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Convergence last won the day on December 8 2016

Convergence had the most liked content!

About Convergence

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  1. Hmm, that is quite the commitment , to export every mesh out of hundreds individually
  2. Say you have a project that loads has a large number of meshes, for example furniture, each with their own (multi)material. Now the actual scene only displays a select few of the loaded meshes according to what the user wants to see (eg. house blueprint). However all the vertices of all meshes and all textures of all materials are loaded into memory, which of course increases the memory consumption quite a bit. I've tried using the meshName filter of the ImportMesh call, but that increases the scene loading time by quite a bit since it will reload and reparse the .babylon file for every
  3. Since the security patch where SharedArrayBuffer was disabled, this doesn't work anymore
  4. Hmm, looks like I won't be registering a domain for this, so you might as well use the current url
  5. I agree with Deltakosh, I think these kinds of details are much better done using bump or parralax mapping, since the overall shape looks fairly simple. Many of the details would be lost on mobile anyway.
  6. Thanks for the effort My own edit work as such that if one shape has UV2, then it is assumed that all shapes have UV2. I believe this is also the behavior of the color channel?
  7. For my new project I ideally need to be able to create simple hipped, gabled, and pointed from any arbitrary shape given (by JSON). Pointed and dome roofs are easy enough since the shape just converges to one point upwards, but I can't figure out gabled and hipped roofs just yet.. See attachment for a visual. Does anyone have any idea how to do this? The input would be an array of (clockwise) Vector2's describing the outline of the building. Here's a PG to play with, obviously I didn't find any solution yet myself https://www.babylonjs-playground.com/#AT8MET
  8. Sorry, I didn't receive a notification, so apologies for the late reply. Thank you No problem, but I might get a better url if I'll get more serious about this project lol. I'm not sure how to repro the minimap issue in the playground since I'd need more than once <canvas>. I basically want to have two instances of the babylon engine, two separate scenes and then copy meshes from scene one to scene two. I tried to just push() the meshes to the scene2.meshes[] array but that didn't work.. Thank you for the suggestion I tried it, unfortunately I think maybe my babylon.js
  9. I worked before on a city simulator before but unfortunately my motivation fizzled out and I never really continued with it, because there were some issues such as intersections for which I never got a good solution. After a while I stumbled accross Mapzen, which mainly uses openstreetmaps data and decided, why not combine it with babylon. I'm not the first one to try it , but still doing it for fun It uses SPS, but the SPS.buildMesh() function is kinda slow which causes the initial load to be rather slow. Here's my rendition (still alpha/beta) of 3D openstreetmaps with babylon.js w
  10. Thanks https://www.babylonjs-playground.com/#FZEH1H#2 I changed your playground to parent the lookAt mesh, and it shows what I want to achieve more clearly (and currently not working), if the 'looker' has a parent which is rotated the lookAt function is not working as expected. Thank you yes it seems to be doing that for the target position, but what about if the 'looker' mesh also has a parent, which is rotated? (which may also have another parent which is also rotated), like in the playground above?
  11. Each material per mesh(or instance thereof) is basically one draw call. Seconding @aWeirdo, having all cards of the same suit in one large texture would likely reduce draw calls by a lot. If you do this, you'll probably want to use SPS to get the draw call reduction benefit. I assume many cards will only be visible from the back, so they can all be collapsed onto one draw call.
  12. It looks like mesh.lookAt() doesn 't work correctly if either the mesh and/or it's target are parented; is this intended or not? https://www.babylonjs-playground.com/#FZEH1H comment line 27 out for correct behavior.
  13. Sorry for the late reply hehe. I'll table my desire for curved walls for now :D, easier to just ExtrudePath a curved path to create a curved mesh without holes
  14. Maybe you can duplicate the grondMesh before flatshading() it, and perform the getHeightAtCoordinates() on the smoothshaded mesh, while its hidden?
  15. Very cool, any chance there could be a tutorial for the PolygonMeshBuilder in conjunction with the angled corners? Would it work for curved walls?
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