Jump to content

genvvk

Members
  • Content Count

    6
  • Joined

  • Last visited

  1. Nope! But I did a simple alpha reindex by a distance to scene camera. This function solved the problem partly because objects still could visually 'intersect' themselves [c) and d) illustrations] And I don't know how to fix it.
  2. Hi there, I have one single OBJ file with several objects within. Each element has its unique name. Is it possible to load each object as a single mesh? Tried to do this: var parts = []; obj.onSuccess = function (task) { for(var i = 0; i < task.loadedMeshes.length; i++){ parts.push(task.loadedMeshes[i]); parts[parts - 1].material = uniqueMat; ... } } But it seems that each next mesh / geometry has all previous ones like an avalanche. Loading OBJ with 5 similar spheres as a test Geometry {delayLoadState
  3. I need semi-transparent material for frame and temples. Different ones. By the way, these artefacts could be caused by miss-loading OBJ.
  4. Hi there, Is there any kind of renderer.sortObjects() or renderer.depthTest() like other frameworks have? I have several transparent objects (alpha < 1.0) on the scene and sometimes renderer behaves glitchy (please see attachment). Theoretically, could write a function for sorting meshes by a distance to camera and set .alphaIndex, but it doesn't solve the problem with self-intersection like frame does c) & b). Babylon.JS 3.01, materials are PBRMaterial() with .disableDepthWrite = false and .alphaMode = 2. Any ideas? Thanks in advance!
×
×
  • Create New...