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Viewport and foreground GUI

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The GUI texture should be in the foreground, but it does not work on a Viewport.

It is the Viewport that is always at the forefront.

http://www.babylonjs-playground.com/#UCFKM#101

On my project I have a minimap with zoom and delete button that overlaps the viewport, but the button is not in the first plant:

minimap.png.ba45bb31876ce6473ab7556d905e378d.png


ArcRotateCamera position.y do not work

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I wanted to change the value y of the position of the rotating camera, but that has no effect.

Only setPosition () works. only if I use this, it creates a problem for the animation of my character that prevents me from directing it to the right or to the left. By that I modify it in a loop to know the orientation of the camera and rotate the character, but I can not change the position Y.

http://www.babylonjs-playground.com/#UCFKM#102

What I was looking for was, for example, if my character climbs stairs, the position of the camera also goes up on the Y axis in ways to follow the character. because currently the camera remains at the bottom of the stairs.

Particles Emitter Position Delay

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I have a particles emitter. I create a sphere and position it. Then I create the particle system. But the particles start in the original position, too. They continue in the new position, but the first ones are created and eventually fade from the starting position, too, which is unwanted. Now let's just talk code. :)

https://www.babylonjs-playground.com/#MX2Z99#9

I added this:

coreSphere.position = new BABYLON.Vector3(0, 5, -5)

If you can't see the particles in the new position, turn the camera around until you do. After a few seconds the old ones dissipate. If I do preventAutoStart = true and start() the particles with a delay, like 1 second, it works as expected without particles in the original position.

 

EDIT: I'm realizing it's because of 

// Pre-warm
surfaceParticles.preWarmStepOffset = 10;
surfaceParticles.preWarmCycles = 100;

But still don't know what to do about it. The preWarm is necessary for the effect, after all. I'd expect it to warm-up in the right position.

 

EDIT 2: Going over the engine code, I'm seeing surfaceParticles.startDelay = 1 (millisecond) solves this order issue, but still seems like a bug worth noticing? :P Well, it needs more delay the bigger the object, too. So random guess-solution.

https://github.com/BabylonJS/Babylon.js/blob/master/src/Particles/babylon.baseParticleSystem.ts

 

EDIT 3: Figured I'll try a scene-ready function, as a delay is unreliable when there's some lag. Using:

scene.onReadyObservable.add(() => {
    surfaceParticles.start()
})

Seems to work. Is this reliable?

Fog color on PBRMaterials

Gizmo and pivot of meshes merged

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@trevordev, Hello,

I find a bug on the gizmos when we merge objects.

If I am merging two objects and then replacing the pivot in the center of this new merge object. The gizmo is no longer on the pivot of this new objects but anywhere, corresponding to no pivot.

On this PG we can see that it is shift down left that is the object clone. and the gizmo is not even on a rabbit's pivot :

http://playground.babylonjs.com/#8GY6J8#159

On my project the pivot is totally shift to several units of the object (it depends on the meshes)  See the picture :

1257664290_2018-09-1615_15_52-Greenshot.png.f202727574a048315692353a7b3f03e6.png

Merge mesh and multimaterial

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I found run bug when we merge two objects that are a multimaterial.

The object is well merged. Once I serialize it to record it and reload my scene. Some of the textures are missing.

On the first image, these are my two objects that I want to merge. There is a metal ring around.

232053358_2018-09-1616_08_00-Greenshot.png.6eccbcb3f5be4b69a40176df334e872c.png

But once merge, and serialize the object merge, the metal has disappeared.

1739472021_2018-09-1616_08_39-Greenshot.png.ca55224e3d5ff9eadfa1bf561006cead.png

Playground Hover @see Links Broken

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In Playground, info links open new tab back to Playground, instead of to the actual link. Hover over Method, @see link, click, no bueno.

 

image.png.7bd6a5cd5f96ca558f23c4ccb98bddfd.png

Jitter / Tremble of Parent Mesh Camera

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Whether Camera is the parent of a Mesh (in example below), or the other way around (in my personal project), when moving "fast" at speed = 1000, eventually there is some (discrepancy) jitter visible on the mesh - although it's probably the camera that isn't set correctly (some matrix?)

http://www.babylonjs-playground.com/#P1YTR#1

Just click, rotate some, then hold Up and Left arrows and wait til the jitters come, at a few seconds in. Just an example of keys used. Even after stopping, if you try to move a bit or look-around, the jitter is already there.

A painful bug for my space sim, where I need to move sonic faaaaast! :P


removeShadowCaster null exception

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Hi,

found case that can trigger null pointer for removeShadowCaster, (possibly addShadowCaster as well).

As includeDescendants is true by default it tries to remove shadow from children as well, but _children array can be null.

if (includeDescendants) {
   // mesh.getChildren() can be null 
   for (var child of mesh.getChildren()) {
      this.removeShadowCaster(<any>child);
   }
}

So one version is to make check before:

var children = mesh.getChildren();
if (includeDescendants && children) {
   for (var child of children) {
      this.removeShadowCaster(<any>child);
   }
}

Same issue is on addShadowCaster as it tries to push children in the list

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 

Going to full screen; mouse button stuck down

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I know I mentioned this before, a really long time ago.  When you switch to full screen, movement of the mouse directly affects the camera as if you had a button pressed.  It happens in the playground.  I cannot remember if it happens in user scenes.

It just popped into my head to check if still a problem.  It is.

Water broken in WorldMonger showcase

Debug layer is not opening

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Hi,

tried to open inspector by:

this.getScene().debugLayer.show();

but that produces following errors:

bootstrap:129 Uncaught TypeError: Cannot read property 'bind' of undefined
    at bootstrap:129
    at bootstrap:137
    at universalModuleDefinition:9
    at universalModuleDefinition:1
Uncaught TypeError: Cannot read property 'Inspector' of undefined
    at t.webpackJsonp.1921.t._createInspector (babylon.js:1)
    at HTMLScriptElement.n.onload (babylon.js:1)

I am using babylonjs rc-1, and webpack for packing.

I am missing some new configs ?, as it used to work 2-3 versions ago

could be related to this ?

Thank you

Default Rendering Pipeline and colorGrading

RenderTargetTexture.renderList.push() very slow in version 3.3

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In my application i'm doing something like this:

renderTarget.renderList = [];
for (var mesh of myMeshes) {
    if(...) {    
        renderTarget.renderList.push(mesh);
    }
}

After updateing to BJS version 3.3 i noticed a big performance issue if i do this because i have many meshes in my scene.
It seems that this commit is the problem: https://github.com/BabylonJS/Babylon.js/commit/d40a5d75b461d13b5cee893a59e1a13a85b34829#diff-88a5439ab0e1c1dad3feb18bdfbc0b8c
Currently everytime you call push, all meshes of the scene will be iterated. Is this intended?
It takes about 250ms to update the renderList in my case.

I changed my code like this to avoid that bottleneck. Now it takes about 8ms to update the renderlist.

var myRenderlist = [];
for (var mesh of myMeshes) {
   if(...) {  
       myRenderlist.push(mesh);
   }
}
renderTarget.renderList = myRenderlist;

 


Volumetric fog and GPU Particles

GUI - isVisible re-render

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Each click should toggle isVisible of image:

https://www.babylonjs-playground.com/#XCPP9Y#637

I believe it's related to the new functionality at control level which makes sure controls can't be marked as dirty when invisible. I suggest to not _markAsDirty UNLESS it was called by the isVisible setter, that should fix the issue while keeping in mind the previous issue as well.

 public _markAsDirty(): void {
        if (!this._isVisible) {
            return;
        }

 

Behavior change for parametric Tube between v3.2 and v3.3

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Hello,

I am using a cylinder (created with CreateTube) to visualize a SpringJoint. The cylinder is updated in scene.registerBeforeRender. The following code works with BabylonJS v3.2 but breaks for v3.3.

https://gist.github.com/blondegeek/d47355372f8cad3b373a10cb0879ba5c

If you want the specific babylon libraries I'm using please see the babylon.custom.3.*.js files in:

https://gist.github.com/blondegeek/f6e5ca0fb42765a073de831b8808729f

Any idea what is causing this change in behavior between versions?

Thanks!

Clicking on mesh is not detected at some points

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Mesh is not recognized when I try to "pick" it at some points.

I created this PG where each click adds to the counter, so it's easy to notice when a click is not detected.

http://www.babylonjs-playground.com/#NEPU6C#8

Here's also a video demonstrating the issue - notice the counter as I click at different points on the mesh.  On most points it works as expected, on some it doesn't.

Broken Link to Typescript Playground Ball and plane

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Babylon JS have excellent documentation, however, there's still broken links exists and really hope some one can fix it to make the documentation perfect.

Open page https://doc.babylonjs.com/examples/

Click the first link item (not the word Document): Link to Typescript Playground

Expected result: Page opened successfully at the right panel

Actual result: Right panel displayed page not found error

Page Not found

Looks like you've followed a broken link or entered a URL that doesn't exist on this site.

error.png

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