
levere
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Would someone tell me what is happening here when I combine the dynamic map example (https://www.babylonjs-playground.com/#FJNR5#162) with a ShaderMaterial, when 'needAlphaBlending' is set to true? https://www.babylonjs-playground.com/#FJNR5#226 I can see parts of the terrain through itself, depending on the camera angle. Can this be corrected?
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Any updates on this? CreateAlphaTexture is still not generating a valid/usable texture.
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Thank you for the fix.
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RawTexture.CreateAlphaTexture is currently generating the following errors in Chrome: [.Offscreen-For-WebGL-00000139FED58340]GL ERROR :GL_INVALID_OPERATION : glTexImage2D: invalid internalformat/format/type combination GL_RGBA/GL_ALPHA/GL_UNSIGNED_BYTE [.Offscreen-For-WebGL-00000139FED58340]GL ERROR :GL_INVALID_OPERATION : glGenerateMipmap: Can not generate mips http://www.babylonjs-playground.com/#7KWL6Q
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I want the sphere to block the lens flare, if it's between the camera and the light source (as it used to). If camera.checkCollisions is true, the sphere does not block the lens flare. If it is false, it does. I need collision checking in my application. Simply turning it off is not an option. Setting checkCollisions to true on the sphere changes nothing with regards to the lens flare.
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If camera.checkCollisions is enabled, mesh.isBlocker doesn't seem to be working with LensFlareSystem. Is this expected behavior or a bug? http://www.babylonjs-playground.com/#7M28FW (I'm also seeing a WebGL warning about a texture in the browser console window.)
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WaterMaterial, when applied to a plane that is rotated -90 degrees about the x-axis, appears to have some trouble rendering correctly. Is this expected behavior? Does the water material expect a specific orientation, or is this a bug? https://www.babylonjs-playground.com/#1SLLOJ#395 The above Playground example is the first demo from the Water Extensions help page (https://doc.babylonjs.com/extensions/water), with the three objects (ground, water and skybox) rotated on their side.
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It's all non-static content, so octree will be counter-productive in this case.
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Is it possible to efficiently cull a Mesh hierarchy from the render list? Ideally, I would like to create a bounding box around the hierarchy and if the box is off screen, cull the whole model. Currently, I'm seeing a pretty big performance hit in _evaluateActiveMeshes due to each Mesh in the hierarchy getting checked individually. Thanks.
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Dynamically updating MultiMaterial's subMaterials
levere replied to levere's topic in Questions & Answers
Excellent. Thanks! -
Dynamically updating MultiMaterial's subMaterials
levere replied to levere's topic in Questions & Answers
Great, thanks. That does take care of the diffuseTexture assignment on an existing sub-material, but what about the case where I'm re-assigning a sub-material to a new one, prior to the diffuseTexture assignment (run again and hit the 'm' key)? The color change is still caught and reflected properly, but not the texture assignment. -
Dynamically updating MultiMaterial's subMaterials
levere replied to levere's topic in Questions & Answers
Try commenting out line 52 and try it again. -
Based on the MultiMaterial example here, I have created a simple playground demo that, after fully loaded and running, attempts to either change the diffuseTexture of a MultiMaterial's sub-material or replace a sub-material with a new one. Neither appear to successfully load and render the newly created texture, though changing diffuseColor does have an effect. Am I missing a step or is this a bug? http://babylonjs-playground.com/#3HGJ5Y#2
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That looks like it will do the job nicely. Thank you for pointing that out.
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There appears to be a problem with createInstance invoked on a LinesMesh object. In my tests, neither are rendered after the createInstance call. Example: http://www.babylonjs-playground.com/#1HMSGN#3