Swiftwork Posted October 27, 2016 Share Posted October 27, 2016 Reporting bug regarding instances and their parents not being rendered when HighlightLayer is used.http://babylonjs-playground.com/#29SZC0#10 Ping @Sebavan /Swiftwork Quote Link to comment Share on other sites More sharing options...
Sebavan Posted October 27, 2016 Share Posted October 27, 2016 Yep, this is why they were not allowed. I thought your PR was magically working but no, I am reverting it and updating the code to manage it. Basically, only the parent mesh will need to be in the highlight layer to highlight the whole hierarchy at once. If they need to be spitted, like for the material, you ll need to render them separately. This should be ok tomorrow. Quote Link to comment Share on other sites More sharing options...
Swiftwork Posted October 27, 2016 Author Share Posted October 27, 2016 But that's what my PR was doing, referencing the parent instead of the InstancedMesh. I believe there is another issue at play? Quote Link to comment Share on other sites More sharing options...
Sebavan Posted October 27, 2016 Share Posted October 27, 2016 Yep, that was referencing them several times and also instances have a cache mechanism to be rendered only once per frame. I am writing the code to reset it. after rendering to the target texture. Quote Link to comment Share on other sites More sharing options...
Swiftwork Posted October 27, 2016 Author Share Posted October 27, 2016 Ok great! Sorry for causing you trouble. Edit: Highlighting only one clone seems to causing the same issue. http://babylonjs-playground.com/#29SZC0#11 Quote Link to comment Share on other sites More sharing options...
Sebavan Posted October 27, 2016 Share Posted October 27, 2016 np, it is cool to highlight all of them at once and makes sense. I should have done it upfront (I only had half of it). Swiftwork 1 Quote Link to comment Share on other sites More sharing options...
Sebavan Posted October 27, 2016 Share Posted October 27, 2016 The PR is here: https://github.com/BabylonJS/Babylon.js/pull/1474 As soon as push to PG you will be able to use it. I reverted the changes to ensure that we only allow mesh in the highlights. If there is any instances, all of them will be highlighted too. This is consistent with the materials. Thanks for reporting it, Quote Link to comment Share on other sites More sharing options...
Swiftwork Posted October 27, 2016 Author Share Posted October 27, 2016 Great work @sebavan! I'll check tomorrow then Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted October 27, 2016 Share Posted October 27, 2016 Merged! and PG updated Quote Link to comment Share on other sites More sharing options...
Sebavan Posted October 28, 2016 Share Posted October 28, 2016 Let s try it: http://www.babylonjs-playground.com/#3DVLG#18 Thanks @NasimiAsl for the rotator ;-) jerome and adam 2 Quote Link to comment Share on other sites More sharing options...
Swiftwork Posted October 28, 2016 Author Share Posted October 28, 2016 Kings @Sebavan, @Deltakosh, @NasimiAsl! Thank you for your time Quote Link to comment Share on other sites More sharing options...
NasimiAsl Posted October 28, 2016 Share Posted October 28, 2016 thank for @Stvsynrj and replace my name in King list with @jerome and @Wingnut Quote Link to comment Share on other sites More sharing options...
jerome Posted October 28, 2016 Share Posted October 28, 2016 I'm not the author of the rotator, only stvsynrj Quote Link to comment Share on other sites More sharing options...
Sebavan Posted October 28, 2016 Share Posted October 28, 2016 Ok lol, TEAM WORK !!! Quote Link to comment Share on other sites More sharing options...
Stvsynrj Posted December 30, 2016 Share Posted December 30, 2016 Nice to see that the "so famous" rotator was used ! Nice work guys Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted January 4, 2017 Share Posted January 4, 2017 What about your demo btw ? Quote Link to comment Share on other sites More sharing options...
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