm trying to create a visual representation of his view area (green). I'm thinking about this a couple of different ways, but none of them are really making me happy. How do I go about creating this? I know it's been done before on Heist games that show you where the guard/camera can see. 1) A shader, much like a spotlight shader, but from the guard's PoV? 2) DepthRenderer (from the guard's perspective) and pass that texture to a fragment shader that uses it to figure out what to discard? 3) A whole bunch of raycasts and generate a mesh from where they hit things (or ray length)? Any help would be appreciated!
  2. I tried your suggestions with no luck, BUT... Everything works as expected on Chrome Beta (and Canary). I'm calling this a browser issue :). I expect it will go away with their next release. Thanks!
  3. Yeah, my apps do the same thing, I was just using the PG as the simplest example of something that used to work. After further investigation, I've come to the conclusion that Chrome/Google did something with 58.0.3029.83. Viewing this PG with Firefox on my N6 works just fine. I will say that some of my other testbeds (like PlayCanvas) continue to work as before on Chrome, so perhaps Chrome changed something that disagrees with BJS's shaders (at least on the N6)? To verify this, I rolled back to the factory install of Chrome (51.0.2704.90) and the issue was no longer there. Updating via the Store (back to 58.0.3029.83) and the clipping problem re-emerged. I'm kind of at a loss at next steps. I removed the skinned meshes and left just the grid plane in hopes that the fallback shader (too many uniforms in the PG) was causing the problem, but no dice. I guess I can just wait until the next release of Chrome for Android and hope they address this change for my device? Unless you/I have an eureka moment, I'll close this. Any more thoughts?
  4. I think this may be a bug with the alpha version of BJS, but before I put my foot in my mouth I thought I'd ask if I'm doing something wrong. One of my previous PG's works fine on desktop ( ), but on my Nexus 6, the camera viewport is clipped to the bottom left quarter of the screen. This PG used to work with the previous version of BJS on my device, so I'm wondering if something new has to be done for lower end devices?
  5. Haha.. you researched, merged and deployed faster than I could figure out what property of the engine contained the version. Too cool. Yup, that fixed it! Thanks! Hmm.. still... Is there a way for me to know if the engine had to fall back to CPU? I think (one day) I'd like to notify the user, swap assets, etc. if I know they are on a lower end device. Thanks again.
  6. After some more documentation spelunking... If I iterate through all the meshes and set "computeBonesUsingShaders = false" for each mesh, it skins properly on mobile. How do I know (programmatically) when I should do that and when it's okay to use the shader?
  7. Hi, I'm playing with a wearables system to load clothes pieces and associate them with a baseMesh's skeleton (not unlike the XBox avatar stuff). There should be two models, one clapping and one cheering. They should be wearing different wearables (loaded during runtime and set via wearableMesh.skeleton = baseMesh.skeleton) I've run into a weird issue on devices that run out of uniforms for skinned models. Works great on my desktop (Chrome), but on my Nexus 6, I see shader compiler errors and messages that say it will fall back to CPU skinning. The CPU fallback doesn't work, though. The end result is the skeletons are not associated properly with the skinned mesh pieces (wearables). Which parts are wrong varies from load to load. The same thing happens on other mobile devices that have to fallback. I understand that I can reduce the number of bones in a mesh to ensure I take advantage of GPU skinning (and I will eventually), but CPU fallback should work, right? Is there something else I'm doing wrong? Thanks! Edit: A much cleaner example, just loading the same file twice
  8. Hey, all! I've noticed that Firefox (51.0.1 is my version) throws errors when loading all .babylon files that were exported from Blender. The files load fine, though. Should I be concerned with this? It doesn't happen in Chrome, but I'd like to remove the clutter from the Inspector so I don't lose any actual issues in Firefox. Error: (all .babylon files cause this) XML Parsing Error: not well-formed Location: Line Number 1, Column 1: Playground Link: Thanks!