iiceman Posted November 4, 2015 Share Posted November 4, 2015 Hey guys, are the procedural textures deprecated or just broken at the moment? The example playground doesn't seem to work anymore: http://www.babylonjs-playground.com/#24C4KC And my try to set up a super simple test doesn't seem to work either: http://www.babylonjs-playground.com/#1C7HU0 If I try with a version that I downloaded not too long ago everything seems fine. So I am assuming something (bad) happened in the last few days... maybe something went wrong when introducing the material library? Quote Link to comment Share on other sites More sharing options...
RaananW Posted November 4, 2015 Share Posted November 4, 2015 it's partly working, no? seems like the fire texture doesn't want to compile, and that some addMesh function (which i can't seem to find in the code) doesn't quite work, but all in all they seem to be intact. Quote Link to comment Share on other sites More sharing options...
RaananW Posted November 4, 2015 Share Posted November 4, 2015 Seems to be a problem with cylinder creation (line 37) - http://www.babylonjs-playground.com/#21S0ZF , and the fire texture. Quote Link to comment Share on other sites More sharing options...
davrous Posted November 4, 2015 Share Posted November 4, 2015 I'm going to ask Etienne (@meulta) who made this for us to check what's going on. Quote Link to comment Share on other sites More sharing options...
Temechon Posted November 4, 2015 Share Posted November 4, 2015 The Cylinder problem is more related to Jerome recent modifications on Cylinder (I think he added a new parameter in the function prototype) Quote Link to comment Share on other sites More sharing options...
jerome Posted November 4, 2015 Share Posted November 4, 2015 huu.. no, I didn't Maybe is it more linked to the MeshBuilder port... I think the former optional subdivision process wasn't reported when the Mesh signature was redone.I just can't remember what exactly was this process.. something like : if this parameter is a scene instance, then the other can't be a subdivision, etcDK might know. I guess the MeshBuilder call should work anyway Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted November 5, 2015 Share Posted November 5, 2015 There is a bug in the procedural textures @meulta will have a look SOOOoOOoOOon Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted November 5, 2015 Share Posted November 5, 2015 Ok so the addMesh issue is related to a wrong usage of CreateCylinder (see why I hate changing public methods?):http://www.babylonjs-playground.com/#24C4KC#17 THe other issue with fire procedural texture is a shader bug..Meulta is on point Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted November 5, 2015 Share Posted November 5, 2015 Ok lol this is not a bug with fire procedural texture Actually, the playground references the new fire material from the material library so there is a collision between the shader names I fix this right now RaananW 1 Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted November 5, 2015 Share Posted November 5, 2015 Documentation and pg updated Quote Link to comment Share on other sites More sharing options...
iiceman Posted November 5, 2015 Author Share Posted November 5, 2015 Cool, thought it might be something like that. So I guess you guys have everything under control now. Fast as always Quote Link to comment Share on other sites More sharing options...
Wingnut Posted November 8, 2015 Share Posted November 8, 2015 Well let's get demented then, and mix fire procedural texture (PT) with this new fire material! Let's get everyone totally confused. http://www.babylonjs-playground.com/#1SLLOJ#14 Lines 48-56... are they not-working properly? Pardon my lack of knowledge, but why do we need both types of fire materials/textures? Can this type of shader fire do things that the PT fire cannot? I suppose so, eh? I'm not sure that I can see the big picture, here. Should we have a water PT? (procedural texture) I think we will need LOTS of water to keep this pyromania in-check. And... hmm... there is another animated shader/mat/pt that COULD be developed... blowing dust/snow. (in case there's a demented shader-master reading this.) Drifts? Nooo... I think that's a job for SPS (solid particle system). heh We will want to plow those dirt/snow drifts with our Tonka toys, someday. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted November 9, 2015 Share Posted November 9, 2015 Fire procedural texture are...textures. So thy can be applied to other materials (in various channels) Fire material is a ready to use, simple material. They are both two sides of the same coin Quote Link to comment Share on other sites More sharing options...
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