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  1. Is it possible to make the environment texture follow the rotation of the camera?
  2. Is it possible to morph textures along with the mesh. In my video I'm using blend shapes from one shape to another but also morphing between textures. Just wondering if this is possible with Babylon.js
  3. Hi, All I'm relatively new to PixiJS and I'm facing an issue that I don't understand. # What I'm trying to accomplish : Basically I create a sprite based on an image and then I display a sort of black overlay over it. The idea is to let the user see through the black overlay thanks to a mask which will move according to user mouse movement. The mask texture is created using multiple graphics and filters rendered by a second webgl renderer. # The issue I'm facing Sometimes (~50% of the time) when I reload the page online, the mask is invisible. It's as if
  4. I'm using Blender exporter 5.5 I have a mesh that has a bunch of materials. I exported to Babylon.js format but all the textures got merged into one texture. I researched further and discovered that I had 5 materials but only 2 "UV Map" entries. I added a new "UV Map" entry for each material and assigned their textures to use that UV map, but it didn't make a difference. Is there something I'm forgetting to do?
  5. I was wondering whether or not it's possible to get the world/3D positions of different textures using the TerrainMaterial. Let's use the TerrainMaterial PG as an example: https://www.babylonjs-playground.com/#E6OZX#7 Now, let's say I want to place meshes wherever the rock texture is used on the ground mesh, programmatically and automatically. I don't seem to find any relevant references or functions in the object, and can't think of a proper way without loading the image separately and somehow map those colors to the ground positions.
  6. Hi, I'm exploring picking options of babylon.js. Doc's example shows how to place the image (first plane) of shot on the second plane. However, if I shoot near the edge of the mesh - texture of the gun shot partly is on the air. Simple example (with white color instead of shot texture): https://www.babylonjs-playground.com/#YHGBXI#2 This looks like air is damaged, what is impossible. So I am thinking about replacing additional plane with additional texture, which will be on the existing one. I've found a way to get picked face ID, coordinates of globally picked point, coo
  7. I am attempting to apply a texture of a diffuse image of the Earth to a sphere and have the scene render with the Earth's north pole aligned with the body/local +Z axis. However, I can't seem to implement this. Below is a playground scenario I put together for the scene. I've attempted to achieve this with the following lines (26 - 33 of the playground scene). earthSurface.diffuseTexture.uAng = 0; earthSurface.diffuseTexture.vAng = 0; earthSurface.diffuseTexture.wAng = 0; earthSurface.diffuseTexture.uScale = 1.0; earthSurface.diffuseTexture.vScale = 1.0; earth
  8. Hi, I want to create a PIXI.Texture from a WebGL texture. Unfortunately, I have not managed this yet. My WebGL texture is created in the same WebGL renderer context as Pixi with "app.renderer.gl.createTexture()", this works. Then I tried to hang the texture on an existing PIXI.Texture: sprite.texture.baseTexture._glTextures[app.renderer.CONTEXT_UID].texture = myWebglTexture Even without the above line of code, my WebGL texture is inserted into the canvas element and always swaps the texture of the last sprite loaded in Pixi (Change-Texture.mp4). Unfortunately I cannot swap my
  9. Hello, Can anyone share information how can I do manual caching of sprite or speed up rendering in general? If I have group with lots of small sprites, it's wise to convert it into single BitmapData and use it as texture to prevent recalculations. However, I have no clue how can I do that and what other methods Phaser may offer. Thanks everyone in advance for help
  10. Hi for all, i have this situation, do not know why my code for that material: function Nave(name, textureMat){ this.name = name; //after by constructor add the mes from .obj file. this.mesh ={}; this.material= new BABYLON.StandardMaterial(this.name+"_material", scene); this.material.diffuseColor = new BABYLON.Color3(0.8, 0.8, 0.8); this.material.specularColor = new BABYLON.Color3(0.05, 0.05, 0.05); this.material.invertU = -1; if(textureMat != null){ this.material.diffuseTexture = new BABYLON.Texture("texturas/"+textureMat,
  11. Hello, Raycast TerrainMap and get MixMap %'s? CONTEXT: Raycast over a Terrain Map... and determine the type of terrain (floor, rock, grass, etc) where the Ray Intersects mesh. Looking at Mixed-Map-Materials and Facet-Data... QUESTION: is there a way, to get the MixMap through a Raycast Intersection? Or any suggestions on detecting floor, rock, grass... thx. Kind regards, UPDATE: using this playground, stepping into raycast... http://www.babylonjs-playground.com/#7CPS7 Found: results[0].pickedMesh, pickedPoint, collisionGroup, looking ar
  12. Can we do something like Image.drawWarped (link goes to the javadoc of slick2d) with pixi.js? It gave devs the possibility to define where to render the 4 corners of an image with absolute x, y locations and it automatically skewed the image to fit in. I guess it just redefined the points of the triangles used to render the image or something like that. (I'm not that fit with gl, thats why I use pixi.js.^^) Thanks.
  13. Hey guys... When I load a texture using HDRCubeTexture as a reflectionTexture it is flipped the wrong way... Can I control that with some property that is serialized into the scene... Note: the texture is loaded from a serialized scene json file... is there I property I can set to flip the HDRCubeTexture the right way As Always pinging @Deltakosh and @Sebavan
  14. Hi all, in order to improve the performance of a scene built dinamically, I'm facing this problem: is it possible to have one material, to which is applied one texture, using different uScale e vScale depending on the mesh to which that material is applied? I need this because I have a 3d model of a city with many street segments, each segment having quite different length from each others. Now, those segments are textured: if I use the same uScale for them all, the road texture would appear "stretched" or "shrinked" depending on the length of the segment on which the material is applied,
  15. I am just learning blender and babylon. blenderpic.tiff shows what it looks like in blender, which is what I am trying to do. Babylon.tiff shows what it looks like in babylon, which is a mixed up mess. Getting frustrated and found the butterfly_shpere_TEXTURE.jpg, which I am guessing the export is creating and then using in babylon which is wrong. Again I don't know much, but would appreciate any help. In blender I am only using material, texture and the uv map editor. I would gladly provide other information if it would help, but don't know what is needed. blenderpic.tiff babyl
  16. Hey guys! I'd like to cache my textures into IndexedDB, I saw that Babylon.js is capable of it, but my case is that, I don't have a "scene mesh babylon" file, I just create a simple Babylon.Scene and add some custom meshes, with textures. And I'd like to cache those textures, is there a workaround to "make babylon.js believe it is a scene loaded from a file and force checking manifest and force using indexed db for textures"?
  17. I have a texture that's part of the .babylon file which loads and is displayed without any problem. However, when I dynamically change texture, including to the initial one, I get this strange swirly effect on the texture. I've attached an image to show the difference. You can also try it out here http://punkoffice.com/gilbert Select the "Gilbert" shirt and you'll see the difference. Does anyone know how to stop this effect? (I tried to attach an image but I keep getting "There was a problem processing the uploaded file" so if you want to see the problem you'll have to go to the U
  18. Hello, I'm new to Babylon.js, and not a very experienced programmer. I'm trying to learn Babylon.js, and I made a simple scene to run from firefox localhost. I'm using Xampp Apache, and all the files (my project html, babylon.js, and image file) are in the XAmpp htdocs folder. It seems I can't use an texture image. Any mesh having this texture is completely missing in the rendered scene. Otherwise, the babylon.js works just fine. I'm clueless, what am I missing. The folders and file locations are ok, the image works just fine within another scripts Here is my code included:
  19. I try to build an endless Track for a small Game and currently I stuck on an textureproblem. https://www.babylonjs-playground.com/index.html#9HEBCE#12 I use the CreateRibbon Method to build a lane out of an array. When I have 200 segments I remove the one at the top and move the camera temporary to the first one so currently it just looks like the lane is just waving but in reality the camera is moving (you can see it when you remove the camera position setting at the bottom.) I scale the texture to fit the whole mesh but then it looks like the track is not moving I tryed it it
  20. What is the proper method for displaying images as textures without regard for lighting? I am using a picture as the texture for a mesh and I want it to display at its full brightness. I have seen the Playground examples for setting skybox cube textures to have this effect but that seems overly complex if all I want to do is disable lighting/shadow effects. I am using the glTF exporter from Blender and importing the glTF into my Babylon scene so some data is encoded into the glTF file already (it is basically a JSON file). It would be nice to be able to set the parameter in the glTF file.
  21. Hey, i'm trying to get the data source from a loaded Texture in BABYLON. But I haven't found a way to do this. Basicly my idea is to get the data from the image and save it as base64 in the local cache. And then I can get the image from the cache again and load it into BABYLON. This should improve performance and result in faster loading times once you already loaded the scene once. Does this accually makes sense or is there a better way of caching textures?
  22. When i recreate texture or material, clone/dispose created more one texture (clone logic incorrect material.texture.clone() and material._texture.clone()) example https://www.babylonjs-playground.com/indexstable#Y48SUQ this is very important for dynamic scene, please fix source ** I tryed run in this latest version and saw what recreate correctry, but i not undersend how... and other -- i see what canvas2D will be not suported in future? I see GUI, this is very cool feature, but GIU can't do many tasks... Tell me whether it is possible to work with canvas2d in babylon.js 3.0
  23. Hi guys, After some previous attempts to solve some problems in our project, we saw that we were not getting anywhere so we decided that we needed a professional help. This is the offer we published on the Upwork platform, so if anyone is seriously interested in completing the job, please contact us. This is the text of the offer: _______________________________________________________________________________________________________________________________ Representation of a snow-covered mountain scene in Babylon.js Engine The task consists of representing a snow-covered mountai
  24. Hello, I have a big texture and a little object. I would like to use only a part of the texture to render the mesh and eventually change the texture offset. I read the docs and did a lot of tests but all the times I apply a texture to a mesh the texture is resized to the mesh size. I cannot use the sprites because the portion of the texture that i want to use has different sizes. In is possible to apply a texture to a mesh keeping the original texture size?
  25. Hi everybody: These days I'm starting with a development involving the visualization of a shower. The software must run in desktop and mobile (this last by means of an hybrid app). In order to show the (falling) water I'm considering two strategies: chroma-keyed video with the water falling (I'm using both a mp4 and a webm containers); particles (I'm afraid of As I am concerned about the performance penalty of using particles (it needs 30,000+ and motion blur in order to resemble a "real" shower), we are tackling first the video way. Running a raw exa
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