Load a GLTF model, change PBRMaterial to StandardMaterial, then faces are flipped. It looks a bug to me, but any idea?
See http://www.babylonjs-playground.com/#9WNCI9#1
The GLTF file is validated. The material's backFaceCulling is copied.
Load a GLTF model, change PBRMaterial to StandardMaterial, then faces are flipped. It looks a bug to me, but any idea?
See http://www.babylonjs-playground.com/#9WNCI9#1
The GLTF file is validated. The material's backFaceCulling is copied.
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)
@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.
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! ❤️ ❤️
Sincerely yours
Christopher
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
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
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
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
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.
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
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?
Hi,
Just found this bug: an error broke the scene if we try to clone a mesh when we are in VR mode.
Here's a PG: https://www.babylonjs-playground.com/#K7YG35
Thanks !!
Cloning a CubeTexture (or a material using one) does not clone the rotation of the cube textue.
This can be reproduced in this playground: https://playground.babylonjs.com/#WX93JP
The two spheres should look identical.
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:
Some general Guidelines:
@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
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!
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!
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
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?
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