Closed eran-sefirot closed 1 year ago
Hmm, that should work correctly - the engine repositions meshes when the player moves a certain distance (25 blocks by default) but it should handle parented meshes correctly.
It seems to work okay for me with code like this:
var box = CreateBox('', {}, noa.rendering.getScene())
box.position.set(1, 1, 1)
box.parent = playerMesh
noa.rendering.addMeshToScene(box)
Can you post code that shows the issue?
Thanks, that worked! I was trying to add the mesh as an entity using noa.entities.add instead of using addMeshToScene.
another question - is there a way to add a skybox? /change the sky color?
Appreciate the quick response! Thanks again for this great package !
On Tue, May 2, 2023 at 6:22 PM Andy Hall @.***> wrote:
Hmm, that should work correctly - the engine repositions meshes when the player moves a certain distance (25 blocks by default) but it should handle parented meshes correctly.
It seems to work okay for me with code like this:
var box = CreateBox('', {}, noa.rendering.getScene())box.position.set(1, 1, 1)box.parent = playerMeshnoa.rendering.addMeshToScene(box)
Can you post code that shows the issue?
— Reply to this email directly, view it on GitHub https://github.com/fenomas/noa/issues/192#issuecomment-1531669324, or unsubscribe https://github.com/notifications/unsubscribe-auth/AWXQ6QEH3LHGLIJDDDEIF3TXEERDZANCNFSM6AAAAAAXS7XAIA . You are receiving this because you authored the thread.Message ID: @.***>
Ah good! entities.add
is for when you want to add an "entity" - a thing that can have its own position, mesh, physics and so on.
For the sky color, you can pass the option clearColor: [1,1,1]
when creating the engine - this is the color that is drawn to the canvas before meshes are rendered, so it's effectively the sky color.
For a skybox, basically that should work like in any Babylon project; the only noa-specific thing is that you need to call noa.rendering.addMeshToScene
so that the mesh will get selected for rendering.
Hello! Thanks for this great package, I am experiencing an issue where child meshes are not positioned correctly after "checkWorldOffset" completes.
I simply add a text mesh above a simple mash - which works fine, but after player entity gets close enough the child mesh (text above ball) is re-positioned incorrectly.
Thanks! :)