# Lary

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1. ## Water Effects

Hi Fellow Friend, Is there any good way to construct water effects using BabylonJS? I used the official water material, it seems a bit blue...like ocean. I saw this demo and was quite impressed. see here . Can you share any demos that reach to this effects using BJS? Thanks!
2. ## solved Camera Inertia Angle

Greeeeet! Thank you so sosososoos much Sable! It really saved me! I tested the values, and it is correct!!!!!
3. ## solved Camera Inertia Angle

Thank you for correction. Wingnut. and all BJSers
4. ## solved Camera Inertia Angle

var createScene = function () { // This creates a basic Babylon Scene object (non-mesh) var scene = new BABYLON.Scene(engine); // This creates and positions a free camera (non-mesh) var camera = new BABYLON.ArcRotateCamera("arcRotateCamera", 0, 0, 15, new BABYLON.Vector3(0, 0, 0), scene) camera.beta = Math.PI / 3; // This targets the camera to scene origin camera.setTarget(BABYLON.Vector3.Zero()); // This attaches the camera to the canvas camera.attachControl(canvas, true); // This creates a light, aiming 0,1,0 - to the sky (non-mesh) va
5. ## solved Camera Inertia Angle

Thanks Sebavan, yes, putting the inertia to 0 could help. But the rotation would be so slow and would affect the UE, So I'm trying to calculate the inertia angle, it maybe something like camera inertia * pointerMove length. aha, just my imagination..Hope @Deltakosh and @Wingnut could support me any idea~
6. ## solved Camera Inertia Angle

Hi there, Is there a way for me to get the ArcRotateCamera's rotation angle led by its inertia? I have pointerDown and pointerUp events to calculate how many angles I rotates during pointerEvent, but if I make a quick slide, the camera doesn't stop immediately after pointerUp, it will rotate for some angles due to inertia. Thanks!
7. ## Detect Panning and Zomming

Hi friend, Is there any way to detect user panning and zomming the model with arcRotateCamera on both desktop and mobile? and also when the user put one finger down and pan the model continuously from right to left, and left to right. I need to track all the actions... Thaanks!!
8. ## Page embeded with iframe Jump to Bottom when Tapping Canvas

Hi @Wingnut and @Deltakosh, sorry to inform you late, finally I found a solution, by deleting the "canvas.tabindex = 1", then it works, though I don't know why..anyway, thanks!
9. ## Page embeded with iframe Jump to Bottom when Tapping Canvas

Hi Wingnut, the method by setting the canvas.focus({preventScroll:true}) seems not workable....Sorry about that, anyway thanks again. But I tried replacing the babylonjs version (babylon.3.1.1.min.js.) that has the scrolling problem with that not having the problem (Babylon.js engine (v3.1-alpha)), it works well. So I can partially confirm that there's difference in both versions that affecting the canvas focus. I need to look into it, I would be much appreciate if you could supply some information.
10. ## Page embeded with iframe Jump to Bottom when Tapping Canvas

Hi Wingnut, you're faster than the flash！ Will try that, thanks first!

12. ## Page embeded with iframe Jump to Bottom when Tapping Canvas

I'm sorry for making the title that long....and also my content will be... Recently I'm quite tortured by a tricky problem, mainly on iOS mobile, things are like this... I inserted a Babylonjs project into a third-party homepage through iframe tags. As you know, the home page has header, footer, another content and the iframe part. When I scroll to the iframe part, and want to interact with the canvas, as long as I tap the canvas, the page jumps to the bottom immediately. Strange! I scroll back, and continue to pinch, rotate the canvas, it goes normally (do not touch othe
13. ## Remove Round Frames in VR

Hi @Wingnut, thanks for the information,@JCPalmer 's camera works in my scene. Great! However, the scene in both view seems kinda tortured. What I'm using is scene.createDefaultVRExperience({createDeviceOrientationCamera:false}); which will create a webVR camera and non-webVR camera, and also a button enabling webVR access. I want this mode ,and keep both cameras. So by default, it is arcRotateCamera, when webVR triggers, the view has to be side by side with no round borders as above show. I wonder if there's a way? or I just need to correct a parameter? refe
14. ## Remove Round Frames in VR

Hi there, Now I have a basic webVR demo from PG, when I enter into VR mode, there always be round frames/corners (below pic in red circle )at each view. Is there a way to remove them, and make the view on both side in full screen? Thanks!
15. ## Particle invisible in white background

Thank you so much RaananW, it works!!! But the particle color seems bit different under the two modes.
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