Jump to content

Search the Community

Showing results for tags 'Texture'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • HTML5 Game Coding
    • News
    • Game Showcase
    • Facebook Instant Games
    • Web Gaming Standards
    • Coding and Game Design
  • Frameworks
    • Phaser 3
    • Phaser 2
    • Pixi.js
    • Babylon.js
    • Panda 2
    • melonJS
  • General
    • General Talk
  • Business
    • Collaborations (un-paid)
    • Jobs (Hiring and Freelance)
    • Services Offered

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Twitter


Skype


Location


Interests

  1. Hello, Does anyone have an example on how to stream video into a scene and apply onto an object as part of a dynamic texture? Also, in a recent post I had discovered that when loading many textures into an array, the last texture is often not loaded, and sometimes more than one texture is not loaded. My solution was to load a small texture that isn't used in the scene, and then all textures except the last "dummy" texture almost always loads correctly. Wingnut and others tried to duplicate this in the playground as I did, as was unable to reproduce. However, I recall using a babylon.js
  2. Hi All, I would like to replicate what I've seen referred to in some other engines as ambient light; definition of which being - a light that evenly distributes across the whole scene; e.g. doesn't cast shadows, and no parts of the scene look darker / lighter than any other part. My main reason for this is that some of my 3D content will need to have light maps baked into the texture images (for other non-babylon related reasons) & I don't want the default babylon lighting to affect this light mapping. I noticed this topic asked a similar question: However the answer
  3. Hi, I want to know if its possible to create a mesh using Blender and then to define its properties in the BabylonJS code. For example i want to create a wall using the cube in the blender and name it as WALL1. Then after loading the .babylon file generated the blender i want to define the color, texture and materials of the wall using the name of the wall WALL1. Thanks, Raghavender Mylagary
  4. I'm changing the texture of a model in runtime by creating a material with diffuseTexture and setting it as the material of all meshes related to the model. I have 2 questions about that: 1) mesh.material is null before I set it to the material I created (even when I test it seconds after initialization), and the model's texture is still rendered. It leads me to believe the mode's texture/material is set somewhere else, and mesh.material simply overrides the original place. What is the parameter that contains the texture/material of the mesh? I wasn't able to find it when
  5. Hi everyone! Is there any way in Babylon.js to combine multiple textures, or multiple materials on a single mesh? I know that it's possible to apply diffuseTexture and ambientTexture on a material at once, but if I have more than 2 textures? Like for example, it could be used for maps, having a satellite image as a base texture and then applying a layer with ambient pressure, and UV index, and wind direction, and whatnot
  6. Hi All ; I m wondering "What is the largest texture size of BabylonJS supported ?" jpg or png texture file type, As a result of my experiments I think 16384 x16384 pixel its right? I m trying to make slideshow like carousel on mesh ; I made it with uScale and UOffset method its workin good but, Is there another way or Idea for that ? Which is the best route ? I look forward to your precious thoughts , Thank you All with my respects.
  7. Hi folks! New to the forum, but looking forward to share and consume knowledge and info with you all! I have a question that has bothered me since I started writing shader based gl code, how to optimize the rendering pipeline in the best way. I've read a ton of GL books and gone through countless tutorials on the subject, but each one just touch on the basics on how to get things working. Not on how to actually set up a optimized and clean rendering pipeline for a working graphics engine. The parts that stand out in my case is how to handle textures and shader programs in a good
  8. Hi everybody ! This week I faced with a strange behaviour. I generally lose time looking for a solution on my own, I did it again, but today I have the unpleasant feeling to be powerless. I'm trying to precompute kind of PCSS map (soft shadows) to get nice-looking shadows in static scenes. For this purpose, I use renderTargetTextures with refreshRate = RENDER_ONCE. And I use three shaders, called in this order : The one of shadowGenerator which gives me the shadowMap of the blockers. The PCSS one, which uses the shadowMap and gives me a PCSSMap. The material's sha
  9. Hi! In my Babylon scene I have a room with a plane, representing a screen. My idea is to display a video on this screen when it's clicked and turn it of if it's clicked again. Code: var screen1 = scene.getMeshByName("Lerret");activateVideoTexture(screen1);function activateVideoTexture(mesh){ mesh.actionManager = new BABYLON.ActionManager(scene); var action = new BABYLON.ExecuteCodeAction(BABYLON.ActionManager.OnPickTrigger, function(){ mesh.material.diffuseTexture=new BABYLON.VideoTexture("video", ["01_Tumor-Glioblastoma.mp4"], 640, scene, true); mesh.material.emissiveColor =
  10. Hello I made a custom ring and i want to add some textures on that ring, but it's not working properly. Here's my scene. http://www.babylonjs-playground.com/#1FKMAH#0 I'm a very beginner of Babylon.js index.html .DS_Store ring.babylon
  11. Hello everyone, I am newbie in BabylonJS. When I study the playground example of Sprite2D, I have a question about invertY setting at Texture and Sprite2D class. The texture constructor sets invertY to false at the line 5, and the Sprite2D constructor sets invertY to true at the line 11. Does it mean that player.png caches in texture like the below, so the Sprite2D constructor needs to set invertY to true? And why Texture invert a picture automatically? Thanks.
  12. Hi all, Having a weird problem where a spritesheet animation appears as a black box in Firefox when rendering with WebGL. When I switch to Canvas, the spritesheet plays. I'm assuming I'm over the max texture size? (I have a giant, 32 frame animation that weighs in at a colossal 4560 × 4800. I know, I know, it's ridiculous, but I need to run basically a full screen animation for a few seconds). I tried switching to a 'power of 2' size (e.g. 4225 x 4225) but this still doesn't work. Can anyone confirm that I'm barking up the wrong tree? Nick
  13. var mySpriteSheetImage = PIXI.BaseTexture.fromImage("img/mySpriteSheet.png"); var spriteTexture1 = new PIXI.Texture(mySpriteSheetImage, new PIXI.Rectangle(x:0, y:0, width:32, height:32)); var spriteTexture2 = new PIXI.Texture(mySpriteSheetImage, new PIXI.Rectangle(x:32, y:0, width:32, height:32)); var spriteTexture3 = new PIXI.Texture(mySpriteSheetImage, new PIXI.Rectangle(x:64, y:0, width:32, height:32)); var mySprite = new PIXI.Sprite(spriteTexture1); stage.addChild(mySprite); The code above loads many sprites from a sprite sheet. This code was found here. Is there a better way to g
  14. Hi all, I have a sprite sheet, I want to make many sprites from this sprite sheet. Here is my implementation: var ASSET_PATHS: string[] = [ "assets/roguelikeSheet_transparent.png", "assets/roguelikeChar_transparent.png" ] PIXI.loader.add(ASSET_PATHS).load(hasLoaded); var texture1 = PIXI.utils.TextureCache["assets/roguelikeSheet_transparent.png"]; var rect1 = new PIXI.Rectangle(0*17,0*17,16,16); texture1.frame = rect1; var sprite1 = new PIXI.Sprite(texture); var texture2 = PIXI.utils.TextureCache["assets/roguelikeSheet_transparent.png"]; var rect2 = new PIXI.Rectang
  15. Hi All I am experimenting with heightmaps and have encountered a strange glitch (but more likely a noob mistake!). Basically when I use certain image files (supported file formats) for the heightmap and/or texture I discover that the heightmap does not work. See below: Test 1: Here I am referencing two files from WikiMedia for the heightmap and texture (SUCCESS) http://playground.babylonjs.com/#KYAC1#0 (see lines: 19 and 21) Test 2: Here I am referencing a different texture file but the same heightmap as above (FAILURE) http://playground.babylonjs.com/#KYAC1#2 I
  16. Is Possible to bake texture like SSAO in blender end export bake texture to.babylon file? If it is possible. How? Any help? greetings Ian
  17. function createFrames(data) { var frames = []; for(var k=0; k<20; k++) { frames.push(new PIXI.Texture(PIXI.loader.resources['image1.png'].texture.baseTexture, new PIXI.Rectangle(firstFrames[data + k][2], firstFrames[data + k][3], firstFrames[data + k][0], firstFrames[data + k][1]))); } } This is basic way for creating frames for MovieClip from one texture and one spritesheet json. Is there any way to combine two textures to get one frame in which one texture lays on top of the another.
  18. Hi, I've working on my first PixiJS project and loving the engine. I've creating a game with some fairly large textures, but it's a not a web game as it uses the Google Chrome App platform. So, file size isn't as much as consideration as performance. So, with that in mind what is the best format to save out 32-bit textures (24-bit w/ alpha)? I have only a vague knowledge of WebGL and how graphic APIs work, but I thought that a compressed texture can be more of chore (and even more memory intensive) than an uncompressed texture. So, is converting my images to PNG-8 w/ alpha even w
  19. I saw a previous post from a few years ago asking this and the answer was a no, but.... has texturing/material LOD been added yet? I have a mesh I need to re-texture based on distance (the actual mesh is fine but the texture is expensive). I have 3 sets of textures I need to cycle. These textures are tile based. I have a 512, 1k, and 2k tile set each in there own folder. That is the other piece of the puzzle, texture subfolders. I sent @Deltakosh a message on twitter asking about that part. Look, I need you to tell me this works.. if it doesn't.. lie to me and tell me it does anyway
  20. Hello, I have got procedurally generated terrain. Terrain is divided into chunks. There is texture atlas image which contains all block textures. UVs of certain block are set to appropriate positions in texture. But it renders also edges of neighbour block texture: Atlas texture: Any help appreciated!
  21. As you can see on the attached image, the texture for some of my sprites shows up upside down. Even though I can rotate the sprites after they gets created, this is being something as a general problem for all textures. I have tried playing with the wAng, vAng and invertY settings but those haven't make any difference. Any ideas?
  22. Is it possible to tell a reflection in a standard material to not be active on some pixels ? In this playground http://www.babylonjs-playground.com/#ZMOEK#0 how could i set this texture as a mask for the spheremap ? Can reflectionTexture.level accept an image as a value for example ? Thanks,
  23. Sorry if this is the wrong board. I needed to create Texture Atlases for my sprites in game, and a quick google search led me to TexturePacker. However, that is not a free solution and I don't like spending money on task I can write my own code for Before creating my own Texture atlas creator however, I stumbled upon http://spritesheetpacker.codeplex.com/ This tool seemed to bascially do what I wanted with the added cost of being free, but it did not output to a format readable by Phaser. So I wrote a DLL to allow it to do so! Pretty easy to use. Just download spritesheetpacker and
  24. Hello, I am applying texture using my own uv2. This is the texture applied on a sphere (normal map): And this is the texture: So my problem is that on border of each parts there are seams due to the interpolation between one texel colored and another one at Color4(0,0,0,0). This is causing void then black till the right one value. I could expand the border of one texel (dilatation) to fix that but this is increasing padding in my texture... So first I would like to know if there is another way to cancel this interpolation. Thanks !
  25. Сan be assigned to show diffuse texture to the model if it is to apply PBR? I founded in the documentation, only examples of pre-set: metal, plastic, glass and wood. For example: var scene = new BABYLON.Scene(engine); var camera = new BABYLON.ArcRotateCamera("Camera", -Math.PI / 4, Math.PI / 2.5, 200, var hdrTexture = new BABYLON.HDRCubeTexture("textures/room.hdr", scene, 512); var hdrSkybox = BABYLON.Mesh.CreateBox("hdrSkyBox", 1000.0, scene); var hdrSkyboxMaterial = new BABYLON.PBRMaterial("skyBox", scene); hdrSkyboxMaterial.reflectionTexture = hdrTexture.clone(); hdrSkyboxMaterial.d
×
×
  • Create New...