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Dad72 got a reaction from ti0 in Gradient shader
I add my small contribution by adding clouds vomuletric. The result is rather successful I find. It remains that to do a day/night transition and it is perfect.
http://www.babylonjs.com/playground/#1G2LLJ#4
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Dad72 got a reaction from Spankied in exclude mesh for Collision
Hi,
Is it possible to exclude certain meshes for collisions.
For example, I would like all my characters to check the collision for the objects of the scenes, except with the other characters. In other words, all the characters do not collide with each other, but can do it with the objects of the scenes (wall, trees, rock ...)
I am looking for something like:
actor.checkCollisions= true; actor.excludeCollisions(Player); actor.excludeCollisions(NPC); But excludeCollisions does not exist, or something similar.
Is this possible, how can this be done?
Thank you
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Dad72 got a reaction from DylanD in GUI 2d shapes
Is it planned to do a PR of this control. I am looking for a progress bar with Babylon.GUI. I see that there is the file typescript de fact but never propose in PR.
It's a useful Control. Please, make a PR
Thank you
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Dad72 got a reaction from oschakravarthi in Can we customize the look of BabylonJS.GUI?
Yes you can do it:
I have customized the GUI interface of Babylon here :
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Dad72 reacted to meteoritool in waterMaterial problem
Hello again @Deltakosh
If I may insist one last time, I finally came across the "problem".
In the official demo from the water doc, the water mesh is created with BABYLON.Mesh.CreateGround() ans is perfectly correct :
https://www.babylonjs-playground.com/#1SLLOJ#19
But if the water mesh is created with BABYLON.Mesh.CreatePlane() it's different :
https://www.babylonjs-playground.com/#1SLLOJ#549
I accidentally noticed that, thus my problem is solved ! But I still wonder why the result is not the same ?
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Dad72 got a reaction from webdva in Set origin or pivot of mesh
You can create an empty object, then attach this to a mesh by adjusting its position. so when you move the points, the mesh will follow.
var EmptyPivot = new BABYLON.Mesh("pivos", scene); MyMesh.parent = EmptyPivot; EmptyPivot.position.y = 5.0; and for setPivotMatrix, I think that's the way it is used :
var matrix = new BABYLON.Matrix.TranslationToRef(0, 5, 0, MyMesh.getPivotMatrix()); MyMesh.setPivotMatrix(matrix); -
Dad72 reacted to Deltakosh in New forum
@NasimiAsl it would be awesome if we can get the backup from Rich and reinject the data into a new read-only category I can create in the new forum (like archive) or on some website (not sure I want them in the new forum as they will not be related to any user and not flagged as answered)
So if you can do that please do:)
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Dad72 got a reaction from Wingnut in New forum
You can make a copy of your post here and copy it on the new forum eventually.
For the backup, it seems that Deltakosh does not have access to the export of the backup in a .sql file which is the only method to retrieve a backup.It is a kind of file which create queries to insert enter into a database.
However, I find that it is not very practical to have to search on a forum and then ask questions in another, but if we have to do with it, we must adapt to this new situation and recreate a new story about the new forum.
This new forum is pretty cool, simple but very effective to use. I was reluctant at first, but it's true that the new forum has something more modern. The design is purifying and goes to the essentials. It works like facebook, the messages are instant, no need to refresh the post, it appears by magic.
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Dad72 reacted to Deltakosh in General GUI troubles
Here we are: https://www.babylonjs-playground.com/#YP180Z#1
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Dad72 got a reaction from ssaket in General GUI troubles
The ideal would be to have a border color when we not have the focus and another border color when we have the focus.
input.color = "black"; // No focus input.focusedColor = "grey"; // Focused; I saw in the code of PG: thicknessColor, but I think that does not exist. I did not see this property in the documentation. Maybe it was not added and it exists in the source code ? -
Dad72 reacted to trevordev in AmmoJS support
Hey,
AmmoJS physics plugin has been added to Babylon preview. It should work well with composite meshes which we've had trouble with in the past with other engines. Let me know if you find any issues or have any feedback.
Note:
Support for motors, soft bodies, other ammo specific features are not yet supported so yell if you need anything specific for your project.
vid.mp4 Examples:
Basic impostors: https://playground.babylonjs.com/#7149G4#31
Loading mesh and colliders from file: https://playground.babylonjs.com/#66PS52
Loading and adding colliders manually in Babylon: https://playground.babylonjs.com/#FD65RR
Loading and adding collider with joints and pointer interactions: https://playground.babylonjs.com/#DGEP8N
WebVR grabbing and throwing: https://playground.babylonjs.com/#ZNX043#1
Docs:
https://doc.babylonjs.com/how_to/using_the_physics_engine
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Dad72 reacted to Deltakosh in Scroll Viewer not working
It is actually working
https://www.babylonjs-playground.com/#3EF49E#7
The textWrapping was wrong (and you have to set the text to resizeToFit to actually use the scroll space)
Also for some reasons text width and height was set
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Dad72 reacted to Sebavan in Variable reassign when moving meshes, cameras, lights...
You need to clone if you record the info or record the individual components (x y z for instance): https://www.babylonjs-playground.com/#XCPP9Y#747
Position and other containers are not recreated on every frame to save GC. That means everywhere in the framework, we are using the toRef functions.
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Dad72 got a reaction from Deltakosh in Question about isVisible
The difference is that the hide object with isVisible can still be clickable or receive collisions.
Think of an invisible wall that gets the collisions. While with setEnabled, the object is not visible and not rendered.
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Dad72 got a reaction from brianzinn in Question about isVisible
The difference is that the hide object with isVisible can still be clickable or receive collisions.
Think of an invisible wall that gets the collisions. While with setEnabled, the object is not visible and not rendered.
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Dad72 reacted to bghgary in Gif Creation
We don't track issues in the forums, so it needs to be on GitHub or this may get lost in the wind. I've filed it here: https://github.com/BabylonJS/Documentation/issues/1333
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Dad72 got a reaction from Sebavan in Crane Game
You can link one mesh to another with mesh2.parent = mesh1;
Mesh 2 (child) will follow mesh 1 which is the parent.
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Dad72 got a reaction from Dieterich in GUI - left / right click possible?
@dbawel You can also add onselectstart :
<body onselectstart="return false" oncontextmenu="return false"> The semicolons after false is not useful.
It can also be done with javascript in addition.
document.oncontextmenu = function() { return false };
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Dad72 got a reaction from Sebavan in How to change Babylon.js's default canvas size ?
This should be done with:
window.addEventListener("resize", function(){ engine.resize(); });
Or
canvas_id.addEventListener("resize", function(){ engine.resize(); });
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Dad72 got a reaction from trevordev in Bug in Inspector/debuglayer
I do not have the same bug when I open the inspector and I select a node.The camera then freezes, I can not move it.
I guess that's when multiple cameras are created. If I delete all scene.activeCameras.push(camera); it works. so I think there is a problem with the inspector when several activeCameras are created.
here work whitout activeCamera.push() https://playground.babylonjs.com/#X5DRLN#3
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