garidan Posted November 21, 2014 Share Posted November 21, 2014 You can put any html element in front of your viewports, with the proper z-index, and "decorate" them. Quote Link to comment Share on other sites More sharing options...
garidan Posted November 21, 2014 Share Posted November 21, 2014 I updated my code: it didn't work on smartphones because hardwareScaling was not considered. I added an HTML div where to write debug info while dragging. Now it's ok in iPhone and Android phone. On my Android 4.4 Moto G it's too small and you can only move the blue cube, on Iphone it is small the same but you can drag and drop the other solids too, don't know why ... I noticed in the playground now there is babylon.js built on 20 november which in this example has a bug, not found in build of 16 november: when 2 meshes are one over the other, it's picked the lower one and not the visible one, when picking from the top view viewport (upper right). In my local 16 november build it works correctly. Do I have to file a issue ? http://playground.babylonjs.com/#1PA7HW#17 Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted November 21, 2014 Share Posted November 21, 2014 AS far as I'm concern there is no difference related to picking between these versions. Can you do a compare between your version and the current one? Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted November 21, 2014 Share Posted November 21, 2014 Oh I saw that you are using fast check:scene.pick(mouse.x, mouse.y, function (mesh) { return mesh !== ground && mesh.draggable; },true,targetCamera); Fast check returns the first mesh found not the nearest Quote Link to comment Share on other sites More sharing options...
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