FbFGlobal_Dev Posted November 16, 2016 Share Posted November 16, 2016 Hi Everybody! I'm not sure if this is a bug or if there is an issue with my materials, but for some reason meshes with multiple materials aren't rendering properly on iOS. For a split second while the mesh is loading, I can see each material take up the correct set of vertices, but then once its done loading, the last material to load takes over the entire mesh. We are using the latest version of babylon.js Any input would be greatly appreciated. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted November 16, 2016 Share Posted November 16, 2016 Is it related to this one: ? Quote Link to comment Share on other sites More sharing options...
FbFGlobal_Dev Posted November 16, 2016 Author Share Posted November 16, 2016 This seems to sum up our issue perfectly! Just so I'm sure we are using the most up to date version of babylon.js, what version has the CPU fallback tweak? If we are using the correct version, then it must be the amount of bones (sadly we cannot adjust this, but it's good to know) Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted November 17, 2016 Share Posted November 17, 2016 The 2.5 beta (in dist/preview release) has the fix Quote Link to comment Share on other sites More sharing options...
FbFGlobal_Dev Posted January 4, 2017 Author Share Posted January 4, 2017 Thanks Deltakosh! 2.5 did the trick! It all looks beautiful! Is there something I need to do differently to get touch actions to register for 2.5? We lost camera control when switching from 2.4 to 2.5 Thanks!!! You ROCK! Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted January 4, 2017 Share Posted January 4, 2017 You should not:) Can you provide a repro on the PG? Quote Link to comment Share on other sites More sharing options...
dbawel Posted January 5, 2017 Share Posted January 5, 2017 I know that Apple reads this forum, and I have to say that IOS bites. I spend half of my time just creating builds for IOS, where browsers on most EVERY other OS work consistantly. I wish IOS would work with the standards EVERY other OS keeps consistant. Time is money - but Apple doesn't seem to care at all about this, which they are losing thier share of the market daily due to support from developers such as myself - and I have a 20 year history with Apple - so it saddens me to see them wiggle themselves out of the market. So, Apple - you want to respond? How about supporting the standards everyone else does? As an example, try and build a color picker on IOS - it's a nightmare - whereas, they could support standards that already exist. I expect a belligerent answer, from Apple, if one comes at all. DB davrous 1 Quote Link to comment Share on other sites More sharing options...
max123 Posted January 5, 2017 Share Posted January 5, 2017 @dbawel, we've had loads of issues with Apple/iOS and are considering dropping support for it, suggesting users should download Chrome for iOS and use it instead. I think the reason Apple is doing this is to discourage development of web (read FREE) apps and push everyone into their Crapp Store. Pathetic indeed, but it looks like with Steve Jobbs gone, Apple have lost the plot entirely. Quote Link to comment Share on other sites More sharing options...
JCPalmer Posted January 5, 2017 Share Posted January 5, 2017 Was wondering if these iOS problems got worse / better / or the same with iOS 10? Am still on 9 (lost password, but finally got around to resetting today). I need to go to 10 eventually for new stuff like (WebGL 2 or ASTC textures exposed to WebGL). BTW, since yesterday I have starting supporting iOS (actually everything) with compressed textures. The A5 SoC and up support PVRTC textures. A8 and up also support ASTC. ASTC has only been community approved for WebGL since, so probably not exposed yet. Am in the process of making documentation, testing with Mansion demo by writing shell script to automate creating all 5 versions of each image file in a directory. Here is my test scene, where BJS selects the appropriate compressed texture available for the hardware / browser. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.