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Making a mesh ground textured to be transparent


Brunex92
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Hi,

I'm doing an application which requires that an object, in this case a Mesh ground disappear when its value is false, as follows on the code:
 

generateGrid = function(scene){

	this.size = 200;
	this.displayGroundXZ = true;
	this.displayGroundYZ = true;
	this.displayGroundXY = true;

	this.scene = scene;
	
	this.groundMaterial = new BABYLON.GridMaterial("this.groundMaterial", this.scene);
	this.groundMaterial.gridRatio = 1;
	this.groundMaterial.backFaceCulling = false;
	this.groundMaterial.mainColor = new BABYLON.Color3(1, 1, 1);
	this.groundMaterial.lineColor = new BABYLON.Color3(1.0, 1.0, 1.0);
	this.groundMaterial.opacity = 0.5;

	//Cria os três planos e seta o material para ser grid (como se fosse uma textura)
	this.groundXZ = BABYLON.Mesh.CreateGround("groundXZ", this.size,
			this.size, 2, this.scene);
	this.groundXZ.material = this.groundMaterial;
	this.groundYZ = BABYLON.Mesh.CreateGround("groundYZ", this.size,
			this.size, 2, this.scene);
	this.groundYZ.material = this.groundMaterial;
	this.groundYZ.rotation.z = Math.PI / 2;
	this.groundXY = BABYLON.Mesh.CreateGround("groundXY", this.size,
			this.size, 2, this.scene);
	this.groundXY.material = this.groundMaterial;
	this.groundXY.rotation.x = -Math.PI / 2;
};

generateGrid.prototype.updateGrid = function() {
	this.groundXZ.scaling = new BABYLON.Vector3(this.size/200, this.size/200, this.size/200);
	this.groundYZ.scaling = new BABYLON.Vector3(this.size/200, this.size/200, this.size/200);
	this.groundXY.scaling = new BABYLON.Vector3(this.size/200, this.size/200, this.size/200);
};

generateGrid.prototype.showGroundXZ = function() {
	if (this.displayGroundXZ == false)
		this.groundXZ.dispose();
	else {
		this.size = 200;
		this.groundXZ = BABYLON.Mesh.CreateGround("groundXZ", this.size,
			this.size, 2, this.scene);
		this.groundXZ.material = this.groundMaterial;
	}
};

generateGrid.prototype.showGroundYZ = function() {
	if (this.displayGroundYZ == false)
		this.groundYZ.dispose();
	else {
		this.size = 200;
		this.groundYZ = BABYLON.Mesh.CreateGround("groundYZ", this.size,
			this.size, 2, this.scene);
		this.groundYZ.material = this.groundMaterial;
		this.groundYZ.rotation.z = Math.PI / 2;
	}
};

generateGrid.prototype.showGroundXY = function() {
	if (this.displayGroundXY == false)
		this.groundXY.dispose();
	else {
		this.size = 200;
		this.groundXY = BABYLON.Mesh.CreateGround("groundXY", this.size,
			this.size, 2, this.scene);
		this.groundXY.material = this.groundMaterial;
		this.groundXY.rotation.x = -Math.PI / 2;
	}
};


So, obviously in this case I tried to dispose the mesh when it's false, and when it's true I draw it again.
But this causes some weird graphical bugs if I make all the displayGrounds by false after some commands that are necessary to proceed with the application (like reading a file).

So I had the idea of don't dispose the mesh, instead, i thought about making its alpha = 0 when it's false, and 1 when it's true.
But, this also won't work, I also tried to make its opacity = 0, again, it won't work because this makes all of the grounds to disappear.

And I ran out of ideas, how can I make this work?

Thanks;
 

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