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JLHolmes

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  1. The official line: "SceneGrinder is an immersive 3D Virtual Tabletop (VTT) with unique features, like first person point-of-view and interactive NPC's that you create. Our system is 100% browser-based, with no application to download or server to set up. Runs on desktops, laptops, phones and tablets." I am one of the devs. We are in pre-launch for a Kickstarter coming in June. We need as much support as possible. Check us out at https://www.scenegrinder.com/loop-me-in to sign up for Kickstarter notifications, or if that's not your thing, just go to https://www.scenegrinder.com for videos,
  2. So I'll answer my own question in case someone else hits this. Somewhere in the code, I had used MeshBuilder.CreateSphere(), but I had admitted the last parameter... the scene. It still worked, however... been working for months... UNLESS you happen to re-init the engine without refreshing the page from scratch.
  3. Hey guys... need some help here, I'm getting this error: babylon.js?98a3:20 Uncaught TypeError: Cannot read property 'globalPosition' of null at Function.t.BindEyePosition (babylon.js?98a3:20) Now... I only get this error after I've reinitialized the engine a second time on a whole new canvas, while previously shutting down the old instance with engine.dispose(). The scenario that inits the scene is complex enough... and part of another project... so creating a playground would be difficult. (The playground seems to rebuild the whole dom and init anyways). This appears to
  4. Thanks, Wing... I went ahead and a fell back (ahead? back?) to my old method. I'm assuming the lack of the picked point is an optimization thing. The other advantage to scene.pick() is that you can tell when the user doesn't click on something.
  5. Hey guys... while refactoring some code, I ran off down the path of changing my old picking method (Raycasting, etc) to use actions... specifically OnPickTrigger with ExecuteCodeAction. But... I was a bit confused when I could not find the picked point on the mesh in the event data. Am I missing something?
  6. Yep... tried that. It doesn't matter how far out I set the radius. The camera is still locked in place. I'm trying to simply the scene to get at it more.
  7. I'm trying to repo it in the playground... it does not seem to happen in simple scenes... only when there's an object much larger than the camera's radius. How do I determine what type of collision is being used? Well... since I have not done anything special to pull in collision I assume I'm using native.
  8. Hey guys... it's been a while, but things have been going pretty smooth with BJS. That is, until I upgraded to 3.0. My scene just up an disappeared! Digging into it, I found that it was when I set checkCollisions to true, the scene for that camera would just lock up the camera.... unable to move it at all. So.... sceneState.camera = new BABYLON.ArcRotateCamera("ArcRotateCamera", 0, 0.8, 1000, new BABYLON.Vector3(0,0,0), sceneState.scene); sceneState.camera.speed = 5; sceneState.camera.checkCollisions = true; sceneState.camera.ellipsoid = new BABYLON.Vector3(2, 5, 2); sceneState.c
  9. @Wingnut Yep... when bugs just "go away" I get nervous, too. I was not nearly as exhaustive as your suggestions. It's really easy to reproduce... revert to 2.5... voila... problem is back on any touch device (but not desktop), problem goes away with 3.0.0-alpha. I have not dug into why, however... and have not tested how stable it is. It a couple weeks, our project goes out for a round of concept testing across a wide range of devices... so I may end up diving back into it.
  10. Hey there guys... I wanted to update this thread with my testing results. So... I was completely unable to nail down this behavior... it was working differently based on various touch devices. Then I decided to reconstruct the problem in the Playground... and I found I could not reproduce it. So after days of narrowing down my code vs. Playground differences, still with no luck, I did find one difference. I noticed that the playground was using BJS 3.0 alpha. So, I switched my code to 3.0 alpha, and bam... the problems went away. Not only that, I was having a POINTERTAP vs POINTERDOU
  11. Hi there... one quick way to do this is using observables... like so: scene.onPointerObservable.add (function(evt) { var pi = evt.pickInfo; },BABYLON.PointerEventTypes.POINTERDOWN); The pickInfo of the event contains a lot of information about the event (PickInfo) You could also use scene.pick(), which takes X,Y coords you can grab from a standard mousedown event from addEventListener.
  12. Thanks @adam, I'm working with it... my quick attempts haven't been unable to reproduce the issue so far. In the real case, the problem is occurring several layers into a React.js application, so there may be some shenanigans in react that are causing me to make assumptions. I'll keep you guys updated.
  13. Hmmm... well... @Deltakosh, the playground doesn't seem to give you control over the HTML layout into which the BJS scene would be rendered... unless there's some trick I don't know about. This situation arises when the canvas is being tucked into a small area of the web page. I'm pretty well convinced that the problem arises when the canvas width and height properties are different than the actual canvas size... which seems to occur in flex box models because the element "flexes" in response to the content, which seems to be after BJS has made some decisions about the canvas dimensions.
  14. Ok... forgive me for talking to myself in this forum... but maybe I'm on the road to the source of the problem. I notice that in all the playground examples the width and height attributes exactly match the actual size of the canvas. So... I am doing something to short circuit BJS's ability to get that correct, perhaps?
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