chicagobob123 Posted March 9, 2018 Share Posted March 9, 2018 I loaded meshes with BABYLON.SceneLoader.ImportMesh and saved them into an array (Not shown here to make an easier example). There was only one mesh per babylon file. BABYLON.SceneLoader.ImportMesh("",'models/numbers/',''sample.babylon',scene,function(meshes,particlesystems,skeletons) { ... Sample[x]=meshes[0]; } Later I cloned the mesh array sample2[x] = Sample[x].clone(); sample2[x] .addLODLevel(400,null); Because Sample needed to be seen all the time and sample2 did not, sample2 is later instanced because there is a lot of them and needed an LOD. Great, but something is very wrong. When I include the sample2 array meshes as soon as the become visible items from the Sample[] array disappear. HELP? I really don't get whats going on. I thought Clone would create new meshes independent of the orginal. Is that not true? Quote Link to comment Share on other sites More sharing options...
aWeirdo Posted March 9, 2018 Share Posted March 9, 2018 Hi @chicagobob123 Other than the null in .addLODLevel(400,null); should be a mesh, I'm not quite sure what the issue is, can you reproduce? http://playground.babylonjs.com/#8UYLBH#1 Quote Link to comment Share on other sites More sharing options...
chicagobob123 Posted March 9, 2018 Author Share Posted March 9, 2018 "the null in .addLODLevel(400,null); should be a mesh" actually not if you want the stuff to not be seen at distance xx away. In the example the mesh is set to null to make the knot disappear. https://doc.babylonjs.com/how_to/how_to_use_lod -->knot00.addLODLevel(55, null); As for reproduction thats where this gets complicated. I am not sure I can. I guess I can try with the knots example Quote Link to comment Share on other sites More sharing options...
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