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dat.GUI

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GUI not working in PG's any more

Compilation error

dat is not defined


Error playground

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Hello

I get an error in the playgroud that says:

ReferenceError: monaco is not defined : index.js 577

glTF models for Skinning has orientation problem

Gamepad OnConnected Only Fired First Browser Seesion

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The gamepad attachControl uses: new BABYLON.Gamepads((pad: BABYLON.Gamepad) => { this.onGamepadConnected(pad); });

but this.onGamepadConnected ONLY gets fired ONCE per browser session... If you refresh the page page it never gets fired thus the game pad no longer works... If i totally close down the browser and restart it works again because new instance of browser... What can we do about that???

 

error in load obj

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that work befor

importMesh of undefined from undefined version: undefined, exporter version: undefinedimportMesh has failed JSON parse

errors with iOS 10

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I'm getting a bunch of these errors with babylon 2.3, 2.4 and 2.4 preview on iOS 10 Safari

[Error] IndexSizeError (DOM Exception 1): The index is not in the allowed range.
	drawImage (babylon.2.3.core.js:4:16784)
	(anonymous function) (babylon.2.3.core.js:4:16784)
	o (babylon.2.3.core.js:3:23232)
	y (babylon.2.3.core.js:4:16330)
	onerror (babylon.2.3.core.js:3:8265)
[Error] BJS - [19:23:18]: Error while trying to load texture: 3D/diffuse_sml.jpg
	_ErrorEnabled (babylon.2.3.core.js:3:14459)
	onerror (babylon.2.3.core.js:3:4384)
[Error] Cross-origin image load denied by Cross-Origin Resource Sharing policy.
	onerror (babylon.2.3.core.js:3:4450)

You can see them pop up here www.punkoffice.com/dizingof

The result is that my mesh does not show.  I don't know why its complaining about cross-origin because the image and mesh are all on the same domain.  

serializing issue with BABYLON.ActionManager.OnIntersectionEnterTrigger

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In a scene add  an ActionManager to a mesh.

Register an action triggered  by BABYLON.ActionManager.OnIntersectionEnterTrigger

serialize the scene

try to convert the serialized object to string

you will get the following error

"Line 46:28 - Converting circular structure to JSON"

see playground example

http://www.babylonjs-playground.com/#1UTZEV#10

if you comment out line 42

"sphere.actionManager.registerAction(action);"

then it works fine.

Please check

 

scene.onPointerDown and ActionManager issue

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scene.onPointerDown and ActionManager do not work well with each other.

When an ActionManager is added to a mesh, the mesh becomes unpickable by the onPointerDown function

see playground example

http://www.babylonjs-playground.com/#1UTZEV#13

with  lines 42 to 53 commented out everything works fine. The sphere is pickable.

Click the sphere and check the console message. It shows it was picked

 

un-comment only line 42.The sphere is no longer pickable.

un-comment line 42 to 47. sphere becomes pickable. 

un-comment line 42 to 53. sphere becomes unpickable.

Please check.

 

 


CreateGroundFromHeightMap VERY SLOW movement

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When using CreateGroundFromHeightmap... When i use the camera to move around on ground IS VERY SLOW and VERY CHOPPY... AND LOWERS FPS down to 15fps.

This is my code for creating Ground:

            // Parse scene native mesh and heightmap terrains
            var terrains:BABYLON.Mesh[] = this._scene.getMeshesByTags("[TERRAIN]");
            if (terrains != null) {
                terrains.forEach((terrain)=>{
                    console.log(terrain.metadata);
                    if (terrain.metadata != null && terrain.metadata.properties != null) {
                        if (terrain.metadata.properties.heightmapBase64) {
                            var tempBase64:string = terrain.metadata.properties.heightmapBase64;
                            var terrainWidth:number = terrain.metadata.properties.width;
                            var terrainLength:number = terrain.metadata.properties.length;
                            var terrainHeight:number = terrain.metadata.properties.height;
                            var minimumHeightLevel:number = terrain.metadata.properties.minimumHeightLevel;
                            var maximumHeightLevel:number = terrain.metadata.properties.maximumHeightLevel;
                            var groundTessellation:number = terrain.metadata.properties.groundTessellation;
                            var surfaceMaterialId:string = terrain.metadata.properties.surfaceMaterialId;
                            var surfaceMaterialInst:BABYLON.Material = null;
                            if (surfaceMaterialId != null && surfaceMaterialId !== "") {
                                var material:BABYLON.Material = this._scene.getMaterialByID(surfaceMaterialId);
                                surfaceMaterialInst = material;
                            }
                            BABYLON.MeshBuilder.CreateGroundFromHeightMap((terrain.name + "_Mesh"), tempBase64, {
                                width: terrainWidth,
                                height: terrainLength,
                                subdivisions: groundTessellation,
                                minHeight: minimumHeightLevel,
                                maxHeight: maximumHeightLevel,
                                updatable: true,
                                onReady: (mesh:BABYLON.Mesh) => {
                                    mesh.parent = terrain;
                                    mesh.scaling = terrain.scaling.clone();
                                    mesh.position.x -= terrain.position.x;
                                    mesh.position.z -= terrain.position.z;
                                    mesh.checkCollisions = true;
                                    if (surfaceMaterialInst != null) {
                                        mesh.material = surfaceMaterialInst;
                                    }
                                }
                            }, this._scene);
                        } else {
                            // TODO: Native Mesh - Note should try do all c# editor side
                        }
                    }
                });
            }

 

Any help would be awesome... as always :)

 

Documentation - class 404

ArcRotateCamera strange behavior when beta near 0

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When beta value is around 0, alpha values become a little bit erratic...

Test PG : http://www.babylonjs-playground.com/#NA4OQ#43

Move your mouse horizontally while trying to not move it too much up and down, and you'll see the bug. It looks like kind of a gimbal problem, but not fully...

This bug wasn't in BJS 2.4 and previous.

Babylonjs property option disappears on 3dmax dropdown

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I think there might be a bug in the 3dmax exporter. The "babylon properties" option disappears permanently and gets rewritten as "file exporter" whenever I make my own workspace. To check this, I reinstalled the plugin and the "babylonjs properties" option was showing in the default workspace (as it should). I created a non default workspace and the "properties" option disappeared and changed to "file export" again. The option was irredeemable until the plugin was reinstalled. 

 

SceneSerializer: rotation.asArray is not a function

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Hello

I am trying to serialize the scene with

BABYLON.SceneSerializer.Serialize(scene)

 and am getting a "mesh.rotation.asArray is not a function".

Serialization works fine when meshes are not rotated.

On further exploration, I realised that that mesh.rotation was not a Vector3 object but an object with getters, setters and __op__: Observer. Could this be the issue? 

Can you please help me fix this.

Please let me know if you need more details.

Thank you

Bug? Vector2.PointInTriangle false on edge cases

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Hi all,

Apparently points are not considered to be in a triangle when they are on the edges - is that "expected behavior"? It isn't to me...

BABYLON.Vector2.PointInTriangle(new BABYLON.Vector2(0, 0), new BABYLON.Vector2(0, 0), new BABYLON.Vector2(0, 1), new BABYLON.Vector2(1, 1))

Thanks

ArcRotateCamera target not being serialized ?

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Are we no longer serializing ArcRotateCamera's target?

See playground example

http://www.babylonjs-playground.com/#I9AVT#1

line 29 sets the target

click the large box to serialize and reload the scene .

After the scene is loaded you will see the target is zero.

(Also notice the line mesh disappears on reload)

 


CDN links broken?

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The CDN links in readme.md don't work for me. I get a 404 when clicking on them as well as when used in a script tag:

Quote

<script src="http://cdn.babylonjs.com/2-5/babylon.js"></script>

Am I doing something wrong?

follow Camera needs to be initiated with target defined.

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camera.target= xyz; doesn't work anymore.

Position canvas on PG BABYLON.Analyser

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Hello,

If use this :

var myAnalyser = new BABYLON.Analyser(scene);
BABYLON.Engine.audioEngine.connectToAnalyser(myAnalyser);
myAnalyser.drawDebugCanvas();

The frame is not positioned in the canvas :

http://www.babylonjs-playground.com/#PTV7W#8

And this causes a bug : ( connectToAnalyser is not a function )

var myAnalyser = new BABYLON.Analyser(scene);
music.connectToAnalyser(myAnalyser);
myAnalyser.drawDebugCanvas();

http://www.babylonjs-playground.com/#PTV7W#9

 

 

Bug highlightlayer + sprite transparency

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Hi !

I noticed a bug with the hightlight layer and the sprite transparency, if the sprite overlapse the highlight object, the sprite take the color of the layer. 
I tried to add the sprite to another renderingId but it was the same !

I attach a screen and a playground ( http://www.babylonjs-playground.com/#1UJAM6 )  to test !

Thanks for the answers !

Screenshot_4.png

ArcRotateCamera - Inertia dependend on FPS

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Hello,

I don't know if this is something that could be merged into github but we had some projects (and therefore customers) that

were highly loaded with objects, thus a bit slow in rendering.

The camera inertia was then to long lasting to control the camera if you know what I mean.

This is what I've changed to handle this:

// Inertia
            var engineDelta = Math.min(this.getEngine().deltaTime,100), inertiaFactor = Math.min(1,16.66666 / engineDelta);

            if (this.inertialAlphaOffset !== 0 || this.inertialBetaOffset !== 0 || this.inertialRadiusOffset !== 0) {
                
                this.alpha += (this.beta <= 0 ? -this.inertialAlphaOffset : this.inertialAlphaOffset) / inertiaFactor;
                this.beta += this.inertialBetaOffset     / inertiaFactor;
                this.radius -= this.inertialRadiusOffset / inertiaFactor;
                
                this.inertialAlphaOffset  *= this.inertia * inertiaFactor;
                this.inertialBetaOffset   *= this.inertia * inertiaFactor;
                this.inertialRadiusOffset *= this.inertia * inertiaFactor;

                if (Math.abs(this.inertialAlphaOffset) < BABYLON.Engine.Epsilon)
                    this.inertialAlphaOffset = 0;
                if (Math.abs(this.inertialBetaOffset) < BABYLON.Engine.Epsilon)
                    this.inertialBetaOffset = 0;
                if (Math.abs(this.inertialRadiusOffset) < BABYLON.Engine.Epsilon)
                    this.inertialRadiusOffset = 0;
            }
            // Panning inertia
            if (this.inertialPanningX !== 0 || this.inertialPanningY !== 0) {
                if (!this._localDirection) {
                    this._localDirection = BABYLON.Vector3.Zero();
                    this._transformedDirection = BABYLON.Vector3.Zero();
                }
                this.inertialPanningX *= this.inertia * inertiaFactor;
                this.inertialPanningY *= this.inertia * inertiaFactor;

                if (Math.abs(this.inertialPanningX) < BABYLON.Engine.Epsilon)
                    this.inertialPanningX = 0;
                if (Math.abs(this.inertialPanningY) < BABYLON.Engine.Epsilon)
                    this.inertialPanningY = 0;
                this._localDirection.copyFromFloats(this.inertialPanningX / inertiaFactor, this.inertialPanningY / inertiaFactor, 0);
                this._viewMatrix.invertToRef(this._cameraTransformMatrix);
                BABYLON.Vector3.TransformNormalToRef(this._localDirection, this._cameraTransformMatrix, this._transformedDirection);
                this.target.addInPlace(this._transformedDirection);
            }

It rotates by the given inertia amount depending on the time that proceeded during the renderings.

The

var engineDelta = Math.min(this.getEngine().deltaTime,100)

is to avoid big camera jumps on frames that last longer than 100ms. In our project the render loop doesn't run continuesly.

 

If someone likes to test this and/or push it into babylon I would be glad to have contributed a small thing :-)

If not it's also completely okay as it's only needed in our project(s)! ;-)

 

Best regards

Kevin

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