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2020-08-16 at 2:24 pm in reply to: Possible to set higher screen scale for just one object/material? #31606webCustomer
Okay, so there is no way to have a 100% sharp texture on mobiles without setting the screen scale globally to the native device one, correct?
2020-08-15 at 7:30 pm in reply to: Possible to set higher screen scale for just one object/material? #31598webCustomerBut does just changing the textures to a more low res version and keep the screenscale high, does affect the performance that much? I thought that the whole resolution is internal much higher, so that the pure rendering of just the geometry even without any textures, does affect the performance quite heavy.
webCustomerSadly not, most of the apps I’m developing are confidential to the point when they are getting released.
Do you maybe have a clue, what could be happening? Or what is different in the rendering when there is an active fps window?
webCustomerI looked into that a bit. It seems that texture size of the environment is having a pretty hard effect on firefox performance. I’ve also seen that everything higher than bilinear filtering for the shadows got quite a big impact. Even when there are not so much shadows.
webCustomerOkay, didnt know that. Thanks for the link.
webCustomerOkay, got it.
So only thing we could do is to maybe adjust quality etc. for firefox that we get a decent framerate.Can you maybe tell if there is a specific thing, which is slows down firefox? Texture size, or shader complexity, polycount?
webCustomerSorry to bring up this thread.
I would like to know how you can remove that renderCallback, after you dont need that function anymore?webCustomerGreat news
webCustomerThx, for the link.
I was heading also in that direction. But I couldnt get it working, cause I dont know how I can get all tweens in the scene and then execute the stop.Could you maybe give me a hint?
Edit:
Think I got it, just a simple:
TWEEN.removeAll();
Hope this is the correct way, without populating any other problems.
webCustomerNot really.
My current workaround is to have one material for each video I want to display. I then assign a variable for each video. Use the replaceTexture puzzle to apply video to each of the materials and then just switch between them.But it would be great if someone could share a maybe working example of switching between multiple videos with one material, and one video variable.
webCustomerNever mind, my fault
I forgot that that objectTransform puzzle uses one value per axis. And I was just pasting the value into the wrong axis.
Think I’ll just use xyz
webCustomerDamn, to slow.
Got it working. Exactly as you saidwebCustomerNevermind, got it working.
I just created two hidden objects as material holders.This way its working.
webCustomerSorry to push that issue again. Would need to get this fixed pretty soon. So would be great if someone of the devs could get back to me
Otherwise I would maybe need to create materials on runtime via javascript to workaround that issue.
webCustomerHave to get back with this. This worked at first, but now it doesnt anymore and I dont know why.
Maybe because of the latest update?
I tried to debug this with a simple scene and pure puzzles. And it seems that after assigning the video material to the object, the other material gets deleted from the scene. Because after that happens the puzzle shows the material in red letters and in the dropdown it isnt anymore.
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