Comments (3)
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?
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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.
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Related Issues (20)
- Is there any way to use this as an es6 module? HOT 10
- Support gamepad input
- Outdated comment + note on blockMesh registration HOT 2
- Alpha blended mesh ordering issue HOT 2
- Terrain remeshing bug when block is neither solid nor opaque HOT 3
- Custom voxel occasionally leaves one side after removal. HOT 4
- UV offsets wrapping at edges of blocks HOT 2
- object meshing bug HOT 6
- Meshing with non-opaque blocks is incredibly slow + block textures with alpha dont work HOT 4
- custom renderMaterial performance (for animated textures) HOT 2
- Supporting noa HOT 2
- webgpu? HOT 2
- How to define new objects in NOA engine. HOT 5
- Optimal octreeBlockSize
- What is the best way to manually build worlds? HOT 2
- render all blocks even if covered HOT 1
- How to import an obj model?
- refresh the registry on the go HOT 2
- Making a set world.
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