levere

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Posts posted by levere


  1. I want the sphere to block the lens flare, if it's between the camera and the light source (as it used to). If camera.checkCollisions is true, the sphere does not block the lens flare. If it is false, it does. I need collision checking in my application. Simply turning it off is not an option. Setting checkCollisions to true on the sphere changes nothing with regards to the lens flare.


  2. WaterMaterial, when applied to a plane that is rotated -90 degrees about the x-axis, appears to have some trouble rendering correctly. Is this expected behavior? Does the water material expect a specific orientation, or is this a bug?

    https://www.babylonjs-playground.com/#1SLLOJ#395

    The above Playground example is the first demo from the Water Extensions help page (https://doc.babylonjs.com/extensions/water), with the three objects (ground, water and skybox) rotated on their side.


  3. Based on the MultiMaterial example here, I have created a simple playground demo that, after fully loaded and running, attempts to either change the diffuseTexture of a MultiMaterial's sub-material or replace a sub-material with a new one. Neither appear to successfully load and render the newly created texture, though changing diffuseColor does have an effect. Am I missing a step or is this a bug?

    http://babylonjs-playground.com/#3HGJ5Y#2


  4. Any idea what's going on here? I built BabylonExport in VS 2010 and every FBX and DAE file I've tried to convert is throwing the following exception:

     

     

    Building content threw InvalidCastException: Unable to cast object of type 'Microsoft.Xna.Framework.Content.Pipeline.Interop.RefDevice' to type 'System.IDisposable'.

       at Microsoft.Xna.Framework.Content.Pipeline.CommonHelperFunctions.InitD3D()
       at Microsoft.Xna.Framework.Content.Pipeline.TextureImporter.InitD3D()
       at Microsoft.Xna.Framework.Content.Pipeline.TextureImporter.Import(String filename, ContentImporterContext context)
       at Microsoft.Xna.Framework.Content.Pipeline.ContentImporter`1.Microsoft.Xna.Framework.Content.Pipeline.IContentImporter.Import(String filename, ContentImporterContext context)
       at Microsoft.Xna.Framework.Content.Pipeline.BuildCoordinator.ImportAssetDirectly(BuildItem item, String importerName)
       at Microsoft.Xna.Framework.Content.Pipeline.BuildCoordinator.ImportAsset(BuildItem item)
       at Microsoft.Xna.Framework.Content.Pipeline.BuildCoordinator.BuildAssetWorker(BuildItem item)
       at Microsoft.Xna.Framework.Content.Pipeline.BuildCoordinator.BuildAsset(BuildItem item)
       at Microsoft.Xna.Framework.Content.Pipeline.BuildCoordinator.RunTheBuild()
       at Microsoft.Xna.Framework.Content.Pipeline.Tasks.BuildContent.RemoteProxy.RunTheBuild(BuildCoordinatorSettings settings, TimestampCache timestampCache, ITaskItem[] sourceAssets, String[]& outputContent, String[]& rebuiltContent, String[]& intermediates, Dictionary`2& dependencyTimestamps, KeyValuePair`2[]& warnings)

     

    OBJs seem fine to convert, though the output, when loaded and displayed using the Babylon engine, usually has problems being displayed properly. It's hard to tell exactly what is wrong with them, but they usually appear incomplete.

     

    Any possible insights into what I may be doing wrong would be appreciated.