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Found 20 results

  1. Hi Can I somehow make distance for LODs to count from the target position of ArcRotateCamera? I'm making sort of map application and when I tilt the camera down, visible meshes on the map is under the camera and I want them to be where camera is looking
  2. Hi folks, Maybe some of you followed this topic for while : Well, now I'm proud to announce the fully documented first release of the Dynamic Terrain Extension : https://github.com/BabylonJS/Extensions/tree/master/DynamicTerrain Its documentation is one the same repo : https://github.com/BabylonJS/Extensions/blob/master/DynamicTerrain/documentation/dynamicTerrainDocumentation.md Have fun Some more demos and features to come
  3. Hi! I have created a custom mesh like this: new BABYLON.Mesh("custom", this.scene) And after added simplify() method, nothing has been changed. I have created a playground for testing this issue. As you can see, the same settings in simplify() method change the structure of sphere, but do not change my custom mesh: https://playground.babylonjs.com/#JT9SFV#4 Is it a bug, or it is impossible to add simplify() method to custom mesh?
  4. Hunt prehistoric creatures with your friends online. Build your own base, craft tools, and weapons to survive in a large-scale true cross-platform open world game. This game is an application of the engine I’ve built, to prove a statement: It is POSSIBLE to build a 3D version of the Internet, where instead of browsing through websites, we could jump from one 3D space to the next. I “invite” everyone to make this happen. I want you guys to build your own 3D spaces implementing your own ideas what the web should look like in the future. We could just link them all together and mak
  5. Hi! I'm doing a custom exporter from a source to get nice and structured glTF models as binary-glTF for my use case in BabylonJS. I modified it so that it comes equipped with the tags for MSFT_lod in place. I found I got it working to an extent with 3.1.1 version and I finally figured out that it's just simulating the loading of higher detail levels. So I checked out the latest as well. Trouble I'm seeing now after modifying the lod scheme in the loader for MSFT_lod, so that it would in fact use the addLODLevel function, is that the meshes that are part of the logical tree don't seem to hide a
  6. Hello guys... Got another tough one form me, hopefully someone can help. I am making a component for the BabylonJS toolkit to support LODGroup... to automatically build LOD support for meshes. In unity, when setting up a LODGroup... the levels are specified in percent: The documentations says "The percentages in the LOD bars represent the fraction of the view frustum depth where that LOD level becomes active. But in Babylon we apparently use actual distance values to setup LOD... My question is how can I convert these percentage values to distance to mesh.addLODLe
  7. Hello everyone, Is is possible to implement some occlusion or LOD-like mechanism for sprites in Babylon? I have a scene with a very large terrain and some forest areas represented by thousands of tree sprites. There are so many sprites that they actually affect performance. Could someone point me in the right direction? Is there a way to adapt LOD for sprites? Or could I put the camera into some kind of transparent mesh and in some way occlude the sprites behind the mesh walls?
  8. https://www.babylonjs-playground.com/#EC6R4F#20 So it "works" but it crashes once it propagates out a little. I need an idea of how to establish which zones to build. Maybe like a max ring size instead of what I am doing now and have it only render out say 4 steps from the current zone the player is on? Just hoping for some alternative ideas. http://www.babylonjs-playground.com/#EC6R4F#19 ^^ for a non crashing version without neighborhood checks. #EDIT# Also any math buffs wanna help me with how to do an equation to calculate the distance from the the outer closest edge p
  9. Has anyone done this yet in babylon JS I see a couple of examples but none of the projects I can reference have worked out the camera height in the process or the blending between LOD layers. I am going to start trying to make a working example from the paper http://www.vertexasylum.com/downloads/cdlod/cdlod_latest.pdf but would like to see how others have handled it. I have looked at github.com/darrylryan/BabylonTerrain and github.com/felixpalmer/lod-terrain but both of these are limited to 2d measurements and because I am going to be doing this on a planetary level with Spherical displa
  10. Once LOD has been automatically created with the MESH.simplify function, is it possible to change the cutoff distances? I'd like to be able to adjust these distances dynamically based on the frame rate, as an optimization strategy. Thanks!
  11. I need to load a large scene, the model comes from UAV scanning generated, I hope to be able to smooth loading on most devices, including mobile phones. In my solution, I need to release objects outside the view (objects and materials are released), but I found that the BJS's own Frustum Clipping did not release the object outside the view, but I will use LOD, I will load multiple precision models, if not released, LOD will be meaningless, how can I do, I need to rewrite BJS code? I tried to use incremental load, it did not release the memory of the object, but I found in Debug La
  12. Hello. Is it possible by default to render sprite instead mesh at some LOD level?
  13. Hi again! I have a little concept I can't wrap my head around. What I want to do is create Heightmap terrain (already done), then apply it to ribbon and dispose it(done as well). No the problem is I would like to divide up this ribbon into smaller pieces so that I could load them up on the fly like LOD terrain. This obviously would make the terrain generation a lot easier. I then plan taking the getHeightAtCoordinates and getNormalAtCoordinates and add it to a custom Ribbon function so I can do collision detection. So forget about the collision detection thing for now but how would you go abo
  14. I saw a previous post from a few years ago asking this and the answer was a no, but.... has texturing/material LOD been added yet? I have a mesh I need to re-texture based on distance (the actual mesh is fine but the texture is expensive). I have 3 sets of textures I need to cycle. These textures are tile based. I have a 512, 1k, and 2k tile set each in there own folder. That is the other piece of the puzzle, texture subfolders. I sent @Deltakosh a message on twitter asking about that part. Look, I need you to tell me this works.. if it doesn't.. lie to me and tell me it does anyway
  15. 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
  16. 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?
  17. I was trying to figure out why I was getting a javascript error when I added auto lod to my scene, no matter what mesh I used, even simple sphere like in demo for the simplification auto lod system, the error was: Uncaught TypeError: Cannot read property 'position' of undefinedbabylon.2.2.max.js:29038 Geometry.getVertexBufferbabylon.2.2.max.js:29017 Geometry.getVerticesDatababylon.2.2.max.js:9812 CollisionCoordinatorWorker.SerializeGeometrybabylon.2.2.max.js:9635 CollisionCoordinatorWorker.onGeometryUpdatedbabylon.2.2.max.js:9765 CollisionCoordinatorWorker.onGeometryAddedbabylon.2.2.max.js:1
  18. Hi gang, After dad72 sent me a few meshes he has been trying to simplify, I noticed there was some kind of a problem with the simplification process. The meshes I have tested always worked, but external meshes were not simplified correctly - holes appeared where they shouldn't have had appear. Investigating that took a little while, and the result was that the meshes' indices are not optimized. meaning - Some vertices were duplicated during the export process, and were used as a reference of an index. this leads to no problem viewing the mesh, but presents a problem to the simplification
  19. Howdy folks, I have ported a wonderful simplification algorithm written in c to babylonJS. It is based on http://www.cs.cmu.edu/afs/cs.cmu.edu/user/garland/www/Papers/quadric2.pdf and http://voxels.blogspot.de/2014/05/quadric-mesh-simplification-with-source.html . What can you do with it? It can be used to automatically create LOD objects for meshes (if the user has time for that) directly in the browser. It is surprisingly fast - it is reducing ca. 130000 triangles to 65000 in less than 5 seconds on my good ol' laptop. Example can be seen here - http://babylonjsexperiments.raananweber.c
  20. Hi, I create a small script of LOD and I want to share it. I don't know if it's the best ways to make, so if you want to improve it please do not hesitate. var BABYLON = BABYLON || {}; (function () { // DistanceLOD1 = medium // DistanceLOD2 = low // DistanceMax = hide BABYLON.DistanceLOD1 = 10; BABYLON.DistanceLOD2 = 30; BABYLON.DistanceMax = 50; // LOD_0 = hight // LOD_1 = medium // LOD_2 = low BABYLON.LOD = function(Camera, LOD_0, LOD_1, LOD_2) { this.camera = Camera; this._verifInProgress = false; this._distance = 0; th
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