robeebdg Posted November 20, 2014 Share Posted November 20, 2014 Hi, I am just starting to experiment with BabylonJS and I tried to create a simple CSG union of a box and rotated cylinder. However, after applying the same material to the resulting mesh, it looks different from the two original meshes. You can find the scene here: http://www.babylonjs-playground.com/#YMNPT#4 The original seperate meshes are on the bottom while CSGs are on top. As you can see, without rotating the cylinder, CSG and original look the same (left). I would be very grateful, if anyone could give me a hint as to what goes wrong (or rather what I am missing) here. Robert Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted November 21, 2014 Share Posted November 21, 2014 Well done. This is a bug I'll fix it for the next pull Quote Link to comment Share on other sites More sharing options...
robeebdg Posted November 21, 2014 Author Share Posted November 21, 2014 Wow, thanks for the quick fix. It seemes to work now in playground. But while we are at it and I really like those CSGs , here is my next problem: http://www.babylonjs-playground.com/#YMNPT#5 Again CSG on top, single meshes on bottom. You can comment out individual meshes from the union to get different results. E.g., if you remove the backRight sphere everything looks as expected (except for the minor difference (top vs bottom) in reflection from the backLeft corner). Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted November 21, 2014 Share Posted November 21, 2014 This is because the resulting mesh contains too much vertices (more than 65536). This is not a supported scenario Quote Link to comment Share on other sites More sharing options...
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