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Odd problem with bGUI, showing tiny model


onetrickwolf
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When I use bGUI at all, even just this line:

var gui = new bGUI.GUISystem(scene, 1024, 768);

It creates a tiny version of my scene on top of the current scene.  In the attached image you can see that in debug mode it is showing the tiny bounding box that is the main model in my scene.  It is always on top of the bigger model and looks pretty bad.  Any way to hide this?

bgui2.png

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  • 10 months later...

I'm having the same problem.

window.addEventListener("DOMContentLoaded", function() {
    var canvas          = document.getElementById("renderCanvas");
    var engine          = new BABYLON.Engine(canvas, true);
    var scene           = new BABYLON.Scene(engine);
    var assets = [];

    var loader = new BABYLON.AssetsManager(scene);

    var toLoad = [
        {name : "button", src : "assets/button.png" }
    ];

    toLoad.forEach(function(obj) {
        var img = loader.addTextureTask(obj.name, obj.src);
        img.onSuccess = function(t) {
            assets[t.name] = t.texture;
        };
    });

    loader.onFinish = function() {

        init3d(scene, canvas);
        var gui;
        setTimeout(function() {
            /* GUI CREATION when all texture are loaded*/
            gui = new bGUI.GUISystem(scene, engine.getRenderWidth(), engine.getRenderHeight());
            /*gui.enableClick();*/

            // button
            /*var button = new bGUI.GUIPanel("button", assets["button"], null, gui);
            button.relativePosition(new BABYLON.Vector3(0.05, 0.9, 0));
            button.onClick = function() {
                gui.setVisible(!gui.isVisible());
                button.setVisible(true);
            };*/

            gui.updateCamera();}, 10);
        engine.runRenderLoop(function() {
            scene.render();
        });
    };

    loader.load();


});

function init3d (scene, canvas) {
    var camera = new BABYLON.ArcRotateCamera("Camera", 0, 0, 10, BABYLON.Vector3.Zero(), scene);
    var light = new BABYLON.PointLight("Omni0", new BABYLON.Vector3(-17.6, 18.8, -49.9), scene);
    camera.setPosition(new BABYLON.Vector3(-15, 3, 0));
    camera.attachControl(canvas, true);

    // Skybox
    var skybox = BABYLON.Mesh.CreateBox("skyBox", 100.0, scene);
    var skyboxMaterial = new BABYLON.StandardMaterial("skyBox", scene);
    skyboxMaterial.backFaceCulling = false;
    skyboxMaterial.reflectionTexture = new BABYLON.CubeTexture("babylon/assets/textures/skybox/TropicalSunnyDay", scene);
    skyboxMaterial.reflectionTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE;
    skyboxMaterial.diffuseColor = new BABYLON.Color3(0, 0, 0);
    skyboxMaterial.specularColor = new BABYLON.Color3(0, 0, 0);
    skybox.material = skyboxMaterial;

    // Landscape
    BABYLON.SceneLoader.ImportMesh("Grid", "scenes/", "landscape6.babylon", scene, function (newMeshes) {});
    var sphere = new BABYLON.Mesh.CreateSphere("sphere1", 32, 3, scene);
}

/*function animate (mesh, fps) {
    BABYLON.Animation.CreateAndStartAnimation("", mesh, "rotation.z", 60, fps, mesh.rotation.z, mesh.rotation.z + Math.PI *2, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
}*/

You'll notice I basically copied the whole demo, just added my own mesh instead of the spheres. I did use updateCamera() within the setTimeout function as well as outside the whole onFinish block.
Help?

 

EDIT: Tried with the BabylonJS/assets/meshes/Dude/dude.babylon mesh, does the same thing.

scrn.png

Edited by Charapagna
Tried another imported mesh, thought the problem lied with my mesh.
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