ecojust
December 28, 2021, 7:58am
1
i try to move camera to new position,and set new target & position for it;
but something goes wrong.
i try to repetition it,but it failed;
so,I tried to recreate the problem in a different way
this is my pg for it:
use your mouse,zoom in slowly,you will find something wrong
1.normal
2.zoomin
3.rotating
4.zoomin continue
Blake
December 28, 2021, 11:22pm
3
Welp that’s a hard one - it seems to be related to sub meshes and thin instances. Maybe @Evgeni_Popov can help.
ecojust
December 29, 2021, 2:16am
4
If I had replaced the coordinate system mesh with another element (a sphere), this would not have happened
or use the coordinate system mesh,but don’t use thin instances,this would not happen also
Blake
December 29, 2021, 2:26am
5
Also if don’t use submeshes it works with thin instances (PG ) and if use clones it works with submeshes (PG ) and if use instances it works with submeshes too (PG ). Seems like thin instances and submeshes are needed to cause the issue.
ecojust
December 29, 2021, 3:04am
6
thanks for your answer
sometimes,we always need instance way to reduce drawcall,
so clone and cerateIntance can’t resolve our problem
and,if dont’t use submeshes,the material is not we want.
so,i’ll try to import a coordinate system model(.glb),or you have another better way for it?
ecojust
December 30, 2021, 5:03am
7
it seems that mutimaterial cause the problem
so,i created a shader material for three axes,but under instance way,we can’t see anything
ecojust
December 30, 2021, 8:32am
8
@Blake I need to correct a mistake I made earlier,the API createInstance can also keep drawcall is 1
finally,i choose createInstance,thank you !
but the problem what i said still exist.
1 Like
The main issue is all related to the culling strategy being used and can be disabled as such: https://playground.babylonjs.com/#RL03KP#9
2 Likes