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Tranparency bug, or what?


CYOS safe mode.

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Im going to freak out if I lose one more shader that I'm working on by hitting backspace or some other fluke...

Can we please get the back lock like we did on the playground?  Im about to freak out Im running out of time and this is the third time Ive lost progress just because I tried to delete a character...

Bug Report: goToFrame has no effect on running animation (with playground example)

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goToFrame has no lasting effect on running animations.
It's effect on paused animations is lost on resume.

Example here:

http://babylonjs-playground.azurewebsites.net/#1MLKDF#2

The example sets up a running animation and three keybinds:
g -> goToFrame, s -> pause, r -> resume

Steps to reproduce the bug:

1)
Click on the animation to set the focus to the canvas, so keystrokes go to the action manager. (You can open the console to make sure the keystrokes are actually reaching the engine, there is a console.log for each key.)

2)
press "g" -> goToFrame is called, there is no effect

3)
press "s" -> the animation is paused

4)
press "g" -> goToFrame is called, the correct frame of the animation is displayed

5)
press "r" -> the animation is resumed, but it skips back to the frame where it was before goToFrame was called


My bug analysis (based on babylon.2.4.max.js, from github dist) :


In Animation.prototype.animate (within the engine) a local variable "currentFrame" is calculated without checking the this.currentFrame while the animation is running.

Line 26891 (babylon.2.4.max.js):

var currentFrame = returnValue ? from + ratio % range : to;
"this.currentFrame" goes completely ignored.

And after that in Animation.prototype._interpolate the new calculated value is assigned to this.currentFrame.

This means the "goToFrame"-Function never has any effect on running animations.

It also means, you can't pause or stop the animation and use goToFrame because when the animation starts again, currentFrame is recalculated.

 

No HDRCubeTexture Parsing

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If you specify texture customType = "BABYLON.HDRCubeTexture" and the other HDRCubeTexture properties... With .hdr as the

name... It will still try to use as regular CubeTexure and look for _px and _nx cube texture files:

I think babylon.texture.ts Parse function:

now is :

 if (parsedTexture.isCube) {
     return CubeTexture.Parse(parsedTexture, scene, rootUrl);
 }

and should be something like:

 if (parsedTexture.isCube) {
     if (parsedTexture.customType === "BABYLON.HDRCubeTexture")
        return HDRCubeTexture.Parse(parsedTexture, scene, rootUrl);
     else   
        return CubeTexture.Parse(parsedTexture, scene, rootUrl);
 }

OR IS THERE MORE to make HDRCubeTextures load from serialized .babylon file instead of only hand coding?

Child position after parent rotation not as expected

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Might be a bug or it could my expectations (again). However the problem could be at the root of people having difficulties placing pivots.

If you rotate a parent them translate its child using LOCAL axes the child moves and positions as you would expect.

However if you rotate a parent then translate its child using WORLD or use position the child moves again in the direction of LOCAL axes but distances depend on the rotation of the parent.

The PG http://www.babylonjs-playground.com/#1J7LGZ shows the effect. The cylinders mark the positions of the child mesh (the pilot) as it and the parent (sphere) move. The red cylinder marks the expected final position following the final move of -2 in the direction of the world x axis. The pilot meshes show the actual positions.

Commenting out the pilot and sphere moves and uncommenting them in turn will show the sequence.

if extension != ".gltf" then fail to load

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This is the version v2.4.0 and later of the problem.

"halloween.gltf" was successful in loading. However, "halloween_gltf.txt" was failed in loading. 

BABYLON.SceneLoader.Load("./", "halloween_gltf.txt", engine, function (newScene) {

Version v2.3.0 previously did not have a problem.

 

I will sometimes post jsdo.it the JavaScript code. jsdo.it is a coding community for JavaScript users.

File name is changed to when registering the assets in jsdo.it.

http://jsdo.it/cx20/Ygfv

BABYLON.SceneLoader.Load("/assets/0/2/I/8/", "02I89", engine, function (newScene) {

 

Because I want to post a sample of Babylon.js to jsdo.it in future, I hope that this problem is resolved.

 

Full Screen hides all my html

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When i do a engine.fullscreen, all the html i have for gun disappears... Is that by design or a bug...

If by design ... how am i supposed to show my game hud in full screen on a browser... not targeting mobile so soft wanna use canvas2d.. just pure html.

 

side effect of createInstance on a clone

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I've got a mesh as an avatar and clone it twice to get red and blue avatar "prototypes".

Then I call createInstance on on the red-avatar the new mesh is ok and visible.

Afterwards I call createInstance on the blue-avatar (ok), but this has the side-effect that the first instance disappears.

It seems that the first time when createInstance is called on a prototype it somehow impacts the other clones. It did work on 2.3.0.

 

http://www.babylonjs-playground.com/#1VVRMK#2

 

BTW: Excelent framework, I love it !!!


Strange move with touch move control on iphone

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I edited to be more clear. When you use the left finger to control movement on iphone, if you happen to touch near the left edge (starting to drag to previous page in browser) the delta move value become high and you run very quickly at left which feels little strange and buggy.

It would be nice if there was a solution for this. 

kind regards
Tomas

 

Loading texture from data url not working

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Hi, please check this playground: http://www.babylonjs-playground.com/#26DHSA
currently i always get the error "Cannot read property 'replace' of null" when i try to load a data url.
I checked the sources already. I think the handling of data urls inside Engine.createTexture () is broken somehow.

Microsurface & Bumpmap conflict in PBR (when textureLOD extension not supported)

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Hello world :P

First of all, BIG THANKS to @Sebavan for its amazing PBR Material ! I'm taking a lot of fun playing with the differents features.

On monday, I enjoyed playing with microsurface parameter. It worked really fine until I added a bumpTexture.

After diving into the code, I understood that microsurface is handled in two different ways :

  • EXT_shader_texture_lod WebGL extension is supported, LODBASEDMICROSURFACE define is added to the shader, and we can sample reflection texture with the good LOD level.
  • EXT_shader_texture_lod WebGL extension is NOT supported, no define is added to the shader, we don't have access to LOD level and we have to bias mipmap level when sampling to fake LOD level or something like that.

Both ways seem to work fine when I don't use bumpTexture. But if I add a bumptexture to the PBR material, then only the first option works.

With the second option, we can see some flickering or pixelation, I don't know how to call that (left plane on the picture) :

microsurfacenormal.png


Here is a basic PG showing the PBR material with all these parameters (this one should work !) : http://www.babylonjs-playground.com/#19SMAD#3
And here is the same PG, but I intentionally disabled the extension, to see how it works on devices which do not support the extension : http://www.babylonjs-playground.com/#19SMAD#4

It's less striking on the PG (don't look perpendicular to a face), that's why I posted the picture above.

Maybe it's not a bug and it's really impossible to have both microsurface and bumpmap working when the extension isn't available ? What do you think ?

Have a good day ^_^

Can't export model from Blender to Babylon.js

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Hi, 

I use new version of Blender(2.78a) and I have my model in it, so I tried to export it to .babylon file.
I got exporter file from Github just now and I have already move io_export_babylon.py to Blender's addons.
When I tried to export my model it got this error(in the picture that I have attached), but when I tried to export a normal cube, I could do it.
With the same model, I can do it with the babylon exporter that come with babylon v2.4 and previous version of Blender.
But for both new version of Blender and Babylon i can't.

Thank you in advance
Peace

blender error.png

Latest Preview: Earcut required in Canvas2D, but never exported

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Hi I have spoken to @Nockawa already and he suggested I turn to the forums which I agreed with. When using a bundler such as Webpack, the developer imports the the BabylonJS library rather than including it in a script tag. The problem that arises is that Earcut has been defined in it's own namespace and is available only in the babylon.js file or globally when using script tags. However in Webpack each imported module is treated as an isolated scope and doesn't have access to other modules or global variables unless they have specifically been required/provided. Because Earcut is never exported and in it's own namespace it is literally unreachable for module bundlers:

> babylon.js defines Earcut module
> babylon.js defines and exports BABYLON module

> Webpack provides the BABYLON module from babylon.js to all other libraries

> babylon.canvas2d.js extends and exports BABYLON module
x babylon.canvas2d.js uses BABYLON and Earcut (but Earcut is not provided nor in the same namespace)

This leave 2 solutions as I see it:

  1. Add Earcut to the BABYLON namespace so that they get exported together and can both be provided by bundlers.
  2. Keep Earcut in it's own namespace and export it so that it can be imported by both babylon.js and babylon.canvas2d.js or provided using a bundler.

Ping @Deltakosh, moving forward it might be worth looking into npm more. They offer the for example the option to add @next version tag for alphas/betas of packages. I am sure Babylon.JS would benefit from having more users testing/working with the preview build and finding issues.

Kind Regards

Swiftwork

Bug screenShot in 2.5

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Hi,

Tools.CreateScreenshotUsingRenderTarget() returns a texture with a download error. 
Tools.CreateScreenshot()  returns an error with a black texture.

This produces if I leave the camera as is is loading the scene. If I look at the sky, it works for one, but the other always has a black texture.

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

Page reload shows previous scene

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When i reload the web page (Most times) when there has been a good amount of stuff in the scene like particles and lensFlares etc... When i reload the web page to reshow or start the scene... Or even i go to another page and come back to my page with the scene... First split second it show what was on the previous screen or sometime it show some 'garbled' collage of squares and what looks like old tv snow.  What is that about... It there some kind of 'clear' or 'reset' that needs to be called in not to 'flash' what was left of the previous scene when showing the loader for the new scene.

Any info is really kool :)

 


Float extension conflict between Fire & HighlightLayer

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I just added highlightlayer to a scene with fire material already in it.  Enabled stencil.  While both effects still happen, 5 compile errors get logged.

Selection_029.jpg

Instances not working with multiple viewports

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Hi, in my current project i would like to use instances. I also need multiple viewports. The problem is that the instances and even the master mesh are only visible in the first viewport.
Here a simple playground with this issue: http://www.babylonjs-playground.com/#SSEQG#1
If you remove lines 23-26 the master sphere will be visible in both viewports.

Sprites broken in 2.5 ?

Camera and Light missing onDispose

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Hey Delta... Did you get a chance to put the missing light.onDispose and camera.onDispose just like the mesh.onDispose has???

 

Highlight layer

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Highlight layer looks very strange in the PG's.

Looked ok 1 or 2 days ago.

Some resent update that was made wrong?

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