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post by labris on Jun 25
Sure
I think it would be good if this nice default LUT image (and default env texture as well) could be retrieved automatically like in Viewer
const DefaultEnvironment =
"data:application/octet-stream;base64,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Otherwise one needs always to remember about it and include to build confiigurations or packages.
post by reddozen on Jun 26
Fair. I’ll try and test all this if I can find a stopping point on the website I’m building.
post by dkong on Jun 26
Are there plans to support meshes with submeshes?
post by Deltakosh on Jun 26
Not at this time. It is to big of a burden in the engine and costs a lot of perfs
post by inteja on Jun 27
In Getting Started with Babylon Lite - An explicit lifecycle it states …
Register — await registerScene(scene) does the deferred GPU work (builds pipelines, partitions renderables). Call this after everything is added.
How can I create fully dynamic scenes that load meshes or dynamically create parametric meshes after having called await registerScene(scene)? Do I have to create a huge pool of invisible assets before registerScene() then mutate vertex data and toggle visibility after that?
post by labris on Jun 27
No, just addToScene when needed.
Example
post by inteja on Jun 27
labris:
No, just addToScene when needed
Yes, that’s what I would have expected. However in my local code, any mesh I add after registerScene() results in …
But I’m using an earlier Babylon Lite version, so I’ll update and try again.
post by inteja on Jun 27
OK progress.
After updating to 1.3.0, initially it didn’t work at all - just the scene clear color and nothing else but no console error that I was getting with 1.2.0.
However, after adding any mesh before registerScene(scene) then meshes after registerScene(scene) everything worked. So it seems I need to add at least one mesh beforehand?
Anyway, my question around the wording of the docs still stands. It makes it seem like everything must be added before calling registerScene() so maybe that wording needs changing.
Register — await registerScene(scene) does the deferred GPU work (builds pipelines, partitions renderables). Call this after everything is added.
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