shannon Posted April 6, 2016 Share Posted April 6, 2016 hello ... when I go to the playground, I do not see anything, such as: http://www.babylonjs-playground.com/#V0WW9#2 However, if I look at a BJS site, it does work, such as: http://www.babylonjs.com/Demos/ActionBuilder/ - any thoughts? Quote Link to comment Share on other sites More sharing options...
JohnK Posted April 6, 2016 Share Posted April 6, 2016 Hi and welcome to the forum. I agree that the playground http://www.babylonjs-playground.com/#V0WW9#2 shows as empty. However I think this is a problem with this particular code rather than the playground. There are plenty of playgrounds that work. If you go to http://www.babylonjs-playground.com/ then use the drop down menu top right that says basic scene you will find a long list. Where did you come across the playground you use as an example? I am not sufficiently well versed in using dynamictextures to spot any errors but some of the experts on the site will be able to. Quote Link to comment Share on other sites More sharing options...
shannon Posted April 6, 2016 Author Share Posted April 6, 2016 aha ... I had tried about 4 babylon playground examples and they had all not worked, but the one you sent me does ... so therefore I suppose that the non-visibility was related to the code snippets in those particular links that I tried ... what did they all have in common (you implied that 'dynamic textures' were less-than-common BJS features, so maybe that is my first inspection)?? ... ... thanks, Shannon BY THE WAY: the link came from http://www.html5gamedevs.com/topic/12178-3d-text-generation/ Quote Link to comment Share on other sites More sharing options...
JohnK Posted April 6, 2016 Share Posted April 6, 2016 The playgrounds in that thread were from @Jerome perhaps he will know why they are showing blank screens. Quote Link to comment Share on other sites More sharing options...
jerome Posted April 6, 2016 Share Posted April 6, 2016 Ok, got it The VertexData objects is something we call semi-internal, it is to say, it is used by the framework to build things internally from the real public objects like Mesh objects. We try to keep the best back-compat on every public objects obviously. But semi-internal objects have sometimes to evolve to improve the framework and adding back-compat code on internal objects is not a good thing : more code, more memory, less maintainability, less performance. The VertexData object has evolved since this very old set of examples. As you can see in the method call signature here : https://github.com/BabylonJS/Babylon.js/blob/master/src/Mesh/babylon.mesh.vertexData.ts#L1307 you need to use the options object parameter {} example : http://www.babylonjs-playground.com/#V0WW9#56 [EDIT] : http://doc.babylonjs.com/classes/2.3/VertexData#static-creategroundfromheightmap-options-rarr-vertexdata-classes-2-3-vertexdata- Wingnut and JohnK 2 Quote Link to comment Share on other sites More sharing options...
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