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advancedDynamicTexture using PBR Material #282
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Can you share how that is done imperatively? |
Sorry for the late reply, was on holiday. I have create 2 playgrounds to show how I would create the materials in raw Babylon code. Option 1, provide the materialSetupCallback function to BABYLON.GUI.AdvancedDynamicTexture.CreateForMesh: https://playground.babylonjs.com/#NVAEWD#94 - note that the materialSetupCallbackPbr supports onlyAlphaTesting = true or false appropriately. Option 2, create the AdvancedDynamicTexture directly and manually apply the material. Note this code path is the same as onlyAlphaTesting = false: https://playground.babylonjs.com/#NVAEWD#95 Hope this helps to illustrate what I mean. Edit - now that I have come to think about it, exposing a materialSetupCallback on the current AdvancedDynamicTexture component within react-babylon that returns the material to use would also work for me, though I'm not sure it would fit in with the structure you have created... |
Sorry - was AFK all long weekend. I feel like there are declarative solutions to both. Also, |
i'm trying to clear out some outstanding issues. sorry this didn't get looked at properly before. do you have a preferred option to go ahead? |
Hi I was attempting to create an Advanced Dynamic texture for GUI elements that uses a PBR rather than standard material. Unfortunately, nesting the advancedDynamicTexture within the pbrMaterial node does not seem to work:
Is this possible? If so, how should it be created?
Thanks
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