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Found 4 results

  1. Hi debugger team! https://www.babylonjs-playground.com/#1WROZH#20 Those are 4 renderTargetTextures (RTT) along the bottom of the view. Back in the olden days, edgesRenderer lines didn't appear on renderTargetTextures. Now they do. That is cool. HighlightLayer still doesn't render to RTT's, though (spheres with blue glow). I guess that's still considered a post-process, and I think RTT's get their image BEFORE post-processing, as best I understand it. Anyway... @Deltakosh once helped me remove the "box" at the bottom of lower-left RTT. He did it by using layerMasks. But, it's broken again. The black box area has returned (and flies-around with camera panning). RTT #1 (lower left) is showing the black box that contains the RTT's. Can anyone help, or does anyone know why? Bug/inconsistency? *shrug*. I thought I'd better report it to the experts. Be well, happy holidays!
  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. Hello everyone, I would like to know if it was possible to do the work of "Edges Renderer" in a worker thread? It's working really well for our projects but for some objects it can take really a lot of time in which the scene is completely stopping to respond. Any suggests?
  4. Hi, I recently implemented LODs for an InstancedMesh. The problem is, this InstancedMesh has an EdgesRenderer (which works great) but when the quality is reduced (LOD), the edges aren't rendered anymore. The problem doesn't exist for a regular Mesh, even with LODs: http://www.babylonjs-playground.com/#QE7KM#14 Here's what happens when you add instances: http://www.babylonjs-playground.com/#14ESWC#13 You can see that edges are rendered only for the masterMesh and when one of the instances gets degraded, the edges are rendered for the sourceMesh. I tried to find an obvious solution to this but to no avail. It's not that big of a deal for me but I thought I'd ask anyway. Perhaps somebody knows a solution? Or maybe you're aware of this problem and are going to resolve it in a future update? Thanks in advance.
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