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  1. Hey @MackeyK24, I'm having a problem regarding the export of a material. I have no Albedo-Texture with Alpha but I want to use the Alpha of the Albedo-Color. Currently when i export it the mesh doesn't have any Alpha applied. What could i be missing? Greetings, Cytexx
  2. I tried to load images from imgur, but its still not loading. Even tried to load images from the babylon site and they don't load. Maybe just a short answer regarding the question: What is the best approach to fade from one texture to another?
  3. Hey, not sure how exactly i can use external image sources in the playground but here is the playground that should run once the images are loaded correctly: The out-commented parts are the parts if the size of the dynamic-textures canvas is changed. (the performance is not bad on a normal desktop computer, but our application should also run mobile)
  4. Hey fellow Babylonians, i ran into a problem regarding the performance of big dynamic textures (had it on 8000x8000, but already reduced that). I needed to tile the texture with this process. Is there a more performant way of tiling a dynamic texture? The reason why i even use a dynamic texture is because i want a smooth blend between 2 textures. Maybe there is even a more performant way of accomplishing this without using a dynamic texture? Greets, Cytexx
  5. The whole capturing process is already done by me, as a shot explanation what I am planning to do: Im doing an AR-Application and I am trying to accomplish a more realistic look. For that I take a picture with the front-camera of the device on load and after that i will compute the image onto a invisible skybox to have more "realistic" lighting, ambient color and reflections. If you are interested i can share my results at the end @dbawel Greets, Cytexx
  6. Perfect @dbawel, that was exactly what I was looking for! Thanks
  7. Heya everyone, it seems like a simple problem, but I can't get it working for me. I have a dynamic texture and i would like to apply that on each side of my skybox. var dyntexture = new BABYLON.DynamicTexture("dynamic texture", 512, scene, true); When I simply try to put it as: new BABYLON.CubeTexture(dyntexture , scene); It doesn't work. Is there a way to "split" the CubeTexture and set everyside of it on my own when i only have my dyntexture as source? Or any other preferable approach? Greetings, Cytexx
  8. More or less like this: But i want to embed a marker without using A-frame
  9. Hello everyone, I have to implement a custom made AR-Marker in my Babylonjs application. As far as i got there is a solution where you can edit the code from AR.js to achieve a loading of custom patterns, but I was asking my-self if there isn't a better option to achieve that? Maybe my newbish-ness makes the question obsolute, but I can't figure the better way out on my own. Greets, Cytexx
  10. Ok, it was just my stupidity because the Mesh had not the right scaling and no deleted history within Maya. But after that I uploaded my whole thing on our server and it blew up again. Somehow the overall world-matrix seems to be different. On my local network it runs correctly as described above, but after the upload on the server it looks like this:
  11. Hey, sorry for the late reply couldn't get access to my data because i was not in office. I can't reproduce the issue on the playground because I use custom models and it seems to be a general problem in my code or smthing like this. I can provide those screenshots: And an example from my code: var bottom = newScene.getMeshByName('bottom'); var rightSink = newScene.getMeshByName('rightSink'); var leftSink = newScene.getMeshByName('leftSink'); var originalPositions = bottom.getVerticesData(BABYLON.VertexBuffer.PositionKind); var outerFace = [0, 3, 6, 9, 18, 21, 30, 33, 42, 45, 54, 57]; var innerFace = [12, 15, 24, 27, 36, 39, 48, 51]; for(var i = 0; i < 24; i++){ var actualPosBottom = new BABYLON.Vector3(originalPositions[i*3]*value, originalPositions[i*3+1]*value, originalPositions[i*3+2]*value); if( (i+3) % 3 == 0){ var positionsRightedge = rightSink.getVerticesData(BABYLON.VertexBuffer.PositionKind); for(var q = 0; q < outerFace.length; q++){ positionsRightedge[outerFace[q]] = -actualPosBottom.x; } rightSink.setVerticesData(BABYLON.VertexBuffer.PositionKind, positionsRightedge); var positionsLeftedge = leftSink.getVerticesData(BABYLON.VertexBuffer.PositionKind); for(var q = 0; q < outerFace.length; q++){ positionsLeftedge[outerFace[q]] = actualPosBottom.x; } leftSink.setVerticesData(BABYLON.VertexBuffer.PositionKind, positionsLeftedge); } }
  12. Hey Folks, I'm pretty new to Babylon JS so don't be too rude. In a project I'm currently working on, I stumbled over the problem, that my Code doesn't seem to run correctly in any other Browser than Chrome. The initial positioning is fine. But then I reposition vertices with: var positionsRightedge = rightSink.getVerticesData(BABYLON.VertexBuffer.PositionKind); for(var q = 0; q < innerFace.length; q++){ positionsRightedge[innerFace[q]] = 0.5; } rightSink.setVerticesData(BABYLON.VertexBuffer.PositionKind, positionsRightedge); And the outcome isn't the desired one. Is there maybe a difference in World-Space-Calculation across the browsers or anything like this? If more code or examples are needed I will provide them. Hope someone recognizes the problem and can help :) Best regards, Cytexx