Jump to content

Celga

Members
  • Posts

    16
  • Joined

  • Last visited

Recent Profile Visitors

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

Celga's Achievements

Newbie

Newbie (1/14)

1

Reputation

  1. Hello, First of all, I apologize for the late answer. I thank you for your advice, @Delatkosh. I tried with changing the fxaa configure, and... It works :).. The preview is now better. Thanks again!
  2. Thanks for your answer. But, unfortunately, I've just tried with changing renderAtIdealSize to false and I have the same result Here is the new link : http://celinegarry.fr/TestGUI02/index.html May be I have something else wrong. Sorry
  3. Hello, As you advise me, I embedded babylon.max.js instead of babylon.js, for debugging purpose. And, I put the files of my page on a server. Here is the link to show the page : http://celinegarry.fr/TestGUI01/index.html Thanks.
  4. Hello, Thanks for your answer. I confirm you that I already call engine.resize() : // Watch for browser/canvas resize events window.addEventListener("resize", function () { engine.resize(); }); And I use the basis for creating my canvas : #renderCanvas { width: 100%; height: 100%; touch-action: none; } But, I have still the same result.
  5. Hello, I'm discovering GUI part, in Babylon JS. And for now, I'm trying to create a textblock, with simple text. But, my problem is that my text is pixelated, even I change fontFamily, fontSize. I've also tried to use "renderAtIdealSize" and "idealWidth". But, nothing changes. I've noticed that the pixelation is reduced when I change the zoom of the browser. I specify that I use, in this case, Mozilla and also Chrome, for my tests. Does it exist a solution ? Here is a link towards a playground, in which I put a part of my code and specially the part about the GUI. The fact is, in the playground, the text is not pixelated. https://www.babylonjs-playground.com/#66ZD6S#1 I put also a screenshot of the result, in the browser Mozilla (Zoom is at 100%). If anybody could give some advice, I thank you in advance.
  6. Hi @Deltakosh, thanks for your answer and sorry for my late reply. Yes, I confirm you that I don't use a camera touch support. These are the different cameras that I use : var camera = new BABYLON.UniversalCamera("camera1", new BABYLON.Vector3(0,1,0), scene); var camera2 = new BABYLON.VRDeviceOrientationFreeCamera("WVR", new BABYLON.Vector3(0,1,0),scene); var camera3 = new BABYLON.DeviceOrientationCamera("Mobile", new BABYLON.Vector3(0,1,0), scene); So, I removed the call towards the file "pep.js". I haven't had the possibility to do new trials on tablets, for now. But, I'll get back to you certainly. Thanks again.
  7. Hi @Wingnut, First of all, thanks for your answer and your helpful advice. I haven't had the possibility to test again my application on tablet, for a while. But, I keep in mind your advice and if I encounter again this issue, I will try these actions. Sorry for my late reply. Thanks again.
  8. Hello Deltakosh, I've embedded the files "hand.min-1.2.js" et "pep.js". And otherwise, I use the event "touchstart", for pointer event handling. Here is a slice of my code : var pickResult; var pickTouchResult; Startup(); function Startup() { var myElts = document.getElementsByTagName("canvas")[0]; myElts.addEventListener("touchstart", handleStart, false); /*myElts.addEventListener("touchend", handleEnd, false); myElts.addEventListener("touchcancel", handleCancel, false); myElts.addEventListener("touchleave", handleLeave, false); myElts.addEventListener("touchmove", handleMove, false);*/ } function handleStart(evt) { evt.preventDefault(); var el = document.getElementsByTagName("canvas")[0]; var ctx = el.getContext("2d"); pickTouchResult = scene.pick(scene.pointerX, scene.pointerY); actionsClickTouch(pickTouchResult); /* call of a function */ }
  9. Hello, Thanks for your answer. Yes, I tried to put a touchCamera instead of DeviceOrientation. It's better, as regarding the problem I encounter. But, It's not as fluent when I move in my scene. And the movement is more complicated. I am wondering that it's possible to manage in the same time the deviceOrientation camera and the movement with touch fingers.
  10. Hi, I'm working on an application with bubbles and 360° images, which has been developped with Babylon Js. This application must work either on PC or mobile and tablet device. Especially, I'm doing my tests on android devices. On pc, All is working perfectly. But, there is still a bug, on mobile device. Indeed, I'm using a camera DeviceOrientation in case where the used device is an android device. When I'm rotating the tablet, everything is ok. The scene rotates normally. But, when I want to move my scene using touch with fingers, I have a problem. The scene rotates correctly but when I stop touch, the position of camera doesn't stay at the right place. It is repositionned automatically at the previous position, before the touch action. I hope I'm understandable enough. (Sorry for my english). I thank you in advance, if you have some potential solutions.
  11. Hi, I have a problem with the display of my application which has been realized with babylon Js. A part of the scene appears only in a rectangle, on the bottom left of the screen. This problem occurs, sometimes, on a tablet device, only on Chrome. I specify that I have the same problem display, when I launch the playground of Babylon Js. This problem seems to be random. It's quite weird. But, today, I'm note able to have a normal and global view on my scene. Has someone already encountered this problem ? I thank you in advance. (Sorry for my english).
  12. Thanks a lot for your answer and for your advice. Indeed, I used mesh.isPickable = true on the meshes imported. But, I only put it with the camera used for pc. I changed my condition and It seems to be good, on tablet device. Meshes are picked correctly, with touch :).. My mistake. Thanks again.
  13. Hi, I use the event pointermove on my canvas, in a application (web site), in which I import meshes with files .babylon. These files have been created from 3ds max. I have some difficulties to retrieve the picked mesh, especially when I pick these imported meshes. In most cases, I'm not able to have a result, for the picked mesh. The aim is to use touch events, in order to pick some interactive areas, revealing videos or other imported meshes, for a use of device mobile and tablets For informations, the application works correctly, on pc, on several browsers. Here is the function with the event pointermove : canvas.addEventListener("pointermove", function(evt) { pickTouchResult = scene.pick(scene.pointerX, scene.pointerY); alert("Pointer MOVE (canvas)"); alert(pickTouchResult.pickedMesh.name); alert("evt.pointerType : " + evt.pointerType); }); If you have some suggestions, I thank you in advance.
  14. Hi Deltakosh, Thanks for your message and for your advice. I tried with changing this option. But, unfortunately, I'm still having this bug. For informations, I've just checked the value of the property "paused" of my VideoTexture. This one stays on true, even after video.play, when the application is launched on Chrome, on a Samsung tablet Galaxy. It's not the case, on pc, and even on Firefox.
×
×
  • Create New...