I’m currently fiddling with a Solar System and it’s correct proportions (at a division of 1000000). At certain limits I’m experiencing strange texture clipping issues.
Anyone know what the limits of the engine are? All I’ve done so far is the Sun at 0,0,0 and the Earth is sitting at approximately 0,0,150. Both have high resolution textures applied.
I’m building in TypeScript so it’s tough to create a playground example.
Did you know that there is a Typescript version of the playground? Open any playground, click examples button, first example will take you to a Typescript version.
@Deltakosh cool thanks will test the suggestion in the link.
As mentioned I already scaled everything down by 1 million but the problem is when the Earth radius is only 6371km the mesh becomes incredibly small. Zooming starts to present a problem as you can’t get close enough on a sphere mesh that is only 0.006371 units (I’m actually not sure what the units are referred to in Babylon).
I then tried changing the scaling to 100,000 and 10,000 but the Sun texture started having clipping issues (the mesh radius was around 65 units @ 10k scaling). Will check if the depth buffer can fix the problem.
Still going to be interesting introducing Uranus considering it’s distance…