Jump to content

Search the Community

Showing results for tags 'edges'.

  • 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
    • Paid Promotion (Buy Banner)
  • Frameworks
    • Pixi.js
    • Phaser 3
    • Phaser 2
    • Babylon.js
    • Panda 2
    • melonJS
    • Haxe JS
    • Kiwi.js
  • General
    • General Talk
    • GameMonetize
  • Business
    • Collaborations (un-paid)
    • Jobs (Hiring and Freelance)
    • Services Offered
    • Marketplace (Sell Apps, Websites, Games)

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start



Website URL





Found 7 results

  1. Hi All, Do you have any idea how I can select edges/vertices on mouse over? http://www.babylonjs-playground.com/#35HAW1 I appreciate your time and effort to help me out. Arte
  2. Hello All, Is it possible to use the EdgesRenderer with the Solid Particle System? I cannot get it to work with a simple box. I'm able to create a box with edges, and a SPS with lots of boxes, but not both at the same time. Any pointers would be appreciated. Here is a small section of my code. The boxes show but without any edges. var box = BABYLON.MeshBuilder.CreateBox("b", options, scene); box.enableEdgesRendering(); box.edgesWidth = 10.0; box.edgesColor = new BABYLON.Color4(0, 0, 1, 1); var mat = new BABYLON.StandardMaterial("mat1", scene); box.material = mat; // SPS creation ========================================================== var sps = new BABYLON.SolidParticleSystem("sps1", scene); sps.addShape(box, nb); box.dispose();
  3. Hi everyone. Developing for few month on babylon now, I'm currently facing an issue. I wish i could display edges of a mesh through an other one. For example, i'm a super hooman and wanna see meshes through a wall, just by their edges. I don't want to make a transparent wall by the way, this is not the purpose for multiple reasons. It appears to me that the edges rendering is done by the mesh (by its AbstractMesh inheritance) itself and block the way i want to simulate this behavior. I'm a little bit confused, even on my method and the way to do it, have you ever facing this behavior and how did you make it ? Thanks.
  4. Hello, I have got procedurally generated terrain. Terrain is divided into chunks. There is texture atlas image which contains all block textures. UVs of certain block are set to appropriate positions in texture. But it renders also edges of neighbour block texture: Atlas texture: Any help appreciated!
  5. It's easy to dispose a mesh mesh.dispose(); but I am having trouble with the syntax for removing EdgesRenderer after I have created it. I could set the width of the edge to 0.0, of course, but I want to toggle it by removing if possible, since I figure there is some overhead for drawing the edges. This works, but surely I really want to know how to use the dispose method! (and understand the docs better) mesh.edgesWidth = 0.0; The following page says there is a dispose method, but how does that look exactly? https://doc.babylonjs.com/classes/2.4/EdgesRenderer Thanks for any assistance.
  6. Hello, I have found the following bug: When you use "convertToFlatShadedMesh()" and then enable EdgesRenderer it will render the triangles instead of the edges. This even happens with a simple cube also. Playground: http://www.babylonjs-playground.com/#1WVZLV
  7. Hi guys! I'm new with Babylon and I'd really appreciate some advise. I am trying to create a tiled ground with LOD meshes. For some reason the tiles on the edges of the viewport get filtered out and not rendered, despite being close enough. Any idea whats causing it and how to prevent it?
  • Create New...