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Found 9 results

  1. I read in another thread that BabylonJS intelligently handles multiple uses of the one texture for optimal performance i.e. internally if the texture path is the same then no extra vram is used for subsequent new textures with the same path. I suspect I've been overcomplicating things up until now but here's some related questions. Question 1 If I load my textures with AssetsManager like so: var textureTask = assetsManager.addTextureTask("my-texture", "./path/to/my-texture.jpg"); Are the following methods of applying the textures equivalent behind the scenes (i.e. neither
  2. Hi, I've been trying to load a json file using the assetmanagers textfile task, but this only returns an arraybuffer. I would have expected that the task returns a simple string which I then can parse to a json object. When loading the file directly through an xmlhttprequest, I get the string which can be parsed without a problem. Here's an example: http://www.babylonjs-playground.com/#GIKDTN#3 You can see in the console log, that the textfile task returns an arraybuffer and then fails to parse it as a json object. What am I doing wrong here? Thanks EDI
  3. Hello, I've not been working in BJS for a while now, and am back on a job. I've imported loads of OBJ files into babylon.js, and never had an issue. However, I must have forgotten everything already. I need to have the OBJ file into babylon.js tomorrow, and m stuck. I know it's an idiot issue, but I'm too stupid to sort out why this OBJ won't load. http://qedsoft.com/DEMOS2017/obj_loader/index.html Thanks, DB Or better yet - if I import an OBJ file into Blender, the mesh imports as a completely black material with no texture. How do I correct this? It all imorts fine i
  4. I need to preload some skybox maps in order to create a CubeTexture, since there are six maps loaded, how do I then regroup these separate images back as a single reference? Cheers If anyone has the same issue - just call addCubeTextureTask on Assetsmanger
  5. TL;DR The `loadMesh` onSuccess gets called, But i got no mesh! haaaaalp! Hi all, I've been having a problem with my asset-manager when loading meshes. I've taken a look at the playground 'import mesh' and the code is almost the same, however on the 'addMeshTask' success callback I do not get access to the loaded mesh via 'task.getLoadedMeshes[0]' (as seen in the playground). I'm really confused as to what could be causing it to trigger a success event, but not have any 'loaded' meshes. My code is open source: https://github.com/dweng0/wildflower to get it up and
  6. Hi, I had trouble loading sounds and playing them directly at startup. I realised that the AssetManager calls the onFinish callback before loaded sounds _audioBuffer is set and are _readyToPlay. I dont know if it was a designed choice but it would be really useful either if the asset manager waited by default for the readytoplay flag to be set, or if there was an option to set when adding the job to the manager.
  7. Hi! I've been using Babylon for a week or so now and really like how easy it is to use and how well the tutorials are written (I'm using it for a robotics simulation project I'm currently working on). Anyways, I have a question about how textures (and other AssetTasks as well: https://github.com/BabylonJS/Babylon.js/blob/master/src/Tools/babylon.assetsManager.ts) are loaded using the AssetManager. I have a texture image that's being served at /app/assets/sceneassets/mytextureimg.jpg. My Babylon scene is loaded at the url /app/testbabylon. When I try to load a texture using the addTextureT
  8. Can I use the Asset Manager to load an .hdr and create a HDRCubeTexture with it? If so, can you provide an example? Thank you, amorgan
  9. Hi everyone, I just cant see why my code does not work It seems the task I defined does not seem to be running no error, nothing this.canvas = document.getElementById('renderCanvas'); this.engine = new BABYLON.Engine(this.canvas, true); this.scene = this.CreateScene(); this.engine.runRenderLoop((function(){ this.scene.render(); }).bind(this)); $(window).on('resize',(function(){ this.engine.resize(); }).bind(this)); System.prototype.CreateScene = function(){ // create a basic BJS Scene object var scene = new BABYLON.Scene(this.engine);
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