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iamnick

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  1. @Deltakosh Would you happen to know why shadows appear broken when using this feature? https://playground.babylonjs.com/#JJYFI8#2 Just noticed that if you change the shadowGenerator texture size to 256, the black box goes away completely.
  2. @Deltakosh I love it!!! With scissor tests implemented, I think we can officially say Babylon is finally complete?
  3. @JohnK I still want to use the same scene between both cameras. What i need is have 2 cameras that basically halve the view frustrum. So when using a viewport rect, it resizes the camera view to fill the rect whereas i need to use a scissor rect to instead crop the viewport so that it's like im still seeing it in the regular viewport size but only the area I defined in the rect. The scissor rect is jist cropping the viewport. The included screenshot is a working version of a scissor rect that I'd like to port to Babylon.
  4. I've been trying to combine two cameras together using a scissor rect function for Unity that I tried to repurpose for Babylon, but I can't seem to get it working. Could someone look at it and tell me what I'm doing wrong? Perhaps there's a better way of doing this inside of Babylon that I'm unaware of? The working Unity script: https://answers.unity.com/questions/1112309/screen-is-2-cameras-with-each-different-properties.html#answer-1112586 The not working playground: https://playground.babylonjs.com/#JJYFI8 The implementation inside of Unity. The cameras both have different clear colors.
  5. I think I figured it out using observables and dumpframebuffer. The "Dump Framebuffer" button should take a screenshot with the resolution 1920x1080 and hide the GUI scene from rendering into the image. https://www.babylonjs-playground.com/#9DHWBU#7
  6. Hey @Arte, Decided to just create the GUI as a separate scene and render it after the initial scene. Now back to the original question. Would anyone know a way that I can preserve the rendertarget so that my screenshot shows all 4 views rather than the last one rendered? https://www.babylonjs-playground.com/#9DHWBU#6
  7. @kcoley Indeed I would like to take a screenshot of the canvas as a whole but, similar to the CreateScreenshot method, I was hoping for the screenshot to be different dimensions than the canvas. Updated my playground to include the DataURL screenshot button and logged some information about the cameras. activeCamera is actually 'Camera0' which should be the top-left camera. Still unsure why GUI is behaving the way it is. https://www.babylonjs-playground.com/#9DHWBU#1
  8. Me again! I needed a solution to create a screen capture of multiple sides of an object, and I felt like multi view would have been perfect for this. Except, the screen capture functions only take input from a single camera when in multi view situations you end up with an array of cameras w/ different viewport rects. I've created a playground with the setup of what I'd like to do. One thing to note, the GUI seems to display on all 4 views, and the only active button is the one in the upper right view. Is there a better solution that i'm not seeing, or something that I can improve to make this work? https://www.babylonjs-playground.com/#9DHWBU Thanks!
  9. Thanks, buddy! I've created an issue w/ the same name as this post.
  10. I've experienced an issue with reflection textures being stretched while taking screenshots. Is there something I did wrong/am not doing right? Playground @ https://www.babylonjs-playground.com/#DNXSFL#1
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