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FireProceduralTexture removed in 2.3?


qqdarren
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I copied the code from the playground procedural textures sample, and it worked (*) with my old babylon.min.js (1.9 or 2.0):

    var fireMaterial = new BABYLON.StandardMaterial("fontainSculptur2", scene);
    var fireTexture = new BABYLON.FireProceduralTexture("fire", 256, scene);
    fireMaterial.diffuseTexture = fireTexture;
    fireMaterial.opacityTexture = fireTexture;

But when I switched to babylon.max.js, version 2.3, I get: "TypeError: BABYLON.FireProceduralTexture is not a constructor"

(everything else in 2.3 seems to work)

*:Well, it seemed weird, which was why I tried the latest babylon code. But, in fact I just needed to play with uScale/vScale.

 

 

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All the materials and procedural texture moved from the core to a side library : https://github.com/BabylonJS/Babylon.js/tree/master/proceduralTexturesLibrary/proceduralTextures

So just a tag script into your html code to download the fire procedural texture : http://babylonjs.com/libs/babylon.fireProceduralTexture.min.js

 

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Thanks Jerome. That ought to be mentioned more clearly in the changelog, especially as the playground examples still work; I'd thought things being removed was the difference between the "max" and the "core" versions.

I just realized I could've looked at the playground source. So, for anyone else, here is the full list of Playground includes:

    <script src="http://www.babylonjs.com/cannon.js"></script>
    <script src="http://www.babylonjs.com/Oimo.js"></script>
    <script src="http://www.babylonjs.com/babylon.js"></script>
    <script src="babylon.fireMaterial.min.js"></script>
    <script src="babylon.waterMaterial.min.js"></script>
    <script src="babylon.lavaMaterial.min.js"></script>
    <script src="babylon.normalMaterial.min.js"></script>
    <script src="babylon.pbrMaterial.min.js"></script>
    <script src="babylon.skyMaterial.min.js"></script>
    <script src="babylon.triPlanarMaterial.min.js"></script>
    <script src="babylon.terrainMaterial.min.js"></script>
    <script src="babylon.gradientMaterial.min.js"></script>
    <script src="babylon.furMaterial.min.js"></script>
    
    <script src="babylon.brickProceduralTexture.min.js"></script>
    <script src="babylon.cloudProceduralTexture.min.js"></script>
    <script src="babylon.fireProceduralTexture.min.js"></script>
    <script src="babylon.grassProceduralTexture.min.js"></script>
    <script src="babylon.marbleProceduralTexture.min.js"></script>
    <script src="babylon.roadProceduralTexture.min.js"></script>
    <script src="babylon.starfieldProceduralTexture.min.js"></script>
    <script src="babylon.woodProceduralTexture.min.js"></script>    
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BTW, the lavaMaterial needs a way to specify the amplitude, i.e. it currently has a hard-coded (?) dependency on world coordinates. E.g.

http://playground.babylonjs.com/#1BLVWO#3

(I took the example and reduced the plane dimensions by 1/100th, and moved the camera closer.)

 

And the "pbr" material page (http://doc.babylonjs.com/extensions/pbr) is missing. Or the link in the changelog is wrong... the http://doc.babylonjs.com/extensions/ page links to a different 404:

http://doc.babylonjs.com/extensions/extensions/Physically_Based_Rendering 
Hhmm, there quite a few 404s from the links on that page, so maybe someone is working on it at the moment?

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Thanks Temechon. That is part of it, but still not quite what I had in mind. I moved the camera closer, and restored the 100 subdivisions on the plane. I expect this:

   http://playground.babylonjs.com/#1BLVWO#5

to look identical to this:

  http://playground.babylonjs.com/#1BLVWO

I'm also wondering how to get the same appearance when the ground is 2000 x 200, or 200 x 2000. (It looks like uScale and vScale have no effect.)

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  • 1 year later...

Once again Jerome saves me.

My <head> now also includes:

        <script src="https://babylonjs.azurewebsites.net/lib/babylon.fireMaterial.min.js"></script>
        <script src="https://babylonjs.azurewebsites.net/lib/babylon.fireProceduralTexture.min.js"></script>

http://playground.babylonjs.com/#HYFQJ#13 if anyone is interested in what wouldn't work before I figured this out.

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