Jump to content

Search the Community

Showing results for tags 'aliasing'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • 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


Last Updated

  • Start


Filter by number of...


  • Start



Website URL





Found 6 results

  1. Hi all. I am a very new user in Babylon (I started yesterday), and I already have a project running, but you can see some error in the .gltf model: https://alboenergy.com/ar/shampu-2.html My question: How can I eliminate the aliasing that appears in my model when it is loaded on phones and tablets? I will appreciate any help for this newbie. Thanks.
  2. Hello, I'd like to know if there is a solution for eliminating the aliased output when using i.e. BABYLON.Camera.RIG_MODE_VR ? So far I understand the problem, it's the fact that the splitted output is done with a postprocess and therefore the postprocess for AA is lost??? Can the problem perhaps solved with another postprocess or other technique? Thanks in advance PS: I've found a playground where the aliasing proplem seems to be solved, but I can't figure out why ... oh I think the gridmaterial has its own AA-shader
  3. Hey so I wanted to know how to decide a resolution to render to and then downscale the render; specifically get the user's screen width, *3 and then scale it down to /3 to get a subpixel effect, using 3 times more available pixels (also if probably causing artifacts). I don't even know if this method works so i would really know how to do this/a working method.
  4. The Example. Hello every body. I have a Canvas with red background. On it I have rows of boxes, which go exactly after each other. Each box begins exactly where previous box ends, and they all have same skew. So there should not be any gap between edges, but as you can see in the example there are gaps. Does anybody knows why is this happening, and how to get rid of it. console.clear(); var canvas = document.getElementById('canvas'); var ctx = canvas.getContext('2d'); var world = { centerY: canvas.height / 2, centerX: canvas.width / 2 } var rowCount = 14; var box
  5. Hi guys, trying to wrap my head around how shadows are working inside of BJS, and have a few questions. First off, I have this scene here: http://client.elementxcreative.com/public/bjs/fog_test/index.html You can move around the scene with the mouse/arrow keys. You can see the shadows looked a bit jacked up. Not only are the shadows low rez looking (despite having the resolution cranked up in BJS) but there is weird self shadowing on the objects themselves? Attached below is an image of the scene I'm exporting from Unity, what I'm expecting shadows to look closer to. It's just a
  6. Hi there, I didn't want to hassle Temechon personally with this so i thought i'd ask in general: I have some aliasing on my GUIText objects, is there a way around this?
  • Create New...