hope you all have a nice day and like the title is saying:
Currently I have a project where I use mulltiple scenes and canvases with one babylon engine. And run into the problem after I implemented the shadow that the resizing is not working anymore.
After that I testet a little bit and the result was that it is only not working if a additional scene is created and useBlurExponentialShadowMap is enabled or anything related to this like useCloseBlurExponentialShadowMap.
I would be thankfull if someone can confirm to me that this is a bug and that this will be fixed. Because it is the only option currently to blur a shadow I know. Or I misconfigured something.
unfortunately in the nightly is another bug that additional scenes will not be rendered anymore. Yes the main scene is resizable now, but additional scenes are not rendered .
I would make you a demo case but I don’t know how I can setup multiple scenes with canvases to be rendered in the playground because i cannot modify the renderloop in the playground and only one scene is returned.
I will look that I can setup a playground scenario in the next time to complete cover the usecase.
I will have to heavy modify the DOM of the site over javascript to archive this.
now I have build a playground scenario of my project Babylon.js Playground(bjs v4.1, somehow the version is not saved with the link). And with the latest babylon.js build it is working.
I dont know what is wrong with my project but i have to figure it out myself.
I noticed that you have already a similar issue on one of babylon.js demo cases maybe this isseue should be investigated deeper, because it is essential: https://www.babylonjs-playground.com/#L0IMUD#1 (move the seperator in the middle).
@Oswald could be possible that this issue is somehow related, but does not fit exactly to the usecase i have.
Hope you can get rid of this problem which seems to be branching in alot of features of Babylon.
Your problem is not related to the other problems of this thread: it’s because you setup a new render loop in your PG and so the resize code is not executed anymore when the canvas dimensions change.
You should add:
if (canvas.width !== canvas.clientWidth) {
engine.resize();
}
Oh okay makes sense, hits me like a rock . That is also the difference in implementation.
Thanks to @sebavan your first nightly correction did it for me, the rest was a little css mistake on my side.
And also thanks to @Evgeni_Popov for clearification.
You guys are awesome
This thread can be closed and archived in my opinion. I don’t know if you are doing this here .