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Found 8 results

  1. Hi to all.. I hopefully everybody is fine.. I'm tryed to do create highlight effect and i've done it easly, it was very quick; and i know this effect not apply to the transparent meshes (i've read HL part so many time). But my issue is that... I've some pictures designed like buttons, and those pictures atteched to each other while designing. (Seems like one mesh) I was created some invisible boxes on front of all those button pictures and i given action them, they are all together clickable and working fine. No problem in there.. But i want to create highlight effect
  2. Hi, I tried to make glow outline for plane , similar to HighlightLayer but I have texture that have transparent pixels so HighlightLayer wound work. Tried to make shader that draws outline, was ok with rectangle but have 1 texture that is not rectangle. Anyone have some suggestions how to draw glow outline around texture? As i found most of solutions have multi pass render. Thanks
  3. Hello everybody, I'm currently trying to get a mesh by clicking on the canvas. So far, it works really great but I still have a problem: On click, the mesh gets highlighted. Fine but when I drag the mouse on the canvas in order to move the cam, when I release the button of the mouse, a click event is triggered and the mesh beneath it get selected. I tried to add an event listener on 'mouseup' to stop propagation to the click event but it seems BJS already "intercepts" this event so it is never triggered. I created a codepen to illustrate : https://codepen.io/3dos/pen/mLEEdq
  4. Hi everybody: When I use a highlight-layer based effect (fade in-out as Wingnut suggested me here) I obtain the following warnings in the web console: .Offscreen-For-WebGL-00000233101348E0]GL ERROR :GL_INVALID_FRAMEBUFFER_OPERATION : glClear: framebuffer incomplete .Offscreen-For-WebGL-00000233101348E0]GL ERROR :GL_INVALID_FRAMEBUFFER_OPERATION : glDrawElements: framebuffer incomplete .Offscreen-For-WebGL-00000233101348E0]RENDER WARNING: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering The case is
  5. Hi everybody: I wonder whether a direct-way of change the highlight-layer intensity exist, in order to progressively fade it in and out. I can't find info in the docs. Best regards. P.S. Of course it could be always done following a not-so-direct-way, tweaking the color values under a harmonic (sinusoidal) basis.
  6. https://www.babylonjs-playground.com/#X2F6KI#2 can any one help to find how can I get the intersected area of cubes. actually, I want to highlight the intersected area in between these two cubes. also, want to print into console how much points are intersected.
  7. Hi ! I noticed a bug with the hightlight layer and the sprite transparency, if the sprite overlapse the highlight object, the sprite take the color of the layer. I tried to add the sprite to another renderingId but it was the same ! I attach a screen and a playground ( http://www.babylonjs-playground.com/#1UJAM6 ) to test ! Thanks for the answers !
  8. Hello, As it seems there were quite a few discussion around highlighting meshes you can find below the solution integrated in standard in bjs: var hl = new BABYLON.HighlightLayer("hg", scene); hl.pushMesh(box, BABYLON.Color3.Green()); Please be aware, the stencil needs to be able in your canvas: var engine = new BABYLON.Engine(canvas, true, { stencil: true }); You can take a look at the result here: http://www.babylonjs-playground.com/#E3D3Y#2 Best Regards,
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