Dad72 Posted December 17, 2014 Share Posted December 17, 2014 Hi, The window Statistics, Logs and tree Meshes positions relative to the browser window, but not in relation to the canvas. In the case of my editor, window covers parts of my interface. Could we not position the window relative to the canvas and shift the Logs window. Or that can be us even positioned. It would be interesting that we can move windows by drag drop also. I also thought if we could change the colors 'background' of the title bar and content that would be great. Here is what happens in picture:http://www.castorengine.com/babylon/debuglayer.jpg Thanks Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted December 17, 2014 Share Posted December 17, 2014 This is supposed to cover ONLY the canvas:http://www.babylonjs-playground.com/#1HLYPR Quote Link to comment Share on other sites More sharing options...
Dad72 Posted December 18, 2014 Author Share Posted December 18, 2014 There appears to have little problem if you look at my screenshot, no window is placed correctly.also activate the Logs, it is not well placed. She puts under window it on the left. It should be centered to the canvas I think or offset of the width of the left window. Maybe if we could change ourselves placement, it will settle the problems. Another problem/bug: You will find that the two trees in the scene are not also count in the 'Meshes tree' Here's a simple scene:http://www.castorengine.com/babylon/debugLayer/ Quote Link to comment Share on other sites More sharing options...
Temechon Posted December 18, 2014 Share Posted December 18, 2014 Bug reproduced in the playground : http://www.babylonjs-playground.com/#1HLYPR#1 it's when a mesh is added to the scene graph after the debug layer. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted December 18, 2014 Share Posted December 18, 2014 Thanks guys! Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted December 18, 2014 Share Posted December 18, 2014 Or not I cannot reproduce it. Can you share a screenshot? Quote Link to comment Share on other sites More sharing options...
Dad72 Posted December 18, 2014 Author Share Posted December 18, 2014 Je pense que mon anglais est trop mauvais. Là c’est les fenêtres qui sont mal placer. celle de Log est en dessous l'autres et les autres ne sont pas dans le canvas Screenshot : debuglayer.jpg Là aussi on peut voir les fenêtres qui ne sont pas dans le canvas et les 2 arbres ne sont pas compter dans "Meshes tree" car les importMesh ce charge après le debug layer.Scene: debugLayer sceneLe zip de la scène toutes simple si vous avez besoin : debugLayer.zip Là dans la scène de Temechon, le cube n'est pas compter dans "Meshes tree" parce qu'il est placer après le debug layer.http://www.babylonjs...d.com/#1HLYPR#1 Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted December 18, 2014 Share Posted December 18, 2014 Pour les fenetres mal placees, comme je te le disais je ne reproduis pas et sans un repro case je ne peux pas faire grand chose Pour les objets charges apres, il suffit de fermer le debuglayer et de le reouvrir Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted December 18, 2014 Share Posted December 18, 2014 Je vais faire un commit pour rendre le meshes tree updatable a chaque fois qu'on l'affiche Quote Link to comment Share on other sites More sharing options...
Dad72 Posted December 18, 2014 Author Share Posted December 18, 2014 Bas sur la scène que j'ai faite qui est le minimum, tu as le cas de repro des fenêtre mal placer et tu peut voir que elle ne sont pas dans le canvas, mais elle reste a droite ou a gauche de l’écran par rapport a la fenêtre du navigateur et pas par rapport au canvas : La fenêtre de Log par exemple serais mieux centrer par rapport au canvas. Pourquoi ne pas laisser la possibilité de positionner nous même les fenêtres pour plus de liberté. cela réglerais le probleme. http://www.castorengine.com/babylon/debugLayer/ Je ne voie pas comment je pourrais faire une erreur juste en ajoute le debugLayer.sow(). Voici en image ce que j'ai pour la scène minimaliste : J'ai le même probleme ici:http://www.castorengine.com/babylon/debuglayer.jpg Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted December 18, 2014 Share Posted December 18, 2014 ben c'est le cas mon ami:)il te suffit de faire du css et de les positionner. Voila les ids:- DebugLayerStats- DebugLayerTree- DebugLayerLogs- DebugLayerOptions Quote Link to comment Share on other sites More sharing options...
Dad72 Posted December 18, 2014 Author Share Posted December 18, 2014 Ok, c'est cool, merci pour les ids.Mais pourquoi il ne ce place pas sur le canvas ? j'ai fait quoi comme erreur sur ma scène ? Faudrait le spécifier sur le wiki les ids, ca peut servir a d'autres je pense. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted December 18, 2014 Share Posted December 18, 2014 yes right! Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted December 18, 2014 Share Posted December 18, 2014 Can you please redo your repro scene but with a reference to http://www.babylonjs.com/babylon.max.js ? Quote Link to comment Share on other sites More sharing options...
Dad72 Posted December 18, 2014 Author Share Posted December 18, 2014 Yes, http://www.castoreng...lon/debugLayer/ Cela semble bien fonctionne comme cela. donc c'est la version compresser qui a ce probleme. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted December 18, 2014 Share Posted December 18, 2014 Nan c'est parce que je viens de fixer Quote Link to comment Share on other sites More sharing options...
Dad72 Posted December 18, 2014 Author Share Posted December 18, 2014 ok, c'est formidable alors. Merci pour ce correctif. Quote Link to comment Share on other sites More sharing options...
Dad72 Posted December 18, 2014 Author Share Posted December 18, 2014 En faite il y a un autre probleme Deltakosh. Sur le dernier lien avec le correctif, la camera ne bouge plus et sur mon éditeur, la camera bouge, mais je ne peut pas cocher les cases. Quote Link to comment Share on other sites More sharing options...
Dad72 Posted December 18, 2014 Author Share Posted December 18, 2014 Merci Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted December 19, 2014 Share Posted December 19, 2014 Ca devrait etre fixer Quote Link to comment Share on other sites More sharing options...
Dad72 Posted December 19, 2014 Author Share Posted December 19, 2014 Oui, j'avais vue ca, d'ou le Merci juste au dessus Merci Encore DK. Cette fonctionnalité est vraiment cool GameMonetize 1 Quote Link to comment Share on other sites More sharing options...
Dad72 Posted December 22, 2014 Author Share Posted December 22, 2014 I find another bug DK. When you add "false" argument in show() => "scene.debugLayer.show(false);". Just see the result here is axis not the center of the sphere, but in the code : http://www.babylonjs-playground.com/#1IG874 Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted December 22, 2014 Share Posted December 22, 2014 Ok I'll fix that quickly (but not that quickly as I'm in Hawaii now ) Quote Link to comment Share on other sites More sharing options...
Dad72 Posted December 22, 2014 Author Share Posted December 22, 2014 Hawaii... You have not chosen the right seasons, it's better in the summer. Enjoyed good Quote Link to comment Share on other sites More sharing options...
agmcleod Posted December 22, 2014 Share Posted December 22, 2014 Sorry to thread highjack, but found this when trying to look up how to use debug layer. Is it in the 2.0 alpha only? No work in 1.14 Quote Link to comment Share on other sites More sharing options...
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