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  1. I think I spot an issue when importing a gltf file containing instanced meshes. It simply seems to not instanciate meshes, but make copies instead. Here the gltf json showing meshes are correctly exported: and the result (playground link, check the console) same scene exported as .babylon is OK (playground link)
  2. Hi all! I use Blender for modelling. I've found out that mesh's instances can greatly improve performance, however I've got 2 issues after importing scene in Babylon.js: 1. There are no collisions with any instances except "parent" mesh. In Blender collision checkbox is set and affects all instances (no chance to set it separately, but that's OK in this case). How to enable collisions? 2. There are no tags for individual instance. I can set them for "parent" mesh, in Blender tags are visible for all instances, however they are not accessible from Babylon.js. How to set different
  3. Hi, found weird bug with shadows. Device: Galaxy S4 OS: Android 5.0.1 GPU: {vendor: "Qualcomm", renderer: "Adreno (TM) 320", version: "WebGL 1.0 (OpenGL ES 2.0 Chromium)"} Browser: Chrome (62.0.3202.84) / Native (6.2.01.12) PG Have mesh with PBRMetalnes material and ground with PBRMaterial. Added spot light as shadow light and included sphere as caster and box as receiver. Than created instance of the sphere. And after that both spheres disappear in S4 device. Sphere dont disappear if instead of instance, clone is used. Wor
  4. Hey everyone! Here is another demo to show that I failed to create the instance from mesh. Is something I missing? Please give me a hand, thanks!
  5. The PG https://playground.babylonjs.com/index.html#0LM7CJ#10 is based on the PhysicsEngine HowTo example https://playground.babylonjs.com/index.html#0LM7CJ#6 but modified to use instances. It seems to work with the gravitationalField but not applyRadialExplosionImpulse. Is there something I've missed or is this not possible right now?
  6. Hello! I discovered, what i call a bug, with instances and frustum culling. When the original mesh got submeshes the submesh culling of the instances relate to the position of the original mesh. This results in disappearing instances (submeshes) when the original mesh leaves the frustum. My quick hack was BABYLON.SubMesh.prototype.isInFrustum = function (frustumPlanes) { if( this._mesh._isAllwaysInFrustum )return true; var boundingInfo = this.getBoundingInfo(); if (!boundingInfo) { return false; } return boundingInfo.isInFrustum(frustumPlanes); }; //then sett
  7. I was unable to transform mesh instance if the original mesh had a shader material. Is this a bug? I have created a playground example using box mesh. If you open the debug -> mesh panel, you realize there are 6 meshes, but only 5 are displayed. This is because one of the instances in the second row was not transformed properly. On the other hand, clones of meshes with shader material can be transformed properly. https://playground.babylonjs.com/#B2NZ1M#1
  8. Howdy, Is it possible to create a group that contains a few meshes and then create instances of that group which includes the child meshes? How might one go about doing so? Thus far my attempts to create an instance of the group on creates the transform node but no children. Thanks! JPS
  9. I have a lot of instances in my scene, and some of those instances have other instances as parents (not sure if this matters). So, whenever I dispose of one of those instanced meshes, my scene crashes.
  10. Hi all, I found something weird while optimizing my code: I was using InstancedMesh as much as possible, and switched all my materials to ShaderMaterial. And then boom, everything disappeared. After a bit of research, it seems instanced meshes will simply not be drawn when their source has a ShaderMaterial assigned. Playground repro: http://www.babylonjs-playground.com/#TWDEA#6 Uncomment lines 40 to 44 to see for yourself. It's actually a bit more complex than that: when you assign a shader material to it, even the source mesh disappears if it has been instantiated (?), but only if its insta
  11. Is there a way to clone an imported mesh to use it in a different scene? I try to change the _scene parameter of the mesh like that : this.mesh._scene = newscene; but I got an error. It seems like I must import all my meshes twice in both of my scenes. Unfortunetly it will increase the loading time. Looking for suggestions! Thanks
  12. If you look at this PG https://www.babylonjs-playground.com/#165IV6#8 and by commenting out line 32 you see that the mesh is updated. Try this with dashed lines and the updated mesh does not appear if line 32 left uncommented? https://www.babylonjs-playground.com/#165IV6#75 The option instance works with all the other meshes it should. Have had a look at code on github but CreateLines uses the linessystem but CreateDashedLines does not. Any advice welcome. Perhaps one for @jerome
  13. Hi all, I've implemented a basic-functionality of a cloner system and I'd like to hear your opinions and design/concept-suggestions for further develepment and finishing my work (if you're interested at all). I decided to use a working title "SCS" for "Simple Cloning System" and here are the core features and concepts : Cloners: given one or several meshes, either clones or instances will distributed in a specific manner. If more than one mesh is provided, the meshes are distributed alternatively. Additionally, cloners can be nested, so it is possible to clone cloners. Each clo
  14. hi, I tried to create instances of meshes, basically cloned my loaded meshes and then create instances of that clones, but run into issue. some instances created fine but others throws in console "[.CommandBufferContext.Offscreen-MainThread-0x12d4118a0a00]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 2" during render. I also created small demo http://www.babylonjs-playground.com/#1NAQZD#8 . looks like this errors occurs only when some of the instances out of screen, maybe I forget something or this approach can't be use
  15. Hi! So I want to have a mini-me view of a mesh that will always be present in a little bubble in the lower left of my screen. I figured the best way to do that is to have two active cameras. One is my regular camera as per usual, and the other is in a small viewport in the lower left with a layer mask that filters out everything except an extra instance of my mesh. However, I'm noticing some strange behavior where only the first active camera will actually show the mesh and the instance. That is to say, I create the instance, and all is well, but then I push the new camera on th
  16. Hello, is it the correct behaviour that instances that are being disposed doesn't get removed from ShadowGenerator.getShadowMap().renderList ? I have the refreshrate set to 0 and only render with shadow on demand. if (_renderShadow && this._manuallyShadowRender) { this._shadowGenerator.getShadowMap().refreshRate = 1; this._scene.render(); this._shadowGenerator.getShadowMap().refreshRate = 0; } else { this._scene.render(); } Is this a problem i this case? I just want to know (maybe it's a bug). Shouldn't ShadowGenerator check the Mesh.isDispos
  17. Hi, Is there a simple way to create instances of a mesh with its children (and grandchildren) meshes ? I have a tree made of a hierarchy of custom meshes : treeGround (juste a square ground for texture like tree roots, dirt and grass), a trunk wich has treeGround as parent, a branch wich has trunk as parent, and other branches wich are instances of the first branch and also have trunk as parent (and are moved and rotated around the trunk). When i try to create instance of treeGround i get only the ground, not the tree, same if i try to instanciate the trunk i dont get the branch
  18. Hi! I'm trying to create various units for different players, each player can have multiple units, all from the same model. Because materials can't be per instance, only per mesh (WebGL limitation if I know correctly), I create a clone of a model for each player, change the material and afterwards I'm doing instancing from those clones. My problem is, that when I do this everything disappears (first it flickers and completely blank scene afterwards). Everything is visible again if bounding boxes are turned back on, but instances from clones aren't shown, only bounding boxes are at correct
  19. http://www.babylonjs.com/Demos/INSTANCES/ ok here is demo for instances. How Is design one three(base tree component). Is three one mesh(object) or is it made with more meshes(objects) ? If base tree component is made with more objects. For example(two objects) with trunk and treetop. If we design tree(base tree component) in blender. Then if I add multi trees with "Duplicate linked" to another layer. Everythink is ok. CAN WE ADD THIRD OBJECT (for example snow) on base tree component so that, all "Duplicate linked" objects will reflect change. So that all "duplicate linked"
  20. Hello people, I had a good conversation with @JCPalmer. I asked him if he could add parent variable for instance in .babylon file and he did it. you can read it here : At the moment, the fileloader do not apply the right parent but always the same parent of original mesh. I will try to find solution for the babylon fileloader read parent for instance and apply this My idea > Add this in mesh file : // Instances if (parsedMesh.instances) { ... if (parsedInstance.parentId) { instance._waitingParentId = parsedInstance.parentId; } ... }
  21. Hey guys, When you add actions to a mesh's instances, it affects the parent mesh and every instances. I'm not sure that's the behaviour you want, am I right ? You can see it in this playground : http://www.babylonjs-playground.com/#HZTM8 Thank you
  22. Hello, I've got a peculiar thing. I want to capture the instances in such a way that once I've left my create scene handlers, I can return to my model calculators (i.e. scene hosts). User will engage with some form fields, during which time, I want to look up the related model calculators and make changes, potentially rebuild the scene based on the input. I've tried something like this, but it falls over on account of the scene object, deep within which is circular I think; somewhere is, at any rate. Point is, jumping to/from JSON is not going to work very well for purposes of w
  23. Hello, If I export a scene containing nested instances of the same mesh/object (a tree of objects linked by a parent/child relashionship), and that I load the scene in BabylonJS, mesh positions are altered. Cases that works: - If I make every objects "single user", then it works fine. - If objects are duplicated but not nested, it works too. In the attachment, a Blender test scene with several layers : - the first is a tree made of duplicated copies (data is not shared between instances). - the second is a tree made of duplicated linked instances (same data shared by several object). - t
  24. When I create an instance of a mesh that has child meshes, do I need to also create an instance for all the children or will Babylon.js already do this for me?
  25. Want to ask the authors - if you create multiple scenes at once, it does not violate the ideology pixi.js? I'm doing an application in which the page several canvases, each of which is a stage. Do not break this "something inside"? Although I assume this is normal, but still want to ask...
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