Babylonjs Render Loop. render in your loop. You can receive callbacks for this loo

render in your loop. You can receive callbacks for this loop by using the This creates a continuous loop that renders the scene on every frame, automatically synchronized with the browser's refresh rate (typically 60fps) using requestAnimationFrame behind the scenes. js. I’m using engine. Not like delta time which can be different each time, but a frame independent 16 ms fixed update each and every time ? There is also the inverse method frameGraph. i have many scenes which are rendered to many canvases. So we have different extensions that start and stop render loops So we need to write a lot of hacks to make it work. scene. js playground is a live editor for Babylon. js WebGL 3D scenes In your PG you call scene. render () a single time and I’m not sure it has ever As I mentioned in my previous topic I am getting a white screen when I replace new Engine with new WebGPUEngine (and the async init). Let me explain, so I have a php page that uses babylon js. But the runRenderLoop is getting executed at 60 Hello everyone, This work is inspired by the topic BABYLON. The render loop is the heartbeat of any Babylon. ts that references the BabylonJS TypeScript definition file in your project folder, then create a new Game Let's take a look at a basic react-babylonjs scene using the Engine and Scene components of react-bablylonjs. In scene 0 we brianzinn/react-babylonjs/blob/master/packages/react-babylonjs/src/customComponents/RenderOnDemand import { PointerEventTypes } from Hello, i’ve recently started fiddling with babylon as a side project and was wondering if I can just plug the render function into whatever ticker/interval I want? My end goal with it . Is it a hardware limitation, I’m going through the code in the BabylonJS and React tutorial here: I’m actually using Gatsby as the site generator (or will be), as its a I don’t know how to load a new scene with dynamically created objects after the render loop starts. There is no impact. Like this: _runRenderLoop() { Multiple scenes on the Playground However there is a difference between writing multiple scenes within your own projects and trying them out in the By default, the texture will be created the first time the post-process is applied (therefore later in the rendering loop of the scene), which is why we call resize() ourselves, because this function How can i make a fixed update loop like 1000 / 60 exactly. runRenderLoop(function() { Hello, I suspect it’s an edge case scenario, but I’ll still give it a try. getTextureFromHandle() which allows you to obtain the real texture object from a texture handle (useful when you use a frame Otherwise, adding code to time the render loop and slowly change the code to drill into the slow parts is likely your best bet. In our code there happened a situation when stopRenderLoop and runRenderLoop were called within the same Animation Using the Render Loop Understand how to animate objects with the scene's render loop. Hi everyone! I am rendering the game itself and the main menu in the separate scenes. getFPS() inside of a render loop to determine the general speed. However, I wish Babylon. Understanding how to properly Understand how to animate objects with the scene's render loop. js had a mechanism that would allow intercepting all changes in the scene (shader compilation, texture loading, and other things). textureManager. }; requestAnimationFrame(render_loop); The idea being that this runs do_stuff at a predictable interval (e. Is The next three javascript lines are very important, as they register a render loop to repeatedly render the scene on the canvas: engine. One way you can achieve an animation with react-babylonjs is by using the Engine render loop, which runs many times per second. I can’t figure out what might be causing it. It’s a pity that it You need to call scene. the problem: i have to switch between them but keep what is rendered. js Playground Babylon. g. They reported this issue on iPhone 11 for both Chrome and Safari. Understand how to animate objects with the scene's render loop. Does the same slowness happen with the Babylon. At that point, only the last decal which comes from the array is visible in the I’m trying to change between scenes, which, in my code, are structured as follows: A base BasicScene TypeScript class is responsible for the functionality shared by every Our scene is kind of static most of the time. So basically there is no animation or whatsoever when the the user is not interacting with it. These will connect and create an HTML canvas, Engine and Scene with a Learn about using multiple scenes at the same time in Babylon. This is an alternative way of To begin with, create a new file game. render () draws your scene. Hello fellow Babylonians, I have several web pages where there’s a Babylon canvas in the header / hero section of the page, with other content below it - for example: I have a scene that is quite static. If you only call it once, it will draw the scene once, but then everything will Yes, it’s fine that it’s only writing a message in this example as I just wanted to demonstrate that it seems like that the render loop doesn’t run when line 3 is included in the hi. Babylon. No need for a render loop to run. js allows to change an objects properties immediately before or after a frame is rendered. I narrowed it down to this diff, I’ve started to do some experiments to benchmark the performance of my program. Animation is not synchronized with the rendering loop? By default the BABYLON animations are not Hey, Would it be OK to add a “Pause” button on the Playground so that the renderloop stops ? For example when working on a laptop, I have sometimes the hardware To push that into a render texture, so that all the decals from the array are visible in the render texture. Users click something, we render. sixty times a second) and render_loop as needed. js application, responsible for continuously updating and rendering the scene at an optimal frame rate. For example, we need to call render for each mouse event so there is no way to make an efficient solution for mobile Here’s a picture of the Render Issue.

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