Jump to content

Search the Community

Showing results for tags 'viewports'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • HTML5 Game Coding
    • News
    • Game Showcase
    • Facebook Instant Games
    • Web Gaming Standards
    • Coding and Game Design
    • Paid Promotion (Buy Banner)
  • Frameworks
    • Pixi.js
    • Phaser 3
    • Phaser 2
    • Babylon.js
    • Panda 2
    • melonJS
    • Haxe JS
    • Kiwi.js
  • General
    • General Talk
    • GameMonetize
  • Business
    • Collaborations (un-paid)
    • Jobs (Hiring and Freelance)
    • Services Offered
    • Marketplace (Sell Apps, Websites, Games)

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Twitter


Skype


Location


Interests

Found 2 results

  1. Hi guys, Trying to get action manager to work with multiple view ports. I am having an issue, that seems to be closely related to this question asked almost 2 years ago. (http://www.html5gamedevs.com/topic/5973-multiple-viewport-issues/) Take a look at my playground: http://www.babylonjs-playground.com/#1QXZAA#4 You will see what i am trying to do. Get the actionmanger to fire when mouse moves over the sphere. Code works well if you get rid of view ports. It doesn't work on its own (the hit test is far off in the distance) I have put an option2 in there, that works great. But it registers a camera to a pick test every frame. And this is my problem. Constantly running a registerBeforeRender pick test on an object every frame for what could be over 100 different objects in my application. This seems less than optimal. Or does actionmanager just basically run every frame as well so there is 0 difference in speed/resources? Regardless, I would still like to use actionmanager as its cleaner code, and on top of that it is simple to remove the actionmanager by just removing an object, rather than having to unregisterBeforeRender every object when it is removed. Thoughts? Thanks!
  2. Hi! I have been trying to get a second camera into my scene, so that this cameras view will overlay my main cameras view but just in the bottom left corner. Think if i wanted to create a mini-map, but to achieve this all i was doing was putting a camera way above the land looking down. Maybe best way to explain is please look at my example. http://www.babylonjs-playground.com/#1QXZAA#1 This is what i am trying to achieve. A second camera is looking at the same object but from a different angle. However, when you move the main camera with the mouse so that the objects in it are now positioned over the bottom left overlay, the objects go over top of my camera2 viewport since the objects are closer to camera1 then they are to camera2(z-buffering). How can i achieve this so that my bottom left overlay is always on top? is there a better way than view ports? like rendering the camera2's view to a texture that just overlays the canvas? Also, i had to create a third camera to force a white background on the viewport. Maybe there is a better way to do this? Thanks for any advice on how to proceed!
×
×
  • Create New...