GameMonetize Posted July 14, 2017 Author Share Posted July 14, 2017 Thanks a lot! I fixed them. It should be live soon Quote Link to comment Share on other sites More sharing options...
inteja Posted July 15, 2017 Share Posted July 15, 2017 I got here from the @deltakosh Help Wanted thread I'm a native English speaker, would like to contribute to the docs and have used the "fork and local clone" method but am getting 404 and 500 errors when viewing my local clone. I can use the easier, direct edit method for now but I'd like to resolve this method as well. Quote Link to comment Share on other sites More sharing options...
Temechon Posted July 17, 2017 Share Posted July 17, 2017 @inteja You have first to run 'grunt build', then 'grunt serve'. NasimiAsl 1 Quote Link to comment Share on other sites More sharing options...
inteja Posted July 17, 2017 Share Posted July 17, 2017 Thanks @Temechon That instruction wasn't in the original post but I see now it's been answered in a subsequent reply. Works now. Temechon 1 Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted July 17, 2017 Author Share Posted July 17, 2017 Thanks for your help! Quote Link to comment Share on other sites More sharing options...
V!nc3r Posted August 15, 2017 Share Posted August 15, 2017 I suggest adding two points in the first post, 'cause I add issues, resolved by doing: installing grunt, writing npm install -g grunt-cli in command prompt, run grunt build, then grunt serve, also, node.js download link will be more convenient if its point to https://nodejs.org/ rather than https://nodejs.org/download In a n00b point of view, it is also easier to use github desktop rather than tortoisegit I think. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted August 15, 2017 Author Share Posted August 15, 2017 Even better this should be a post in the doc And then I will update this post to just link to the doc Quote Link to comment Share on other sites More sharing options...
JCPalmer Posted December 14, 2017 Share Posted December 14, 2017 I was wondering why VS-Code is used as the example for getting started doc over VS-Community? I am trying to modify a C++ program for Kinect, and all VS-Code does is edit files. I was not using VS-Code, though I had it for JS work. Just wondering. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted December 14, 2017 Author Share Posted December 14, 2017 Mostly because the code base is all TS Quote Link to comment Share on other sites More sharing options...
V!nc3r Posted January 30, 2018 Share Posted January 30, 2018 Maybe a little tips to add in the first post of this thread (based on a mistake from me): if you want update informations on the Classes part, you have to add comments directly in the source code (apparently). For example, let's say we want add info for wrapU in BaseTexture: @serialize() public wrapU = Texture.WRAP_ADDRESSMODE; /* * yep, this is a message for the doc, about wrapU * * and here a nice table containing informations: * * | title | title | * | ---- | ---- | * | my text | my text | * */ @serialize() public wrapV = Texture.WRAP_ADDRESSMODE; @serialize() public wrapR = Texture.WRAP_ADDRESSMODE; Quote Link to comment Share on other sites More sharing options...
V!nc3r Posted January 31, 2018 Share Posted January 31, 2018 By the way, little question, taking in example createDefaultEnvironment in scene.ts: in the doc, we can see a table under this property, but not in the source code. Where comes from this table? Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted January 31, 2018 Author Share Posted January 31, 2018 This table is generated automatically from jsdoc code comments (in this case it only extract the function parameters) the new PR system ensures that no more code will be merged without comments so these tables will contain accurate info V!nc3r 1 Quote Link to comment Share on other sites More sharing options...
V!nc3r Posted February 9, 2018 Share Posted February 9, 2018 Me again, about this commit: https://github.com/BabylonJS/Babylon.js/commit/ab719c9e68f546165508893ac33f248fc6b06309 I've made a mystake and didn't know about some convention, so this could help others too: don't place comment below the descripted code, but above start your comment with /** instead of just /* Sorry for be a n00b in that part, plus editing the source code is kind of scary (I've just made a PR to (I hope) correcting this mystake) Quote Link to comment Share on other sites More sharing options...
Guest Posted February 9, 2018 Share Posted February 9, 2018 Don't be sorry! I would love to have an army of noobs like you ! Quote Link to comment Share on other sites More sharing options...
V!nc3r Posted February 14, 2018 Share Posted February 14, 2018 Me again... Is it normal that my try did not appear in the classes pages? http://doc.babylonjs.com/classes/3.1/basetexture Here the github file I've updated https://github.com/BabylonJS/Babylon.js/blob/master/src/Materials/Textures/babylon.baseTexture.ts#L35 Is this because it is the file from BJS 3.2 alpha, so not yet referenced in the doc? (by writing this, it feels like this is the reason, and it seems logic too, but I still ask to be sure). Quote Link to comment Share on other sites More sharing options...
jerome Posted February 14, 2018 Share Posted February 14, 2018 yes, this is the reason why. V!nc3r 1 Quote Link to comment Share on other sites More sharing options...
inteja Posted March 24, 2018 Share Posted March 24, 2018 After changing a doc file locally with grunt serve running I get the following shell error (latest master branch of docs): 2018-03-24T02:34:43.192Z - error: 404 Error - /css/main.css.map 2018-03-24T02:34:43.956Z - error: uncaughtException: ENOENT: no such file or directory, open 'log/bjs-doc-error.log' Quote Link to comment Share on other sites More sharing options...
inteja Posted March 24, 2018 Share Posted March 24, 2018 Not sure what I'm doing wrong, but sometimes I'd get the error above after changing any file but at other times it simply wouldn't rebuild automatically, although shell indicates it was still watching. Was able to get around it by cancelling watch, grunt rebuild then grunt serve each time. If anyone can shed some light on this it would be most appreciated. Anyway, my first doc contribution is submitted for review, so yay for that. Hopefully many more to come ... Quote Link to comment Share on other sites More sharing options...
Guest Posted March 25, 2018 Share Posted March 25, 2018 I do not repro locally ANd thanks a lot for the contrib!! Quote Link to comment Share on other sites More sharing options...
JohnK Posted March 25, 2018 Share Posted March 25, 2018 On 24/03/2018 at 2:43 AM, inteja said: After changing a doc file locally with grunt serve running I get the following shell error May not be the same thing but I know if I change a file while grunt serve is watching I get pages not found if I do not wait for the build that was generated through the watch to finish since it clears files before building them. In fact my process is to note all changes I want to make on paper stop grunt serve do changes and do a rebuild Quote Link to comment Share on other sites More sharing options...
Guest Posted March 26, 2018 Share Posted March 26, 2018 You are right this happens if I do not wait the build to finish Quote Link to comment Share on other sites More sharing options...
V!nc3r Posted April 20, 2018 Share Posted April 20, 2018 Thanks to some helps, Resources have now a playground filter. And PG textures page get a big cleanup. GameMonetize and JohnK 2 Quote Link to comment Share on other sites More sharing options...
V!nc3r Posted May 17, 2018 Share Posted May 17, 2018 I want to add into the doc' default values of some defaultRenderingPipeline properties, starting by bloom properties for example. But I'm not sure which files I have to edit, 'cause the bloom seems to be dispatched and duplicated in few files, I've spot these ones: - https://github.com/BabylonJS/Babylon.js/blob/master/src/PostProcess/babylon.bloomEffect.ts - https://github.com/BabylonJS/Babylon.js/tree/master/src/PostProcess/RenderPipeline Where I should edit exactly ? And another question relative to this: for now, to get the default values, I play with the playground and write `console.log(pipeline.bloomScale)` for example, to get my default value into my browser console. But the default value is surely write into the BJS code, so... where ? Quote Link to comment Share on other sites More sharing options...
V!nc3r Posted May 22, 2018 Share Posted May 22, 2018 @Sebavan and @trevordev , may I ping you about my question above ? (I see you'are the ones who commited on bloomEffect.ts) Quote Link to comment Share on other sites More sharing options...
trevordev Posted May 22, 2018 Share Posted May 22, 2018 Sure, you can edit the default rendering pipeline's bloom scale property here: https://github.com/BabylonJS/Babylon.js/blob/master/src/PostProcess/RenderPipeline/Pipelines/babylon.defaultRenderingPipeline.ts#L166 , I believe the default value should be 0.5 based on the initial value of the private variable _bloomScale. The default rendering pipeline, during initialization, creates a new instance of bloom effect found in bloomEffect.ts which takes the _bloomScale as a parameter. Let me know if you have further questions. Quote Link to comment Share on other sites More sharing options...
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