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qqdarren

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  1. Brilliant, thanks. Changing 360 to 512 (in all 4 places) worked. BTW, also confirmed it works in Android 7 phone with all of firefox, chrome, opera, an Android 6.1 tablet (chrome), and an iPhone.
  2. I've got one machine where https://www.babylonjs-playground.com/#2S68ZN is not working. Nothing in the log; when I did a console.log(tc.textSize) I get 43, which sounds suspiciously low. I thought it might be something about fonts, but when I test on the old Babylon 2.2 version it is working (my real site, not the above playground, obviously). So, I have: 2.2: works everywhere 3.0: works nowhere 3.1-latest: works on fast Mint 18 with a GPU (firefox and chrome), works on a feeble-CPU Windows 7 no GPU (chrome), doesn't work on fairly fast Mint 17 with no GPU (two different users, both firefox and chrome tested) If anyone else has it not working, perhaps you could post? "Working" is you see the word "testing..." keep spewing out and going down through the ground. "Not working" is you just see the plane and nothing happens. Thanks!
  3. We've just tried moving a site from 2.2 to 3.0. We're left with a couple of breakages that have me stumped, and that I cannot see mentioned in the change log. (UPDATE: managed to fix both while writing this message!!) 1. A sphere with a earth.jpg texture applied. The texture now looks like it is sideways... ah, just fixed this! I think this might have been a bug prior to 2.3, and I was working around it? I.e. it seems my earth.jpg was rotated sideways! Turning it to have North at the top half-fixed it. The other half of the fix was to add sphere.rotation.x = Math.PI; 2. See https://www.babylonjs-playground.com/#2S68ZN which is showing drawing text on to a dynamic texture, then using it as a particle. Compare with https://www.babylonjs-playground.com/indexstable#2S68ZN I.e. it looks like 3.1 is going to fix whatever the problem is? (I still thought I'd report it, in case this was an accidental fix!)
  4. 1. The Download button on the home page goes to https://www.babylonjs.com/versionbuilder/ Is it possible to either add a link from there to https://github.com/BabylonJS/Babylon.js where the CDNs are listed, or insert the CDNs directly in that versionbuilder page? (Or, what I was really expecting was to go to a download page where ready-made zip downloads are available, also the CDN links, and then a link to the version builder.) 2. The https://cdn.babylonjs.com/babylon.max.js version did not work for me, and seems to be missing some things. I had to use versionbuilder and add Fire procedural texture. If "max" doesn't mean include all components, then what "max" does mean needs to be spelled out somewhere too.
  5. Thanks @Deltakosh ! I'd not realized flare.png had no alpha channel (because it behaved as if it did, with BLENDMODE_ONEONE)! Here is a summary of the 4 possibilities, when used with: ps.color1 = ps.color2 = new BABYLON.Color4(1, 1, 1, 1.0); ps.colorDead = new BABYLON.Color4(1, 1, 1, 0.0); (I.e. fade each particle out, over its lifetime) JPG/PNG with no transparency: (e.g. flare.png) BLENDMODE_STANDARD: Fade works, but black border around white circle. BLENDMODE_ONEONE: Black border automatically becomes transparent, but fade does not work PNG with transparency: (e.g. flare.png opened in GIMP, Colors|ColorToAlpha, select black.) BLENDMODE_STANDARD: Fade works! BLENDMODE_ONEONE: No fade, and everything horribly over-exposed. (It seems it now treats it as a 1-bit image?) I wanted to summarize this as always use BLENDMODE_STANDARD! But apart from the lack of fade-out, BLENDMODE_ONEONE is giving a much better effect in my real code!! Aaarrgghhh! It seems I can't have my cake and eat it, after all! (I guess I'll experiment with using two sets of particles, next.) (BTW, no playground examples, as I don't know how to upload my transparent version of flare.png)
  6. That image shows the problem: the white circles are not getting fainter: they are just as bright and semi-transparent at the bottom as they were in the middle of the tree. In fact you shouldn't see anything at all in the bottom 30% of the tree, because alpha has been set to zero by that point onwards. If you swap lines 34 and 35 (in http://playground.babylonjs.com/#D1QNY#5), i.e. switch to BLENDMODE_STANDARD you will see the correct behaviour. BUT, then I get those ugly black squares around each particle.
  7. Aha! I'd not noticed that. I've switched in flare.png, but the behaviour seems to be unchanged. I've increased the size to emphasize how the brightness increases when it should be fading away to nothing: http://playground.babylonjs.com/#D1QNY#5 (This is also set to fade away completely by 70% of the way down the tree.)
  8. I'm trying to get a particle effect where it starts off a bright orange, then becomes one that is grey, spread out and getting fainter. (Think fire turning into smoke). I started with a playground entry by @Wingnut (reference below), which I've cut back to just show one particle stream. I seem to be stuck on the "fade to invisible" idea. As I increase particle size they tend to get brighter. In fact it feels like my changes to particle.color.a (line 97) are not having any effect: http://playground.babylonjs.com/#D1QNY#3 I tried switching to BABYLON.ParticleSystem.BLENDMODE_STANDARD (line 35), and now they are fading to invisible: http://playground.babylonjs.com/#D1QNY#2 If you change line 97 to: particle.color.a = Math.max(0.0, 0.7 - ar); it becomes clearer, as they fade to invisible about 70% of the way down the tree. But you'll instantly see the problem with BLENDMODE_STANDARD, as the alpha channel in the png is ignored. I.e. this option seems to only be of use if you want square particles. So is there a way to have my cake and eat it? Be able to use particles of interesting shape/pattern, but also be able to fade them away?
  9. I see something different if I go directly here: http://playground.babylonjs.com/?28 to if I, say, go here: http://playground.babylonjs.com/?12 then choose PBR from the drop-down box. When I do the latter the four meshes are semi-transparent. I've managed to reproduce this on both Firefox and iPad. I'm guessing that one or the other of the playground entries is setting some global state that it shouldn't? By the way, the "wrong" way is actually quite an interesting effect: the balls look a bit like very delicate glass, or soap bubbles. It might be worth adding a comment, or bool var, to say how the effect can be reproduced.
  10. I've been attaching the god-rays/glow effect to fairly complicated meshes, exported from Blender. BTW, I was thinking something like this, but it is three.js, and I cannot remember seeing a similar effect in Babylon.js demos: http://jeromeetienne.github.io/threex.geometricglow/examples/geometricglowmesh.html
  11. I've been using god-rays (aka BABYLON.VolumetricLightScatteringPostProcess) to give a nice fiery, pulsating, glow effect on a couple of meshes. I like the effect, but when I tested on an ipad it stuttered for a couple of seconds then restarted with them disabled. Even on my notebook (reasonable CPU, but no dedicated GPU) they tend to make the machine go hot. So, I'm looking for an alternative that is not so processor intensive. Maybe that means a custom shader? Or particles? Or transparent gradients?? I'd really appreciate links to babylon playground that show off some possibilities. Maybe you've done a glowing radioactive object? Or a forcefield round a spaceship? Or a fireball? Something along those lines. Thanks in advance for any inspiration you can give!
  12. I was clicking around http://www.babylonjs.com/ looking for inspiration, and noticed the Ribbons demo is broken (it just comes up as a white screen). I tried in both Firefox and Chrome (on Linux). All other demos appear to be working, so I imagine it a version upgrade broken something in just this demo?
  13. Just a couple of thoughts on this: 1. Don't be afraid to copy three.js demos!! If someone is 80% decided on library A, but then see a demo in library B that is really cool, their most important question is "How/Can I do this in library A?". Resist the temptation to make your version "better" by adding a nicer texture or particles in the background; make that another demo, that you link to. There are lots of rumours flying around that Three.JS is quicker/lighter or that Babylon.JS is quicker/lighter: being able to side-by-side compare them on the same demo makes it easy to see the truth. (Which will typically be that the performance is the same ;-) 2. Commented/annotated source code. It is very frustrating to see a demo that kind of does what you want to do, but then no idea how to go and modify it. Three.js is particularly bad on this, compounded by their disregard for backwards-compatibility (so when you finally track down a r69 tutorial you can find it doesn't work with r73, etc.)
  14. Three games is a good turn-out, I think. (Perhaps make it bi-monthly if people find a month is too short.) I like how source code is given on github. That, or a Making-Of tutorial, makes it useful to more people.
  15. Looks great! The white dot looks a bit strange - like it doesn't quite belong there. (In the 2D logo I can't tell if it was supposed to be a dot on top, or a cut-out...) (BTW, did you consider making the 5 coloured circles out of coloured glass, and let the other colours happen from their natural overlap? That might make it a more complicated object to distribute, and heavier to render, though.)
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