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Changing Material Flips Faces


Texture updateSamplingMode issue

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It seems like texture.updateSamplingMode() doesn't actually work (though looking through the code, it looks like it should, as it's making the right gl calls).

http://www.babylonjs-playground.com/#Q9RDM0

I noticed this as loading a .babylon file with sampling mode set wasn't working (though the samplingMode property on the texture would be correct, it was not rendering in that mode).

(And assuming that it should work, https://doc.babylonjs.com/resources/file_format_map_(.babylon)#textures should probably be updated to include the samplingMode property)

Gizmo bug

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@trevordev I have some problem to make gizmos work properly.

2 Problem on this PG.

- When we select the model, and we slide it does not go in the direction of the arrow, but to oppose it.

- When we want to change mesh, has a problem with dispose() is undefined

On my project I have another problem that is when I select, it does not slip, it slips when I release the mouse. I did not manage to reproduce it on the PG but on my project I do not do anything particular for that to happen and I do not know why.

http://playground.babylonjs.com/#8GY6J8#80

TypeScript 3.0.1 Compiler Issue

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Please pardon me announcing this issue with the latest Major of TypeScript:

Error:(6474, 5) TS2717: Subsequent property declarations must have the same type.  Property 'leftBounds' must be of type 'number[] | Float32Array', but here has type 'number[]'.
Error:(6475, 5) TS2717: Subsequent property declarations must have the same type.  Property 'rightBounds' must be of type 'number[] | Float32Array', but here has type 'number[]'.

This issue can be fixed by extendig the Type Definition for the class VRLayer in the following way:

interface VRLayer {
    leftBounds?: number[] | Float32Array | null;
    rightBounds?: number[] | Float32Array | null;
    source?: HTMLCanvasElement | null;
}

Keep up your great work and don't fight the feeling! :D ❤️ ❤️

Sincerely yours
Christopher 

edgeRendering alpha value

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Hi!

Is the alpha value of edgesColor is supposed to set alpha of the edgeRenderer effect? 'Cause if I'm not wrong, it's fade the color of the edgesColor itself, instead of the alpha: https://www.babylonjs-playground.com/index.html#K4S3GU#16 (line 62)

If this is intentional, is there a way to apply alpha on the edge effect?

Thanks :)

[edit] tested on Win10 > Firefox, Chrome, Edge, IE > BJS latest and stable

Issue with cloned mesh and animation ranges

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Hello,

I am playing around with multiple animations (animation ranges) and I found an odd behavior in cloned meshes:

https://playground.babylonjs.com/#9BHKKY#1

I looks like the animations are cloned but the animation ranges are not. Is this intended behaviour?

Thanks

path3d.update not updating with "otherVector"

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Hi,

I used path3d.update(points, otherVector) command in a code and it works, until last week when it stop accepting update the curve with the "otherVector"! There are some change in the way to use it?

Thanks

LittlestTokyo.glb DRACO format model can not be displayed with sandbox

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I tried to display the following DRACO format glb model with Babylon JS Sandbox. 

https://github.com/mrdoob/three.js/blob/dev/examples/models/gltf/LittlestTokyo.glb

However, the following error occurred and the model was not displayed.

babylonjs.loaders.min.js:1 
Uncaught (in promise) Error: #/meshes/38/primitives/0: undefined
    at babylonjs.loaders.min.js:1
(anonymous)	@	babylonjs.loaders.min.js:1
Promise.then (async)		
(anonymous)	@	babylonjs.loaders.min.js:1
Promise.then (async)		
p._loadAsync	@	babylonjs.loaders.min.js:1
(anonymous)	@	babylonjs.loaders.min.js:1
Promise.then (async)		
p.loadAsync	@	babylonjs.loaders.min.js:1
(anonymous)	@	babylonjs.loaders.min.js:1
Promise.then (async)		
l.loadAsync	@	babylonjs.loaders.min.js:1
(anonymous)	@	babylon.js:1
f	@	babylon.js:1
n.onload	@	babylon.js:1
load (async)		
m.ReadFile	@	babylon.js:1
P._loadData	@	babylon.js:1
P.Append	@	babylon.js:1
P.Load	@	babylon.js:1
(anonymous)	@	babylon.js:1
P.LoadAsync	@	babylon.js:1
n.reload	@	babylon.js:1
n._processReload	@	babylon.js:1
n.loadFiles	@	babylon.js:1
n.drop	@	babylon.js:1
e._dropHandler	@	babylon.js:1

 

I confirmed that it can be displayed with BabylonJS Sandbox if it is a normal glb file which is not DRACO format.

https://sketchfab.com/models/94b24a60dc1b48248de50bf087c0f042

 


Exiting VR can result in messed up view

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1) Navigate to https://www.babylonjs-playground.com/#G46RP6#2  (using Babylon 3.3.0-beta.1)

2) Click on the helmets to launch into VR

3) Press the Esc key in the browser to leave VR

Notice that the left eye moves around and you can click in it and move the camera around. The right eye doesn't allow that. 

In our experience, Esc also normally leaves stereoscopic mode, but it remains in stereoscopic mode. 

Loader bug on android chrome 68

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I was just looking around to get started with babylon js. I encountered loader issue. While opening this flighthelmet, yeti and Chili Rex demo loader getting struck. Fighthelmet get struck offen.

To reproduce 

1) Clear "cache" and "data" of chrome on andorid

2) open this link 

https://www.babylonjs.com/demos/flighthelmet/

3) Strucks at 1 and flickering between 1 and 2.

I tested on couple of devices able to reproduce this issue. I am not sure whether its app issue or engine issue.

Another one small link issue. flighthelmet, yeti and Chili Rex demo not opening on just clicking in Mobile chrome. "https://" is missing 

PBRMetallicRoughnessMaterial Bug, No Control Over Specular Intensity

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I have searched high and low, and after a lot of digging, even through source of Babylonjs, unless I'm mistaken, there is no control over the intensity of specular reflections at all for the PBRMetallicRoughnessMaterial class. 

To replicate, open up this playground example, set the colour to solid black (0,0,0), set metallic to 0, and comment out the metallicRoughnessTexture.

No matter what I do, I can't achieve a perfectly black material, unless I disable the environmentTexture. But if I add a light to the scene, it once again is not perfectly black because there's no control over it's specular highlight. A perfect black material is simply impossible.

I've tried looking for other properties to alter, anything to get rid of the reflection, and it's impossible.

It should be possible under a PBR workflow to create a perfectly black material, even if they aren't naturally occurring.

Could we possibly get a specularIntensity property added to this class? Ideally the metallicRoughnessTexture could use the third unused texture channel to grab that property as well so we have per texel control?

VR + Mesh.clone()

rotationY of CubeTexture lost after clone

Please read FIRST

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This forum is used to report bugs in the framework. If you tried doing something and it doesn't work correctly, it is a bug. Please don't forget:

  • Unlike questions and answers - a demo is a must! I can't think of a way you found a bug without actually writing code.
  • Same as in Q&A - If you share an external link, have the babylon.max.js version available on the server to help us debug the error..
  • This is an open source project. We never say no to contributions. Found a bug? Have some time? Look at the source and see where we might be wrong.
  • Try the current stable and the preview version before submitting - maybe it was already fixed!

Some general Guidelines:

  • Be nice! Don't expect anyone to help you just because you have a problem. Don't forget - this is an open source framework. We are all working on it on our spare time.
  • Please try being clear! We are all international users, English is not always our mother tongue. We do understand that!
  • Liked a post? Press the like button! It will only make the other side feel proud. It is also a way for you to bookmark answers you liked.
  • If you have any personal questions, contact one of the forum moderators. Anything else belong in the forum for everyone to learn from!
  • Don't be afraid to make mistakes or to post questions you feel are silly. They are sometimes the most important ones! 

positionGizmoEnabled true return getEngine of null (originalScene not exist)

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@trevordev, Hi,

I found a pretty sneaky bug when I try to activate a gizmo with this line: (It's random this error.)

var manipulator = new BABYLON.GizmoManager(scene);
manipulator.usePointerToAttachGizmos = false;
 manipulator.attachToMesh(mesh);
manipulator.positionGizmoEnabled = true;

this return  getEngine of null

Code in Babylon in the function UtilityLayerRenderer()

// Create scene which will be rendered in the foreground and remove it from being referenced by engine to avoid interfering with existing app
this.utilityLayerScene = new BABYLON.Scene(originalScene.getEngine());

Basically, when I set positionGizmoEnabled to true, the originalScene parameter does not exist.

I can not reproduce it on the PG and I do not understand why it happens on my project, it's been 4 hours that I try to understand and there I give up, I do not understand the logic to this problem.

So that I can not display gizmo on my stage. Maybe you have an idea of what can produce this. This looks like a very sneaky bug for some project.

It's just the originalScene that is not recovering and I do not see what I can do with bad eyes that I inform the scene in the GizmoManager.

Thank you Trevor


Error on dispose of control that is not added to a panel

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In this playground example, I create and dispose a simple slider, without attaching the slider to a control panel. This produces an error because this._host (where the attached control panel is referenced) is not defined (see controls.ts line 1364). Should line 1364 first check if this._host is defined?

For context, this error has come up for because I have sliders that are only visible and attached to a control panel when the relevant mesh that they control is selected but the mesh they control can be deleted even if not selected. I can provide more details if considered relevant.

Thanks very much!

Low quality rendering in Chrome

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Hi,

I've faced situation when Chrome suddenly has started to render 3D in a very low quality ("pixelized").

This has happened only on my local web server and only with Chrome.

IE, FF on Local Web => OK

Chrome on BabylonJS playground => OK

Chrome on Local Web => Low quality

I've cleaned cookies and local data storage in Chrome, but that did not helped.

Is there any way to restore normal rendering?

Thank you in advance!

computeBonesUsingShaders = false , animation can not apply to individual mesh

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hi , 

if i load one mesh , and make multiply copies for the mesh and skeleton , 

if mesh.computeBonesUsingShaders  = false , and create animation scene.beginAnimation for cloned skeleton with different setting , 

the mesh animate all the same , below is the example i created in playgound 

https://playground.babylonjs.com/indexStable.html#QY1WYT#12

it can be fixed by set mesh.computeBonesUsingShaders  = true , but i need to get updated boundingbox in the end of the animation , 

using shaders won't update the boundingbox even use refreshBoundingInfo , 

so another question , is it possible to get new bounding box at the end of animation using computeBonesUsingShaders = true ?

Thank you in advance

Best Regards

Gee

Screen shadow in iphone

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Hello I have a problem, when I separate the html script and put it aside in a JS and upload it to facebook to do it as an instant game and visualize it on an iphone, touching the screen darkens creating a shadow effect that obscures the scene , it only happens on iphone on a phone with android works fine.
I use babylon js to create the game, it also happens with the example that exists, it only happens when the index.html is linked to the JS.

Any solution?

index.html

lobby.js

Probleme with the instances and clone (visibility and pickable)

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Hello,

There is some problem with the instances and clones:

1) When creating primitive objects (box, sphere ...) the instance is displayed. But if we create instances from mesh that we import (ImportMesh). the instance is not visible (it seems to create, but it is not rendered)

See in this PG: http://playground.babylonjs.com/#8GY6J8#117 

2) Another problem, is on my project when I refresh my page and reload the scene, the instance that I created that has not been rendered, can now see each other, but it is not pickable. I can not select the instance with the gizmo. With primitive objects the instances are selectable.

See in this PG: http://playground.babylonjs.com/#8GY6J8#118

3) I try with the clones and it seems to work. it is rendered. But the clone can not be selected too and moreover, it is at the wrong position with respect to that specify.

And we must select the first object that moves all the clones, which is not logical, they are not parent / children. (It works with primitive objects)  

See in this PG: http://playground.babylonjs.com/#8GY6J8#119

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