GameMonetize Posted March 19, 2015 Share Posted March 19, 2015 Gotcha:) Let me think about that Quote Link to comment Share on other sites More sharing options...
fenomas Posted March 20, 2015 Author Share Posted March 20, 2015 If you like, sure. But recall that I only made this thread to ask if it was a planned feature, I'm not arguing it should be a high priority. If I had a choice I'd rather you worked on texture atlases Quote Link to comment Share on other sites More sharing options...
joshcamas Posted March 20, 2015 Share Posted March 20, 2015 Woah! No way! Awesome! I was needing a way to show where your mouse would be painting in my editor, and this example is nearly identical to what I need! HUZZAH! fenomas and Dad72 2 Quote Link to comment Share on other sites More sharing options...
Dad72 Posted March 20, 2015 Share Posted March 20, 2015 Me too, but I abandoned my editor and close it. Quote Link to comment Share on other sites More sharing options...
Wingnut Posted March 20, 2015 Share Posted March 20, 2015 Oh, Dad72, that's sad news. CastorEngine is a beautiful editor, and it's packed with advanced BJS and JS, and some gorgeous html, too. If you don't mind, Dad72, could you post in The Wingnut Chronicles and tell us why you made that decision? Big or small post, whatever you wish. I think CastorEngine is the largest project ever attempted with BJS. (with a nod to the Train demo and Assassin' Creed - Pirates). I hope you don't feel that you failed, because I disagree. I think CastorEngine is a great success, and you should be very proud of it. To get back on subject for a moment... can SVG be useful in these canvas gui endeavors? I suppose the modern canvas and context2D already has SVG-like directives... built-in (stroke, line, shapes, etc). Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted March 20, 2015 Share Posted March 20, 2015 I can't agree more with Wingy Quote Link to comment Share on other sites More sharing options...
joshcamas Posted March 21, 2015 Share Posted March 21, 2015 Oh no! Really? I never managed to get it working on my computer, which saddens me. It's easily the largest project ever built in babylon. What do you plan on working on next? Quote Link to comment Share on other sites More sharing options...
Dad72 Posted March 21, 2015 Share Posted March 21, 2015 Hi Josh, Following this it is done here: http://www.html5gamedevs.com/topic/2571-the-wingnut-chronicles/?p=76010 But yes, I will redo a version 2. as you say, version 1 was quite complicated to install and operate. I plan to simplify all this on this version 2. I would say more in due course. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted March 21, 2015 Share Posted March 21, 2015 Hey team! Look what I found for you on the playground http://www.babylonjs-playground.com/#1BAPRM (Doc here: http://doc.babylonjs.com/page.php?p=25094 ) Wingnut, Dad72, Temechon and 3 others 6 Quote Link to comment Share on other sites More sharing options...
joshcamas Posted March 21, 2015 Share Posted March 21, 2015 Woah! There's a decal object already!?!?!? Quote Link to comment Share on other sites More sharing options...
Dad72 Posted March 21, 2015 Share Posted March 21, 2015 Woah! trop top, that's so cool Quote Link to comment Share on other sites More sharing options...
jerome Posted March 21, 2015 Share Posted March 21, 2015 Sa race velue ! Quote Link to comment Share on other sites More sharing options...
Wingnut Posted March 22, 2015 Share Posted March 22, 2015 Waaaaay coooooool! First one to put stickers all over the crate ... wins! Thanks DK! Awesome fun new device. And thanks for suggesting it, fenomas! CorelPaint has an image sprayer tool that I love. It cycles through an array of small images. Fun! I can do that in-scene, now, too. Just keep spray painting until the FPS is at zero, doncha know! Quote Link to comment Share on other sites More sharing options...
Temechon Posted March 22, 2015 Share Posted March 22, 2015 It's awesome ! Quote Link to comment Share on other sites More sharing options...
joshcamas Posted March 22, 2015 Share Posted March 22, 2015 There seems to be something strange here: Quote Link to comment Share on other sites More sharing options...
Wingnut Posted March 22, 2015 Share Posted March 22, 2015 They're big bullets, Josh b'Gosh. They penetrated the box a few inches. errr... no. I should have just been happy with shooting the cat. By introducing the crate, I have caused debug workload for important people. Way to go, Wingleberry. Good find, Captain Camas. https://github.com/BabylonJS/Babylon.js/blob/master/Babylon/Mesh/babylon.mesh.ts#L1366 Let's see if we can fix it before papakosh gets home from work. It's a hog-sized function-from-hell, though. Quote Link to comment Share on other sites More sharing options...
joshcamas Posted March 23, 2015 Share Posted March 23, 2015 I'm assuming it has something to do with it drawing on faces, and having 90 degree-angle faces must do something. :C Sadly I have no understanding beyond that. :'( Quote Link to comment Share on other sites More sharing options...
Wingnut Posted March 23, 2015 Share Posted March 23, 2015 Hi gang! Here's a crate-shooting test demo (like Josh's picture), but I localized Mesh.CreateDecal into the PG, so folks can play with it, if wanted. http://www.babylonjs-playground.com/#1BAPRM#2 Be well. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted March 23, 2015 Share Posted March 23, 2015 @Josh: This is an expected result unfortunately as the system cannot map texture for every direction. So only the direction where the click happens is taken in account Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted March 23, 2015 Share Posted March 23, 2015 @Wingy: CreateDecal is already in the PG but not in the intellisense3http://www.babylonjs-playground.com/#1BAPRM#3 Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted March 23, 2015 Share Posted March 23, 2015 And a small fix for Josh's issue:http://www.babylonjs-playground.com/#1BAPRM#4 jerome 1 Quote Link to comment Share on other sites More sharing options...
Wingnut Posted March 23, 2015 Share Posted March 23, 2015 Thanks dk! Nice fix (or try). Is it still wrapping a tiny bit? I think so. I show it doing so in IE and FF, and I am getting tearing/sparklies in IE. (the kind you get when two mesh are atop one another). I tried toggling hardware acceleration in both those browsers... no affect seen. (Nobody asked you, Wingy!!) I brought CreateDecal into the playground so we could more-easily troubleshoot it. It seems to be an easy way to get lots of people to work on the issue. I was hoping the forum folks could find the issue and lighten the Deltakosh workload a bit. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted March 23, 2015 Share Posted March 23, 2015 The wrapping is due to zfighting. You can fix it easily by adding a new material to each decal and specify different zOffset Quote Link to comment Share on other sites More sharing options...
Wingnut Posted March 23, 2015 Share Posted March 23, 2015 zfighting. No, the tearing is a different issue. I'm talking about corner wrap. http://www.babylonjs-playground.com/#1BAPRM#5 - shoot just once, along an edge. See the black going around the corner? Same issue as Josh, but less. (We'll talk about differences between IE and FF zOffset... in a little while.) Quote Link to comment Share on other sites More sharing options...
joshcamas Posted March 23, 2015 Share Posted March 23, 2015 I wonder... should we have a setting that enables or disables corner wrap? Quote Link to comment Share on other sites More sharing options...
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