Jump to content

Search the Community

Showing results for tags 'backfaceculling'.

  • 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 4 results

  1. Hello. I'm having a problem mixing BackFace culling and mesh cloning. I generate meshes from a server code, and because of my coordinate system (which I can't change) the triangles are not property oriented. This is fixed used instances with a negative scaling and this works. At some point, after user action, I clone one of the the meshes which has wrong triangles, and then I apply the same transformation that fixes the orientation for the instanced meshes, but the cloned mesh triangles are not property orientated and thus the cloned mesh is not visible. This code worked for me on Babylon 2.5. This can be checked here : https://playground.babylonjs.com/indexStable.html#VI428J#3 Mesh named 'test' is not visible because triangles are not property orientated -> OK Instanced mesh 'testI' is visible because the scaling fixes the orientation -> OK Cloned Mesh is not visible and I don't know why. If backface culling is disabled, all three meshes are visible. Any ideas ? Thanks in advance
  2. Hey everybody, I feel like this one will be easy for you! I have one transparent mesh and I apply a decal on it. I want the decal to be visible even from the other side of the mesh. I try to set the backFaceCulling property to true on both mesh and decal material but it doesn't work : https://www.babylonjs-playground.com/#1BAPRM#164 Bye, Pichou
  3. Hi, I would like to pick a mesh and moving it around a room which is a simple cube with backside orientation. Basically, it consists on 3 functions called on 3 distinct events onPointerDown : I select the mesh I want to move (main mesh) when I click on the mouse onPointerMove : I select a different mesh in order to move the main mesh when I drag the mouse onPointerUp : I deselect the main mesh when I release the click of the mouse The behavior I want to produce is to dragndrop the main mesh on visible faces only and keeping each face belonging to the same mesh (I don't want to create as many meshes as faces). For instance, when my camera is above the room, the ceiling is transparent and we can see the floor due to the backside orientation of the room. But on step 2, I can't figure out how to pick the face which corresponds to the floor. I only succeed to pick the ceiling. I tried to build a predicate (pickInfo = scene.pick(x,y,predicate)) based on faces normales but once a mesh has been evicted from the predicate, it is not recalled, even if more than one face which is intersected. So I would like to know if there is a way to do what I'm expecting to do. When a mesh has succeed the predicate, how the returned pickInfo is built ? The selected face (pickInfo.pickedPoint) is always the nearest from the camera ? Is is possible the return an array of valid meshes with an another array containing its corresponding faces intersected ? Here is a PG relating my issue : http://www.babylonjs-playground.com/#1V3CAT#185 Thanks
  4. I'm trying to play video inside of sphere, using VideoTexture and have issue. Video is inverted and I can't understand how to invert it to normal state.
  • Create New...