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babbleon last won the day on June 4 2018

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About babbleon

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  1. how about this? matt.diffuseColor = new BABYLON.Color4.FromHexString("#006600FF")
  2. try: matt.diffuseColor = new BABYLON.Color3(0, 102/255, 0);
  3. Brilliant, @Sebavan - thank you very much.. this is exactly what I should have done! 😊
  4. Here's a tweaked PG.. the numbers in the blue circles on the previous attachment are duplicated lines on the console. https://playground.babylonjs.com/#I4SUSQ#1 ... this shows what I thought, that for example 'loop1: 3 loop2 3' is called eight times. I am ultimately trying to achieve a series of images to be saved to my server; loop1 might be an array of camera locations and loop2 might be an array of material colours.
  5. Hi @eps, Thank you for looking at this. Please see attached a screenshot of the console, the first loop calls the function once, the second one twice, the third one - 3 times etc... Using Chrome 69 on Ubuntu.
  6. Hello all, I am rendering out some images which get posted back to my server and I'm having issues with the function firing more frequently than it should. I have two loops; loop1 & loop2... which should call the createThumbnail() function 9 times in total and then stop rendering. However, if you have a look at the console you will see that it gets called 36 times in total (1+2+3+4+5+6+7+8). Here's a PG: https://playground.babylonjs.com/#I4SUSQ I think I'm doing something silly & obvious, but can't see it... any help would be very welcome. Thank you,
  7. Thank you @Deltakosh https://letsencrypt.org/ saved the day and was much easier than I had imagined.
  8. Hi @Deltakosh, I have tried the below, but regardless of what I set xxxCorrection to it makes to difference to the movement of the camera when I move by device around. var camera = new BABYLON.ArcRotateCamera("Camera", 0, 0, 5, new BABYLON.Vector3(0, .3, 0), scene); camera.inputs.add(new BABYLON.ArcRotateCameraVRDeviceOrientationInput()); camera.inputs.attached.VRDeviceOrientation.alphaCorrection = -1; camera.inputs.attached.VRDeviceOrientation.betaCorrection = -1; camera.inputs.attached.VRDeviceOrientation.gammaCorrection = -1; Am I doing something obviously wrong?
  9. Cheers @Deltakosh, will check it out this evening.
  10. This works: var camera = new BABYLON.VRDeviceOrientationArcRotateCamera('Camera', 0, 0, 5, new BABYLON.Vector3(0, .3, 0), scene); camera.cameraRigMode = 0; However, when i rotate my device, the BJS camera seems to rotate the opposite way.
  11. Hello, Do we have something like DeviceOrientationCamera, but when the device is moved: the camera moves and the 'look at' position stays the sames as opposed to the camera position staying the same and the 'look at' position moving? I'd imagine if it existed it would be called DeviceArcRotateCamera. 😊 Hope this make sense! Thank you.
  12. oh... Is my problem due to this? getUserMedia() no longer works on insecure origins. To use this feature, you should consider switching your application to a secure origin, such as HTTPS. See https://goo.gl/rStTGz for more details. That's a pain if it is. Do we have a workaround?
  13. Hello, This PG works fine on Android Chrome when viewed as a PG: https://www.babylonjs-playground.com/#5Q0MBS#10 but not when I download as a ZIP and then stick it on my server. I do not get any output from the devices camera. Chrome gives me this error: babylon.js:1 BJS - [15:09:01]: NotSupportedError _._ErrorEnabled @ babylon.js:1 (anonymous) @ babylon.js:1 Promise.catch (async) o.CreateFromWebCam @ babylon.js:1 (anonymous) @ (index):122 (anonymous) @ (index):120 Promise.then (async) createScene @ (index):116 (anonymous) @ (index):137 Does anyone have any ideas as to why i
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