Dad72 Posted July 16, 2014 Share Posted July 16, 2014 Hi, I create a small stage with 2 viewport but the first does not appear. It appears a small second and immediately disappears. The second took precedence over the first. I done the reverse, if the viewport of the mini-map that is before and this create some problem to run Actions (I report a problem on an other subject for this and it is bind., but I think that the problem comes from the viewport and not actions) Demo:http://www.castorengine.com/babylon/viewport/ <fr>Si je créer la viewport 1 (la mini-carte) puis le viewport 2, la mini-carte ne s'affiche plus, ou s'affiche une demis seconde et disparait, et les actions fonctionne sur le viewport 2.Mais si je fait l’inverse (viewport 2 puis viewport 1), c’est la mini-carte qui prend le dessus et donc les actions ne fonctionne pas, c’est le viewport 1 (la mini-carte) qui est au dessus le viewport 2 et qui épeiche de pouvoir exécuter les actions.</fr> Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted July 16, 2014 Share Posted July 16, 2014 This is hard for me to debug in your code because I cannot attach my visual studio on it (Or I need to get all your files and this won't be possible) Could you reproduce it using the playground? Just the problem no need for anything else Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted July 16, 2014 Share Posted July 16, 2014 Oh by the way I think I understand your problem. Rendering is done following the creation's order: If camera1 is created before camera2 then camera1 will be rendered first But actions use the latest viewport set (so the camera2's one) Let me look if I can add a parameter to actions in order to define with which camera they should work with Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted July 16, 2014 Share Posted July 16, 2014 Ok I add this:New ```BABYLON.Scene.cameraToUseForPointers``` property that defines this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position Dad72 1 Quote Link to comment Share on other sites More sharing options...
Dad72 Posted July 16, 2014 Author Share Posted July 16, 2014 Yes that's right. Thanks Deltakosh for the new function. But I think that all has not been well commit. on the .ts I:public cameraToUseForPointers: Camera; Define this parameter if you are using multiple cameras and you want to specify which one should be sued for pointer position.but in the .js it have not. But it works anyway. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted July 16, 2014 Share Posted July 16, 2014 what do you mean? I can see this line in the .ts Quote Link to comment Share on other sites More sharing options...
Dad72 Posted July 16, 2014 Author Share Posted July 16, 2014 Oui cette ligne est dans le .ts mais pas dans le .js. je ne l'ai pas vue. Quote Link to comment Share on other sites More sharing options...
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