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Everything posted by Sebavan
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tried new @babylonjs/core, but it doesn't tree shaking?
Sebavan replied to fateriddle's topic in Questions & Answers
The forum as moved here : https://forum.babylonjs.com/t/welcome-to-the-new-babylon-js-forum/18 you should post there for any questions. Regarding yours, the side effects not being filled in the package.json (currently under dev) you need to import from individual modules: import { Engine } from "@babylonjs/core/Engines/engine"; import { Scene } from "@babylonjs/core/scene"; import { Vector3 } from "@babylonjs/core/Maths/math"; import { FreeCamera } from "@babylonjs/core/Cameras/freeCamera"; import { HemisphericLight } from "@babylonjs/core/Lights/hemisphericLight"; import { Mesh } from "@babylonjs/core/Meshes/mesh"; // Side effect import to fill in the default material on scene and Mesh.CreateBox functions import "@babylonjs/core/Materials/standardMaterial"; import "@babylonjs/core/Meshes/Builders/boxBuilder"; This is all detailed in the package doc: https://www.npmjs.com/package/@babylonjs/core/v/4.0.0-alpha.21 https://doc.babylonjs.com/features/es6_support#tree-shaking -
You can replace cdn.babylonjs.com by preview.babylonjs.com to ensure you are using compatible versions.
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Try to build my own customized babylonjs, result in errors
Sebavan replied to fateriddle's topic in Questions & Answers
Hello, if you are trying to reduce the size of your package, we will ship in 2 weeks our es6 packages allowing proper tree shaking. Would that fit to you ? -
Hello and Welcome, The forum has moved to a new home: https://forum.babylonjs.com Do you mind posting again there ?
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Export animations from unity
Sebavan replied to JoeVN's topic in Content creation (3dsMax, Maya, Blender, glTF)
Hello and Welcome, The forum has moved to a new home: https://forum.babylonjs.com Do you mind posting again there ? -
oh it seems there is a cache on the projection somewhere let me take a look
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32bit float framebuffer on IOS not possible?
Sebavan replied to BMWPilote's topic in Questions & Answers
Pack: https://github.com/BabylonJS/Babylon.js/blob/master/src/Shaders/shadowMap.fragment.fx#L2 Unpack: https://github.com/BabylonJS/Babylon.js/blob/master/src/Shaders/ShadersInclude/shadowsFragmentFunctions.fx#L3 Hope that helps -
I am not familiar enough with angular but did you have a look at this procject ? They might help you with the angular<->babylon setup : https://github.com/inigoiparragirre/ng4-babylonjs
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[Violation] 'requestAnimationFrame' handler took <N>ms
Sebavan replied to Dieterich's topic in Questions & Answers
ohhhhh in this case you would need to use the inspector you can find on our dist folder in the 3.2.0 release. -
This seems related to your other issue: So could you confirm you are willing to disable touch rotation and mouse drift/strafe when clicked ?
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32bit float framebuffer on IOS not possible?
Sebavan replied to BMWPilote's topic in Questions & Answers
Yup we are relying on the same kind of code in shadows for instance to store depth on 4 bytes to simulate a 32 bits float depth buffer ? -
[Violation] 'requestAnimationFrame' handler took <N>ms
Sebavan replied to Dieterich's topic in Questions & Answers
Do you have any error message in the console ? are you relying on the same version of the inspector and babylon ? -
You need to clone if you record the info or record the individual components (x y z for instance): https://www.babylonjs-playground.com/#XCPP9Y#747 Position and other containers are not recreated on every frame to save GC. That means everywhere in the framework, we are using the toRef functions.
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Thanks for the link change @Wingnut You did well by changing it I do not mind at all (that s the full power of the community ? )
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Just an optical illusion : https://playground.babylonjs.com/#TJTYGR#8 You can see that looking further or closer on the same plane, it gives the feeling that things are moving around.
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Custom arcRotateCamera with up-vector (0,0,1)
Sebavan replied to MinZe's topic in Questions & Answers
Merged and Deployed -
This is normal as the value you use are from the start of the screen not canvas position. Replace your code : pickInfo = scene.pick(evt.clientX, evt.clientY); By : pickInfo = scene.pick(scene.pointerX, scene.pointerY); Which contains the offset translation computed as : pointerX = evt.clientX - canvasRect.left; pointerY = evt.clientY - canvasRect.right;
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So double check with @Deltakosh All good the target defines the focal point so it works exactly as expected.
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It is by design (as the code is looking to be doing ? ) and the camera target seems to define the screen plane. adding @Deltakosh on this one as I am not that familiar with the anaglyph and i wonder if it is intended.
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Sorry for the late reply, I am looking at it now (Thx Wingnutt).