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About 1glayfan

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  1. Thanks @Deltakosh What I am thinking is knowing how to do this so I can do it for any build I want to. I am tagging @RaananW here, it seems like he has lots of knowledge on this topic.
  2. Yes I can do that manually, but there are lots of other packages (babylonjs-gui, babylonjs-loaders, babylonjs-materials, etc) to copy files to. I was just wondering if there is cleaner way to do that.
  3. Once the babylon.js project has been built. Is there a build script to make the npm packages locally ?
  4. Hello all, I am trying to build the babylonjs framework, and read the doc: https://doc.babylonjs.com/how_to/setup_visualstudio. This doc seems to be out out dated as VS now automatically picks up new files under its project, and I can't get the build to complete. If anyone out there has tried this successfully, please share your experience if you don't mind. Thanks!
  5. @Deltakosh It's very interesting you mentioned those 2 calls Trying to remedy the situation I actually did try to call the opposite of both calls. Once for the scene.unfreezeActiveMeshes and one call for mesh.alwaysSelectAsActiveMesh = false for each mesh. Unfortunately it did not help. I am not sure if I can reproduce the issue in PG, but I will try.
  6. @Pryme8 it's a little tricky to port it to PG but I will try. Thanks!
  7. The counter I am referring to is the 'Active meshes' as shown in the pic you attached. Normally the value of this counter will reflect the actual # of meshes which I can see (via the camera). For ex: I am looking at the ground only, then it should be 1. If I am seeing 2 boxes only, the it should be 2. But for this particular scene, the 'Active meshes' stays the same all the same (and it is almost as many as all the meshes in the scene), it does not matter where I look in the camera.
  8. On certain scene, I noticed (by checking the debug panel) that the # of active meshes is always the same, which is pretty much all the meshes in the scene. This is not expected as I expect only the meshes visible from the camera should be active. For ex: If I view just the ground mesh, the # active mesh should be close to 1, but in my scenario it does not change. Any idea why would this happen ? I don't do anything special with regard to forcing/unforcing the active state of the meshes.
  9. Not capabilities, only the device ID, as the app logic may depend on certain hardware idiosyncrasies.
  10. Current this is what I need to do to get the device id, using webvr api directly. this.vrHelper.onEnteringVR.add(() => { navigator.getVRDisplays().then((displays) => { for (let display of displays) { console.log(`**** Device: id=${display.displayId}, name=${display.displayName}`); } }); The displayId prop is not reliable as it always returns 1 regardless which actual hmd I am using (vive or winmr or other) The displayName prop is also not consistent among browsers. For ex: when I am using vive hmd, firefox returns 'OpenVR HMD' while chrome returns 'HTC Vive MV.' I wonder if bjs has api to do this. Ideally returning some kind of enum which we can use it reliably.
  11. I am sure it does but probably does it more efficiently?
  12. @alexoy Hehehe I like your sense of humor, I thought it was pretty funny. Everyone is trying to help me, so despite occasional misunderstandings, I really appreciate every single reply. Well back to your codes, it looks very promising!! Well written and I don't see any issues from first looking at it. I will give it a try now. Thank you!!
  13. @Pryme8 That was good suggestions in general, I agreed. I have only about 200 meshes, but the rendering loop is already doing some other computations plus I want to reserve some space for future stuff too (animation, AI etc). It looks like the approach using Ray from @alexoy would work really well as it does not iterate any meshes.
  14. It works but it is pulling down the fps tho.
  15. @Pryme8 thanks for your reply. But ... yes unfortunately I am still struggling with your code. There can be many meshes in the scene, you cannot simply pass in a particular mesh (like a sphere here). The question is how to programatically determine which mesh. Do you understand the issue ? or am I not making myself very clear.