JonVarner Posted November 9, 2016 Share Posted November 9, 2016 While using multimatierals the other day I noticed some strange behavior on ios. In our scene we have an object with several materials applied to it. Then as part of the animation we swap out textures on those materials to create the page turning and so on. While this works great on all the other devices when we tried it on iOS it simply reverts to the first texture for all materials. We tried both PBR and standard shaders and the same issue appeared on both. Any ideas what might be causing this? Playground Example: http://www.babylonjs-playground.com/#X6JQZ#16 Note: to play the animation simply click on the FPS counter at the top right. Quote Link to comment Share on other sites More sharing options...
JCPalmer Posted November 9, 2016 Share Posted November 9, 2016 Do not know, but can confirm it does not do the same thing as desktop using 9.3.2. There have been texture issues with iOS 10, so I did not update (forgot my store password too, & you can not update without it). You PG is a nice demo, but as an error case it has too many page flips & too fast for me. I only see it is wrong. Quote Link to comment Share on other sites More sharing options...
JonVarner Posted November 9, 2016 Author Share Posted November 9, 2016 Thanks for confirming JCPalmer. In regards to the demo we really stripped it down for the sandbox so the actual animation is a bit different. Here is a link to the actual project on our servers in case you are interested. http://canvasgadget.com/projects/brilliant-life-planner2/compact/ Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted November 10, 2016 Share Posted November 10, 2016 @JonVarner : do you mind just displaying the bug on a unique plane? (The PG is bloated with too much code so far). On a iPhone7 i can see the page correctly for a few ms then I can see the bug. with a simple plane it's gonna be easier for me to investigate Quote Link to comment Share on other sites More sharing options...
JonVarner Posted November 11, 2016 Author Share Posted November 11, 2016 Sure, let me see try an set up something Quote Link to comment Share on other sites More sharing options...
Sebavan Posted November 11, 2016 Share Posted November 11, 2016 All fixed by @Deltakosh. Should bé in Tomorrow but the main issue is the number of bones 31 in one mat filling up completely the number of supported GPU uniform on ios. DK fixed the CPU fallback but it would be great if you could limit the bones for better x plat perfect. Quote Link to comment Share on other sites More sharing options...
JonVarner Posted November 11, 2016 Author Share Posted November 11, 2016 Ok yeah awsome. I went to set up the playground as Deltakosh requested an realized that all was ok with a simple model with a couple of joints and was coming to a similar conclusion. But again guys thank you so much. I will cut back on the number of bones for sure but is there a "safe" number? Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted November 14, 2016 Share Posted November 14, 2016 There is no safe per se. The minimum is the best Quote Link to comment Share on other sites More sharing options...
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