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Found 5 results

  1. Hello, I have to control depth of meshes with alphaIndex in my situation. but when meshes are over 10, rendering gets strange. https://www.babylonjs-playground.com/#BTU1J7#1 need your help. thanks.
  2. The new GlowLayer doesn't seem to work when an opacityTexture is applied to a mesh that also has an emissiveColor. See PG https://www.babylonjs-playground.com/#ID4XRY When opacityTexture is commented out then the glow returns. Is this a bug or just a limitation of the technology at present? Or have I missed something?
  3. I've been experimenting with the ability to use the opacityTexture with materials. And I have a couple of questions. First, what is the functionality of the opacityTexture in BJS. In the PG demo of fire, it appears to be acting as an alpha map that gives a general shape of the flame. Candle stick However, when I try to use the same flame and alpha map on a simple plane in a playground - I just get the square image of fire Simple plane Why? Does the use of .opacityTextures require the fireMaterial script? If it does, that is not indicated in the docs. Second
  4. Hey all! I'm having a hard time with opacityTexture. Hair just seem to "flip" somehow. I'v attached some images so you can see the difference. Any idea what might cause that kind of behavior? Code: var material2 = new BABYLON.StandardMaterial("texture2", scene); material2.diffuseTexture = new BABYLON.Texture("data/models/hair.png", scene); material2.opacityTexture = material2.diffuseTexture; material2.backFaceCulling = false; hairModel1 = newMeshes[1]; hairModel1.material = material2;
  5. I discovered babylon.js last week, and its very good mostly Lets me finally take a crack at game design, since full environments like Unity are too daunting for me. I started playing around with it, and one of the issues I encountered was that imported meshes with an opacity map are not displayed correctly in my scene, the meshes behind 'bleed through'. I unfortunately cannot setup my scene in the playground since it loads .babylon meshes and is enveloped by php/mysql already, but I have a screenshot: As you can see, I circled two areas where the bushes in the background bleed through the
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