JCPalmer Posted May 26, 2015 Author Share Posted May 26, 2015 Ok, PR on the way. Said automatic merge. DK, you of course may want to adjust after. We still need to decide what the setter code needs to do, but I have my new hardware, Sony XPERIA X3 compact by Friday. Was more complicated, since the only way to buy the 10" X2 that DB got was to get a Verizon 2 yr contract. WiFi only is fine for me. X3 is even a little faster. In the end paid $22 extra for an Amazon vender who already has it in country. With Mria-cast being so new, I did not want to take any chances by mixing tablet-TV brands. Am sure this is just my early timing. Quote Link to comment Share on other sites More sharing options...
dbawel Posted May 26, 2015 Share Posted May 26, 2015 The X3? I just got my Z2 and love it. I woud love to go for the X3 phone, but hate contracts - which is why I'm developing on the Z3 tablet. I hardly power my laptop on now. Building an interface natively on the tablet at 60fps is great. I'm using bGUI, and hope to post a demo tomorrow. Quote Link to comment Share on other sites More sharing options...
JCPalmer Posted May 27, 2015 Author Share Posted May 27, 2015 Right, it is a Z3 compact Tablet, 8". Was right about Friday though. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted May 27, 2015 Share Posted May 27, 2015 PR validated and integrated. I did some updates to get things working but right now I'm really happy with the result can you please give it a try? Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted May 27, 2015 Share Posted May 27, 2015 @JCP: You may want to document this new powerful function in the camera doc: http://doc.babylonjs.com/page.php?p=22061 Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted May 27, 2015 Share Posted May 27, 2015 I'm wondering if camera.setSubCameraMode is clear enough?Community: Thoughts? Quote Link to comment Share on other sites More sharing options...
JCPalmer Posted May 27, 2015 Author Share Posted May 27, 2015 I have not republished, but just tested now that it is part of the main repo. Still works, though the VR mode does not. It never did with this scene. My current activities are to get the next Dialog extension update done. This is needed for testing this, since there is going to be a new button feature, hideSystemOnClick(boolean). The button will still have a callback, but when clicked the entire dialog will disappear, except for the orange outline of the button. The outline should then blink twice, then disable the entire Mesh heirarchy, and remove dialog system camera from scene for maximum performance. Once gone, then the callback will fire. Showing the blinking outline by itself is to convey to the customer that it is still there, clicking will bring it back & call the callback again. In this scene, this is going to be the "Play-Pause", button. Going to use a scene.onPointerDown when dialog disabled. Will update doc & What's New after the setters, which also change _subCamHalfSpace, are done. Earliest that could be, due to hardware, is Friday. I doubt I will be done play then, though. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted May 27, 2015 Share Posted May 27, 2015 I did a huge round of texting on cameras and this should be ok from my point of view Quote Link to comment Share on other sites More sharing options...
RaananW Posted May 28, 2015 Share Posted May 28, 2015 I'm wondering if camera.setSubCameraMode is clear enough?Community: Thoughts? I am always for enums and not fixed parameters in the class, since the enum contains all of the options for this specific mode setting function. Camera enthält schon: private static _PERSPECTIVE_CAMERA = 0; private static _ORTHOGRAPHIC_CAMERA = 1; private static _FOVMODE_VERTICAL_FIXED = 0; private static _FOVMODE_HORIZONTAL_FIXED = 1; private static _SUB_CAMERA_MODE_NONE = 0; private static _SUB_CAMERA_MODE_ANAGLYPH = 1; It is a little confusing (especially for a newcomer) - can I use FOVMODE for Sub Camera? Technically yes :-) As it is not yet documented, it is hard to say how easy it is to understand, maybe it will be clearer if all otions were documented. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted May 28, 2015 Share Posted May 28, 2015 Enum generate strings in JS and this will be counter performant unfortunately. THis is why I did not use them in bjs (even if I would have love to for the reason you mentioned ) Quote Link to comment Share on other sites More sharing options...
JCPalmer Posted May 28, 2015 Author Share Posted May 28, 2015 link again:https://googledrive.com/host/0B6-s6ZjHyEwUfkRGTUVVTUxaT01UZUlieGdCODF1blFZZHJFMnRJUHBpcG1KcnBjUVluYXc as text:googledrive.com/host/0B6-s6ZjHyEwUfkRGTUVVTUxaT01UZUlieGdCODF1blFZZHJFMnRJUHBpcG1KcnBjUVluYXc sorry, but broke clavicle. go on without me. did the best I could finishing tester. Lcd scroller must click once to display. Hopefully runs once tablet gets here. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted May 28, 2015 Share Posted May 28, 2015 OMG sorry dude! Quote Link to comment Share on other sites More sharing options...
jerome Posted May 28, 2015 Share Posted May 28, 2015 wish you speedy recovery Quote Link to comment Share on other sites More sharing options...
JCPalmer Posted May 30, 2015 Author Share Posted May 30, 2015 tablet arrived. aftergetting out of japaneseupgrading to lolypopgetting on wifi, exceeded # of devices; had to log into router to bumpside-to-side viewed as 1 image with glasses, ruined by tabs though.big problem with up down; the tabs on browers too much space to deal withdrugs & all this got to me, stopped. need full screen. does chrome mobile obey script command? if so, can someone write line, please? coding wt mouse not to bad.else need to install cocoon launcher buttons also too small. will make huge. look stupid, but dialog disapears. Quote Link to comment Share on other sites More sharing options...
JCPalmer Posted May 30, 2015 Author Share Posted May 30, 2015 Ok just went to a topic with a playground, on tablet. Hit full screen button. It worked on chrome mobile. Wish iPad/Safari did.Enough to keep going. Search showed how. When up to it, make change Quote Link to comment Share on other sites More sharing options...
Vousk-prod. Posted June 1, 2015 Share Posted June 1, 2015 Hmmm, I've just installed 2.1.rc to test this new camera implementation but in my projects I cannot move ArcRotateCamera anymore (with mouse nor keyboard) if I set checkCollisions to true (and I need to set it ).I had a look to the code to see what could have changed which gives me this bug but I didn't pointed it for now. Any idea people who had modified cameras in the last month ? (the previous 2.1-beta version I used is ok, commited on 27 april) Quote Link to comment Share on other sites More sharing options...
JCPalmer Posted June 2, 2015 Author Share Posted June 2, 2015 sorry, the clear separation of rendering from aiming / positioning, over co mingling the 2 could clearly have this type of regression. I am not much help, typing with 1 finger, sometimes 2. I am using my limited capability & 3D TV hardware to try to validate the stereo rendering. Come to conclusion that browsers are just not going to cut it for games in tablet form factor. Chrome appears to be full screen in Android, but it is not at the bottom. Switch to Cocoonjs in progress. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted June 2, 2015 Share Posted June 2, 2015 I'm working on it Vousk Quote Link to comment Share on other sites More sharing options...
Vousk-prod. Posted June 2, 2015 Share Posted June 2, 2015 Thanks DK. You manage to reproduce the issue on your side ? I've noticed and corrected some other little bugs while testing this release candidate inside more complex frameworks, I'll do a few PRs tomorrow evening if I have the time. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted June 2, 2015 Share Posted June 2, 2015 This is fixed on my branch. I'll commit it within 2 hours Quote Link to comment Share on other sites More sharing options...
Vousk-prod. Posted June 2, 2015 Share Posted June 2, 2015 Thank you very much mister ! Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted June 2, 2015 Share Posted June 2, 2015 Done Quote Link to comment Share on other sites More sharing options...
Vousk-prod. Posted June 2, 2015 Share Posted June 2, 2015 Hmm, in fact their is now another strange thing : when camera collides with a mesh, the onCollide function is being called without stopping, even when collision doesn't occur anymore. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted June 2, 2015 Share Posted June 2, 2015 This may come for @ranaan recent changes Quote Link to comment Share on other sites More sharing options...
RaananW Posted June 3, 2015 Share Posted June 3, 2015 I'm on it, PR coming soon.Problem found, I fixed it but there is still a small problem with the worker's collision. Working on it. Quote Link to comment Share on other sites More sharing options...
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