
igitz
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ok no problem, i think I also got the results i wanted back then, but i'm not sure if i ever resolved the json error, or if i used any json file at all.
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hi @dreinzy, it's been a while so I would have to check my project files from then and see how far I got. Are you referring to the initial post or the last one (config..)?
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@Deltakosh yes i can definitely try to reproduce it. i'm using a shaderMaterial and have external shader files, can i actually do that in the pG? @Pryme8 thanks for the info, it is not relevant in this case.
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//before render loop var texVideo = new BABYLON.VideoTexture("video", ["./data/textures/video.mp4"],scene); var htmlVideo = texVideo.video; texVideo._autoLaunch = false; hi @Deltakosh, the problem with this, is that the texture appears black. so even when setting currentTime later, nothing appears. //set current time htmlVideo.currentTime = 50; texVideo.update(); Unless i'm doing something wrong (?)
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well, yes i was thinking fixed point size, but if i see the standardMaterial pointSize code then i can also try to relate it to the camera distance.
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shaderMaterial extends Material so i guess they should all be working (?)
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great, i get what you mean now. i assumed that since it is possible to use things like .wireframe = true; and .pointsCloud = true; with shaderMaterial, then pointSize would also be supported, but i get your point now. some help with copy pasting the pointsCloud code from the standardMaterial would be much appreciated.
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ok thanks, it's more of a generic question, valid for any shaderMaterial that is applied to a Babylon Mesh. i can try to set up a PG by tomorrow.
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thanks for the quick replies! well, i'm trying to get something similar to http://www.babylonjs-playground.com/#OCR2S where .pointSize is a property of the material itself, but i'm using a shaderMaterial, so i'm not really sure how to set up the same effect in the fragment shader.
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and? how do you use the float pointSize in the fragment shader?
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hi, anyone knows why changing the value of "pointSize" doesn't influence the size of points of a shaderMaterial? shaderMaterial.pointsCloud = true; shaderMaterial.pointSize = 10;
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thanks Deltakosh, i actually did try this, but i had a 'disappearing video' issue. Which is: in order to set the .currentTime manually at each render loop, i would like for the html video to be paused. setting videoTexture.video.autoplay = false or videoTexture.video.pause() when creating the videoTexture do not work, the video starts playing anyway. so i tried video.pause() in the render loop, which makes the texture disappear as soon as the .currentTime is called.
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Hello, is there a way to advance a VideoTexture by just 1 frame per RenderLoop? As I understand it now it is time based. This creates the problem that if the frames need to be captured to create an animated sequence, the video keeps advancing in between 2 captured frames.
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Nevermind, I did it using ShaderMaterial, sending a video sampler2D to the vertex shader and displacing the vertices there.
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Any way to create an animated terrain using CreateGroundFromHeightMap with a VideoTexture instead of a static image?