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Tomm Huth

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  1. Is a ground impostor required in the scene to make updraft work? Also what could a ground impostor in the scene have to do with getting debug data for the helper? The docs mention nothing of this as far as I can tell. Also, the getData stil does not work even with your ground impostor: https://playground.babylonjs.com/indexStable.html#JTDQ4I#2
  2. I tried locally using updraft where it does work, however I cannot use getData, as cylinder is null, and the console logges out "Uncaught TypeError: Cannot read property 'dispose' of undefined"). When I try to recreate it in the playground, nothing works: see https://playground.babylonjs.com/indexStable.html#JTDQ4I Bug?
  3. Seems like there is a bug here with SceneLoader.LoadAssetContainerAsync The promise never resolves, but somehow the mesh is added to my scene (I haven't even passed thru my scene anywhere, so don't know how it knows that). It also complains alot about not finding the mtl file
  4. @trevordev ah looks like SceneLoader.LoadAssetContainerAsync does the trick but my mesh is still added to the scene, any ways of stopping that?
  5. You're example also uses a glb file type, is that interchangeable with obj? If not how do i convert it?
  6. @trevordev see my last edit. Babylon never hits my rock1.obj file at all, and fails with the following error "Unable to import meshes from ./: importMesh of undefined from undefined version: undefined, exporter version: undefinedimportMesh has failed JSON parse" SyntaxError: Unexpected token < in JSON at position 0
  7. I'm trying to load a simple obj file exported from Blender, but I'm having a hard time and the docs aren't really helping. I've tried SceneLoader.ImportMesh(["rock1"], "./","rock1.obj", scene, function (meshes) { console.log(meshes) }); But what are the params supposed to be here? I have one single file named "rock1.obj" located at root "/". But then Babylonjs tries to get this: GET http://localhost:3000/rock1.obj.manifest?1540314526858 GET http://localhost:3000/rock1.mtl Even when SceneLoader.IsPluginForExtensionAvailable(".obj") re
  8. @Deltakosh If there is concern around playgrounds not working, then that seems to be very much already the case. If I find a playground at least a couple of years old, there's a 50-50 chance they break, and it happens very frequently. The playground desperately needs: - Defaulting to most recent stable version. - The option to set any previous stable version - Saving that chosen version along with the playground, so that in two years time it will still run, because its's not being auto upgraded.
  9. Is this the reason why there seems to be (more than a little) stuff that is marked as deprecated, but is not removed? It strikes me as less optimal to leave deprecated stuff in, even when releasing new major versions (which explicitly indicates possible breaking changes)? Isn't that going to bloat the framework and make the API more confusing, especially with changes that aren't too difficult to migrate? If people aren't willing to do the work needed to upgrade, they can easily just stick with the version they have until they can.
  10. @BitOfGold is there any other way of tweaking the performance of SSAO2? I've tried adjusting the params, but it doesn't really seem to affect performance much, while still giving me a considerably worse SSAO effect. Also does SSAO2 require Webgl2? At least my iPhone throws and refuses to run. I have a pretty low poly scene, and love the depth fake GI gives, even better than what actually shadows can do. I also tried SSAO(1), which does seem to perform well, but in now way gives a good enough effect (lots of artifacts, and either too strong an effect or not visible at all).
  11. @kcoley i actually managed to fix it by tweaking the iterations param of the cannonjs plugin, but it would be interesting to know why that seemingly solved it. thanks!
  12. i'm not really looking for terrain here, and am happy with simple boxes, but thanks the real issue here is figuring out why the sphere skips around
  13. check out the playground i posted, it does recreate the problem.
  14. auto generating seems to work fine, but rather the physics stuff seems to be wonky.
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