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Zephos

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  1. Hi all, So I am currently using an observer to detect the user picking a mesh and I use that to make the camera look at the mesh. Now, I also want to highlight the mesh when the user hovers over it, but it looks like the only way that is supported to do that is with actions. That lead me to wondering why there are two seemingly separate paradigms for this kind of thing. I found the explanation given here a bit vague: https://doc.babylonjs.com/features/events Mainly I just want to know how to compartmentalize the two systems so I can easily choose between them based on the circum
  2. I actually managed to repro it pretty quickly while at work. So here is the new PG: https://www.babylonjs-playground.com/#31M2AP#39 The issue seems to only happen with the layer masks in this format: 0x20000000, which according to this should be okay: https://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures Maybe I am not understanding something, or maybe something is broken. I have no clue.
  3. I will try to repro the issue tonight. But I don't think you want the gizmos to show for any layer mask if you have multiple cameras, because that would lead to multiple angles of view an some weird rendering. At the very least we need to be able to set the layer mask on the gizmo meshes I think, so adding that would still be good probably.
  4. So how do I get the fix? I installed babylon using npm. Do I just need to wait for the next release?
  5. Awesome. Are you the original creator of the gizmos? They are pretty cool so thanks! I am using them for a major part of my game's interaction.
  6. I guess the question now is whether this is the desired behavior or not. I bet it's an easy fix if not, as you can just use the global position of the camera in place of the values its using. Hopefully we can get Deltakosh or someone else who can change the source code to see this and take a look.
  7. Hmm... I don't notice any difference when I do jerk movements. As you move the camera back, the gizmo axis should stay the same size in the view though, but they are not. That is the issue I was talking about.
  8. Hi all, I have been having loads of fun with the new gizmos, but I discovered something very interesting. The position gizmo scales with distance from the camera, but that mechanism breaks when the camera has a parent it seems. I think it must be using the local position instead of the global position. Here is the PG: https://www.babylonjs-playground.com/#31M2AP#35 Just press any key to move the camera's parent and see how the gizmo fails to scale properly, and if you move it around it scale erratically. Also, if you start the camera with a different position vector it effects t
  9. I figured out the issue. Apparently the gizmo meshes have a layerMask = 1. Is there a way to set that to a different value?
  10. Hi all, I am having an issue where the axis are not showing up for a PositionGizmo when using a GizmoManager. Strangely, I can't reproduce the problem in a PG. I literally put the exact same code into my app and it stops working. Here is a PG of a simple gizmo setup that I want to do. I have added comments to mark the code I put in my app. https://www.babylonjs-playground.com/#31M2AP#34 The differences that I do have in my code is that I am using a skybox and two cameras with layer masks, so I have to add a layer mask to the sphere. The best results I have been able to
  11. I would like to know the answers too! Posting so I can find out.
  12. Hi all, I am looking for away to optimize this scene: https://playground.babylonjs.com/#9G5I9U The playground is very similar to the project I am currently working except for the fact that I implemented my own controls for the camera by ICameraInput interface which would be difficult to replicate in a PG. I use two cameras so I can use a different fov based on the users choice without it distorting the skybox. The main problem I am observing is that when flying around, their can be a slight jitter or choppiness. It is worse in my local version but only slightly. All the cub
  13. Hi all, EDIT: Issue solved. See bottom of post. I am trying to use assetManager and everything seems to be fine but the onSuccess callback is called and passed a task object that has no meshes in loadedMeshes. Here is the relevant code: export default class GameAssetManager{ constructor(gameManager, gamePackage){ this.initialized = false; this.gameManager = gameManager; this.assetScene = gameManager.gameDisplay.scene;//new BABYLON.Scene(gameManager.gameDisplay.engine); this.assetsManager = new BABYLON.AssetsManager(this.assetScene); th
  14. Thanks John. You make an excellent point. Regarding your proposed alternative, does setEnabled apply to all of a mesh's clones or can the 'master' mesh be disabled while all of its clones are enabled? And what is the difference between enabled and isVisible? Lastly, can you clarify what SPS means? Thank you.
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