It’s because gltf/glb files are right handed but Babylon is left handed by default.
Set scene.useRightHandedSystem = true;
just after scene creation to correct this.
It’s because gltf/glb files are right handed but Babylon is left handed by default.
Set scene.useRightHandedSystem = true;
just after scene creation to correct this.
cellA (cell alpha) is how much alpha each facet has.
Did you get this working?
Thanks it’s working now. do you know if I can make outline colour glow?
mesh.outlineColor = BABYLON.Color3.White();
is it possible to have random wireframe colour for all meshes in the scene?
for (var i = 0; i <= scene.meshes.length; i++) {
var mesh = scene.meshes[i];
barycentric(mesh)
mesh.material = shaderMaterial;
maybe shaderMaterial.clone()
then mesh.material.onBindObservable.add(()=>{
mesh.material.set what ever
})
how do I turn the wireframe shader on off?
var mouseOverUnit = function (scene) {
console.log("mouse over" + scene.meshUnderPointer.id);
console.log(scene);
if (scene.meshUnderPointer !== null) {
barycentric(scene.meshUnderPointer)
scene.meshUnderPointer.material = shaderMaterial;
}
}
var mouseOutUnit = function (scene) {
console.log("mouse out" + scene.meshUnderPointer.id);
console.log(scene);
if (scene.meshUnderPointer !== null) {
}
mesh.material = null
I exported the file as glb, the model comes with materials in babylon scene, what code should I write to make the material return to original state when mouse is not over the model? also, I am still getting some triangles with this shader, anything I can tweak to get rid of them?
I think a repro in the Playground would help here.
sorry, I can’t share this online. about the wireframe shader, I am still getting some triangles with this shader, anything I can tweak to get rid of them?
If you speak about the shader from @Pryme8, sometimes only triangles can be rendered because of the geometry: see the corner of the pillar in https://www.babylonjs-playground.com/#G3GZA1#162.
i see, alright then. Thank you
is it possible to add a slider to adjust the value of needAlphaBlending? instead of true or false?
No, needAlphaBlending is there to indicate if a material is transparent or not. If it is transparent, you can use the alpha
property of the material to make it more or less transparent (if it is a standard or PBR material). You can also use the mesh.visibility property which ranges from 0 to 1.