- Apr 23, 2017
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Skyboxes generally override the view distance calculations, since it's the thing that fills the space when there is nothing to see. Dunno if you can do something like that, like, this object must be seeable from whatever distance.
I tried to limit view distance with "light.range" (on babylon playground), and skybox is still visible in the tutorial.
It seems, however, it does not override light range in FPLE.
Maybe something has to be changed here
Visibility ('viewRadius' plugin command) is bound to both light radius and camera visibility ('maxZ' parameter). When I set light.radius (or light.range) to any value, it changes nothing (in tutorial/playground). But if I change camera.maxZ to anything lower than 1000, it's a grey screen.
So no, unfortunately, skybox does not override view distance calculations.
I even tried one last thing: keep light radius changeable, but set maxZ to a high value.
The bad news: both work aligned, so even if I set maxZ to 10000, but keep light radius to 4, skybox will still not be visible.
The good news: there may be a workaround (an elegant one? ooooohhh!). Vertex & pixel shader programming may add a fog with variable distance. (I'm feeling each time closer to being an expert, lol!) Hopefully, it won't cost too much processing power. And maybe it works, too...
Also I noticed you're putting 3D models. Does it mean it could support rendering stuff? Is this becoming that good old legendary 3D RPG Maker we dreamed as children? Nice having texturing but I would love to have unlit colored polygons :^DDD.
Keep up the good work. Salut!
Thanks! So far, I was just placing some objects here and there, from predetermined babylon functions (torus, torus knot, sphere, cylinder (or cone), ground, ground from height map (yes, it is that powerful!), etc).
I'm trying to convert a dragon on Blender and place it via babylon. This requires both exporter and loader.