Hello,
I was looking at the thin instances examples1 and I tried locally with a different to import and only my original mesh is displayed but it doesn’t work.
My IDE tells me “Property ‘thinInstanceSetBuffer’ does not exist on type ‘AbstractMesh’”
Here is the code:
{
var r = await SceneLoader.ImportMeshAsync( "", "/server", "my.glb", scene );
let box = r.meshes[0];
var numPerSide = 40,
size = 100,
ofst = size / ( numPerSide - 1 );
var m = Matrix.Identity();
//
var col = 0, index = 0;
let instanceCount = numPerSide * numPerSide * numPerSide;
let matricesData = new Float32Array( 16 * instanceCount );
let colorData = new Float32Array( 4 * instanceCount );
for ( var x = 0; x < numPerSide; x++ ){
m.m[12] = -size / 2 + ofst * x;
for ( var y = 0; y < numPerSide; y++ ){
m.m[13] = -size / 2 + ofst * y;
for ( var z = 0; z < numPerSide; z++ ){
m.m[14] = -size / 2 + ofst * z;
m.copyToArray( matricesData, index * 16 );
var coli = Math.floor( col );
colorData[index * 4 + 0] = ( ( coli & 0xff0000 ) >> 16 ) / 255;
colorData[index * 4 + 1] = ( ( coli & 0x00ff00 ) >> 8 ) / 255;
colorData[index * 4 + 2] = ( ( coli & 0x0000ff ) >> 0 ) / 255;
colorData[index * 4 + 3] = 1.0;
index++;
col += 0xffffff / instanceCount;
}
}
}
box.thinInstanceSetBuffer( "matrix", matricesData, 16, true );
//r.thinInstanceSetBuffer( "matrix", matricesData, 16, true );
}
Only the first line has a change.
Positioning my mesh manually, without instance, with position.{x,y,z} works without issue.
I even tried with different meshes and same thing.
I don’t know what is going on.
Can you help me ?
Thanks