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Showing results for tags 'wireframe'.
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I checked out the current wireframe option on the material and its pretty neat. I was wondering if there was a way to show my model in quads instead of triangles, like how Blender or Sketchfab would show quads if it was made with quads. Also, is it possible to overlay the wireframe over the texture?
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Hi, im having a problem with the material of a Ribbon Mesh when im in wireframe mode, it appears in black all. It should be modified because it is changing the color of the mesh with colorKing, heres an example but in my code all mesh is black. In the playground, if you take a look of the sides, it has color. In my example it doesnt Help me out ? https://playground.babylonjs.com/#HHV38I#1
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Hi all, just polishing off another pixi based game. Another one for mobile, so looking now to see if we can scale back some of the effects when using canvas for the lower end devices. I'll be dropping out particle effects, and a lot of the animations as it's rendering a bit slow atm, but one issue I've come across is with spine meshes. To save load time I've designed some assets to be flipped, but have noticed the mesh wireframes are visible on all those that are flipped. eg. grave.scale.set(-1,1); This is only visible on canvas (webGL is perfectly fine). Anyone know if there is a quick fix for this, or reckon I will have to duplicate the spine elements and flip the assets? (Last resort really) Thanks in advance!
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solved Are instances supposed to work with wireframes?
fenomas posted a topic in Questions & Answers
It seems that wireframe rendering goes haywire if used on instanced meshes. http://www.babylonjs-playground.com/#64V30Q - open the link and zoom out (down arrow). Changing the instances to clones, or turning off wireframe, fixes the issue. Is this a bug, or one of those things where certain features can't be used together?