Im trying to reproduce a progress bar with the CastorGUI using my canvas but its not linking properly.
The progressbar is showing after the canvas is loaded with the mesh. With value = 0.
Is the progressbar attached to the scene or the canvas itself?
let canvas = document.getElementById('canvas');
var engine = new BABYLON.Engine(canvas, true,{ preserveDrawingBuffer: true, stencil: true });
var guimanager = new GUIManager(canvas);
var guiprogress = new GUIProgress(1, {w:40,h:20,x:300, y:300}, guimanager);
It is attached to the canvas as if you were using html5. CastorGUI is HTML5 on top of the canvas.
To change the value of the bar, you must use: guiprogress.updateValue(value);
you must create your own function to change this value.
To get the value current you can use: guiprogress.getValue();
You can alos use BabylonGUI which is attached to the scene 3D Babylon. But BabylonGUI does not have a progress bar yet. Maybe one is planned soon. @Deltakosh
flexbox helped us with hybrid 2D+3D, substantially. We are not superfans of display:flex- just trying it out.
Like CastorGUI our hybrid overlay (2DTXT) was prior to BJS.GUI and flexbox. TIP: We migrated to flexbox, and it helped massively with custom-control-layouts. We have to write a shim to fix the heights in vertical scrolling (today).
FINDING: flexbox layouts are nice for spacing things evenly. It results in good cross-browser professional looking layouts. No weird anomalies on infinite edge-cases. As still exist in flexbox. For example in overlays and scroll height. Two edge-cases left open. Not often mentioned - but flexbox doesnt play with z-index. Probably because it opens a predictable → infinite edge-case. Related, we found flexbox to have height confusion in flexbox overflow scroll layouts. Both fixed with a shim on resize.
Hope that helps someone, someday, somewhere, somehow. : )