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Showing results for tags 'renderinggroupid'.
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Hello together, in PG https://www.babylonjs-playground.com/#1KUJ0A#104 you can see an default scene with an additional sphere outside the view (sphere_boycott) with renderingGroupId=1. Until now all looks good. If you focus the rendering window/side and press 'cursor key down' to get an larger distance with the actual camera position - or rotate the view to the right side - the added sphere will be shown and the tittled glow-effect fills up the whole sphere. I think, this is not the expected behavior?! Are more information needed? regards and thank you all for the great work and help edit 3 -- (start additional information) there is anonther (for me) unexpected behavior: in PG http://www.babylonjs-playground.com/indexstable#B73AIM (opacity on HighlightLayer) are 2 more cases, where the HL not correct works: The 1st 2 spheres are from an material example. there, the 2nd (middle) and over that the 3rd (right) added from me (example 1) has an opacityTexture (tree) over the grass diffuseTexture - both don't show the HL the 4th sphere (front) is added like the sides of the cube with dog-puzzle-piece, the tree.png with hasAlpha=true and looks beautiful, like expected. -- (end additional information) Edit (link string to link) Edit2 (2nd try) Edit3 (additional information about 8hrs after post) ... thanks for reading
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I set the mesh renderingGroupId attribute, but the view of the pick will still be blocked by the mesh. When a mesh covers the camera.
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Hi, Setting a renderingGroupId on a spritemanager breaks the highlightlayer feature for the whole scene. I have this bug in 2.5, but it is reproducible in the current playground: spritemanager without renderingGroupId, everything is fine (see picture 1): http://www.babylonjs-playground.com/#E3D3Y#6 Result as expected: setting a renderingGroupId on the sprite manager, all highlights break and are now filling out the highlighted objects: http://www.babylonjs-playground.com/#E3D3Y#5 The only change is line 114 is now commented in, the result is the unexpected and undesired filling of all highlighted objects: Note: This is not about the interaction of sprites with the highlight layer (the whole sprite in front of a highlighted object gets colored) this is only about highlights breaking that are no where near the sprites when the spritemanager has a renderingGroupId. Any workaround would be great. For my game I need some effect sprites to render above all 3d objects and I also use the highlight layer - this is not possible right now.
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- highlightlayer
- spritemanager
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