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Bug on Safari 12 BJS 3.2

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Capturedecran2018-09-25a09.52.04.png

All the 3.3 preview demo doesn't work too.


Serialize mesh with actions

WebWorker error

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Hi, today I want to test webworkers in my game, but after enable webworker in scene i got error:

Uncaught TypeError: Failed to execute 'postMessage' on 'DedicatedWorkerGlobalScope': The 2nd argument is neither an array, nor does it have indexed properties.
    at r.onInit (blob:http://localhost:3000/97cbf9d7-d3d9-4f64-87d0-f42891dbe7b6:1)
    at s (blob:http://localhost:3000/97cbf9d7-d3d9-4f64-87d0-f42891dbe7b6:1)

 

Gizmos only work on last created scene

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Hi all,

You can see it in the playground below. The gizmos work fine in the right scene (scene2, which was created last), but for the left scene, the gizmos appear in the right scene, and they don't work! If you crate the right scene before the left one, the behavior is switched.

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

@trevordev do you know what's going on here? And thanks for making the gizmos, can't wait to use them!

Gizmo: onDragStartObservable and onDragEndObservable always returns the same values

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Hi @trevordev,

I found, I think, a bug to recover the change of position / rotation / scaling with the observable DragStart and DragEnd which retrieves the same position value for example.

If I start with DragStart, I should recover the position of an object at the start, that's OK, but when we move and release (DragEnd) the position of the object should have changed, but it is the same as with DragStart and yet the object was moved on the stage, but not in the recoverable value in the observable.

A PG is better than a long explanation: (move the X axis (red) and look at the values in the console. the x position is the same as dragStart and dradEnd)

https://www.babylonjs-playground.com/#4TBMBR#8

PS: Using e.dragPlanePoint.x it gets the X position of the gizmo pointer and not the pivot object select (maybe we could get the object selected)

I find it very repetitive to use an observable for each axis. This gives :

This would be shorter :

gizmoManager.gizmos.positionGizmo.Gizmo.dragBehavior.onDragStartObservable.add((e)=>{
   console.log(e);
});
gizmoManager.gizmos.positionGizmo.Gizmo.dragBehavior.onDragEndObservable.add((e)=>{
   console.log(e);
});

than that :

gizmoManager.gizmos.positionGizmo.xGizmo.dragBehavior.onDragStartObservable.add((e)=>{
   console.log(e);
});
gizmoManager.gizmos.positionGizmo.yGizmo.dragBehavior.onDragStartObservable.add((e)=>{
    console.log(e);
});
gizmoManager.gizmos.positionGizmo.zGizmo.dragBehavior.onDragStartObservable.add((e)=>{
    console.log(e);
});

gizmoManager.gizmos.positionGizmo.xGizmo.dragBehavior.onDragEndObservable.add((e)=>{
   console.log(e);
});
gizmoManager.gizmos.positionGizmo.yGizmo.dragBehavior.onDragEndObservable.add((e)=>{
    console.log(e);
});
gizmoManager.gizmos.positionGizmo.zGizmo.dragBehavior.onDragEndObservable.add((e)=>{
    console.log(e);
});

 

Transparency of the ground with water

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I noticed this recent problem with the water making some area of the land transparent.  It's about a week ago basically. IF I try the version from 3.2, it does not work anymore.

If I remove the soil from the refraction with: water.addToRenderList (ground); it works, but the water is not pretty.

https://www.babylonjs-playground.com/index.html#1SLLOJ#517

If I try with the previous Stable version, it tells me BABYLON.WaterMaterial is not a constructor.

On my project, it makes half of my land transparent.

957514802_2018-09-2814_11_26-Greenshot.thumb.png.05a39e06edac295ee35254bf177316c9.png

Click / Pickup event triggered on mesh behind the sprite

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Refer to the playground url below, sprite is in front of the sphere, however the click / pick event triggered on backend sphere first regardless of the sprite's position.

Url: https://www.babylonjs-playground.com/#9RUHH#29

Expected result:

Player clicked will be triggered instead of Sphere clicked.

Scene event fired twice


LayerMask and alwaysSelectAsActiveMesh

Particles in multiple cameras

Pointerup observable bug ?

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Well, my codes were working fine yesterday, this morning something went awry with my pointer observables. Dug a little into it and found similar reproducible results in https://doc.babylonjs.com/how_to/interactions . The playground example (https://www.babylonjs-playground.com/#0XYMA9#1) is working fine for the stable version, when I switch to latest version, clicking on the sphere or plane no longer triggers the pointerup event until I doubleclick. Consistent in the console log as well.

Black surfaces (no lighting) on LG K30

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I just got a new LG K30 android phone and my project shows all surfaces as flat black without lighting. The latest chrome firefox and opera all show the same.

The train demo and Cornell box demos appear fine, but every other demo with lighting that I've tried displays the same behavior (including my own project t.t)

Android 8.1.0

Any insight greatly appreciated!

 

New version of BJS camera error

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Hi, last time i post three bugs. Today i want to start with develop next features to my game. Begin from update babylon to latest version. On stable version my game works, but on 4.0 alpha i got error after load scene. 

Stack trace:

babylon.max.js:7723 Uncaught TypeError: Cannot read property 'm' of undefined
    at Matrix.multiplyToRef (babylon.max.js:7723)
    at Mesh.TransformNode.computeWorldMatrix (babylon.max.js:20641)
    at Scene._evaluateActiveMeshes (babylon.max.js:28963)
    at Scene._renderForCamera (babylon.max.js:29064)
    at Scene._processSubCameras (babylon.max.js:29146)
    at Scene.render (babylon.max.js:29344)

 

Angular 6.1.9 + BabylonJS 3.3.0 + Typescript 2.9.2

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Dear Developers,

i have the following Error after updating from 3.2.0 BayblonJS to 3.3.0:

ERROR in node_modules/babylonjs/babylon.d.ts(8665,5): error TS2717: Subsequent property declarations must have the same type.  Property 'leftBounds' must be of type 'number[]', but
here has type 'Float32Array | number[]'.
node_modules/babylonjs/babylon.d.ts(8666,5): error TS2717: Subsequent property declarations must have the same type.  Property 'rightBounds' must be of type 'number[]', but here has type 'Float32Array | number[]'.

I have no idea to fix that, seems it is a error in the type definition?

Link to the project: https://github.com/JohnnyDevNull/ng-babylon-template

EDIT:

Ok downgrade to 3.2.0 also doesn't work... don't know how this compiled before...

HighlightLayer - Cannot add an uniform after UBO has been created


Shadow degrade after box moving

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Hello,

I found a problem with moving shadows.

If I create a box with shadows, it is perfect, but if the object, a moment later, is in motion, the shadow of the first box will shake and degrade sharply.

Observe the shadow for 10 to 20 seconds and see how it gets worse after the second box is started moving.

http://www.babylonjs-playground.com/#U8MEB0#9

Possible Playground FragID issue

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Hi gang!

   I THINK I am seeing the playground increase the fragment identifier +2 each save.

In other words... save once... #65.  Save again, #67.  Again, #69.

Might need checking.  thx.

Maximum call stack size exceeded when apply click event on BILLBOARDMODE enabled meshes

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Refer to the link below, for billboard enabled meshes, I added mouse pick event so the camera will target to the mesh which being clicked.

However, after several clicks on different meshes, I got the following error.  I'd be really appreciated if anyone can fix this issue.  Thanks.

https://www.babylonjs-playground.com/#9XBPW4

Quote

38babylon.js:1 Uncaught RangeError: Maximum call stack size exceeded
    at m.h.computeWorldMatrix (babylon.js:1)
    at m.h.getAbsolutePosition (babylon.js:1)
    at n._getTargetPosition (babylon.js:1)
    at n._isSynchronizedViewMatrix (babylon.js:1)
    at n.c.getViewMatrix (babylon.js:1)
    at m.h.computeWorldMatrix (babylon.js:1)
    at m.h.getAbsolutePosition (babylon.js:1)
    at n._getTargetPosition (babylon.js:1)
    at n._isSynchronizedViewMatrix (babylon.js:1)
    at n.c.getViewMatrix (babylon.js:1)

        if (!m.actionManager){
            m.actionManager = new BABYLON.ActionManager(scene);
        }
        var act = new BABYLON.ExecuteCodeAction( BABYLON.ActionManager.OnPickTrigger, pick );
        m.actionManager.registerAction(act);
    function pick(evt){
        var mesh = evt.meshUnderPointer;
        camera.setTarget(mesh);
    }

 

error.PNG

Null Engine and AssetManager

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Hello there, I have a weird behavior and I can't figure what is really going on here.

I have a babylon scene which works fine in my browser, electron, ...
For my workflow I was planning to use the null engine to be able to do some preprocessing through CLI (mesh merging, lightmap baking, navigation mesh, ...).

It seems to work, the engine is loading fine, xhr2 seems to work ok, my mesh are loaded but my textures are not.
I use this code to load my different assets (exactly the same code than the browser version):

// Loading Mesh
const modelTask = assetsManager.addMeshTask(modelId, null, "assets/models/", modelId + ".babylon");

modelTask.onSuccess = (task) => console.log("loaded mesh", modelId, task.rootUrl, !!task.loadedMeshes, task.taskState);
modelTask.onError = (task, message, exception) => console.error(message, exception);

// Load Textures
const textureTask = assetsManager.addTextureTask(textureId, "assets/textures/" + textureId, false, true);

textureTask.onSuccess = (task) => console.log("loaded texture", textureId, task.url, task.texture, task.taskState);
textureTask.onError = (task, message, exception) => console.error(message, exception);

So something quite standard which work fine in the browser
But in node cli:

Loading JSON:
console.log("loaded map", name, task.url, !!task.text, task.taskState);
>> loaded map map1 http://localhost:8000/data/maps/map1.json true 2

Loading Mesh:
console.log("loaded mesh", modelId, task.rootUrl, !!task.loadedMeshes, task.taskState);
>> loaded mesh wall http://localhost:8000/assets/models/ true 2

Loading Texture:
console.log("loaded texture", textureId, task.url, task.texture, task.taskState);
>> loaded texture Bricks.png http://localhost:8000/assets/textures/Bricks.png undefined 2

So it turns out that both json and meshes are loaded properly.
But my texture loading task created with `assetsManager.addTextureTask`

  • onSuccess is called 👍
  • task.taskState is 2 👍
  • task.texture is undefined 🤔

How can onSuccess be called if the texture is not loaded ?
Is it a known limitation of the null engine (Cannot load textures, only meshes) ?

I was able to reproduce that here https://playground.babylonjs.com/#9I07DU#1
Just comment/uncomment the 3rd line (declaration of nullEngine) to switch engine

NULL ENGINE behaviour using setPivotPoint and CSG

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