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solved [SOLVED] Changing Camera Leads to Odd Camera Movement
xeroxM posted a topic in Questions & Answers
Hey Guys, first of all, I want to thank you for your great work in this forum, you really saved me a lot of time wanting to flip tables But now i found something, what is driving me nuts for already two weeks. So I am trying to develop a viewer for 3D objects which has, broken down on the most important things, two cameras which you can change. Those cameras happen to be the ArcRotateCam and the UniversalCam. What I want to happen is, that if the user clicks a button the camera changes (this already works fine), I also want both cameras to have a default position where they "start" (which they already have) and I want the camera to always be at the right position with the right angle (the default position/angle i set with initalizing them) when the user changes to the selected cam (this is where something odd is happening). So let's take this case: - User uses ArcRotate Cam, moves the camera and wants to change to Universal Cam. - User clicks the button and changes to Universal Cam -> Universal Cam is set to default position and default angle as its supposed to be. - User moves Universal Cam - User wants to change to ArcRotate Cam again and clicks button -> result: camera is not in default mode but there is some odd camera movement going on and camera is somewhere else. - If the user now moves the ArcRotate Cam again and changes to the Universal Cam, the camera moves away from the target, instead of being directly on it. I hope I described my problem properly and I really hope you got some answers. I broke the problem down in a Playground for you: http://playground.babylonjs.com/#P5PWBB There may be something missing cause I really broke the camera module down on the most important things. So if something is not clear, let me know! All the best! xeroxM -
Hi again forum, From the many great features I have learned, I think that render target texture is the best thing I have come across yet. The ability to produce dynamic live reflections is really awesome. But there is one thing that bugs me. And yes, I have a playground too http://www.babylonjs-playground.com/#1NP9BY You will see I have added a cube to the reflection and refraction playground. While the reflection in the sphere looks realistic, in the cube it doesn't. As you will move the camera away from cube, the size of the clouds don't change. It always renders the same amount of texture(the sizes of the meshes in the renderList don't change) regardless of where the camera is from the mesh. Compare that to a mirrorTexture , once you have the mirrorPlane defined, the reflection is lifelike. Moving away and close to mirror gives accurate results. Is there some setting to have the cube texture behave like that on a cube?
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- cube texture
- reflection
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Hi, another question about performance~ I've been busy updating my code to get more performance out of Phaser and CocoonJS. Currently everything runs fine ( stable 55 - 60fps ). Question / Problem When I change States - for example I go from my titlescreen into the mainmenu State: there are a few sprites set up and a few tweenings are done. A few means 3 - 6. During the change into the state the game struggles a little bit - it is lagging and also the tweening is lagging. This happens on all iOS devices (only developing for iOS included normal resolution screens / retina devices / iPad Air). The images which are loaded, the audio and all the stuff is minimzed and optimized. There are no big file sizes which have to be loaded. A few Questions on it - Is there something like a preload for tweens? - Or can I preload a state or something? - Which other issues cause this? All the stuff is preloaded in the "preload" function. My states (example: titlescreen, mainmenu) are out of the "create" function - as an own state, is that correct? because to call everything into the create function themes a little bit overdue - to call an entire game with all the logic etc on start. Any suggestions / improvements?
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- phaser
- performance
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