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  1. ok no problem, i think I also got the results i wanted back then, but i'm not sure if i ever resolved the json error, or if i used any json file at all.
  2. hi @dreinzy, it's been a while so I would have to check my project files from then and see how far I got. Are you referring to the initial post or the last one (config..)?
  3. @Deltakosh yes i can definitely try to reproduce it. i'm using a shaderMaterial and have external shader files, can i actually do that in the pG? @Pryme8 thanks for the info, it is not relevant in this case.
  4. //before render loop var texVideo = new BABYLON.VideoTexture("video", ["./data/textures/video.mp4"],scene); var htmlVideo = texVideo.video; texVideo._autoLaunch = false; hi @Deltakosh, the problem with this, is that the texture appears black. so even when setting currentTime later, nothing appears. //set current time htmlVideo.currentTime = 50; texVideo.update(); Unless i'm doing something wrong (?)
  5. well, yes i was thinking fixed point size, but if i see the standardMaterial pointSize code then i can also try to relate it to the camera distance.
  6. shaderMaterial extends Material so i guess they should all be working (?)
  7. great, i get what you mean now. i assumed that since it is possible to use things like .wireframe = true; and .pointsCloud = true; with shaderMaterial, then pointSize would also be supported, but i get your point now. some help with copy pasting the pointsCloud code from the standardMaterial would be much appreciated.
  8. ok thanks, it's more of a generic question, valid for any shaderMaterial that is applied to a Babylon Mesh. i can try to set up a PG by tomorrow.
  9. thanks for the quick replies! well, i'm trying to get something similar to http://www.babylonjs-playground.com/#OCR2S where .pointSize is a property of the material itself, but i'm using a shaderMaterial, so i'm not really sure how to set up the same effect in the fragment shader.
  10. and? how do you use the float pointSize in the fragment shader?
  11. hi, anyone knows why changing the value of "pointSize" doesn't influence the size of points of a shaderMaterial? shaderMaterial.pointsCloud = true; shaderMaterial.pointSize = 10;
  12. thanks Deltakosh, i actually did try this, but i had a 'disappearing video' issue. Which is: in order to set the .currentTime manually at each render loop, i would like for the html video to be paused. setting videoTexture.video.autoplay = false or videoTexture.video.pause() when creating the videoTexture do not work, the video starts playing anyway. so i tried video.pause() in the render loop, which makes the texture disappear as soon as the .currentTime is called.
  13. Hello, is there a way to advance a VideoTexture by just 1 frame per RenderLoop? As I understand it now it is time based. This creates the problem that if the frames need to be captured to create an animated sequence, the video keeps advancing in between 2 captured frames.
  14. Nevermind, I did it using ShaderMaterial, sending a video sampler2D to the vertex shader and displacing the vertices there.
  15. Any way to create an animated terrain using CreateGroundFromHeightMap with a VideoTexture instead of a static image?
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