Guest Posted September 27, 2018 Share Posted September 27, 2018 You are right for the scene parameter. This is because we track the meshes for you so you don't need to bother about disposing them if we dispose the scene. Quote Link to comment Share on other sites More sharing options...
Dad72 Posted September 27, 2018 Share Posted September 27, 2018 19 hours ago, Zephos said: For example, creating a primitive mesh requires a scene object in its constructor, so you can't create a mesh and add it to the scene later... it has to be added immediately. You can also loaded it and hide it with setEnabled (false) or isVisible = false Then display it only when you need it. GameMonetize 1 Quote Link to comment Share on other sites More sharing options...
Zephos Posted September 27, 2018 Share Posted September 27, 2018 6 minutes ago, Dad72 said: You can also loaded it and hide it with setEnabled (false) or isVisible = false Then display it only when you need it. I realize that, but there are times when I might want to store a bunch of meshes that may or may not be added, and having to add them to the scene and hide them seems less efficient. Maybe I am wrong though... not sure how much overhead a mesh adds to processing if it is hidden. Quote Link to comment Share on other sites More sharing options...
Guest Posted September 27, 2018 Share Posted September 27, 2018 Then you can use container http://doc.babylonjs.com/how_to/how_to_use_assetcontainer Quote Link to comment Share on other sites More sharing options...
V!nc3r Posted October 1, 2018 Share Posted October 1, 2018 I just see this thing, nice! Quote Link to comment Share on other sites More sharing options...
Guest Posted October 1, 2018 Share Posted October 1, 2018 Yeah! I'm proud of this one Quote Link to comment Share on other sites More sharing options...
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