mrlooi
1
On the first time, the values are correct.
But everytime you run it afterwards, it starts blowing up based on the mesh/skeleton matrices
Here’s the PG: https://playground.babylonjs.com/#SYQW69#1034
var positions = mesh.getPositionData(true, true)
console.log(positions[0]) // 58.07
await sleep(200)
positions = mesh.getPositionData(true, true)
console.log(positions[0]) // 5807
await sleep(200)
positions = mesh.getPositionData(true, true)
console.log(positions[0]) // 580772
mrlooi
2
mesh._getPositionData seems to work correctly, is there a reason why getPositionData and _getPositionData are different?
Blake
3
Here’s a PR that stabilizes the results in the PG. The new getPositionData function was missing the code to slice/copy the position array…
1 Like