Sebavan Posted September 28, 2016 Share Posted September 28, 2016 Hello, As it seems there were quite a few discussion around highlighting meshes you can find below the solution integrated in standard in bjs: var hl = new BABYLON.HighlightLayer("hg", scene); hl.pushMesh(box, BABYLON.Color3.Green()); Please be aware, the stencil needs to be able in your canvas: var engine = new BABYLON.Engine(canvas, true, { stencil: true }); You can take a look at the result here: http://www.babylonjs-playground.com/#E3D3Y#2 Best Regards, kpgbrink, jerome, GameMonetize and 6 others 9 Quote Link to comment Share on other sites More sharing options...
jerome Posted September 29, 2016 Share Posted September 29, 2016 beautiful Quote Link to comment Share on other sites More sharing options...
NasimiAsl Posted October 3, 2016 Share Posted October 3, 2016 # pushmesh => converted to Add Mesh http://www.babylonjs-playground.com/#E3D3Y#3 Kemal UÇAR, meteoritool, Sebavan and 1 other 4 Quote Link to comment Share on other sites More sharing options...
Klaas Posted October 10, 2016 Share Posted October 10, 2016 very nice ... would be even nicer if the outline could also be rendered in front of obstructing geometry meteoritool 1 Quote Link to comment Share on other sites More sharing options...
meteoritool Posted October 11, 2016 Share Posted October 11, 2016 I'm going with @Klaas ! I have a simple scene, a sky during the night: -There is a first skybox, that represent clouds, the skybox is alpha-blended with visibility=0.3, and alphaMode = BABYLON.Engine.ALPHA_ADD. -Behind this first skybox is the moon, a simple sphere with texture material on it. I'd like this mesh to be Highlighted. -Behind everything else is another opaque skybox. I can see the the first skybox, the one that renders in front of everything else, despite being very "transparent", makes the highlight layer invisible. Is there any way I could make the highlight be visible behind transparent mesh ? Thx ! Quote Link to comment Share on other sites More sharing options...
Feldspar Posted October 11, 2016 Share Posted October 11, 2016 Hello, I have a strange effect using the outline on my meshes. Seems like some stencil issue, any idea ? EDIT : the demo is working fine, and canvas has stencil buffer activated (and no warning/errors in the console). The code : var mesh = BABYLON.Mesh.CreateBox("object", 30, scene); mesh.material = new BABYLON.StandardMaterial("mat", scene); mesh.material.diffuseColor = new BABYLON.Color3(1.0, 0.0, 0.0); var hl = new BABYLON.HighlightLayer("hg", scene); hl.addMesh(mesh, BABYLON.Color3.Green()); Cheers, kpgbrink 1 Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted October 11, 2016 Share Posted October 11, 2016 Ping @Sebavan Quote Link to comment Share on other sites More sharing options...
Kemal UÇAR Posted October 11, 2016 Share Posted October 11, 2016 Very nice Thanks Sebevan Quote Link to comment Share on other sites More sharing options...
Sebavan Posted October 11, 2016 Author Share Posted October 11, 2016 Hello, It really seems that the stencil is off, we can see the render target used to create the highlight. Could you share your sample ? About transparency, only alpha tested mesh are discarded. Maybe an exclusion list would work in your case. So I could easily add an exclusion list to help dealing with this. Basically, all the excluded meshes would not be considered as occlusion for the highlight. Any thoughts ? Transparency order can always be annoying so I prefer to give more control than trying to be smart. I would easily fail here :-) Thx meteoritool 1 Quote Link to comment Share on other sites More sharing options...
Kemal UÇAR Posted October 12, 2016 Share Posted October 12, 2016 I tested ; if not add { stencil: true } scene not loadin in browser ( im using babylon.js prev. release version ) hv material.alpha = 0 meshes blocking highlihts, if must be ( isVisible = false ) not blocking. transparencies workin very well Trully good workin Sebavan congratz... i will share my first web page and Babylon scene soon ,still workin on that Thanks again you and Babylon Community. GameMonetize 1 Quote Link to comment Share on other sites More sharing options...
meteoritool Posted October 12, 2016 Share Posted October 12, 2016 @Sebavan Your work is already very good, and maybe I'm not using the Highlight feature for what is was meant to be ;-) An exclusion list would resolve my problem for sure, and I think it would be a useful feature ! Transparency order would be even better but since I don't even know how to help you I can't beg anything lol Can't wait to read the documentation either, very nice work here, very simple to use and result is beautiful ! Thx for all ! Quote Link to comment Share on other sites More sharing options...
Feldspar Posted October 12, 2016 Share Posted October 12, 2016 @sebavan, found my bug. You were right the canvas didn't have a stencil buffer, but failed silently. Indeed, i used getContext("webgl") (without stencil) once to test if WebGL was available, then Babylon's call to getContext somehow reuses the context already fetched, even though you give it { stencil : true }. Sneaky bug Thanks ! Pryme8 1 Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted October 12, 2016 Share Posted October 12, 2016 We all can't wait for the documentation Quote Link to comment Share on other sites More sharing options...
Sebavan Posted October 13, 2016 Author Share Posted October 13, 2016 excludedMesh in PR https://github.com/BabylonJS/Babylon.js/pull/1405 @deltakosh, I may have time for the documentation this Week End ;-) Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted October 13, 2016 Share Posted October 13, 2016 lol..I said nothing for once Quote Link to comment Share on other sites More sharing options...
meteoritool Posted October 14, 2016 Share Posted October 14, 2016 Hi ! I've tried to use the excludedMeshes function, it sorta works because the highlight layer is visible again, but the highlighted meshes become invisible :/ Is it me or a bug ??? Here's a PG displaying the problem :http://playground.babylonjs.com/#2FFOYQ#2 There are 3 skyboxes with transparency and different sizes, and a row of highlighted meshes. In this example, the first skybox is excluded from the list, which makes the highlight effectively visible, but the highlighted meshes have disappeared :/ Hope I was clear about the explanation ! Is there a way to fix this ? Thx a lot ! Quote Link to comment Share on other sites More sharing options...
Sebavan Posted October 14, 2016 Author Share Posted October 14, 2016 I am on it ! talk to you soon. It is definitely a bug. meteoritool 1 Quote Link to comment Share on other sites More sharing options...
Sebavan Posted October 15, 2016 Author Share Posted October 15, 2016 PR is in for the fix: https://github.com/BabylonJS/Babylon.js/pull/1413 But you will need to change your code to use layer.addExcludedMesh(mesh) I needed more code to make it work. It is still in preview so breaking changes are allowed :-) Wingnut and meteoritool 2 Quote Link to comment Share on other sites More sharing options...
Sebavan Posted October 16, 2016 Author Share Posted October 16, 2016 Here it is: http://playground.babylonjs.com/#2FFOYQ#5 meteoritool and jerome 2 Quote Link to comment Share on other sites More sharing options...
meteoritool Posted October 17, 2016 Share Posted October 17, 2016 Awesome work, thank you ;-) Vousk-prod. 1 Quote Link to comment Share on other sites More sharing options...
jerome Posted October 17, 2016 Share Posted October 17, 2016 simply beautiful Quote Link to comment Share on other sites More sharing options...
meteoritool Posted October 17, 2016 Share Posted October 17, 2016 Upon making these screenshots I noticed something, the Highlight Layer has a different look depending on canvas resolution : Look at the highlight around the moon, First image is full resolution with retina display, Second image is when the canvas res is lowered with this bit of code : canvas.style.width = "50%"; canvas.style.height = "50%"; var engine = new BABYLON.Engine(canvas, true, { stencil: true }); canvas.style.width = '100%'; canvas.style.height = '100%'; The highlight doesn't behave the same depending on canvas size, handling pixel ratio is always complicated... Quote Link to comment Share on other sites More sharing options...
Sebavan Posted October 17, 2016 Author Share Posted October 17, 2016 Yep, agree it is not ideal :-) I will check what I can do but I was really hoping that nobody would notice it... meteoritool 1 Quote Link to comment Share on other sites More sharing options...
Sebavan Posted October 18, 2016 Author Share Posted October 18, 2016 I ll fix it this week end due to a busy work week... sorry for the delay, do not hesitate to shout if you need it earlier. meteoritool 1 Quote Link to comment Share on other sites More sharing options...
Sebavan Posted October 25, 2016 Author Share Posted October 25, 2016 I have just added an option to chose a fixed size render target for the highlights, this will prevent your issue to happen: var hl1 = new BABYLON.HighlightLayer("hl1", scene, { mainTextureFixedSize: 1024 }); hl1.addMesh(sphere, BABYLON.Color3.Green()); The pr is here: https://github.com/BabylonJS/Babylon.js/pull/1462 This will be in PG tomorrow. CU, meteoritool 1 Quote Link to comment Share on other sites More sharing options...
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