Keslinger Posted May 10, 2017 Share Posted May 10, 2017 I think this may be a bug with the alpha version of BJS, but before I put my foot in my mouth I thought I'd ask if I'm doing something wrong. One of my previous PG's works fine on desktop ( http://www.babylonjs-playground.com/#1XQ32V ), but on my Nexus 6, the camera viewport is clipped to the bottom left quarter of the screen. This PG used to work with the previous version of BJS on my device, so I'm wondering if something new has to be done for lower end devices? Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted May 10, 2017 Share Posted May 10, 2017 I see no problem on my S8. Can you share a screencapture of the issue? Quote Link to comment Share on other sites More sharing options...
Keslinger Posted May 11, 2017 Author Share Posted May 11, 2017 Sure thing! Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted May 11, 2017 Share Posted May 11, 2017 Do you have the issue outside of the PG? Quote Link to comment Share on other sites More sharing options...
Keslinger Posted May 11, 2017 Author Share Posted May 11, 2017 (edited) Yeah, my apps do the same thing, I was just using the PG as the simplest example of something that used to work. After further investigation, I've come to the conclusion that Chrome/Google did something with 58.0.3029.83. Viewing this PG with Firefox on my N6 works just fine. I will say that some of my other testbeds (like PlayCanvas) continue to work as before on Chrome, so perhaps Chrome changed something that disagrees with BJS's shaders (at least on the N6)? To verify this, I rolled back to the factory install of Chrome (51.0.2704.90) and the issue was no longer there. Updating via the Store (back to 58.0.3029.83) and the clipping problem re-emerged. I'm kind of at a loss at next steps. I removed the skinned meshes and left just the grid plane in hopes that the fallback shader (too many uniforms in the PG) was causing the problem, but no dice. I guess I can just wait until the next release of Chrome for Android and hope they address this change for my device? Unless you/I have an eureka moment, I'll close this. Any more thoughts? Edited May 11, 2017 by Keslinger Additional information Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted May 12, 2017 Share Posted May 12, 2017 Let's try some stuff before closing it here are some ideas to try: - increment camera.minZ (This helps a lot with precision) - reduce camera.maxZ (This helps with precision) - disable stencil buffer on the canvas - disable antialiasing on the canvas Quote Link to comment Share on other sites More sharing options...
Keslinger Posted May 21, 2017 Author Share Posted May 21, 2017 I tried your suggestions with no luck, BUT... Everything works as expected on Chrome Beta (and Canary). I'm calling this a browser issue :). I expect it will go away with their next release. Thanks! GameMonetize 1 Quote Link to comment Share on other sites More sharing options...
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