Deltakosh

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  1. Like
    Deltakosh got a reaction from shahrukh4 in How to limit Camera's Zoom and change it's Direction ?   
    You can also use:
    camera.lowerRadiusLimit camera.upperRadiusLimit
  2. Like
    Deltakosh got a reaction from Vousk-prod. in Legends of Babylon - Dev Log.   
    Woot man this is really cool! And as a bonus we saw your face
  3. Like
    Deltakosh got a reaction from Tibotiber in Controlling the render loop   
    Hey,
     
    you are not doing anything wrong and this is pretty smart actually. 
     
    The first problem that I can foresee is that you won't have camera movement inertia with your system because this requires several rendering to achieve it
     
    One idea here: Your stop condition should be: no pending frames AND no running animations (ie: scene.._activeAnimatables.length === 0) AND camera.cameraDirection === Vec3(0) AND camera.cameraRotation === 0 as well
  4. Thanks
    Deltakosh got a reaction from gdebojyoti in How to destroy scenes   
    Hey, this makes complete sense, just call scene.dispose()
  5. Like
    Deltakosh got a reaction from vtange in AmmoJS support   
    YOU FREAKING ROCK!!!
  6. Thanks
    Deltakosh got a reaction from Buzul in stop the mesh animation (autoAnimate)   
    you should just use scene.stopAnimation(newMeshes[0])
  7. Like
    Deltakosh got a reaction from DylanD in Please do not use babylonjs-playground.azurewebsites.net   
    We do not want to only ask Microsoft as it is a community Open Source project.
    Microsoft is already supporting the project with my team and by offering database free hosting for our playgrounds and for the search engine
  8. Like
    Deltakosh got a reaction from DylanD in Playground saved scenes hosed   
    no worry, Microsoft pays me very well
  9. Like
    Deltakosh got a reaction from Givo in GUI - left / right click possible?   
    Ok understood.
    Here is a change for you:
    https://www.babylonjs-playground.com/#XCPP9Y#281
    The onPointerDownObservable now contains x, y and buttonIndex (0 = left, 2 = right)
  10. Like
    Deltakosh got a reaction from Madclaws in Skybox rendering error in Chrome   
    for a skysphere just use a reflection texture with spherical mapping and your done
     
    @Raanan: Chrome is clearly buggy these days!
  11. Like
    Deltakosh got a reaction from Madclaws in Keep child's world position when parenting   
    Actually there is no need to go down the hiearchy.
    All matrices are rebuilt (if needed) on every frame. If you want to force a complete update of a specific mesh, you can just do:
    scene.incrementRenderId(); object.computeWorldMatrix(true); incrementRenderId just simulates a new frame to invalidate all caches
  12. Like
    Deltakosh got a reaction from webdva in Translating a mesh's vertices to screen coords   
    Hey!
     
    To get vertices' position:
    var arr = mesh.getVertexBuffer(BABYLON.VertexBuffer.PositionKind) This will be an array of floats. so 3 floats per vertex.
     
    Then you can use var vertex = BABYLON.Vector3.FromArray(arr, 0) to get the first one and BABYLON.Vector3.FromArray(arr, 3) to get the second and so on
     
    to get the world coordinate of the vertex:
    BABYLON.Vector3.TransformCoordinates(vertex, mesh.getWorldMatrix())
  13. Sad
    Deltakosh got a reaction from DylanD in GUI position   
    1. Read the f** manual? http://www.babylonjs-playground.com/#XCPP9Y#54 (http://doc.babylonjs.com/overviews/gui#alignments)
    2.Just set your image inside a rectangle: http://www.babylonjs-playground.com/#XCPP9Y#55
    3. it is textHorizontalAlignment with a lowercase at the beginning: http://www.babylonjs-playground.com/#XCPP9Y#56
  14. Like
    Deltakosh reacted to DylanD in Blender Babylon Question   
    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)
  15. Like
    Deltakosh reacted to MarianG in Sprite manager and draw calls   
    @Seba
    Hi. Please post it in the new forum
    https://forum.babylonjs.com/
  16. Like
    Deltakosh got a reaction from Florian in New forum   
    If you guys want to start using the new forum to try it I'll monitor both websites (but based on current feedback and also on want @jerome said there is a really high chance that we will move soon)
  17. Like
    Deltakosh got a reaction from mkadirtan in Rotate Gizmo Snap Distance Bug   
    Hello please use the new forum: https://forum.babylonjs.com
  18. Like
    Deltakosh reacted to JCPalmer in Elvis has left the building!!   
    see ya!
  19. Like
    Deltakosh got a reaction from webdva in Ink / Outline Shader   
    Added a new property:
    New ```Mesh.renderOutline``` property to render outlines around a mesh (used with ```Mesh.outlineColor``` and ```Mesh.outlineWidth```)
  20. Like
    Deltakosh got a reaction from DylanD in GUI Fill   
    It does not work because of line #19
  21. Like
    Deltakosh got a reaction from jhadenfeldt in How to destroy scenes   
    Hey, this makes complete sense, just call scene.dispose()
  22. Like
    Deltakosh reacted to The Leftover in Text as polygon mesh   
    Thanks for telling me everybody moved.  I would have been a shock to return to the old campsite and discover a cold fire pit and a note.
    I enjoyed reading the latests posts.  Ya'll are really crazy.  I forgot.
  23. Like
    Deltakosh got a reaction from jhadenfeldt in fade object with alpha texture   
    Hello!
     
    unfortunately alpha cannot be used for alpha testing AND alpha blending
     
    So objects with transparent alpha used for alpha testing (like in your example) cannot have alpha blending enabled (like in your example )
     
    BUT:) because Babylon.js is here to help, you can find a way to fix it: Instead of using alpha testing, you can just completely relying on alpha blending.
    To do so, just use the same texture in diffuse AND opacity: http://www.babylonjs-playground.com/#WKOF5#1
     
    Isn't it a great framework?
  24. Like
    Deltakosh got a reaction from meteoritool in waterMaterial problem   
    Oh gotcha!! This is because the ground has more vertices and thus interpolation is far more precise!
     
    Good catch
  25. Like
    Deltakosh got a reaction from Wingnut in GUI Fill   
    It does not work because of line #19