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Found 1 result

  1. Hello, I've got info that both setting all meshes as active and calling freezeActiveMeshes() should improve the performance, because it turns off some expensive calculations. So I tried to implement this feature. But in my case: 1. If I only call mesh.alwaysSelectAsActiveMesh = true for all meshes - DebugLayer shows smaller potential FPS, by ~100. Should it be like that? I have <100 meshes, nothing very complex. Maybe disabling detecting visible meshes enables some other expensive calculations?! Then I thought that freezing should help with that. But that gave me 2 more problems 2. If I use AssetsManager -> addMeshTask -> loader.onFinish() -> scene.freezeActiveMeshes() I get an error: TypeError: Cannot read property '0' of undefined at t.isInFrustum (babylon.js:8) at t.isInFrustum (babylon.js:8) at r.i.isInFrustum (babylon.js:9) at r.isInFrustum (babylon.js:15) at i._evaluateActiveMeshes (babylon.js:13) at i.freezeActiveMeshes (babylon.js:13) at i.Game.loader.onFinish (index.js:64) at i._decreaseWaitingTasksCount (babylon.js:48) at i (babylon.js:48) at i.e.onDoneCallback (babylon.js:48) What does it mean? In my example - http://www.babylonjs-playground.com/#MPS90E#6 - try to uncomment Line 28 to get the same error. I was hoping to freeze active meshes right after they all were loaded. 3. If I put scene.freezeActiveMeshes() somewhere later - all my actions are disabled/removed, nothing happens when one mesh intersects some other, creation of decals also disappears, particleSystem also doesn't work. Some kind of "freeze the world". Example with intersections only - http://www.babylonjs-playground.com/#MPS90E#6 You see a moving red mesh - when it exits from yellow mesh - "intersection" should appear in the console. But after the first time scene.freezeActiveMeshes() is called and nothing is printed out any more. If you comment out the line 93 - every iteration prints "intersection". Can you please explain what am I doing wrong in these 3 questions and how to fix them? Thanks!
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