• Content Count

  • Joined

  • Last visited

Everything posted by Gijs

  1. @V!nc3r, I like how active the cube is at #3, it looks like a lot of computing/loading is going on!
  2. No fix, but here's the playground with just the wrong plane and the original CreatePlane function in the top. May be helpful.
  3. Hi @Deltakosh, can we make pull requests again?
  4. @fateriddle Hi, sorry about that, I just dumped that playground here when it worked! Here's the portal step-by-step: The scene the box is from: First, make a box around the scene with a shader that makes the color (0, 0, 0, 0): The result is a white box, because the background of the html document is white. So then render the scene to a render target, which is then used as a texture of a plane that fills the whole screen: The layerMask trickery is to make the rendertarget see the scene, but the user only the plane. Now adding the main scene (here, createScene is the outer scene, createScene2 is the scene in the box, and createScene3 is for the background): And syncing the cameras in the render function (scene2 now uses a FreeCamera as well): Then some portal enter logic (not sure how it works anymore). The important bit is that it uses clip planes to first render what's behind the portal, then what's in front of it (so the main scene is rendered twice, one half each). I used a background scene to reduce the tearing that happens because the camera moves in between rendering the scenes (things intersecting the axis of the portal will have tearing). As for the skybox, I haven't been able to use it, because you can see the back of the skybox from outside the portal. But there must be a way...
  5. Hi, to get the top position you can pick with a ray:
  6. Hi, the problem is that the bounding box isn't refreshed. This works: I don't know if it's supposed to be like this though.. pinging @jerome
  7. Here's a combination of what's been suggested (sort of):
  8. Hi, here are some results: Laptop Intel(R) Core(TM) i5-5300U CPU @ 2.30GHz (4 CPUs), ~2.3GHz Windows 7 / 2K / IE11 / 40 fps / 60 fps Windows 7 / 10K / IE11 / 10 fps / 21 fps Windows 7 / 20K / IE11 / 5 fps / 12 fps Laptop Intel(R) Core(TM) i5-4200U CPU @ 1.60GHz (4 CPUs), ~2.3GHz Windows 10 / Edge 42.17134.1.0 / 10K / 30 fps / 33 fps Windows 10 / Edge 42.17134.1.0 / 20K / 15 fps / 18 fps Windows 10 / Firefox 62.0.2 / 10K / 47 fps / 36 fps Windows 10 / Firefox 62.0.2 / 20K / 22 fps / 21 fps Windows 10 / Chrome 69.0.3497.100 / 10K / 32 fps / 45 fps Windows 10 / Chrome 69.0.3497.100 / 20K / 17 fps / 26 fps Smartphone Qualcomm Snapdragon quadcore 2,5 GHz Android 6.0.1 / Firefox 62.0 / 2K / ~23 fps / ~19 fps Android 6.0.1 / Firefox 62.0 / 10K / 6 fps / 6 fps Android 6.0.1 / Chrome 69.0.3497.100 / 2K / ~24 fps / ~44 fps Android 6.0.1 / Chrome 69.0.3497.100 / 10K / 6 fps / 6 fps
  9. It works!... sort of. There's another bug, with the bounding box gizmo. When the attached mesh is clicked, mousedown will fire then no longer. It's only the mousedown, and nothing more. pointerdown works fine, both on the JS event system and that of Babylon. Demo: Note the scene.preventDefaultOnPointerDown = false; I've looked into it, but I haven't found the cause yet 🤔
  10. 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. @trevordev do you know what's going on here? And thanks for making the gizmos, can't wait to use them!
  11. You're welcome, and I'm glad your ramps are working again as well 😃, even better now I just noticed that in the playground I did clearTimeout instead of clearInterval though
  12. How about... a GUI Image and some timers:
  13. Hi, from the error in the console it seems that freezeActiveMeshes causes onAfterActiveMeshesEvaluationObservable to be called, and creating an infinite loop. But regarding the meshes, can't you use a TransformNode instead?
  14. The collisions seem off on my side as well, but with the camera ellipsoid set to (0.5, 0.75, 0.5) it seems fine. And I couldn't see the maze demo on itch, because it requires a password.
  15. That's odd. On my side, the original list would be of length 220, while the isDisposed checked list is of length 121, and when I do this.mazeWalls.dispose(); I see just the floor, so I'm pretty sure the merging succeeded
  16. @Nodragem Ok I actually ran it this time, and I found the error: The HuntAndKillMazeAlgorithm may dispose the mazeCells, so the tryToPushToForMerge function also has to check for that: if(element !== undefined && !element.isDisposed()){
  17. Hi, maybe it's because the meshWall gets disposed after the first merger due to the second parameter being true
  18. Hi, from reading the documentation, it seems that a BackgroundMaterial is unlit, so that may be why the spotlight doesn't work on it 🧐.
  19. Hi, you can just set them on bouncingBehavior, those properties aren't read-only
  20. Hi hcmetal, Regarding problem 1, from the inspector in the playground, you can see that curtain1 has some faces meshed in a different way. Here is curtain0: And here's curtain1: So that's why those faces are rotating.
  21. You need to provide the uv data, it's empty in your code
  22. The variable measurement1 gets overwritten with each new measurement, so you have to make a local variable for the event listeners: