Hi guys,
as usual things that should be easy baffle my ageing brain.
I have tried to follow this tutorial and get it to work in NSBasic.
https://doc.babylonjs.com ( the getting started project )
I have created the there js files and dragged them into my project. ( this includes the js files )
babylon.js
onjs.loaders.min.js
pep.js
Added a container id = renderCanvas
I put the code on the Form1 on show event ( Is this correct ? )
Form1.onshow=function(){
// get the canvas DOM element
var canvas = document.getElementById('renderCanvas');
// load the 3D engine
var engine = new BABYLON.Engine(canvas, true);
// createScene function that creates and return the scene
var createScene = function(){
// create a basic BJS Scene object
var scene = new BABYLON.Scene(engine);
// create a FreeCamera, and set its position to (x:0, y:5, z:-10)
var camera = new BABYLON.FreeCamera('camera1', new BABYLON.Vector3(0, 5,-10), scene);
// target the camera to scene origin
camera.setTarget(BABYLON.Vector3.Zero());
// attach the camera to the canvas
camera.attachControl(canvas, false);
// create a basic light, aiming 0,1,0 - meaning, to the sky
var light = new BABYLON.HemisphericLight('light1', new BABYLON.Vector3(0,1,0), scene);
// create a built-in "sphere" shape; its constructor takes 6 params: name, segment, diameter, scene, updatable, sideOrientation
var sphere = BABYLON.Mesh.CreateSphere('sphere1', 16, 2, scene);
// move the sphere upward 1/2 of its height
sphere.position.y = 1;
// create a built-in "ground" shape;
var ground = BABYLON.Mesh.CreateGround('ground1', 6, 6, 2, scene);
// return the created scene
return scene;
}
// call the createScene function
var scene = createScene();
// run the render loop
engine.runRenderLoop(function(){
scene.render();
});
// the canvas/window resize event handler
window.addEventListener('resize', function(){
engine.resize();
});
}
When I run it I am getting some errors.
Project1 ](Project1babylon3.appstudio.zip (1.0 MB)
Any ideas where I am going wrong here ?
Cheers
Steve Warby