Hi, I’m trying to set up LOD on an imported mesh skull. I also add a pointer drag behaviour once the mesh has been successfully imported. https://playground.babylonjs.com/#ZJYNY#981
Then I add a Knot which should be an added level of detail for the loaded mesh.
- Both the knot and skull are being displayed simultaneously irrespective of mesh distance from the screen
- The knot does not inherit the behaviour of the skull
How can I fix this? Thanks
There were a bunch of lines missing references on the onSuccess callback: fff | Babylon.js Playground (babylonjs.com)
I think it should have displayed errors on the console for these, I’ll take a look to see if this part is a bug.
Hi @carolhmj Thanks for the update.
I adapted it a bit to use two imported meshes, and not the knot. The problem now is they both still display (both the main mesh and its LOD at the same time). https://playground.babylonjs.com/#ZJYNY#992
I cracked some of the mystery and @RaananW cracked the rest, firstly, the first element of the
meshes array is an empty element (this comes from the GLTF file itself), so you have to add
meshes instead, and secondly, the meshes have to be the same dimensions!
fff | Babylon.js Playground (babylonjs.com)
(By the way, LOVE your username, Ancient Mesopotamia history is so cool.)
Thanks for cracking it.
I chose the name to honour BabylonJS