mwpowellhtx Posted April 26, 2016 Author Share Posted April 26, 2016 No. Uncomment the draw text lines; I don't care about the z-fighting, per se. I do care that there is a textures bug preventing the draw of a simple text. Quote Link to comment Share on other sites More sharing options...
jerome Posted April 26, 2016 Share Posted April 26, 2016 you are missing the parameter scene in your creation call : http://www.babylonjs-playground.com/#1TP1KF#5 Quote Link to comment Share on other sites More sharing options...
mwpowellhtx Posted April 26, 2016 Author Share Posted April 26, 2016 15 minutes ago, jerome said: you are missing the parameter scene in your creation call : http://www.babylonjs-playground.com/#1TP1KF#5 Good catch. Check it out, however, then it doesn't work. I get a "black", not a "red" plane, and no text whatsoever. I could be missing something, but this is about as minimalistic an example as I can think of taking into consideration some of the example work I have reviewed. Quote Link to comment Share on other sites More sharing options...
JCPalmer Posted April 26, 2016 Share Posted April 26, 2016 Would not making an off-line texture in a graphics program be a better option. You then know things are going happen in 1 draw. How many draws do you currently do just to display the field with all those lines? (turn on debug using scene.debug = true) True, there would be waste, since the texture file is square, but field rectangular? Might be a little blurry on very big screens, but think resorting to dynamic construction, and fonts on different systems is not worth it. Quote Link to comment Share on other sites More sharing options...
mwpowellhtx Posted April 26, 2016 Author Share Posted April 26, 2016 Off topic @JCPalmer. Don't care about that right now; non sequitur given the application scope. Quote Link to comment Share on other sites More sharing options...
mwpowellhtx Posted April 26, 2016 Author Share Posted April 26, 2016 Added colors to the playground, now the inner plane is appearing black; nothing is rendering for the text at all. This is consistent with the application scope. Quote Link to comment Share on other sites More sharing options...
jerome Posted April 26, 2016 Share Posted April 26, 2016 http://www.babylonjs-playground.com/#1TP1KF#7 Quote Link to comment Share on other sites More sharing options...
mwpowellhtx Posted April 26, 2016 Author Share Posted April 26, 2016 Got it. Man alive, a lot of moving parts, but I have a better understanding of it now. Thanks a bunch ALL. After working with it a little more "in situ", I will consider what changes might be relevant and submit the corresponding PRs as they make sense to do so. Quote Link to comment Share on other sites More sharing options...
adam Posted April 26, 2016 Share Posted April 26, 2016 I'm glad this was resolved. I'm hoping future issues go a little more smoothly for you. Quote Link to comment Share on other sites More sharing options...
mwpowellhtx Posted April 26, 2016 Author Share Posted April 26, 2016 @adam Thanks, this one was kind of brutal, but there are a lot of moving parts. Anyhow, I've at least got a sense of what I'm dealing with, which is half the battle. Boz 1 Quote Link to comment Share on other sites More sharing options...
mwpowellhtx Posted April 27, 2016 Author Share Posted April 27, 2016 And now for the results (for now). Figuring the fonts, height, width, and positions, are a bit tricky; plus there is coordinating the plane with the fixture dimensions, to name a couple of things. But that's (somewhat) beyond the scope of BABYLON (and/or WebGL), unless it isn't. Center doesn't seem to be quite center, but I think there are also some options issues in the DynamicFixture that need to be sorted out. Yes, still with the z-order thing, I know. In a way, though, I kind of like the effect, it's like the lines are faded or have seen some weather. Anyway, neither here nor there. Quote Link to comment Share on other sites More sharing options...
mwpowellhtx Posted April 27, 2016 Author Share Posted April 27, 2016 A little better angle. And tweaked font, font size, and orientation. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted April 27, 2016 Share Posted April 27, 2016 If you want to get rid of the z-index issue just set material.zOffset = 1 Quote Link to comment Share on other sites More sharing options...
mwpowellhtx Posted April 27, 2016 Author Share Posted April 27, 2016 @Deltakosh Just tried that, and the numbers vanished. For which material(s)? And to which zOffset? Bear in mind all of the dashes are themselves Ground as well. So, to a value such as what, 276? Sarcastic, but you get the idea. Quote Link to comment Share on other sites More sharing options...
mwpowellhtx Posted April 27, 2016 Author Share Posted April 27, 2016 Ah! m.zOffset = -1 Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted April 28, 2016 Share Posted April 28, 2016 here you are Quote Link to comment Share on other sites More sharing options...
mwpowellhtx Posted April 28, 2016 Author Share Posted April 28, 2016 Although, that works for the numbering, but apparently not for the lines or hash marks (grounds/planes). It's okay, minor issue, not concerned about that. See other post re: DynamicTexture changes. Quote Link to comment Share on other sites More sharing options...
jerome Posted April 28, 2016 Share Posted April 28, 2016 just a naive question : if your texts are known in advandce and fixed forever, why using some text based dynamic textures instead of a single baked texture ...say, a single image with all the text values you need (10, 20, 30, etc) that could be easily done with any text soft ? Quote Link to comment Share on other sites More sharing options...
mwpowellhtx Posted April 28, 2016 Author Share Posted April 28, 2016 @jerome Yes, it is naive. Because the field may not always be 100 yards; may be 50, or even 110. Or some other custom number. Quote Link to comment Share on other sites More sharing options...
jerome Posted April 28, 2016 Share Posted April 28, 2016 ah ok .. I thought it never changed Quote Link to comment Share on other sites More sharing options...
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