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Found 5 results

  1. Hello ! I need some help, after looking through many threads relating to rotation/orientation/translation, I still couldn't manage to find a solution... I made a playground : There is a Ground with a height map, when you click on the ground, a flat Plane appears where you click. With pickingInfo, I could modify the position of the plane, but I'd like also the plane to change its orientation to match the orientation of the ground. https://www.babylonjs-playground.com/#95PXRY#28 Any help with this script would be greatly appreciated 😀
  2. Hi, If I create a decal near the edges I get last pixels stretched on other sides. Looks like a barcode. Playground: https://playground.babylonjs.com/#2PBY8W . Is it fixable?
  3. Hey everbody, first of all: Thank you very much for the documentation and great forums. I achieved a lot with Babylon JS without the need of posting anywhere, because you get all the information you need just by one simple google search. But now is the time, since I just don't know where to look for a solution to this problem: I'm using BABYLON.Mesh.CreateDecal to place text and pictures onto a sphere-shape (it is a soccer ball to be more specific, so not just a perfect sphere). Everything works great so far, I made controls to reposition, scale, rotate, change color etc. to decals a
  4. I noticed that decals can be transparent in places but they are either 100% transparent in a pixel or 0%. I would like to have "soft" edges on my decals and also be able to only slightly color the underlying object. So a 50% transparency decal for example, or a decal with different values for the alpha channel. Is there any way to accomplish this? I tried setting visibility to 0.5 on the decal, but this breaks it (it's rendered transparent.. but as a square instead of the texture). Example here (line 38 breaks it): http://www.babylonjs-playground.com/#1BAPR
  5. Hey all! So I noticed some behavior where a decal was "bleeding through" (or duplicating itself) through the thinner parts of models. The behavior is witnessed in the standard decal playground if you try to put a decal on the feet of the cat: http://www.babylonjs-playground.com/#1BAPRM (See the attached images for an example) I've already read pretty extensively through the Decal's thread: From that thread I gleamed that I can mitigate this slightly by limiting the Z scale on the decal size. However this is far from ideal as I'm painting decals on arbitrary meshes
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