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Found 5 results

  1. Firstly, Congrats for completing 3.2 . We were looking forward to quite of a lot of features implemented here. This isn't a bug, but in my opinion I think the merge meshes should continue merging the rest of the meshes in the list when it encounters an invalid mesh instead of throwing an error. We have a model load workflow which on load finds the center and extent of the model using mergeMeshes. Few of our models have empty container like meshes that are parent of meshes that have real vertex data. And this breaks our App when vertexData.validate() throws "Positions are required". T
  2. After merging 2 meshes trying to call applyImpulse results in a null exception something like this: Uncaught TypeError: Cannot read property 'applyImpulse' of undefined at CannonJSPlugin.applyImpulse (es6.js:81725) at PhysicsImpostor.applyImpulse (es6.js:80780) Same happens with Oimo. Replicated here: http://playground.babylonjs.com/#UGLFTI#1
  3. Hi, We have been using babylon2.5 (oddly, an alpha release) in our projects because it served our purposes. Now we want to update to 3.0.7 for various reasons. We have lots of meshes that are imported into an existing scene that have to be logically combined under a parent based on a predefined config. I used this following code to arrive at combination's size and center. var getCombinationData = function(meshes) { var clones = []; for (var i = 0; i < meshes.length; i++) { clones.push(meshes[i].clone("clone" + i)); } var combinedMesh = B
  4. Hello dear Babylon lovers! I'll try to be clear : For the Babylon monthly challenge, I create a random maze, with many meshes. Then, I merge all the meshes for performance reason. It looks something like this http://www.babylonjs-playground.com/#QDDWX (better than this ) My question is : It merges the meshes, it's ok, but what about the inside faces ? Is it possible to remove it (the faces you can see inside the boxes) ?
  5. Hey guys, I have a little problem and I don't know what to do to make it work. Maybe it's not possible, but that would suck since my whole idea for the monthly challenge is based on that So you see, it's kinda important First things first, the playground: http://www.babylonjs-playground.com/#4UXRQ What I want to do: I have a mesh that I created by merging several other meshes with the help of mesh.MergeMeshes (the middle layer in the playground). Now I want to cut this shape out of another mesh (lowest layer in the playground). The result I get is the top layer in the playground, but i
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