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Found 10 results

  1. Hi, I tried to make glow outline for plane , similar to HighlightLayer but I have texture that have transparent pixels so HighlightLayer wound work. Tried to make shader that draws outline, was ok with rectangle but have 1 texture that is not rectangle. Anyone have some suggestions how to draw glow outline around texture? As i found most of solutions have multi pass render. Thanks
  2. Hello. I have a kayak model in my scene and I would like the renderOutline to show around the model like in the playground examples below: http://www.babylonjs-playground.com/#18ZFZ9 http://www.babylonjs-playground.com/#18ZFZ9#2 Here is code importing the kayak: BABYLON.SceneLoader.ImportMesh("", "models/", "Kayak.gltf", scene, function (newMeshes) { }); ----------------------------------------------------------------------------------------------------------------------------------------------------------- ----------------------------------------
  3. Hello, As it seems there were quite a few discussion around highlighting meshes you can find below the solution integrated in standard in bjs: var hl = new BABYLON.HighlightLayer("hg", scene); hl.pushMesh(box, BABYLON.Color3.Green()); Please be aware, the stencil needs to be able in your canvas: var engine = new BABYLON.Engine(canvas, true, { stencil: true }); You can take a look at the result here: http://www.babylonjs-playground.com/#E3D3Y#2 Best Regards,
  4. Is there any ways to draw outline for them? I know I can have multiple Text2D beneath it and act like "border". I'm just wondering if there's any better way of doing that.
  5. Is there a method that works even after scaling and changing screen size? I am using the "drawRect" method in Phaser.graphics but I don't know how to get the bounds of the shape.
  6. I'm trying to outline my objects here: www.punkoffice.com/webiverse If you walk around (or fly around) and double-click the objects you'll see the render outline that I'm using. I set render outline to true, width to 0.1 and colour to red. However, it looks funny at certain angles, like its not completely hugging the mesh. Also won't show up properly if the mesh is sitting on top of another mesh. Is there a better way of doing this? Have I done something wrong here?
  7. Hello everyone, i'm trying to use mesh.renderOutline = true to get an outline on an object which has been scaled in one direction. But instead i get a floating plane in this direction. I guess the outline is made by inserting planes under the faces of the mesh and letting the edges "stick out" and there is some problem with scaling of the target mesh. Here an example in pg: http://www.babylonjs-playground.com/#1KJG6O#1 I hope someone can help me. A workaround would be to create every time i want to scale my box a new box with the right dimensions. But as the scaling may happen every f
  8. Hey folks, I was playing around with a custom version of a mesh outline that (so I hoped) would work a bit better as the normal mesh.renderOutline. It all looked pretty good until I tried it with a cylinder: http://www.babylonjs-playground.com/#E51MJ#8 It seems that the sideOrientation is not applied correctly for the cylinder. Or am I doing something wrong here? Bonus question: could I somehow just clone the original mesh and set the sideOrientation for the cloned version or is it only possible to set that in the constructor? It didn't seem to work when I tired setting it after the
  9. I want to know how to add the effect of the black outline around a 3d morph targets animation implemented with THREE.MorphAnimMesh. Could you possibily send me the solution starting from the very famous example http://threejs.org/examples/webgl_morphtargets_horse.html ? Thank you very much in advance for your help .... i'm a beginner with the three.js library and I would not know how to do!
  10. Hello, I'm pretty new to Babylon.js (almost a week for now), it was okay until I started to ask more and more of it. I searched for answers a lot, in Google and here, on forums, but no success. So, here's some questions of mine that I can't deal with: [1] How can I set up 32x32 pixels image to stay sharp on some pretty big cube mesh? I found 'noMipmap' parameter for 'BABYLON.Texture', but I don't understand how to use it, what's 'type' thing? I need something like nearest neighbour thing. Any thoughts? [EDIT]: So, 'noMipmap' and 'invertY' both use 'true' or 'false', right? I found Babylon.js
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