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Shouldn't mergeMeshes ignore invalid meshes and continue merging?

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Firstly, Congrats for completing 3.2 . We were looking forward to quite of a lot of features implemented here.

This isn't a bug, but in my opinion I think the merge meshes should continue merging the rest of the meshes in the list when it encounters an invalid mesh instead of throwing an error. We have a model load workflow which on load finds the center and extent of the model using mergeMeshes. Few of our models have empty container like meshes that are parent of meshes that have real vertex data. And this breaks our App when vertexData.validate() throws "Positions are required".

There is an easy fix for this - I made a pass before mergingMeshes like so:

for (var i = 0; i < meshes.length; i++) {
//only pass meshes that have valid position data
if (meshes[i].getVerticesData(BABYLON.VertexBuffer.PositionKind))
	clones.push(meshes[i].clone("clone" + i));
}
var combinedMesh = BABYLON.Mesh.MergeMeshes(clones);

This is potentially a breaking change as it works right with 3.1


HighlightLayer lets all meshes glow (BABYLON 3.2.0 + 3.3.0-alpha)

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Hello together,

in PG https://www.babylonjs-playground.com/#1KUJ0A#104 ou can see an default scene with an additional sphere outside the view (sphere_boycott) with renderingGroupId=1.

Until now all looks good.

If you focus the rendering window/side and press 'cursor key down' to get an larger distance with the actual camera position - or rotate the view to the right side - the added sphere will be shown and the tittled glow-effect fills up the whole sphere.

I think, this is not the expected behavior?! Are more information needed?

 

regards and thank you all for the great work and help

 

Edit (link string to link)
Edit2 (2nd try)

scene.onPrePointerObservable and lack of pointer up notification after dragging

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Hi guys,
I have this problem with the latest version of the library.
I added an observable to scene.onPrePointerObservable to get notifications on pointer down and up on the scene and accordingly set a variable _isPointerDown to true or false, in the same way is done in FramingBehavior to detect the user is moving the scene.

When I make a single click on the scene I correctly receive the two notifications for the pointer down and pointer up events.

The problem occurs when I do dragging (moving the camera). I receive the notifications for pointer down and pointer move, even in the moment of button release  (pointer up is missing).
So the variable _isPointerDown remains true even when the pointer is not down anymore.

The problem started with the latest version (3.3.0-alpha.0)
Take a look at the following playground and at the console.

https://playground.babylonjs.com/#VH9W33

Thanks,
Matteo
 

TS2339: Property specularColor does not exist on type Material

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Hi there,

i have ported the world axes example from http://doc.babylonjs.com/snippets/world_axes into my Angular-Babylon template, but getting the following error:

let makeTextPlane = function(text, color, size) {
  let dynamicTexture = new BABYLON.DynamicTexture('DynamicTexture', 50, $scope.scene, true);
  dynamicTexture.hasAlpha = true;
  dynamicTexture.drawText(text, 5, 40, 'bold 36px Arial', color , 'transparent', true);
  let plane = BABYLON.Mesh.CreatePlane('TextPlane', size, $scope.scene, true);
  plane.material = new BABYLON.StandardMaterial('TextPlaneMaterial', $scope.scene);
  plane.material.backFaceCulling = false;
  plane.material.specularColor = new BABYLON.Color3(0, 0, 0);
  plane.material.diffuseTexture = dynamicTexture;
  return plane;
};
webpack: Compiled with warnings.
ERROR in src/app/engine/engine.service.ts(91,22): error TS2339: Property 'specularColor' does not exist on type 'Material'.
src/app/engine/engine.service.ts(92,22): error TS2339: Property 'diffuseTexture' does not exist on type 'Material'.

I can only fix it with an <any> in front of the BABYLON.Mesh.CreatePlane() function.

Am i doing something wrong here?

I don't think that this should be the right way...

AssetsManager onProgress onFinish changed?

Cloning Source Is Null In 3.2.0 Release

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Somehow this same cloning source = null issue crept back into the code... My InstantiatePrefab took a crap again using the 3.2.0 Release Build. When I go debug and look as to why.

the cloned mesh.source = null. This is the same issue that I reported some time ago. But this issue is in the 3.2.0 Release Build.

Does anybody know why this is happening.... Is there someone working on the cloning system ???

 

 

Grunt Build And Serve Docs Failure

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While trying. to Build and server the latest docs. I get the rolling error. 

 

UPDATE: Solved... Was nodejs 10. Downgraded nodes back to 8.x LTS

 

Mac-Pro:Docs mackey$ npm install
added 604 packages from 636 contributors in 16.29s
Mac-Pro:Docs mackey$ grunt build
(node:1358) ExperimentalWarning: The http2 module is an experimental API.
Running "clean:json" (clean) task
>> 0 paths cleaned.

Running "typedoc:build" (typedoc) task

Using TypeScript 2.7.2 from /Users/Mackey/Projects/Docs/node_modules/typescript/lib
Rendering [========================================] 100%

Documentation generated at /Users/Mackey/Projects/Docs/public/html/api


Running "execute:compileIndex" (execute) task
-> executing module /Users/Mackey/Projects/Docs/scripts/compile-html/compile-html-index.js
2018-05-06T04:24:50.675Z - info: > Index.html compiled.
2018-05-06T04:24:50.793Z - info: > Playground.html compiled.
2018-05-06T04:24:50.883Z - info: > search.html compiled.
2018-05-06T04:24:50.884Z - info: > api.html compiled.
-> completed /Users/Mackey/Projects/Docs/scripts/compile-html/compile-html-index.js (668ms)

>> 1 file and 0 calls executed (1107ms)

Running "execute:compileExamples" (execute) task
-> module call undefined
2018-05-06T04:24:51.768Z - info: > examples.html compiled.
-> completed (837ms)

>> 0 files and 1 call executed (878ms)

Running "copy:exampleIcons" (copy) task
Created 1 directory, copied 115 files

Running "execute:compileWhatsNew" (execute) task
-> executing module /Users/Mackey/Projects/Docs/scripts/compile-html/compile-html-whats-new.js
2018-05-06T04:24:52.117Z - info: > Whats-new.html compiled.
-> completed /Users/Mackey/Projects/Docs/scripts/compile-html/compile-html-whats-new.js (111ms)

>> 1 file and 0 calls executed (152ms)

Running "execute:compileHtmlStatics" (execute) task
-> module call undefined
grunt[1358]: ../src/node_contextify.cc:631:static void node::contextify::ContextifyScript::New(const FunctionCallbackInfo<v8::Value> &): Assertion `args[1]->IsString()' failed.
 1: node::Abort() [/usr/local/bin/node]
 2: node::InternalCallbackScope::~InternalCallbackScope() [/usr/local/bin/node]
 3: node::contextify::ContextifyScript::New(v8::FunctionCallbackInfo<v8::Value> const&) [/usr/local/bin/node]
 4: v8::internal::FunctionCallbackArguments::Call(v8::internal::CallHandlerInfo*) [/usr/local/bin/node]
 5: v8::internal::MaybeHandle<v8::internal::Object> v8::internal::(anonymous namespace)::HandleApiCallHelper<true>(v8::internal::Isolate*, v8::internal::Handle<v8::internal::HeapObject>, v8::internal::Handle<v8::internal::HeapObject>, v8::internal::Handle<v8::internal::FunctionTemplateInfo>, v8::internal::Handle<v8::internal::Object>, v8::internal::BuiltinArguments) [/usr/local/bin/node]
 6: v8::internal::Builtin_Impl_HandleApiCall(v8::internal::BuiltinArguments, v8::internal::Isolate*) [/usr/local/bin/node]
 7: 0x3ea46fd0427d
Abort trap: 6

 

Raycast - bug or not ?


Pointer lock bug on Chrome with windows 10

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Hello, I am getting a strange bug in chrome with the pointer lock API.  When using chrome on windows 10, the mouse will randomly move to a new location as I move the mouse around. I have repeated this bug on seperate machines. Works fine on firefox. Here's a play ground: https://playground.babylonjs.com/#H9FRSI#2. I removed the non chrome pointer lock stuff.

 

Pointerlock code for chrome: 

 

scene.onPointerDown = function (evt) {
  
    canvas.requestPointerLock();
      
};
   

I would really appreciate any help on this! Thanks!

clone mesh from GLTF

Possible LensFlareSystem Issue(s)

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If camera.checkCollisions is enabled, mesh.isBlocker doesn't seem to be working with LensFlareSystem. Is this expected behavior or a bug?

http://www.babylonjs-playground.com/#7M28FW

(I'm also seeing a WebGL warning about a texture in the browser console window.)

RawTexture.CreateAlphaTexture

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RawTexture.CreateAlphaTexture is currently generating the following errors in Chrome:

[.Offscreen-For-WebGL-00000139FED58340]GL ERROR :GL_INVALID_OPERATION : glTexImage2D: invalid internalformat/format/type combination GL_RGBA/GL_ALPHA/GL_UNSIGNED_BYTE
[.Offscreen-For-WebGL-00000139FED58340]GL ERROR :GL_INVALID_OPERATION : glGenerateMipmap: Can not generate mips

http://www.babylonjs-playground.com/#7KWL6Q

Flip faces of cloned mesh also flips origional

Always problem rotation object from Blender 2.79 in babylonJS 3.2.0

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Hi everyone,

I always have a problem with a simple rotation animation.

In blender no problem, my object has the correct animation :

1.thumb.jpg.166e06fe3756811c9014aebc3c03a09c.jpg

After :

2.thumb.jpg.d7d6f5030279bcaf505bc7cf3dbfcae6.jpg

But in BabylonJs :

3.thumb.jpg.b8935eaff4304d58d4db753a3cca6991.jpg

After :

4.thumb.jpg.de15d42e5fc95e4e352835e1da81eb75.jpg

It seems like the center of the object has been set with the center of the scene and I don't understand why...

I tried many things like :

- update version of BabylonJs and Exporter Blender

use CTRl + A -> location and CTRL + A Rotation and Scale,

- use "Bake action" menu after creating animation

- use parenting

Unfortunatly, the problem is not fixed ...

For the moment, I can use location animation to progress in my project but I think that I must use a rotation animation early or later in this project. What I'm doing wrong please ???

 

Weird flash when loading scene using BlurCloseExponentialShadowMap

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Hey,

not entirely sure if this is a bug or something has changed with useBlurCloseExponentialShadowMap but after switching to 3.2, when loading any scene that uses that shadow type, for like a split second you can see the actual shadow map or something weird on screen?

This can be recreated here by commenting in/out line 16

https://www.babylonjs-playground.com/#0TG0TB

When you change the position/rotation of the light or some shadowGenerator settings it also changes the shape of the image that flashes.

Interestingly it also happens every load on chrome, but inconsistently on Firefox, tested in both Windows and Ubuntu.

Included a screenshot, still trying to figure out what it is but I honestly don't know enough 🤔

useBlurCloseExponentialShadowMap Glitch.png


AudioContext Error

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Using the 3.3 preview release i get this AudioContext error that just started popping up. And now i get no sound. Is anybody working the audio context ???

 188097432_ScreenShot2018-05-13at8_09_53PM.thumb.png.17294d5be5a514522dafd26e62961cda.png

 

Any clues why this started popping... 

 

Note: Using a Max with Chrome Browser WebGL2

 

babylon extension canvas 2d broken ?

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Hi,

I do not know if i missed something or not but as soon as I update my project to babylon 3.2 I get an error when using  ScreenSpaceCanvas2D from the extension canvas 2d  (i just draw a Rectanglle2D in it) .

It seems it needs some function in the engine that doesn't exist anymore: getAlphaTesting and setAlphaTesting which seems to have been both deleted in current relase. 

So did i do something wrong or the extension canvas2d  needs to be updated  to take account of the  change of function ?

 

No shadow from clone

setFloat of PostProcess effect in a PG with 2 scenes

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Me and Andy (@Pryme8) have been trying to get a very plain post process to work in the back scene of a PG that has 2 scenes:

http://www.babylonjs-playground.com/#BLNIDI#19

It seems line 50 results in a webgl error when the value of time is set to anything other than 0, in any sort of render loop / timeout / interval.

It works fine when it's set to any float value if it's defined right after creating the PostProcess instance (possibly because it's before the scenes are rendered?)

uwPass.getEffect().setFloat('time', time);

The error can only be noticed when loading the PG:

Quote

WebGL: INVALID_OPERATION: uniform1f: location not for current program

I suppose that's because of:

Quote

WebGL: too many errors, no more errors will be reported to the console for this context.

I'm stating the obvious, but that means that error won't be logged when modifying the PG and running, you'll need to save it and reload the page.

 

When scene's camera is passed to the post process instead of backScene's camera, the error is not thrown:

http://www.babylonjs-playground.com/#BLNIDI#20

MixMaterial problems

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Hello @Luaacro,

First of all, thank you for this new material. 👍

1) - To follow the discussion on the PR, I still have the problem with mixTexture1 and mixTexture2 that mix. I still have also the problem with alpha channels that do not draw textures but a light shade or very dark.

The idea was to have a mix with the diffuseTextures, but not with the mixTextures because the effect obtained does not give the desired result.

For you to understand better, I add my terrain editor online for you to test and see the result live :

Demo Terrain Editor (I can send you the full zip if you need.) I intend to offer this complet terrain editor for Babylon, I think it can be useful to many people.

Use :

  1.  select the terrain 'Delos' in the menu Load :
  2.  Activate edition mode (red button)
  3.  Select Painting mode to paint textures in the terrain.
  4.  select the texture one by one and paint.

We can see that the textures is a mix between diffuseTexture1 with diffuseTexture5,  diffuseTexture2 with diffuseTexture6, diffuseTexture3 with diffuseTexture7, diffuseTexture4 with diffuseTexture8 (mixTexture1 and mixTexture2 are mixing according to their RGBA channel)
We can also see that it is not possible to paint sand, it is simply transparent shadows or very dark. (I try material.alpha 1.0, but that does not change anything.)

try to paint snow on the mountain and repaint some rock over the snow. the snow remains apparent.

2) - I also saw a very small errors in the file mixMateriel.babylon.ts: if(this.mixTexture2) instead of if(this._mixTexture2) line: 322

3) - I also find a problem with the fog that makes all the texture white. the terrain and the sky this is all white and there is no fog.

The shadows and lights work perfectly well. 😊

Thank you for your help.

Screenshot result :

855679229_2018-05-2315_03_26-Greenshot.thumb.jpg.f5dddfbce09152cc640df58fbd56249d.jpg

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