MackeyK24 Posted January 5, 2017 Share Posted January 5, 2017 @Temechon Is there a way (or can we adda way) to show the new Debug Layer in an external window from the debugLayer.show command (and NOT have it first displayed on the side and have to hit the 'external window' button). I would to initially show the debug layer in an external window using some kind of option switch of course What do you all think about that one Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted January 5, 2017 Share Posted January 5, 2017 Like it A parameter of debugLayer.show() could be cool! Quote Link to comment Share on other sites More sharing options...
adam Posted January 5, 2017 Share Posted January 5, 2017 It has already been implemented. https://github.com/BabylonJS/Babylon.js/commit/f01ba2d4c667a9b8a8ba8865dbcc1fafeae39ca9 http://www.babylonjs-playground.com/#2HUXNY#0 I'm getting an error on first run, though. Here I wait a half second (have to allow popups): http://www.babylonjs-playground.com/#2HUXNY#1 edit: The first PG is no longer giving me an error. Maybe because I allowed popups. Pryme8 and Temechon 2 Quote Link to comment Share on other sites More sharing options...
Wingnut Posted January 5, 2017 Share Posted January 5, 2017 Damn, you guys are fast. A post sits for 10 hours, and then a bunch of us attack. hehe Too fun! Best I could do was... scene.debugLayer.show(); var inspector = scene.debugLayer._inspector; scene.debugLayer.hide(); inspector.openPopup(true); Darn you guys! Cool feature add, though... well done! Love it. Quote Link to comment Share on other sites More sharing options...
MackeyK24 Posted January 5, 2017 Author Share Posted January 5, 2017 This is working great: public toggleDebug(popups:boolean = false): void { if (this._scene.debugLayer.isVisible()) { this._scene.debugLayer.hide(); } else { this._scene.debugLayer.show(popups); } } Was Implemented in 2.6 Alpha (maybe even before that) I luv it... especially for small screen canvas sizes BTW @Temechon or @Deltakosh ... Is there a way to run the new DebugLayer from local resources... can i download and serve my own inperctor.bundle.js... I am in Hawaii... And it takes quite awhile for the inspector to some up because is has make that server trip over the 3000 miles of ocean ... The old debug layer did not load any extra external resources... not that i noticed before. Temechon 1 Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted January 6, 2017 Share Posted January 6, 2017 Sure just reference it after referencing babylon.js Quote Link to comment Share on other sites More sharing options...
MackeyK24 Posted January 6, 2017 Author Share Posted January 6, 2017 Which one.... JUST the bundle by itself ??? Do i need to reference the .css file ??? I seem to recall additional files from some CDN that got loaded as well... Where do they come from.... Just trying to package the ALL the files i need in the /Assets/Babylon/Library folder... Don't want to have to DEPEND on any other files coming from the internet. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted January 6, 2017 Share Posted January 6, 2017 nope just the bundle Quote Link to comment Share on other sites More sharing options...
Temechon Posted January 6, 2017 Share Posted January 6, 2017 The inspector loads dynamically several external lib : - fonts (awesomeFont, for every icons, and Inconsolata for the main font of the inspector) - In shader tab ONLY, it loads highlight.js in order to have a coloring style for the glsl code. If you know another way to do it, I'm listening Quote Link to comment Share on other sites More sharing options...
Dad72 Posted January 6, 2017 Share Posted January 6, 2017 33 minutes ago, Temechon said: If you know another way to do it, I'm listening Yes I know one in PHP which colors the code, but it comes back to the same since it is necessary to load a lib. Quote Link to comment Share on other sites More sharing options...
Pryme8 Posted January 7, 2017 Share Posted January 7, 2017 Google codemirror it has webgl code hinting also I'll post my scene and shader editor here soon cause it has a lot of editor widgets built in. https://github.com/patriciogonzalezvivo/glslEditor i already ported this to bjs and included a scene editor as well. Quote Link to comment Share on other sites More sharing options...
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