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[Solved] Compile error in lib.dom.d.ts with Typescript 2.2.1

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I updated to typescript 2.2.1 (from 2.1.6). I get the following error now if i build my project:

node_modules/typescript/lib/lib.dom.d.ts(1380,11): error TS2320: Interface 'AudioContext' cannot simultaneously extend types 'AudioContextBase' and 'EventTarget'.
Named property 'addEventListener' of types 'AudioContextBase' and 'EventTarget' are not identical.

The compiler options to reproduce this:
    "target": "es5"
    "lib": ["es2015", "dom"]

The problem seems to be this line:

https://github.com/BabylonJS/Babylon.js/blob/master/src/babylon.mixins.ts#L44

Maybe this mixin can be removed now?

 

 


Texture and Canvas 2D Inconsistent Zoom bug

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So basically I have this weird issue that happens on some computers where the Canvas2D after a couple of seconds gets zoomed into the bottom let corner, revealing about 20% of the total Canvas2D screen, a texture gets stuck in the water and so on. Only clue I get is potentially `GL_INVALID_VALUE : glViewport: height < 0` from `Engine.setDirectViewport()`, but it occurs so much it may hide the real bug (can you remove WebGL error cap somewhere)?

If anyone wants to test and see if they can recreate this weird issue, you can try my beta version here: http://www.airconsole.com/simulator/#http://cotc.castlin.se/ (you play with your phone) It mostly occurs on some Window computers and on Firefox. 

Does anyone recognize this bug? It doesn't occur consistently during run time so it could be error overflow or something I guess. I'm not sure how to find WebGL related errors, googling these doesn't make me much smarter. Thanks!

Scene.executeWhenReady never called on SceneLoader.ImportMesh if renderTargetTexture was disposed

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Hi,

I have a scene with a renderTargetTexture (a reflectionProbe to be precise). The scene is fully loaded, everything is fine in a calm and peacefull world.

Then, I suddenly decide to load new meshes, via SceneLoader.ImportMesh. In the succes callback I'm using scene.executeWhenReady to do some post treatment.

And again, everything is fine, the scene goes well, the new meshes live their lifes quietly in a stable universe and the gods are happy.

But if at some point I disposed the probe before loading those new meshes, the scene.executeWhenReady is not called!

I tried disposing manually the renderTargetTexture inside the probe and the problem also occurs, it is clearly related to renderTagetTexture disposal, as if some flag was forgotten somewhere, leading to scene never ready again.

The case where this bug occur is pretty specific so I do not have a repro case in PG for now. But maybe with the information I gave that would make someone here have a "tilt"...

Running sound on init

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TypeError: Failed to execute 'setPosition' on 'AudioListener': The provided float value is non-finite.
    at Scene._updateAudioParameters 

( audioEngine.audioContext.listener.setPosition(listeningCamera.position.x, listeningCamera.position.y, listeningCamera.position.z); )

I'm getting an inconsistent error when trying to run a sound at the beginning of my game. I can't really find any ways to have the sound run when it's ready. Is this relevant to the camera or something? It solves itself if I just let it wait a couple of seconds, but that's not really ideal for me.

I also use assetsManager to preload the sound and run the `new BABYLON.Sound` call.

Cheers!

vertexData is not serialized

Weird Behavior with Imported Mesh and Skeleton

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This is an issue I've had with multiple models.

http://www.babylonjs-playground.com/#4CVUS#2

See how some vertex or maybe a bone has points attached to the camera?

The issue seems to be with the skeleton, as removing this and the skin modifier seems to remove the issue:

http://www.babylonjs-playground.com/#4CVUS#3

 

I'm using 3Ds Max 2015 and the Babylon.js Exporter.

When uploading the file to Claro.io, the mesh and skeleton are both intact, but exporting to .babylon somehow removes the skeleton aswell.

As far as I know, Clara.io uses the Blender exporter, but that's no success either.

I was just wondering if anyone else has had this issue, and if yes, then maybe know a fix or a way around.

 

Attached is the .max file for reference.

simple.max

WorldSpaceCanvas scaling, children don't appear to scale correctly

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Hello,

I have a couple scenes where I scale up some WorldSpaceCanvas instances with some simple UI. I recently took the latest preview release and noticed that children are offset strangely until the canvas reaches its full scale. I made a PG which should demonstrate what I am talking about:

http://www.babylonjs-playground.com/#W9SZY#2

It's most obvious with the title, but it happens with anything which isn't very close to 0,0, it seems.

Thanks for a great framework!

debugLayer with isVisible return always false


SerializeMesh probleme for reload

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Hello,

I think it's a bug. I have a file with babylon animation that it loads properly with ImportMesh, but when I serialize it can not recharge it with ImportMesh. I get an error:

Geometry not found for mesh dbe4c900-0ebc-41cf-8fde-052985ddb288

I have not managed to do a PG, because the file is not found, but you can compare two files and see that there are missing data in the serialized file that the file can not be recharged.

This is a file exported of 3ds max long ago:

The first file is loaded correctly : http://www.babylon.actifgames.com/bug/ok/casual01-perso.babylon

This file it after serialization is not loaded: http://www.babylon.actifgames.com/bug/casual01-perso.babylon

 

[SOLVED] - Latest 2.6 - Another Issue With HDR

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Hey @Deltakosh

The latest 2.6 alpha now gives a BUNCH of error when using HDRCubeTexture:

[.Offscreen-For-WebGL-0x7fc2bf02b800]RENDER WARNING: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering.

Sorry... Correct it crashes when being deserialized (also with 2.5)

You can download the whole build folder (with the scene file, index page and all textures) at Samples Build Folder

Doc classes not found

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All page classes documentation are not found

 

Blender Export Instances Issue ... progress?

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In the image below there are 2 scenes : 1. the 3D window of Blender, 2. The same scene exported as a.babylon file and viewed in the Sandbox.

The scene is a low poly "rock" and a number of instances (10) using Blender's particle system on the ground plane. The particle system  is then converted to instances (using the modifier "Convert" button)

But compare the rotation of the instanced rocks between 1 and 2 - they are different. I have highlighted 4 of the worst - but others are incorrect on closer examination. (D is really really noticeable!! :o)

Anyone any thoughts about what might be going wrong? I can provide .blend files if needed.

cheers, gryff :)

2scenes1.png

Screen update bug in Firefox when canvas is out of sight

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I have different tiles, each in its own canvas. When I toggle the camera (simultaneous), the tile that our out of the viewport seem to go wrong. This only happens in Firefox.
One odd thing that I am doing in my code - and this is part due to the bug - is I am having my my rendering stopped all the time, but whenever a ui action is done (ao the camera toggling) I do a runRenderLoop() (I do this for processor saving, since my frames don't update all the time);
 

 

Rotation trouble with 3 axis rotated objects

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Hi,

We use 3D STUDIO MAX 2017, and Babylon Exporter V0.7.

We've made several tests to try to understand why we got a problem with some objects once exported from Max. It seems like when an object has some rotation inside Max on the 3 axis, it is not exported as it should be, and rotation values are wrong. I haven't found any particular "rule" in the calculation of these wrong values.

We've made the same test with only 1 rotation (along X OR Y OR Z), and 2 rotations (X+Y OR X+Z OR Y+Z) : the exporter seems to work fine in this case. The issue appears only when an object is rotated along X+Y+Z.

Thanks a lot for your help,

Raphaël

attachToBone does not work anymore


CreateScreenshotUsingRenderTarget texture black

Friction Bug, workaround?

GLTFloader rotation with multiple nodes

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I've been having problems loading GLTF files that load correctly using other graphics packages. I have GLTF files that contain multiple nodes and the nodes would end up rotated oddly.

Looking at the code, there is one place where, if the rotation is specified with a quaterion (rather than a matrix) the node rotation is computed with an odd RotationFromAxis computation. If I change the code to just fetch the quaterian from array, the GLTF file loads correctly.

The lines in question is 2195 in babylong.glTFFileLoader.js:

configureNode(lastNode, BABYLON.Vector3.FromArray(translation), BABYLON.Quaternion.RotationAxis(BABYLON.Vector3.FromArray(rotation).normalize(), rotation[3]), BABYLON.Vector3.FromArray(scale));

works if it is changed to:

configureNode(lastNode, BABYLON.Vector3.FromArray(translation),
                    BABYLON.Quaternion.FromArray(rotation),
                    BABYLON.Vector3.FromArray(scale));

Does one of the GLTF loader people know why the code is the way it is, and, is this a bug?

(Also, since I'm new here, should this be reported in the GitHub issues or is this the right place?)

Blank screenshots

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Hi,

I'm getting blank screenshots only, meaning: a PNG with full transparency. The size is correct though.
 

//Somewhere a scene is loaded 
var scene = null;
BABYLON.SceneLoader.Load('', 'data/data.babylon', engine, function(newScene){
    scene = newScene;
// some stuff 
}

//Some features like camera, lights are added... 

// Finally somwhere the render loop
engine.runRenderLoop(function(){
      scene.render();
});
      

// and then manually in the js console or via events the screenshot command is triggered:
BABYLON.Tools.CreateScreenshot(scene.getEngine(),scene.activeCamera, {"precision": "1"});

I tried tracing the steps this function does in the babylon.tools.ts and entered the necessary commands into the javascript console:

 

 var screenshotCanvas;

 if (!screenshotCanvas) {
          screenshotCanvas = document.createElement('canvas');
}
            
screenshotCanvas.width = 630;  
screenshotCanvas.height = 1366;

// checked here and screenshotCanvas is set to '<canvas width=... height=... >'

var renderContext = screenshotCanvas.getContext("2d");

renderContext.drawImage(engine.getRenderingCanvas(), 0, 0, 1366, 630);
// engine.getRenderingCanvas() returns '<canvas class=".." id=".." width="1366" height="630" >'
// it's the correct babylon canvas 

//Then I checked via 
renderContext.getImageData(400,300,200,1); // (random values)
//if there was any value set to anything else then 0. But no, all the values are 0. 


For some reason there is no image drawn at renderContext.dawImage().
screenshotCanvas remains blank and I only receive the blank png

engine is set (I also used scene.getEngine()), scene is set too (and has a lot of data). So is scene.activeCamera.
There are no error messages. 

This looks like a bug. Although I can't get my head around it. 


Unfortunately I can't post the whole code since it's work related (and mostly done by a third party company). Would be way too large I guess. But as far as I can tell there's nothing that would explain it. The scene is used to render everything. 

Babylon v.2.5 is used. 
And chrome/chromium (the final product will use the chromium embedded framework to display the webgl animation within an native application)

HighlightLayer two problemes

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Hello,

I just noticed two bug HighlightLayer.

error 1) The first is when you use a emissiveColor on Import object. (On the playground, if I put in the comment line emissiveColor, it works, but else it does not work)

http://www.babylonjs-playground.com/#1W1UYU

error 2) The second mistake I fail to reproduce, I do not know what is this. This is when I add a HighlightLayer an object import : error getTextureMatrix . it is the scene.render () which crach and I get it in the console:

Uncaught TypeError: Cannot read property 'getTextureMatrix' of null
    at s (babylon.js:25)
    at _mainTexture.customRenderFunction (babylon.js:25)
    at t.render (babylon.js:11)
    at t.render (babylon.js:11)
    at i.renderToTarget (babylon.js:16)
    at i.render (babylon.js:15)
    at i._renderForCamera (babylon.js:12)
    at i._processSubCameras (babylon.js:12)
    at i.render (babylon.js:13)

For further information, I employs 2 cameras (multiview) and if Highlight.isEnabled = false; No error. but if Highlight.isEnabled = true; error getTextureMatrix.

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