JohnM Posted July 23, 2018 Share Posted July 23, 2018 Hey all, i was wondering if anyone could tell me what would be triggering these warnings to spam my console so much? usually these only appear once when i load a BJS project, but i have done something in this project which causes these warnings to spam and it slows things down by a second or two whilst it spams the log, even when the log is closed! (see pic) i have even searched for these classes to see if i have used them but I have not so i assume i am using an old BJS function that must be using them? just need help identifying why they would be spammed so much! many thanks. Quote Link to comment Share on other sites More sharing options...
Dad72 Posted July 23, 2018 Share Posted July 23, 2018 I think it's because of that if you use them to display statistics of the scene. BABYLON.Tools.Format(scene.getEvaluateActiveMeshesDuration()) + " ms<br />"+ BABYLON.Tools.Format(scene.getRenderTargetsDuration()) + " ms<br />"+ BABYLON.Tools.Format(scene.getParticlesDuration()) + " ms<br />"+ BABYLON.Tools.Format(scene.getSpritesDuration()) + " ms<br />"+ BABYLON.Tools.Format(scene.getRenderDuration()) + " ms<br />"+ BABYLON.Tools.Format(scene.getLastFrameDuration()) + " ms<br />" Quote Link to comment Share on other sites More sharing options...
JohnM Posted July 23, 2018 Author Share Posted July 23, 2018 i havnt put that into my project unless its just running by default in the background? its odd because sometimes there is less than 1000 warnings and sometimes it happens 6k times Quote Link to comment Share on other sites More sharing options...
Guest Posted July 23, 2018 Share Posted July 23, 2018 Can you share your project on a website so we can see the problem? The code is obviously called somewhere Quote Link to comment Share on other sites More sharing options...
JohnM Posted July 23, 2018 Author Share Posted July 23, 2018 i am not allowed unfortunately i have also tried to make a dummy project but it didn't replicate the problem ? just hoped there would be a quick answer about what triggers it Quote Link to comment Share on other sites More sharing options...
Guest Posted July 23, 2018 Share Posted July 23, 2018 Calling the code or debugging the scene (using a debugger to inspect a scene property) can trigger it. I suggest that you reference babylon.max.js and set a breakpoint in the function to see who calls it Quote Link to comment Share on other sites More sharing options...
JohnM Posted July 25, 2018 Author Share Posted July 25, 2018 been digging around and cant seem to fix the issue. however it seems to happen when alight.js does a scan. I am using this library - https://github.com/retejs/rete in this plugin from the library - https://github.com/retejs/context-menu-plugin/blob/master/src/context-menu.js on line 62: ```javascript this.$cd.scan(); ``` after that is called is when it seems all my errors pop up. here is one of the examples from the rete github page - https://codepen.io/Ni55aN/pen/rpOKNb i just dont get why alight would trigger something in BJS but then i dont really understand alight that much yet (newb) Quote Link to comment Share on other sites More sharing options...
JohnM Posted July 25, 2018 Author Share Posted July 25, 2018 never mind... updated from version 0.1.1 of the plugin to 0.1.3 and it seems to have fixed the issue! thanks a lot for all of your help anyways :) GameMonetize 1 Quote Link to comment Share on other sites More sharing options...
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