text: [{"Owner":"hit2501","Date":"2015-03-28T20:10:07Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_div_gt_Hi_co_ everyone!_lt_/div_gt__lt_br_gt__lt_div_gt_ _lt_/div_gt__lt_br_gt__lt_div_gt_I_t_m working on a page made with Babylon and Blender (big scene) but now I want to display it also on phones. What advices can you give me to make the following page compatible for smartphones?_lt_/div_gt__lt_br_gt__lt_div_gt_ _lt_/div_gt__lt_br_gt__lt_div_gt__lt_a href_eq__qt_http_dd_//www.wilawara.com/softwaredemos/mall_a.php_qt_ rel_eq__qt_external nofollow_qt__gt_http_dd_//www.wilawara.com/softwaredemos/mall_a.php_lt_/a_gt__lt_/div_gt__lt_br_gt__lt_div_gt_ _lt_/div_gt__lt_br_gt__lt_div_gt_Thank you all for your help_lt_/div_gt__lt_br_gt_\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"Deltakosh","Date":"2015-03-30T20:15:22Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_This should work as long as_dd__lt_/p_gt__lt_p_gt_- No 32 bits indexes_lt_/p_gt__lt_p_gt_- No complex shaders_lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt_What do you get when you run it on a webgl compatible phone?_lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"hit2501","Date":"2015-03-30T23:08:12Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_Hi Deltakosh._lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt_I get only the 2d menus and nothing more (blank background)_co_ but in desktop I can enter with no problem._lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt_Originally the model in blender was nearly half a million vertices_co_ I shrunk it to 173K vertices_co_ then divided it into 12 parts (not equals) less than 65K vertices to be able to export to Babylon. In Babylon I joined all by _qt_ImportMesh_qt_._lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt_Before export from Blender I the configured all textures _qt_shadeless_qt__lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt_Can you give me please more detailes about the 32 bits indexes?_lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt_Thank you very much for your answer._lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"Deltakosh","Date":"2015-03-30T23:31:01Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_The 32 bits issues is just about not using &gt_sm_65k vertices meshes_lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt_Can you test by adding mesh one by one and keep using shadeless to isolate the issue_lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"hit2501","Date":"2015-03-31T19:03:24Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_Thanks Delta Ill try _lt_img src_eq__qt_http_dd_//www.html5gamedevs.com/uploads/emoticons/default_smile.png_qt_ alt_eq__qt__dd_)_qt_ srcset_eq__qt_http_dd_//www.html5gamedevs.com/uploads/emoticons/smile@2x.png 2x_qt_ width_eq__qt_20_qt_ height_eq__qt_20_qt__gt__lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"JCPalmer","Date":"2015-03-31T19:06:07Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_I am not sure I understand things_co_ since Blender will break very large meshes into multiples.  Looking at your blender export log file would be faster.  It reports the number of indices per mesh.  I thought all platforms had this restriction._lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt_For what it was worth_co_ it runs on iOS.  I am using the newest_co_ fastest iPad.  If not working_co_ it could might be just too much for your test device._lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt_Kind of slow to build.  If this is due to the large number of vertices_co_ perhaps the Tower of Babel exporter might improve this.  Reading and then pushing all the verts / normals / indexes on to Javascript arrays in loops might cause performance issues.  If network caused_co_ never mind._lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"hit2501","Date":"2015-04-17T14:21:20Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_Sorry for the delay. I tried adding meshes one by one but dont work._lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt_My goal is to make it work on Android default browser._lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt_I tried too with a very simple mesh (beaker) as you can see in_dd_ _lt_a href_eq__qt_http_dd_//www.wilawara.com/beakerdemo/_qt_ rel_eq__qt_external nofollow_qt__gt_http_dd_//www.wilawara.com/beakerdemo/_lt_/a_gt__lt_/p_gt__lt_p_gt_but I only can see it on desktop browsers._lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt_Is there anything I missing about compatibilities and restrictions?_lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt_Thank you all._lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"JCPalmer","Date":"2015-04-17T15:24:13Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_What I see that is odd is that it seems you are creating 2 scenes.  I use Tower of Babel to build inline code_co_ instead of  a .babylon_co_ so I am less familiar with SceneLoader.  If you wish to establish a scene and camera prior to the .babylon load_co_ try SceneLoader.append().  In that case replace the engine parameter with the scene._lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"Temechon","Date":"2015-04-18T06:04:32Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_There are some errors in your code._lt_/p_gt__lt_p_gt_Replace this _dd_ _lt_/p_gt__lt_pre class_eq__qt_ipsCode prettyprint_qt__gt_var scene _eq_ new BABYLON.Scene(engine)_sm_var uselessCamera _eq_ new BABYLON.ArcRotateCamera(_qt_nothing_qt__co_ 0_co_ 0_co_ 2_co_ new BABYLON.Vector3(0_co_0_co_0)_co_ scene)_sm_ //just to avoid anoying compilation error message about the need to create at least one camera            _lt_/pre_gt__lt_p_gt_by this _dd_ _lt_/p_gt__lt_pre class_eq__qt_ipsCode prettyprint_qt__gt_var scene _eq_ null_sm__lt_/pre_gt__lt_p_gt_And remove this after your load loop _dd_ _lt_/p_gt__lt_pre class_eq__qt_ipsCode prettyprint_qt__gt_var scene _eq_ createScene()_sm_engine.runRenderLoop(function () {    scene.render()_sm_})_sm__lt_/pre_gt__lt_p_gt_BABYLON.SceneLoader.Load CREATES a new scene (it does not need to have one in the first place)_co_ and it doesn_t_t returns a new scene._lt_/p_gt__lt_p_gt_Good luck !_lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"hit2501","Date":"2015-04-19T16:38:24Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_Thank you both._lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt_Temechon I tried your advice but when I do it the meshes dont load. _lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt_JC I will try with append() and Tower of Babylon._lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt_Do you think its possible to see it with google chrome (on Android) or Safari (on IOS)_co_ sorry if I ask for this_co_ I dont have access to an smartphone for now and the emulators have some flaws that makes it hard to test._lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt_Once more thank you._lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"JCPalmer","Date":"2015-04-20T14:46:06Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_In my first post_co_ I said it ran on my iOS tablet_co_ so yes it ran on Safari_co_ just very slow._lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt_To be clear_co_ Append() is with a .babylon_co_ and Tower of Babel is an all source code solution.  Would go with append first_co_ but keep it simple. like_dd__lt_/p_gt__lt_pre class_eq__qt_ipsCode prettyprint_qt__gt_var scene _eq_ new BABYLON.Scene(engine)_sm_scene.collisionsEnabled _eq_ true_sm_           var camera _eq_ new BABYLON.FreeCamera(_qt_camera1_qt__co_ new BABYLON.Vector3(0_co_ 5_co_ -10)_co_ scene)_sm_camera.attachControl(canvas)_sm_camera.keysUp.push(87)_sm_ // Wcamera.keysLeft.push(65)_sm_ // Acamera.keysDown.push(83)_sm_ // Scamera.keysRight.push(68)_sm_ // D        camera.setTarget(BABYLON.Vector3.Zero())_sm_camera.attachControl(canvas_co_ true)_sm_camera.speed _eq_ 2_sm_camera.checkCollisions _eq_ true_sm_camera.applyGravity _eq_ true_sm_                BABYLON.SceneLoader.Append(_qt_BabylonBeaker/_qt__co_ _qt_Precipitados.babylon_qt__co_ scene)_sm_ scene.executeWhenReady(function () {    engine.runRenderLoop(function() {         scene.render()_sm_      })_sm_})_sm__lt_/pre_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"}]