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About DylanD

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  1. Hey this is the old forums... Try reposting to the new one https://forum.babylonjs.com/
  2. Hey this is the old forums... Try reposting to the new onehttps://forum.babylonjs.com/
  3. So, i had this problem for another mesh, my way around it, was in blender going to the hierarchy to the actual file that was trying to be loaded, then deleting it. Which now that i understand that it seems a million times easier. then i just add any textures through babylons/javascript. At least i think this should work perfectly/has not shown problem yet. (i know there is a new forum, i'm on it already, just wanted to update this topic for future reference)
  4. Hey uh, theres a new forum, not sure if you knew that. Maybe create a new post with this linked to it so we dont loose all this KNOWLEDGE https://forum.babylonjs.com/
  5. Hey this is the old forums... Try reposting to the new ones https://forum.babylonjs.com/
  6. So i got the stuttering under control. I believe it was happening because i tried to use 0.01 pixels which doesnt work... New Test: https://www.babylonjs-playground.com/#7EPK2H#6 Not exactly what i want yet but almost there. Here is another test: https://www.babylonjs-playground.com/#7EPK2H#7
  7. Here we go: https://www.babylonjs-playground.com/#7EPK2H#5 This is a very basic fill test! Edit: Any ideas how to get the image to stop stuttering/shaking?
  8. Actually maybe i could accomplish this with moving a container and having the image slowly move the opposite way. Then it would be above the containers rendering area. I think this would be what i want. Im going to try and make a playground now.
  9. No they do not seem to get me what i want. Nice stuff, however im looking for something that is one image (preferably) where one attribute (or two, defines how much of it is rendered om the screen) so as the attribute becomes smaller so does the image. Like in unity gui.image.fillamount (something like this)
  10. Hey everyone, I was wondering is there a way to fill a gui image? What i mean by fill is if i set fill horizontal and 50% half of the image would be gone. something like this playground however gui and not textures/shaders: https://playground.babylonjs.com/#411D8A#8 edit: it does not need to have the fade effect like this shaders.
  11. hmm, im not sure i understand what you mean. To clarify(as i am a novice and want to make sure we are on the same page), i have shaders saved as shaderName.vertex.fx and shaderName.fragment.fx, i want to load them with other preloaded assets, just to make the game a bit smoother on initial load in. I plan on saving them to a global object/global variable in my project. How i have the shaders implemented already is (with having the shaders save like above) i use new BABYLON.ShaderMaterial("",scene, shaderPath, {attributes:[], uniforms:[]}); That works great, how
  12. Hey another question about preloading. What should i use to preload shaders? https://doc.babylonjs.com/how_to/how_to_use_assetsmanager#meshassettask The doc doesnt seem to go over it.
  13. Great! This will save a lot of hassle. (and loading time hahahaha)
  14. Thanks DK that works great!! Just for future reference (as im sure i will forget sooner or later) here is how i ended up doing it with assetsManager https://www.babylonjs-playground.com/#XCPP9Y#719 Thanks again!
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