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Found 15 results

  1. Dear all: I'm here again with several FRAMEBUFFER errors I thought has been solved migrating to BJS 3.1. (please take a look to closed topic http://www.html5gamedevs.com/topic/35352-strange-problem-when-using-highlight-layers/) On dektop (Win10 64bit), FF Developer Edition (59.0b13 - 64-bit) shows these kind of WebGL console warnings (excerpt): Error: WebGL warning: clear: Framebuffer not complete. (status: 0x8cd6) COLOR_ATTACHMENT0 has no width or height babylon.3.1.custom.min.js:5:4633 Error: WebGL warning: clear: Framebuffer must be complete. babylon.3.1.custom.min.js:5:4633 Error: WebGL warning: drawElements: Framebuffer not complete. (status: 0x8cd6) COLOR_ATTACHMENT0 has no width or height babylon.3.1.custom.min.js:5:19516 Error: WebGL warning: drawElements: Framebuffer must be complete. babylon.3.1.custom.min.js:5:19516 Error: WebGL warning: drawElements: Active texture 0 for target 0x0de1 is 'incomplete', and will be rendered as RGBA(0,0,0,1), as per the GLES 2.0.24 $3.8.2: The dimensions of `level_base` are not all positive. Also on Win10, my Chrome browser (64.0.3282.186 - 64 bit) shows awful lines like these (excerpt again) : .Offscreen-For-WebGL-00000233101348E0]GL ERROR :GL_INVALID_FRAMEBUFFER_OPERATION : glClear: framebuffer incomplete .Offscreen-For-WebGL-00000233101348E0]GL ERROR :GL_INVALID_FRAMEBUFFER_OPERATION : glDrawElements: framebuffer incomplete .Offscreen-For-WebGL-00000233101348E0]RENDER WARNING: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering Running Safari browser on macOSX (High Sierra) works OK. Tomorrow I'll look console outputs for WebGL warnings. Well I get all these warnings but, at least, the 3D contents are all (Win10 and High Sierra) shown as intended. The real problem comes when I load the code on Android Chrome (64.0.3282.137), as it renders black all my PBR textures, while showing the following lines through DevTools>Remote devices>Console (that is I'm debugging here mobile Chrome from desktop Chrome): [.Offscreen-For-WebGL-0xb917a020]RENDER WARNING: texture bound to texture unit 2 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering. 85[.Offscreen-For-WebGL-0xb917a020]RENDER WARNING: texture bound to texture unit 3 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering. 43[.Offscreen-For-WebGL-0xb917a020]RENDER WARNING: texture bound to texture unit 1 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering. 42[.Offscreen-For-WebGL-0xb917a020]RENDER WARNING: texture bound to texture unit 4 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering. 21[.Offscreen-For-WebGL-0xb917a020]RENDER WARNING: texture bound to texture unit 5 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering. main.html#page-mixer:1 WebGL: too many errors, no more errors will be reported to the console for this context. Under Safari for iOS I get my models rendered as is expected. Tomorrow I'll be able to inspect console output. As said in the thread, all my textures are power of 2 (512x512). I can't reproduce this behavior on PG, as this is a really complex development. I welcome any suggestion about how to have my code clean of warnings and, mainly, about the way to have my PBR materials not being renderered black on Android Chrome. Best regards.
  2. Hi ! I'm to start creating web games using Phaser3 and I 'm asking myself if when published, everyone can access to my game source codes. ? Waiting for your answers!!!
  3. Hi best forum ever made int the universe!! I want select internal mesh, I define external object with alpha and I see the object internal, but dont can be selected...how select internal object? Can be simple attribute to define, but I did not find anything.. Init example: https://playground.babylonjs.com/#TC2K69#7
  4. How add N ring inside the disc? This my initial example: https://www.babylonjs-playground.com/#B0I6G3
  5. Hi guys, Looking for some help with my next hobby project to add some quality to the graphical side. Budget: $10-$30 per asset Work: A bunch of tileset and objects for the game Game: Data Center Simulation The game is based on this engine so will have the same perspectives but I want a completely different look. Consider Pixel Art and others. https://imgur.com/a/mkOe4qQ Ideally contact me on Discord for a chat or contact on here. Jam#3829 Thanks, Adam.
  6. Hi there: I have a BJS development in production that works great in all platform but iOS-Cordova app. In this last configuration the sound doesn't work at all, dumping the following error message: Any clues on this? Thanks for your time.
  7. Hi there: I'm trying to have done a cross-platform development these days. After some problems here and there I have my development running OK on: desktop - windows - web - ff desktop - windows - web - chrome desktop - macosx - web - safari mobile - android - web - chrome mobile - android - hybrid app (cordova) mobile - iOS - web - safari Sadly it doesn't work as presumed on the last platform I'm targeting, of course: mobile - iOS - hybrid app (cordova). Under this last scenario a have several "hard" issues: my PBR materials are completely invisible; and some of my Standard materials (textures on planes) are shown all black. The other Standard material I am using (particle textures) are shown OK. Any help or advice with this? Thanks for your time.
  8. Hi everybody: When I use a highlight-layer based effect (fade in-out as Wingnut suggested me here) I obtain the following warnings in the web console: .Offscreen-For-WebGL-00000233101348E0]GL ERROR :GL_INVALID_FRAMEBUFFER_OPERATION : glClear: framebuffer incomplete .Offscreen-For-WebGL-00000233101348E0]GL ERROR :GL_INVALID_FRAMEBUFFER_OPERATION : glDrawElements: framebuffer incomplete .Offscreen-For-WebGL-00000233101348E0]RENDER WARNING: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering The case is that all my textures are power-of-2 (512x512 px indeed) so I'm very lost here. Sadly I can't reproduce this behavior on PG, so I only ask for a clue on where to start to find for solving this bug. Best regards. P.S. I have running OK other apps using highlight layers. Only for your information, the offending code is using PBR materials.
  9. Hi everybody: I wonder whether a direct-way of change the highlight-layer intensity exist, in order to progressively fade it in and out. I can't find info in the docs. Best regards. P.S. Of course it could be always done following a not-so-direct-way, tweaking the color values under a harmonic (sinusoidal) basis.
  10. Hi, found issue with normal map on some android devices. PG. It gets corrupted and looks like it is related to light, as changing the light type, changes artefact types. Device: Galaxy S5 mini OS: Android 4.4.2 Browser: Chrome 50.0.2661.89 Webgl: {vendor: "ARM", renderer: "Mali-400 MP", version: "WebGL 1.0 (OpenGL ES 2.0 Chromium)"}
  11. Hi, I have issue that elements created with createInstance sometimes don't show up on screen but exist in memory. I managed to make small PG to show issue. There 2 objects are initialised on click. On first click both instances appear but on next one only second instance appear, after many clicks all instances appear. Sometimes helps to change camera angle to see all meshes. Device: Galaxy S4 OS: Android 4.4.2 Browser: Chrome 59.0.3071.125 I have seen similar issue also on desktop devices, that instanced meshes disappear and appear back on camera rotation, but that I couldn't reproduce in PG yet.
  12. Is that possible? If I set it like that: face.position.x = char.position.x face.position.z = char.position.z It will just stand still. I currently have. face.position = char.position It makes the cube follow the mesh. But, I want the cube on the head, but it is in the torso. http://cityworld.16mb.com/levels/1/play/preview.html
  13. I made a fallback for my Babylon scene in the event the user does not support webgl, and while I was developing the fallback I was just altering the logic to show the fallback slideshow instead of the canvas. When I was done developing it I disabled webgl in my Chrome browser and it looks like Babylon ran into a fatal error. I'm hoping this is just a bug that has something to do with Chrome, but I thought I would share it in case there might be something you guys can do about it. @Deltakosh I am going to continue testing in other browsers that don't natively have it. FYI, I used this plugin to disable it: https://chrome.google.com/webstore/detail/disable-webgl/nlapleiepodflfbclacdhmbldadobpah
  14. Hi, Is it possible to draw video onto the canvas element of the dynamic texture? Thanks - Raghavender Mylagary
  15. 1. How can I draw closed polygon like the image above but without the diagonal black line that creates/finishes the polygon? 2. Or should I use Phaser.Polygon function at all? Is there some better solution? 3. Is it possible to create rectangle with mask smaller than the rectangle creating the image above? How would I apply border to this solution?
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