securet Posted December 14, 2016 Share Posted December 14, 2016 Playground code: (this is the exact same code as in the particles Tutorial, except for the last view lines (setTimeout() function)) when disposeOnStop is set false, everything works fine var createScene = function () { var scene = new BABYLON.Scene(engine); // Setup environment var light0 = new BABYLON.PointLight("Omni", new BABYLON.Vector3(0, 2, 8), scene); var camera = new BABYLON.ArcRotateCamera("ArcRotateCamera", 1, 0.8, 20, new BABYLON.Vector3(0, 0, 0), scene); camera.attachControl(canvas, true); // Fountain object var fountain = BABYLON.Mesh.CreateBox("foutain", 1.0, scene); // Ground var ground = BABYLON.Mesh.CreatePlane("ground", 50.0, scene); ground.position = new BABYLON.Vector3(0, -10, 0); ground.rotation = new BABYLON.Vector3(Math.PI / 2, 0, 0); ground.material = new BABYLON.StandardMaterial("groundMat", scene); ground.material.backFaceCulling = false; ground.material.diffuseColor = new BABYLON.Color3(0.3, 0.3, 1); // Create a particle system var particleSystem = new BABYLON.ParticleSystem("particles", 2000, scene); //Texture of each particle particleSystem.particleTexture = new BABYLON.Texture("textures/flare.png", scene); // Where the particles come from particleSystem.emitter = fountain; // the starting object, the emitter particleSystem.minEmitBox = new BABYLON.Vector3(-1, 0, 0); // Starting all from particleSystem.maxEmitBox = new BABYLON.Vector3(1, 0, 0); // To... // Colors of all particles particleSystem.color1 = new BABYLON.Color4(0.7, 0.8, 1.0, 1.0); particleSystem.color2 = new BABYLON.Color4(0.2, 0.5, 1.0, 1.0); particleSystem.colorDead = new BABYLON.Color4(0, 0, 0.2, 0.0); // Size of each particle (random between... particleSystem.minSize = 0.1; particleSystem.maxSize = 0.5; // Life time of each particle (random between... particleSystem.minLifeTime = 0.3; particleSystem.maxLifeTime = 1.5; // Emission rate particleSystem.emitRate = 1500; // Blend mode : BLENDMODE_ONEONE, or BLENDMODE_STANDARD particleSystem.blendMode = BABYLON.ParticleSystem.BLENDMODE_ONEONE; // Set the gravity of all particles particleSystem.gravity = new BABYLON.Vector3(0, -9.81, 0); // Direction of each particle after it has been emitted particleSystem.direction1 = new BABYLON.Vector3(-7, 8, 3); particleSystem.direction2 = new BABYLON.Vector3(7, 8, -3); // Angular speed, in radians particleSystem.minAngularSpeed = 0; particleSystem.maxAngularSpeed = Math.PI; // Speed particleSystem.minEmitPower = 1; particleSystem.maxEmitPower = 3; particleSystem.updateSpeed = 0.005; // Start the particle system particleSystem.start(); // Fountain's animation var keys = []; var animation = new BABYLON.Animation("animation", "rotation.x", 30, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE); // At the animation key 0, the value of scaling is "1" keys.push({ frame: 0, value: 0 }); // At the animation key 50, the value of scaling is "0.2" keys.push({ frame: 50, value: Math.PI }); // At the animation key 100, the value of scaling is "1" keys.push({ frame: 100, value: 0 }); // Launch animation animation.setKeys(keys); fountain.animations.push(animation); scene.beginAnimation(fountain, 0, 100, true); //------------------------------------- Bug? setTimeout(function () { particleSystem.disposeOnStop=true;// if false then everything is fine particleSystem.stop(); }, 1000) //-------------------------------------- return scene; } Edit: executed a similar code, in my local environment(babylon.js 2.5) and scene stayed, maybe the problem is based on playground using beta version of babylon.js Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted December 15, 2016 Share Posted December 15, 2016 Can you please share the playground link? Quote Link to comment Share on other sites More sharing options...
gryff Posted December 15, 2016 Share Posted December 15, 2016 @Deltakosh I tried @securet's added code (@ line 100) so here is playground Using the new debug layer it says the two meshes fountain and ground are still there even after they vanish? cheers, gryff Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted December 15, 2016 Share Posted December 15, 2016 Fixed! Wingnut 1 Quote Link to comment Share on other sites More sharing options...
securet Posted December 16, 2016 Author Share Posted December 16, 2016 world would be a better place, if we were as good as you guys, ty Wingnut 1 Quote Link to comment Share on other sites More sharing options...
Wingnut Posted December 16, 2016 Share Posted December 16, 2016 Hey DK... do you have time to tell where problem was? In engine? Depth rendering system? I'm curious. I made playground just like @gryff... got same discoveries as Gryff, too. (mesh was still there, just invisible) Strange and interesting bug/issue. Thanks either way. Good find, @securet, good fix, @Deltakosh. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted December 16, 2016 Share Posted December 16, 2016 It was an pretty insane bug in my caching mechanism in the engine. Quote Link to comment Share on other sites More sharing options...
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