Home › Forums › WebGL & WebXR Troubleshooting › Introducing WebGL troubleshooting topic
Tagged: chrome, display issues, troubleshooting, webgl, windows
- This topic has 32 replies, 9 voices, and was last updated 2 years, 7 months ago by danielbruno.
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2019-02-05 at 7:25 pm #11052AtomfreakCustomer
Just to be certain, the limit of 8 textures on Iphone, is it only 8 textures on the screen or loaded?
Is it possible to play with a loading system? If for example, I have 3 packs of textures that I can choose. So only 1 is loaded. Would this system allow me to have infinite quantities of textures?Also Vincent ask about color material not texture. Are color materials counted as a texture?
2019-02-06 at 7:21 am #11057Yuri KovelenovStaffis it only 8 textures on the screen or loaded?
this is per WebGL shader – which can be different from what you see in 3ds Max or Blender material editor because of addition of a texture per each light source
If for example, I have 3 packs of textures that I can choose. So only 1 is loaded. Would this system allow me to have infinite quantities of textures?
Yes, loading and replacing textures in the shader on demand is the way to go
color materials counted as a texture?
nope, color maps/nodes in shaders are not counted as textures – those are just numeric values for WebGL
2019-02-06 at 12:20 pm #11077AtomfreakCustomerThanks Yuri
2019-04-09 at 2:18 am #13697scalareCustomerHello Yuri,
I will need you to please explain more clearly the WebGL shader limitation. I also have issues with IOS. In my case, all objects show up, but the one that uses a texture shows a strange tiling. I have 3 lights (one sun and two spotlights in Blender), but my materials are rather simple. Only one texture map at initial load, used in one of the objects. The other materials I have are color-based. I have an hdr environment map, and a mask image for the floor (copying what you have done with the nightstand configurator). I also have a texture I use for trigger buttons (basically copied from the scooter example). So I’m counting 7 textures, which would be below the 8 textures limit. Am I missing something?
And just to clarify, what does it mean “WebGL shader” exactly? Is it 8 textures limit PER scene, or per blender shader, for example? It seems to be the first option, because with the scene I described, I would never reach the limit.
Ah, one more thing: what happens if the same material is used by more than one object? Does that count as two textures?
Thanks a lot!
2019-04-09 at 7:08 am #13704Yuri KovelenovStaffWebGL shader means an actual GLSL program running on GPU. This can be very different from material or Blender/Max shader. For example, it can additionally include the shadow map and the environment map thus increasing the number of textures used by 2.
The good news is that the limitation is counted per WebGL shader (not per scene), so you can have a lot of textures in your scene (see Scooter).
2019-04-09 at 10:21 am #13715scalareCustomerThank you for clarifying. In this example, the issue gets resolved if I disable shadows for two of the three lights. Can you please explain why that is, when I’m only counting 7 textures, including the three lights shadow maps?
2019-04-11 at 6:57 am #13769Yuri KovelenovStaff2019-10-31 at 12:29 pm #20913nischayParticipanti am getting error in max while exporting gltf
2019-10-31 at 1:16 pm #20917Yuri KovelenovStaffi am getting error in max while exporting gltf
this error seems to be produced by the ART Scene Converter rather than Verge3D’s glTF exporter. Can you double check?
2022-04-21 at 12:58 pm #51244danielbrunoCustomerHello.
I am developing a product configurator and before launching it I’ll be doing tests on the maximum number of platforms I can have access. I’m using Verge 3D for Blender 3.91 under MacOS and I had success on MacOS with Chrome, Safari and Firefox. It also performs well under iOS (iPhone and iPad) and Android.
The problem arises when I use a real Windows machine where the model doesn’t show (only metallic parts appear although not correctly textured). Curiously, when I test the configurator under a real Windows 10 installation through BootCamp everything works well. Attached you can find the correct expected result and the problematic one under real Windows. Could you please help me with this issue?
Thanks a lot!
Daniel.
Attachments:
You must be logged in to view attached files.2022-04-25 at 2:37 pm #51362Yuri KovelenovStaff2022-04-25 at 6:11 pm #51367danielbrunoCustomer2022-04-26 at 10:37 am #51372Yuri KovelenovStaffI quickly tried your app. The problem is that it very heavy, it loads 135 Mb of files, and these 4 textures are super big:
ImageWood017_2K_Color.png
ImageMaterial_0_metallicRoughness.png
ImageMaterial_0_baseColor.jpeg
ImageMaterial_0_normal.jpegI’d suggest fixing these issues first to make your app user-friendly, and may be it will fix the problem you described.
2022-04-26 at 12:23 pm #51376danielbrunoCustomerHi Yuri. Thanks for your reply.
Sorry but I’ve uploaded to v3d cloud a version with these huge texture files. I have already tried with way smaller versions of any of the textures and the problem with Windows persisted. You can check it here.
Thank you.
2022-04-27 at 10:14 am #51402Yuri KovelenovStaffAfter reducing the files size it loads much faster now! Also, you got a dark-themed website, so you might want to switch to the Dark theme for your Verge3D app as well (requires creating a new app, and transferring all the assets and Puzzles to the app folder).
As of Windows problem, we tested it out more thoroughly on our own computers and yes, the issue reproduces. Can you share with us your scene file so that we investigate it further?
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