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  1. Clipping for Canvas2D areas

    I did not find a way to clip a sub-tree of primitives to make sure that all its children are drawn inside a given area (which should be the size of the "root" of the sub-tree).

    Implementing this should be the base to have something like a list view implemented inside the 2d canvas.

    1 vote
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    • 14 votes
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      • Support for Sea3d Format or a converter from Sea3d to .babylon

        Support for Sea3d Format or a converter from Sea3d to .babylon

        7 votes
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        • .babylon file Importer for Blender

          A .babylon converter to .blend in order to open and edit it in Blender if we have lost the original file.

          18 votes
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          • Generate manifest file for exporters that produce a .babylon

            The monthly forum topic listing the un-important missing manifest error is getting old.

            8 votes
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            • 3 votes
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              • 32 votes
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                  1 comment  ·  Admin →
                • Support for vertex groups

                  It would be great to be able to export blender vertex groups as a list of indices.

                  3 votes
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                  • New parameter for "CreateGroundFromHeightMap" to specify bits that will be used for heightmap

                    A new optional parameter to specify bits to use for heightmap could be useful in case of image file contains other data as well (like first 10 bits are for height data, rest 6 is for building type)

                    4 votes
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                    • Better boolean operations

                      It's a bit unhandy to use BABYLON.CSG.
                      You need to convert back and forth everyting, then dispose.
                      Subtract and union should be member functions of Babylon.Mesh.

                      Like: Mesh.subtract(MeshOther);

                      Also it would be great to define a plane to slice an object.
                      At the moment, I always have to define a huge scaled box
                      in the direction I want to cut the object.

                      13 votes
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                      • ArcRotateCamera collision fix and obstacles evasion

                        When you activate the collision, frequently the camera becomes trapped in any object (it can't move away). Another thing are the obstacles, when you have a target, and the camera follow that, an object can cover the view. I think the camera can approach changing the radius without collisions until evade the object.

                        Thanks!

                        12 votes
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                        • SSS shader

                          I am talking about sub subsurface shader, for characters, milk, tomato etc.
                          I dont know if javascript can handle that well in real time,
                          but i hope in the near future.

                          12 votes
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                          • Allow 'CreateGroundFromHeightMap' to accept internal image data

                            I am working on a 'Height Map' editor. Taking data from the game's hardness map and internal data structures, I'm compiling the height map at runtime.
                            The way things are at present I need to save the canvas to file to the server, and re-download it. A bit counter productive... ;o)

                            Just a thought.

                            Danny

                            7 votes
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                            • Marching cubes

                              It would be amazing if we could have marching cubes in babylon see for example:

                              http://webglsamples.googlecode.com/hg/blob/blob.html

                              and i know you dont want to be influenced by other 3dengines but there is also an implementation in threejs which could be used as reference.

                              18 votes
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                              • Cascaded shadow map implementation

                                Implement a camera type that includes a cascading shadow map similar to https://msdn.microsoft.com/en-us/library/windows/desktop/ee416307(v=vs.85).aspx.
                                This would provide significant performance improvements for large fully lit scenes, and would function as a simple (for users) light source, with only the rotation of the light relative to the user or world needing to be defined.

                                10 votes
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                                • Would be great if we could pass the folder to BABYLON.SceneLoader search for textures

                                  How can I change the folder where BABYLON.SceneLoader will search for textures when loading a babylon blender file?

                                  For example:

                                  BABYLON.SceneLoader.Load("", "public/js/corredor.babylon", this.engine, function (newScene) { /*...*/ }

                                  The code above will load corredor.babylon on public/js/ folder, but I want it to load the textures on public/js/textures/ folder.

                                  Thanks a lot!

                                  21 votes
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                                  • Promoting beforeRendering to AbstractMesh

                                    While the things of an InstantedMesh can to is more limited than a Mesh, it can still move, rotation, and scale.

                                    Please implement registerBeforeRender at AbstractMesh level. Did not look at repercusions. Would ther be any?

                                    Would be used in POV Module, being pulled out of MORPH

                                    1 vote
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                                    • 23 votes
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                                      • Model viewer

                                        A general model viewer similar to thingiview will be a very useful example to display models that don't have camera and lights.

                                        The viewer could load the binary format with textures, add a camera and lights and do initial auto zoom.
                                        The viewer could have a simple controls and API to control the lightning, rotation and zoom.

                                        It's not trivial to implement a robust viewer that do auto zoom and support mouse and touch but it seems to be a very common use case.

                                        https://github.com/tbuser/thingiview.js
                                        http://n0r.org/thingiview.js/examples/client_side_inline.html

                                        Thanks

                                        4 votes
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                                        • Support for particles

                                          In the Blender exporter

                                          10 votes
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