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About BMWPilote

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  1. Could you please point me out where I can find the relative code in the repo of Babylonjs?
  2. So if I would like to simulate a 32 bit normal buffer, I will need 3 unsigned int buffers? 😯
  3. Could you please help me more on that? I need a 32 bit normal buffer. How can I exactly use two 16 bit normal buffers and then combine them in a fragment shader?
  4. OK I understand. Thanks for the idea. But does bitwise shift work on such device like iPhone?
  5. Hi Folks, Does anyone know whether it is possible to create 32bit floating point buffer on IOS? It not possible, is there a way to avoid losing too much precision by using 16 bit floating point buffer? Thanks
  6. Hi Folks, I am using Webpack to build my Viewer component. However I am not able to free appropriately the memory. I did a profile with Chrome's built-in tool. Please see my screenshot. It seems that all the objects related my Viewer has been deleted. But I have bunch of objects in BABYLON module which are not deleted. Does anyone has ideas about how to delete all these stuff? Is the memory about the script (imported BABYLON module) itself? Thanks
  7. Yes I already call freezeWorldMatrix(). Maybe the only way is to reduce draw calls by merging meshes or using instancing...
  8. Hum...yes, I have 80000 meshes. But the problem is that they are all static. I know that OpenGL is a state machine so that even they are all static, we need to feed the matrices...so is there any technique to improve the performance under such circumstance ?
  9. Another question is why updating a uniform matrix takes so much time?
  10. Hi Guys, I have made a profiling for my application. The screenshot is the profiling result. Is it mean that I am GPU bound and the only way to improve the performance now is to reduce draw call number? Do you have any suggestion, please?
  11. I ask this weird question because on IPad, if we check the experimental webgl 2.0 option, we will get errors like "#version es 300, unsupported shader version". It really sucks but if we can just use the legacy glsl version, maybe it can just work. The problem is that if Babylon detects that the browser supports WebGL2.0, then it automatically convert the glsl syntaxes (except if we set the options disableWebGL2Support when creating Engine), . How can I force using Legacy Shader Syntaxes even with WebGL 2.0 on?
  12. How to globally disable depth testing? I am rendering a 2D scene and the depth means nothing to me. I would like to control the rendering order my self.
  13. I need to freeze my materials for my static scene. However I am not sure when to freeze them safely? I tried to call freezeMateiral right after assigning the textures. But the result was that the textures could never been displayed. I tried to free them using BABYLON.Texture.WhenAllReady callback. But it did not worker either. I needed to add a large timeout to make sure that all the materials were ready. So my question is whether we have a way by which we can 100% be sure that the material is really ready (including opengl texture) so that I can call freeze safely?
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