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  1. This is not actually a demo, but rather a QA scene for both testing a new feature of QI 1.1, the Automaton Class, as well as developing expressions. QI 1.1 is not final yet. There are also other aspects of this scene which have not been seen before: new grand entrances & read ahead. The grand entrances are done using shader builder. For read ahead, first remember that the Tower of Babel exporter for Blender outputs inline Javascript. Javascript can be dynamically linked outside of script tags in the header section of html. When a .js file is retrieved using BABYLON.Tools.loadFile(), it occurs on one of the browser's threads asynchronously. This means that a scene's renderloop can be running unaffected during retrieval. This opens up the possibility that additional geometry can be retrieved, but not actually loaded into the scene, ahead of it being needed. Of course, this is not really great if the textures are not also gotten in advance. To solve this, a small entry point in the generated .js file was added, matReadAhead(). This method causes all the texture files to also be retrieved & buffered in the VM async as well, but no Texture Objects are created till needed. When the .js arrives, there is a very brief eval call on the user thread to touch this off. Note: this works with compressed textures as well. In this scene, all the busts are retrieved dynamically. The first of course, delays when the scene becomes actually usable, but all the remaining are downloaded after the first is taken care of. Right now there are only 2, but more are coming. Also, full size characters with armatures, 30 face shapekeys, & 10 shapekeys on each hand are 5mb of geometry and up. BTW, this all started, because I wanted to do a bunch of scenes for this blog site, but would get drowned if I had to make characters for every single scene. I also did not want to have to statically link characters as this would be a maintenance issue as I add characters / busts. Not to mention that it would slow down launch with each one added. I normally do not do long reads, sorry. If you are still reading, enjoy.
  2. I am starting to use ShaderBuilder for some new 'grand entrances'. That is when a mesh is instanced (after any textures have been loaded), it is accompanied with some kind of effect & sound. My entrances till now have been assigning temp materials, scaling, or animating a shapekey. ShaderBuilder is actually done against a temporary mesh. A cylinder for Teleport entrance, and sphere for a Poof entrance. I wanted to show the mesh & any kids when 85% of the animation is complete. Problem is, if this is the first time permanent mesh is being made visible, there is a slight hesitation right in the middle of the shader builder animations. It just kind of ruins it. Works purrrrfect on subsequent entrances. Is there something I can call on the permanent meshes before I start the animation, to make sure everything is ready? I could do a quick show while mesh was at scale(0.0000001, 0.0000001, 0.0000001), but looking to find a crap-free method.
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