Ruffle Posted July 1, 2016 Share Posted July 1, 2016 Hi, I recently implemented LODs for an InstancedMesh. The problem is, this InstancedMesh has an EdgesRenderer (which works great) but when the quality is reduced (LOD), the edges aren't rendered anymore. The problem doesn't exist for a regular Mesh, even with LODs: http://www.babylonjs-playground.com/#QE7KM#14 Here's what happens when you add instances: http://www.babylonjs-playground.com/#14ESWC#13 You can see that edges are rendered only for the masterMesh and when one of the instances gets degraded, the edges are rendered for the sourceMesh. I tried to find an obvious solution to this but to no avail. It's not that big of a deal for me but I thought I'd ask anyway. Perhaps somebody knows a solution? Or maybe you're aware of this problem and are going to resolve it in a future update? Thanks in advance. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted July 1, 2016 Share Posted July 1, 2016 I would say: this is a known limitation Quote Link to comment Share on other sites More sharing options...
Wingnut Posted July 3, 2016 Share Posted July 3, 2016 Heya guys! @Deltakosh, would you have a moment to tell-of this "known" limitation... in the edgesRenderer tutorial? Maybe a little sentence or two about WHY, too? Thanks! Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted July 4, 2016 Share Posted July 4, 2016 Actually this is pretty easy to say: EdgesRenderer does not work well with instances when used with LOD. This is something I need to fix for 2.5 Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted July 4, 2016 Share Posted July 4, 2016 And this is now fixed Check your PG (clear cache obviously) Wingnut and Ruffle 2 Quote Link to comment Share on other sites More sharing options...
Ruffle Posted July 4, 2016 Author Share Posted July 4, 2016 Thanks for help Deltakosh ! " clear cache " is my middle name Quote Link to comment Share on other sites More sharing options...
Ruffle Posted July 4, 2016 Author Share Posted July 4, 2016 Btw, not directly related to edge renderers but I noticed that if I change the .visibility of a LODed mesh, the value isn't carried over when the LOD changes (regardless if it's an InstancedMesh or a regular Mesh). Is that the expected behavior? I can go around it by changing the .visibility of the MeshLODLevel.mesh but since I'm also using Instances, there are only some InstancedMeshed that I'd like to change the .visibility of... Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted July 5, 2016 Share Posted July 5, 2016 Yep it is. We want every layer to be independent (think for isntance that you want the last one to have a visibility reduce to simulate fading) Quote Link to comment Share on other sites More sharing options...
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