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Home Forums WebGL & WebXR Troubleshooting Introducing WebGL troubleshooting topic

Viewing 15 posts - 16 through 30 (of 33 total)
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  • #11052
    Atomfreak
    Customer

    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? :wacko:

    #11057

    is 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

    Chief 3D Verger | LinkedIn | Twitter

    #11077
    Atomfreak
    Customer

    Thanks Yuri :good:

    #13697
    scalare
    Customer

    Hello 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!

    #13704

    WebGL 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).

    Chief 3D Verger | LinkedIn | Twitter

    #13715
    scalare
    Customer

    Thank 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?

    #13769

    In the engine, each light additionally occupies a texture slot in the shaders. For that reason we recommend to keep the number of lights low, and instead of multiple lights use a baked lightmap and an HDR map.

    Chief 3D Verger | LinkedIn | Twitter

    #20913
    nischay
    Participant

    i am getting error in max while exporting gltf

    #20917

    i 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?

    Chief 3D Verger | LinkedIn | Twitter

    #51244
    danielbruno
    Customer

    Hello.

    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:
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    #51362

    hi,

    can you share the link to the app for us to test it out on our own computers?

    Chief 3D Verger | LinkedIn | Twitter

    #51367
    danielbruno
    Customer

    Hi, Yuri.

    Here’s the link to the configurator:

    https://v3d.net/67m

    Thank you for your help.

    #51372

    I 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.jpeg

    I’d suggest fixing these issues first to make your app user-friendly, and may be it will fix the problem you described.

    Chief 3D Verger | LinkedIn | Twitter

    #51376
    danielbruno
    Customer

    Hi 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.

    #51402

    After 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?

    Chief 3D Verger | LinkedIn | Twitter

Viewing 15 posts - 16 through 30 (of 33 total)
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