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Vorion

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Everything posted by Vorion

  1. Since I don't have much time at the moment, it will probably be better, if you can fix it. Thanks for your fast answer
  2. Hi, I'm using Babylon.js for my game and pixi.js for the gui. The welcome message of Babylon.js (4.0.3) says it's using WebGL2, but Pixi.js (5.2.0) only claims to be using WebGL1 (console output). Here's a jsfiddle https://jsfiddle.net/vje0tg81/ When I'm just using Pixi.js, it also seems to use WebGL2, like here https://jsfiddle.net/bmg58e40/ I've tried it with Firefox 71.0 and Chrome 79.0.3945.88, both 64bit using Windows 10. Is this expected behaviour for using both at the same time? Does it even matter in terms of performance or features? Thanks
  3. Ok, thank you, I will switch to your solution then
  4. Is this the best solution to combine pixi.js and babylon.js? I'm currently also using pixi.js for my game gui, but as I haven't found any examples, I just set up a second canvas for pixi.js. Which one would be better, performance-wise? My approach looks like this: https://jsfiddle.net/yapv3Lfc/1/
  5. Ah ok, thank you, didn't know that. I think it would a good idea, to add a note to the documentation (http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation) about it.
  6. Hi, I've got a strange problem with the drawCallsCounter from SceneInstrumentation, it only outpus 0 as the current (and min/max) value. Here is a playground example: https://www.babylonjs-playground.com/indexStable.html#0QHUKY#3 The strange thing about it is, if I output the drawCallsCounter object in the console, and click and the getter for current, it displays the correct value. This also seems to happen for activeEvaluationTime and ParticlesRenderTime. It worked before, so I don't know exactly whats happening here, maybe it's on my end. Switching from the latest preview release (3.3.0-beta3) to 3.2.0 stable doesn't change anything. Another problem I encountered, is the gpu frame time, which also only shows 0, but the console output of the object doesn't show anything different, and the gpu frame time has been this way for quite a while, so I don't think this is related to the other problem. Did I do something wrong here? Thanks
  7. Thanks for the reply. Just saw that it was changed in this commit about a month ago https://github.com/BabylonJS/Babylon.js/commit/56b22596f0649336fed094df319f9187c244a1f1#diff-d65f22b9bdc1d52cee1b465fc49604c0
  8. Hi, I wanted to try the latest preview release, but my IDE says that "Image" does not exist on type "typeof GUI". By looking at the available types from the GUI, the IDE suggests GUIImage, so I replaced everything with GUIImage. Now I get a console error in my browser, saying "TypeError: BABYLON.GUI.GUIImage is not a constructor". I get the same error on the playground, which btw also suggests GUIImage. By looking at the source code, I think this was intentional, but it isn't mentioned in the what's new file for the preview release. You can see the error on the playground https://www.babylonjs-playground.com/#K60448#22 Is this a bug, or do I need to change something else to get it working? Thanks.
  9. Have you tried the latest nightly version? There have been some pbr bug related commits 2 hours ago, so maybe it's already been fixed on nightly build (https://github.com/BabylonJS/Babylon.js/commits/master).
  10. I think he meant mesh.freezeWorldMatrix(). The function freeze() is only used for materials, as far as I know. You can find some info here: https://doc.babylonjs.com/how_to/optimizing_your_scene
  11. Has this been fixed? I saw your commit about adding support for stop and die on gpuparticles, but it doesn't seem to be working. The targetStopDuration just stops the particles and does not reset them as the normal particlesystem variant does. Also by manually calling the reset() function, the gpu particle get visually removed, but still seems to use a draw call each until I restart the game. I'm using the current nightly version you've just published.
  12. Thank you both for your input. I've created a github issue as suggested: https://github.com/BabylonJS/Babylon.js/issues/3897
  13. Hi, do you plan on adding button masks for gui buttons, so that we can have buttons that are only clickable on the desired areas? Here's an example: http://www.babylonjs-playground.com/#WWBIKZ The button image is a circle, but the clickable area is actually a rectangle. Buttons can also have other different shapes, like cut off edges. I guess the best way would be to add some kind of button mask, maybe an optional second image that contains information about the clickable/hover area (like white color => clickable, alpha=0 => gets ignored) Thanks.
  14. Hi, I switched to the new GPUParticleSystem, and I noticed, that the particles freeze on the screen in their last state, when the targeStopDuration was reached. This doesn't happen when using the normal ParticleSystem. Is this a bug, or intended behaviour? Here's a playground example: http://www.babylonjs-playground.com/#7H1RN9#2 (left box is normal ParticleSystem, right box is GPUParticleSystem, both using identical settings) Thanks
  15. Hi, is it possible to link a gui control, like the one in this example https://www.babylonjs-playground.com/#XCPP9Y#20, to a TransformNode, instead of a mesh? Thanks
  16. Hi, I've been trying to create a cube texture by using the url of texture objects created from a base64 string, but that doesn't seem to be working. Here's a playground example: https://www.babylonjs-playground.com/index.html#IH5G0H#2 Is there another way to create a cube texture, if all 6 textures have been created from a base64 string? Thanks. EDIT: Solved it myself, you can just use the base64 string instead of the textures url. https://www.babylonjs-playground.com/index.html#IH5G0H#3
  17. You mean like this? https://www.babylonjs-playground.com/indexstable#ZI9AK7#172
  18. Just edit your first post in this thread, and add a solved tag, like the link @Wingnut posted suggests
  19. Thanks for the answer (and your message), guess I'll have to wait for other devs to also look into this
  20. Thanks, I guess I will be using the cast to any then.
  21. Hi, I've been trying to load a json file using the assetmanagers textfile task, but this only returns an arraybuffer. I would have expected that the task returns a simple string which I then can parse to a json object. When loading the file directly through an xmlhttprequest, I get the string which can be parsed without a problem. Here's an example: http://www.babylonjs-playground.com/#GIKDTN#3 You can see in the console log, that the textfile task returns an arraybuffer and then fails to parse it as a json object. What am I doing wrong here? Thanks EDIT: I guess this is a bug in Babylon.js 3.2.0, when I switch to stable version in the playground, it works as I expected.
  22. Thanks, this does work, but what got me asking this question was IntelliJ (or Typescript Compiler) warning me, that Property 'animations' does not exist on type 'Control', so I haven't tried it until now. Is there a solution for this in typescript without using the any type for control elements, but a proper type? And I will have a look at your link, maybe I don't even need any more new control, otherwise I will create a github issue EDIT: Maybe my setup is wrong, because the playground does suggest animations as a property for a Gui.Control element.
  23. Hi, is it possible to use Babylon Animations for GUI Controls? For example, I would need to animate the alpha value of a textblock, or move a container out of the display, while fading out. And another question: Will you add more controls to the gui, like a progressbar (maybe with the ability to set an image as the bar, and a background image), or a container with tabs that you can switch? A grid container might also be useful. Thank you
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