
andrew_
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Ok, but BABYLON.Mesh.CreatePlane creates a planar Mesh structure, right? ... But one of my EWWBLs is that it will only create a square mesh. I suppose if I made the PNG into a square with whatever part of it transparent, that would stop the problem of the material getting stretched in one of the dimensions. But then mousing over the transparent portion would register as a mouse-over event which would be wrong.
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andrew_ reacted to a post in a topic: Texture's source image aspect ratio
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Thank you everyone for all of the above. ... So in order to create a plane with the same aspect ratio as an image, I actually have to create a "ground" ? I mean if I create a regular type of BABYLON.plane - it appears that it can only ever be square? What I'm trying to do is create a click button that "hangs in space" ... it is a rectangular button - I already got the graphic. My first thought was use a sprite, which worked perfectly in terms of the graphic, but seems to come a cropper if you want it to respond to mouse-over. So then I figured I would use a plane, but this seems to have aspect ratio problems. The problem with using "Ground" in the first instance is that I'm going to have to rotate it. As a newbie, I'm thinking there has got to be an easy way to do this, and I just don't know what it is. Big thanks for help.
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GameMonetize reacted to a post in a topic: How to get a skybox to work on iPad4
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It looks like it is possible to remote debug javascript running on the iPad as is described on this page here: https://css-tricks.com/using-chrome-devtools-to-debug-javascript-in-any-browser-with-ghostlab-2/ In Safari advanced options (in iPad settings) I see I can turn on "Web Inspector", then and connect the iPad up to a Mac also running Safari. I have not done this before, but I will give it a go later on when I can get access to a Mac desktop. I'll post here to say how I get on. EDIT: Note to self:
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andrew_ reacted to a post in a topic: How to get a skybox to work on iPad4
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I have opened an issue for this here: https://github.com/BabylonJS/Babylon.js/issues/672
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The graphics chip in it is a PowerVR https://en.wikipedia.org/wiki/PowerVR#Series_5XT_.28SGXMP.29 ... I'm going to go see if I can get any clues from this: http://www.html5rocks.com/en/tutorials/games/abouttracing/ EDIT: Ah. Immediate no-go ... it doesn't look like Chrome running on the iPad supports tracing. EDIT: Maybe some clues for me here: http://codeflow.org/entries/2014/jun/08/some-issues-with-apples-ios-webgl-implementation/ (although it is year old)
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Thanks for trying the test app out for me. iTunesConnect calls the device an "iPad 4th Generation" ... I have just always thought it was (loosely speaking) referred to as an iPad 4 ... I've seen other people doing that. The model number is MD511ZP/A The os is 8.4.1 (12H321) ie. the latest, but on the previous OS update the test app behaved in just the same way. EDIT: Ah, having now done some goolging, I understand the reason for the confusion: Wikipedia says: https://en.wikipedia.org/wiki/IPad_(4th_generation) "The fourth-generation iPad (originally marketed as iPad with Retina display, retrospectively marketed as the iPad 4)"
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andrew_ reacted to a post in a topic: How to get a skybox to work on iPad4
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The example at the link below breaks the office iPad 4... there's an animation rotating the camera and after rotating through about 90 degrees the page freezes. http://www.babylonjs-playground.com/#L1EXZ#17 It is a cut down sample based on the standard "Environment" sample on the playground. I've put in the animation so that the user "doesn't have to do anything" to see the problem, but actually to break this on iPad4 the animation isn't needed... Take the animation out and just rotate the camera around (by dragging with your finger on the iPad) and the page freezes pretty soon just with the skybox. If you download the .zip, you'll see the jpgs used aren't that big... around 20KB ... (97KB for the 6 of them). Thank you very much for helping if you can.
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andrew_ reacted to a post in a topic: How to achieve colored instances
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andrew_ reacted to a post in a topic: Get music to play at or before scene rendering starts
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andrew_ reacted to a post in a topic: Get music to play at or before scene rendering starts
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andrew_ reacted to a post in a topic: Get music to play at or before scene rendering starts
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andrew_ reacted to a post in a topic: Performance on a simple test iPad 4 is about 1 f.p.s.
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andrew_ reacted to a post in a topic: Performance on a simple test iPad 4 is about 1 f.p.s.
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Performance on a simple test iPad 4 is about 1 f.p.s.
andrew_ replied to andrew_'s topic in Questions & Answers
Thank you very much. -
I made a test of concept demo which gave me an ok frame rate on my laptop... not sure what it is but quite acceptable ... maybe 30 f.p.s. something like that. It has 12 spheres and 102 cylinders all standard babylon meshes. When I run it on an iPad 4, it does about 1 frame per second on either Chrome or Safari. Is this expected performance on iPad? I see some webGL demos on iPad 4 that look like they have an ok framerate. Thanks very much for help.
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Get music to play at or before scene rendering starts
andrew_ replied to andrew_'s topic in Questions & Answers
Thank you very much. -
Thank you very much.
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I've been reading ( https://github.com/BabylonJS/Babylon.js/wiki/How-to-use-instances ) that instances can only differ in respect of their postion, scale and orientation. I am trying to make a scene with about 500 items that are the same except for their colour. What would be the best approach to doing this? Thanks for help.
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I'm doing this: var assets = [];var loader = new BABYLON.AssetsManager(scene);var toLoad = [ {ltype: "m", name : "lilly", src : "assets/507601_Lilly.mp3" } ]; toLoad.forEach(function(obj) { if (obj.ltype=="m") { var binaryTask = loader.addBinaryFileTask(obj.name, obj.src); binaryTask.onSuccess = function (task) { music = new BABYLON.Sound("lilly", task.data, scene, function () { // Sound has been downloaded & decoded music.setVolume(0.1); music.play(); }, { loop: true }); }}and then this: loader.onFinish = function() { // call the createScene function createScene(); // run the render loop engine.runRenderLoop(function(){ scene.render(); });}loader.load();This works fine in that the music plays, but it doesn't start until the scene has been rendered for about 2 seconds. I was trying to get the music to start first, or at the same time as the scene animation starts. Thanks for help!