Home › Forums › Bug Reports and Feature Requests › AR Android showing “shadows” on left bottom corner
- This topic has 8 replies, 3 voices, and was last updated 2 years, 7 months ago by Nurgeldi Dovletov.
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2022-01-06 at 8:26 am #48491precismoCustomer
Hi Verge
We have come across interesting bug on variety of different Android devices in AR mode. When we anter AR, everything seems to be working fine but when object reaches bottom left corner of the screen it shows some shadowy overlay on top. At first we were like “wtf is this image” but then we found out its actually smaller version of how picture looked like immediately before clicking “enter AR” button. Some postprocessing residual image or uncleared buffer maybe?
– We have some html for model positioning on left bottom corner but this bug persist even if we delete it completely from build
– Verge is 3.9
– Relevant code in Visual logic (html overlay should be false):// enableRendering puzzle function enableRendering() { //console.log("Render ENABLED") appInstance.enableRendering(); } // enterARMode puzzle function enterARMode(refSpace, allowHTML, enterCb, exitCb, unAvailableCb) { switch (refSpace) { case 'SITTING': var referenceSpace = 'local-floor'; break; case 'WALKING': var referenceSpace = 'unbounded'; break; case 'ORIGIN': var referenceSpace = 'local'; break; case 'ROOM': var referenceSpace = 'bounded-floor'; break; case 'VIEWER': var referenceSpace = 'viewer'; break; default: console.error('puzzles: Wrong VR reference space'); return; } appInstance.initWebXR('immersive-ar', referenceSpace, function() { var controllers = appInstance.xrControllers; for (var i = 0; i < controllers.length; i++) { var controller = controllers; controller.addEventListener('select', _pGlob.xrOnSelect); _pGlob.xrSessionCallbacks.forEach(function(pair) { controller.addEventListener(pair[0], pair[1]); }); } _pGlob.xrSessionAcquired = true; enterCb(); }, unAvailableCb, function() { var controllers = appInstance.xrControllers; for (var i = 0; i < controllers.length; i++) { var controller = controllers; controller.removeEventListener('select', _pGlob.xrOnSelect); _pGlob.xrSessionCallbacks.forEach(function(pair) { controller.removeEventListener(pair[0], pair[1]); }); } _pGlob.xrSessionAcquired = false; exitCb(); }, { domOverlay: allowHTML }); } ..... // Describe this function... function runAR() { in_webar = true; console.log( "entering AR") enableRendering() //enterARMode(function() { // puvodni enterARMode('ORIGIN', false, function() { changeVis(['GROUP', 'object_group'], false); // changeVis('prompt_move_around', true); // toho je nove arHitTest(function() { console.log(" tracking in AR") changeVis(['GROUP', 'indicator_group'], true); setObjTransform('indicator_invis_plane', 'position', arHitPoint('x'), arHitPoint('y'), arHitPoint('z'), false); }, function() { console.log(" not tracking in AR") changeVis(['GROUP', 'indicator_group'], false); }, 0.7); // Hide Enter AR button //setHTMLElemStyle('display', 'none', 'enter_AR_button', false); }, function() { // exit AR in_webar = false; console.log("Exiting AR") openWebPage(getUrlData('URL', false), 'SAME'); }, function() { console.error("could not enter AR!") }); }
Please can you help me identify what is causing this and how to get rid of it?
thank you very much!
Petr from Precismo
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You must be logged in to view attached files.2022-01-08 at 9:18 am #48538Yuri KovelenovStaff2022-01-10 at 11:39 am #48587precismoCustomerHi Yuri,
thank you for your support.
We were unable to identify any particular effect which is causing this issue. Adding both html build and blender scene with plain cube which is doing this “ghosting overlay” on bottom left corner when entering AR under Android device (+ positioning scene so that bottom left corner contains 3d object) as shown in screenshot.
Looks like it is linked somehow to version 3.9.
thank you very much in advance,
Petr from Precismo
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You must be logged in to view attached files.2022-01-18 at 8:18 am #48703precismoCustomerHi Verge, any update on this, please? :)
2022-01-18 at 10:03 am #48707Yuri KovelenovStaff2022-02-15 at 10:11 am #49392precismoCustomerAny ideas what can we try?
2022-02-16 at 10:14 am #49417Yuri KovelenovStaff2022-04-04 at 12:05 pm #50809precismoCustomerAny update on this one, please? It has been one quarter and 3.9.1 does not seem to fix this issue…
2022-04-09 at 5:42 pm #50958Nurgeldi DovletovStaffHi!
The fix will be added in the next pre-release. It is also recommended to bake Ambient Occlusion (for AR too), a video tutorial is available here.Verge3D Developer
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