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Found 18 results

  1. I have a canvas and want to use it's content as a texture. I assume there is a way to use dynamicTexture for that, but couldn't find out a way to do that. I've created a demo here: https://codepen.io/anon/pen/mQVLaJ I'd like to use the content of the canvas ("Hello World") as the texture for the plane. (I know that I could write the text directly to the dynamicTexture. The text in the example is only for demo purposes. In my project it won't be text.)
  2. Hi, I'm new to BabylonJS and 3D. I created a scene in Blender with a character. It has a single material, UV Map and texture. It works fine in BabylonJS but when I replace the texture with new BABYLON.Texture or new BABYLON.DynamicTexture (in my case), the new texture does not take into account the UV Map. I think I forgot something, but I don't know where to watch. (Sorry for my English ^^')
  3. Hi guys, After some previous attempts to solve some problems in our project, we saw that we were not getting anywhere so we decided that we needed a professional help. This is the offer we published on the Upwork platform, so if anyone is seriously interested in completing the job, please contact us. This is the text of the offer: _______________________________________________________________________________________________________________________________ Representation of a snow-covered mountain scene in Babylon.js Engine The task consists of representing a snow-covered mountai
  4. Hi. I created small example with rectangle drawn on canvas and than used as texture for plane. PG Works fine but on zoom out , artefacts on texture appeared: Doing something wrong?
  5. I can write texts on "billboard style" mashes in any combination of text and background colors. However, I cannot figure out how to do it when wrapping text. For text wrapping I've used a code I've seen on this forum and on Stackoverflow and it works fine. However, it uses direct functions of WebGL and that apparently collides with the usage of BABYLON.JS objects (not surprising as it goes underneath the Babylon layer). So, I can draw text In white, but not in black. I'm sure it can be done, but I'm fighting it the whole morning without succes, Please have a look into this playgroun
  6. Im trying to add text labels to my project by using dynamictexture and drawtext, but first of all it doesnt render at all from a distance, and it sometimes renders twice at the same time but different sizes. What am i doing wrong? ex http://www.babylonjs-playground.com/#DSD7JR Youll have to move around and then scroll out until the text starts acting wonky and you'll see what i mean. Suggestions?
  7. Hello everyone, I'm currently doing some tests with the DynamicTexture system that could be used to add a new tutorial. The final goal is to have one picture on a plane. When I click on some button I will activate an animation managed by Babylon (if it's possible) so I can fade in and fade out the pictures. I had a first method where I wanted to add a canvas inside the canvas but that didn't work out : http://www.babylonjs-playground.com/#B9HGX0#3 Now I have one texture fading in and fading out automatically : http://www.babylonjs-playground.com/#B9HGX0#5
  8. Hello, I have noticed that there is a problem with UV mapping, if I use a dynamicTexture on my mesh, imported from .babylon file. I am sure that my mesh has proper UV mapping, I have checked it by using standard texture. If I use normal texture on this mesh, everything is ok. If I use dynamic texture on BABYLON.Mesh, everything is ok. If I use dynamic texture on my mesh, I have seen something like that: I can't find an example on the playground with a mesh with proper UV mapping, so I have chosen the skull Playground: http://www.babylonjs-playground.com/#1NQC5D#3
  9. Hi, Is it possible to draw video onto the canvas element of the dynamic texture? Thanks - Raghavender Mylagary
  10. Hello, I am new to this forum and first want to thank for a lot of helpfull posts! Maybe someone can help me with this one: I've started with http://www.babylonjs-playground.com/#9U086#4 (I believe created by iiceman, thanks!) and tried to use fabricjs to paint on the canvas. To allow user interaction I've send the events from the Bayblonjs canvas to the fabricjs canvas translated like this: var pickResult = scene.pick(scene.pointerX, scene.pointerY);var texcoords = pickResult.getTextureCoordinates(); if (texcoords) { var clicked_x = texcoords.x; var clicked_y = texcoords.y; va
  11. Hi everyone I'm wondering why font size and font rendering is so different when comparing `DynamicTexture` and `Canvas2D` side by side. http://www.babylonjs-playground.com/#TFFCW Note: The huge but blurred text is `8px` while the small and crisp text is `32px` Dynamic texture returns the expected result while text rendered in canvas 2d seems to be way too big and blurry. Of course I could use a bigger font size (ie. 8 times the size needed) and then scale it down (`scale: 0.125`). But I'd like to understand what's going on… Any hint much appreciated! Anyone?
  12. Please send me in the right direction, this is what I am looking to do: My GUI is a sphere Clicking on the sphere activates the keyboard While typing, letters are produced on the sphere Pressing Enter will if "#" begins string, js file with that name will run, example typing "#login" will run login.js if no "#" begining string, then createsphere.js will run, creating a sphere with the text added to the sphere's texture My real question at the moment, How do I display, WHILE TYPING, letters on a sphere? my first naive thought was t
  13. I would like to solve two things. - How do I center the text on the front face of this mesh? - How do I only assign the text to the front face only? - How do I on click change the text? http://www.babylonjs-playground.com/#1KN7ZA Thanks
  14. IMO it is really confused. Options cannot make up its mind what it wants to be; being kind to the designers: A _canvas An object descriptor: i.e. { width: x, height: y } A size: i.e. { width: options, height: options } Why do I say this? I suggest making up its mind: be a descriptor: if (options.canvas !== undefined) { //... } Or: if (!(options.width === undefined || options.height === undefined)) { // ... } else if (options.size !== undefined) { // ... } This will cause some breaking changes, but I think it is acceptable to correct the cours
  15. Hi Everyone, I'm looking into this mesh = BABYLON.MeshBuilder.CreatePlane("mesh", { width: 10, height: 10, sideOrientation: BABYLON.Mesh.DOUBLESIDE }, scene); mesh.material = new BABYLON.StandardMaterial(null, scene); texture = new BABYLON.DynamicTexture("texture", { width: 10, height: 10 }, scene, false, BABYLON.Texture.NEAREST_SAMPLINGMODE); mesh.material.diffuseTexture = texture; context = texture.getContext(); context.fillStyle = '#F00'; context.fillRect(0, 0, 100, 100); context.fillStyle = '#00F'; context.fillRect(0, 0, 15, 5); texture.update(); // Trying to fix it
  16. Hi guys, I have this type of menu split into section (buttons). I want insert (line 111) a text in each button using a DynamicTexture but, as you can see, the text have a irregularity in the corner (i guess it's due by the ribbon's triangulation).There are other ways to enter text in a Mesh, perhaps with the possibility of indicating the inclination? Here my code (it's just a draft )http://www.babylonjs-playground.com/#TLXTN#21Thanks to all.
  17. Hello, could someone help me fix this bug. I have managed to reproduce with just a few lines in the playground. Flickering occurs when using a video as a reflection texture over an image diffuse texture. However no problems using a video diffuse texture and video reflection texture. The flicker rate can be altered by changing the value at line now - this._lastUpdate < 15 in the function VideoTexture.prototype.update. See http://playground.babylonjs.com/#19EHYV
  18. Hi, I'm looking at the excellent example at http://playground.babylonjs.com/#HSVQL (lines 118-130) and was wanting to know if there was a way to attach an action to a Dynamic Texture (line 118), or it's related 'context' (line 126) ? I was wanting to use this idea in an in-game 'menu', and be able to display a set of options, you know, like a menu... and the user to be able to select one. I'm using a ArcRotateCamera and love how the text is always facing the user. I believe that an ActionManager is only attachable to a Mesh (and not a DynamicTexture), and the canvas CanvasRend
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