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studiogijs

Forum Replies Created

Viewing 15 posts - 16 through 30 (of 37 total)
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  • in reply to: iOS issues #72494
    studiogijs
    Customer

    Interesting
    I get a hang already on the third tab on iPhone 14 Pro with iOS 17.4.1

    What iOS are you running on that SE?

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    in reply to: iOS issues #72491
    studiogijs
    Customer

    hi @alexander-kovelenov

    In the meantime I did make a few changes based on suggestions by @xeon, turning off the lights in the scene and turning off HDR rendering. Try opening the app in several tabs, and you will see it starts behaving badly. Or open the app in both safari and chrome at the same time.

    I think it is likely to happen if a customer is going to open the app multiple times to compare several options, or maybe even inadvertantly because they leave the app open on one page and open the app again at some other point on a new page, but this is not sure of course. I’m happy to hear though that the app runs on phones you tried. Are these phones all on 17.4.1?

    When the app is open on multiple pages/ browsers something is going wrong, and I don’t know what it is, which makes it hard to debug. Is it memory? What causes the model to turn black or loose context?

    in reply to: iOS issues #72474
    studiogijs
    Customer

    @xeon thanks for having a look, I sent you the project file + Blender file

    • This reply was modified 8 months ago by studiogijs.
    in reply to: iOS issues #72469
    studiogijs
    Customer

    @xeon thanks for having a look. The project file can be downloaded here

    I turned off hdr rendering and removed the lights, that at least makes the app load again on phones that previously didn’t. I do not want to share the model here, but if I can send it to you directly that is fine.

    • This reply was modified 8 months ago by studiogijs.
    in reply to: iOS issues #72451
    studiogijs
    Customer

    @xeon @kdv77kdv,

    thanks, I am going to try out your suggestions and see what can be done.
    Since the app is controlled by external website, I had turned off the controls, but you can now see the controls again on the link I sent.

    The project has been a bit of a moving target and is currently quite complex.

    • This reply was modified 8 months ago by studiogijs.
    in reply to: Firefox Error: WebGL context was lost #72399
    studiogijs
    Customer

    @yuri I have a similar problem with my application and need urgent help, since the app is now not loading reliably on iOS. The above instructions are not completely clear to me.
    How do I force a reset of the app when the user reloads the page? Using the unload scene puzzle somehow does not work for me, since that messes up everything. So what I am looking for is something that makes sure the scene is not kept in cache, at least that’s my understanding of why this might happen. I wonder though why this only happens on iOS.
    Even when it does work sometimes, I still see that content gets lost

    I tried the following. I installed Chrome browser on the iphone and started chrome://inspect
    then I open a new tab and load the app.
    It loads well, and I get:
    LOG Verge3D 4.5.1 for Blender (License, WebGL 2.0) so all seems good

    When I reload I sometimes get a correct scene, sometimes not, and this message:

    LOG Verge3D 4.5.1 for Blender (License, WebGL 2.0)
    LOG v3d.WegGLRenderer: Context Lost.
    LOG v3d.WegGLRenderer: Context Restored.

    I see part of the page, but the scene is not correctly loaded. Sometimes it just gets stuck on the preloader.

    EDIT: the above seems to happen only when I load the same page also in Safari. So it appears to me that there is an issue with Safari. If I close Safari down, the page loads correctly again.

    Thanks in advance for your help.

    The app is https://v3d.net/ukb

    Some more info: the app runs fine on ipad pro running iOS 16.5
    Also running fine on iphone pro max running 17.4.1

    I further see:
    https://forums.developer.apple.com/forums/thread/737042
    and:
    https://bugs.webkit.org/show_bug.cgi?id=268070

    how do I verify if the above is the case in my shaders?

    • This reply was modified 8 months, 1 week ago by studiogijs.
    in reply to: Verge3D 4.5 pre3 available! #68286
    studiogijs
    Customer

    @yuri, it’s been a few days since it was reported that booleans currently don’t work properly. Any news on this matter?

    in reply to: Boolean Modifier #68192
    studiogijs
    Customer

    thanks @kdv77kdv

    I hope @yuri is aware of this bug?

    in reply to: Boolean Modifier #68188
    studiogijs
    Customer

    I tried to find a workaround by rebuilding the objects directly in Verge3d, but it seems I cannot make a proper boolean difference from more than two objects. Example:

    https://cdn.soft8soft.com/AROAJSY2GOEHMOFUVPIOE:606b34768b/boolean_fail/boolean_fail.html

    Basically I am making a Boolean Union out of two rotated boxes and use that as a cutter to cut two corners of a box. Two subsequent Boolean differences also fail, though in a different way.

    What am I missing? Are there any examples on how to subtract multiple objects at once?
    It seems it should be possible if I look at this example:
    https://gkjohnson.github.io/three-bvh-csg/examples/bundle/geometry.html

    in reply to: Boolean Modifier #68175
    studiogijs
    Customer

    I suspect it should be possible to bake the shapekey modifications into the object.

    in reply to: Boolean Modifier #68172
    studiogijs
    Customer

    hmm, doesn’t work on objects with shapekeys applied, rendering this pretty much useless, or am I missing something?

    in reply to: Boolean Modifier #68163
    studiogijs
    Customer

    well, looks like I posted right after this has been announced, thanks!

    in reply to: Boolean Modifier #68160
    studiogijs
    Customer

    @yuri Any news on booleans? This is highly needed in a project I am currently working on. I have a tabletop with 6 optional holes that need to be able to change position and size. Having to do this with shape keys means:
    Make all holes and add for each a shapekey to make it show or not
    One hole cannot move beyond the other hole, so I need keep track of each
    This becomes a logistics nightmare quickly

    in reply to: When Render gets disabled, I get banding artifacts #66542
    studiogijs
    Customer

    okay, tbh I don’t see a difference in AA quality anyways, so I’ll take your advice!

    Thanks again!

    • This reply was modified 1 year, 3 months ago by studiogijs.
    in reply to: When Render gets disabled, I get banding artifacts #66533
    studiogijs
    Customer

    thanks that works! :good:

    So AA causes this bug of banding, or is that the inevitable price to pay for AA? In other words there is no way to get best of both worlds?

Viewing 15 posts - 16 through 30 (of 37 total)