darcome Posted March 6, 2015 Share Posted March 6, 2015 Hello everyone, I tested the following link with PC:- firefox 36.0.1- IE11.0.9600.17631- Chrome 40.0.2214.115 and they all work Android:- Chrome 40.0.2214.109- Firefox 36.0 and the all work iPad Air 2:- Safari (don't know what vresion, but I have the latest iOS installed)- Chrome 40.0.2214.73 both don't work Can you help me with iPad? here is the link: http://www.star-italia.net/babylon/test.html Thanks in advance Quote Link to comment Share on other sites More sharing options...
spritefire Posted March 6, 2015 Share Posted March 6, 2015 Haven't got access to my ipad at the moment (girlfriend fell asleep with it reading reddit). Does any of it load or just part of it? I have an issue wit the ipad mini at the moment and wondering if maybe if its to do with the model in the scene, and if so what in the model is not allowing it to work on the ipad. btw, the scene is doing some really strange stuff in your example when viewed and rotated on a pc. Its as though the 'walls' are following the controls and cut off parts of the models as you rotate. Quote Link to comment Share on other sites More sharing options...
darcome Posted March 6, 2015 Author Share Posted March 6, 2015 I think that's because the camera has not enough "viewing distance" but I don't know why. Because if you rotate the scene after zooming with the mousewheel, nothing is cut off. Can you confirm it? Quote Link to comment Share on other sites More sharing options...
darcome Posted March 6, 2015 Author Share Posted March 6, 2015 Oh, and to your first question, apparently it loads, because I am able to print some messages on the yellow part, but the canvas is white Quote Link to comment Share on other sites More sharing options...
JCPalmer Posted March 6, 2015 Share Posted March 6, 2015 I have an iPad Air 2. Just see a yellow box & 3 buttons, which do not do anything. You know this of course. The test I just did was also run this on OSX, Safari. Same thing. Hard for me to comment more, since I do not know what it is supposed to do, but just thought I would share the data point. I had been mostly testing using CocoonJS on the Air 2, but the occasional thing i clicked while viewing this forum had always worked. Just power up my Linux system, and see what it is supposed to do there. Assumed it worked there, unless I reply again. Quote Link to comment Share on other sites More sharing options...
darcome Posted March 6, 2015 Author Share Posted March 6, 2015 There is a model of a Ferrari F430 with some shadows, lights and reflections. Probably there's something that the OSX WebView doesn't like... Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted March 6, 2015 Share Posted March 6, 2015 Could you display the debugLayer to get the content of the console? Quote Link to comment Share on other sites More sharing options...
darcome Posted March 6, 2015 Author Share Posted March 6, 2015 I don't know how to do it. But I have been able to test it on a macbook air with Safari 6.1 and enabling developer tools I saw that safari tries to download the manifest of the babylon file, but I haven't it because the model is from a blender export and it didn't create the manifest So please, tell me how to do what you asked me to do and tell me if there is a way to obtain the manifest file or how to create a valid one Thanks in advance Quote Link to comment Share on other sites More sharing options...
darcome Posted March 6, 2015 Author Share Posted March 6, 2015 well, with OSX Yosemite and safari 8.0.3 on a mac book air, I can load the page correctly. So the only device not working at the moment is the ipad air 2...If you can tell me what to do, I'll be happy to try Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted March 6, 2015 Share Posted March 6, 2015 To enable the debugLayer: scene.debugLayer.show() Quote Link to comment Share on other sites More sharing options...
darcome Posted March 6, 2015 Author Share Posted March 6, 2015 I'm sorry, but I've placed that call just after this.scene.render (); to be sure that everything is ready, but i receive the following error in the console: TypeError: this.scene.debugLayer is undefined Quote Link to comment Share on other sites More sharing options...
darcome Posted March 6, 2015 Author Share Posted March 6, 2015 Is it a 2.1 feature? I am currently using 2.0 Quote Link to comment Share on other sites More sharing options...
darcome Posted March 6, 2015 Author Share Posted March 6, 2015 Shame on me! I didn't see there was a debug version of the library... Well, using the debug library, it works! Using the release library it doesn't work Any idea? Here, you can find both links: http://origano.altervista.org/babylon/test.html http://origano.altervista.org/babylon/test-debug.html the only difference is the babylonjs called... Quote Link to comment Share on other sites More sharing options...
Dad72 Posted March 7, 2015 Share Posted March 7, 2015 This does not put it in the render loop. this.scene.debugLayer.show (); // V 2.0 but you can use if(scene.isReady()) to check that everything is ready before. and in the render loop you should not use this, but as That explain another of your topic Quote Link to comment Share on other sites More sharing options...
darcome Posted March 7, 2015 Author Share Posted March 7, 2015 Yeah, i have put the line in the render loop because i wanted to be sure that it was called somehow... ehehhe Now I have put it in another place and i did this:if (this.scene.debugLayer != undefined) this.scene.debugLayer.show ();So I can use the same code with both libraries, release and debug. However I still don't know why with debug library on the ipad it works and with the release library it doesn't... Quote Link to comment Share on other sites More sharing options...
Dad72 Posted March 7, 2015 Share Posted March 7, 2015 You should do this: if(this.scene.isReady()) { this.scene.debugLayer.show();} Quote Link to comment Share on other sites More sharing options...
darcome Posted March 7, 2015 Author Share Posted March 7, 2015 I did what you suggested. Of course is not your fault, but on the ipad, now it doesn't work anymore even the debug version. However I receive this error doing remote debugging on the ipad[Error] TypeError: undefined is not an object (evaluating 'window.performance.now') get (babylon.js, line 3) _MeasureFps (babylon.js, line 3) beginFrame (babylon.js, line 3) _renderLoop (babylon.js, line 3) (funzione anonima) (babylon.js, line 3) Quote Link to comment Share on other sites More sharing options...
darcome Posted March 7, 2015 Author Share Posted March 7, 2015 It seems with babylonjs 2.1 it is working even with the release library! Can I use it even if it is an alpha? Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted March 8, 2015 Share Posted March 8, 2015 Yes I think so Quote Link to comment Share on other sites More sharing options...
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