brianzinn Posted September 9, 2018 Share Posted September 9, 2018 Hi, I have been working on a "remix mesh mashup"; A Remix3d.com mashup that worked more how I would like completely in VR as follows: 1. Show model download progress (that moving "L" piece doesn't show progress). Frustrating for big models on slow internet. 2. Wanted to be able to click the list of models (and search) from within VR to show right away in 3D - resized to a consistent dimension. 3. Wanted to be able to walk around the models with controller teleportation. Remix3d has no direct way (you can download, open in Paint3D or open in Mixed Reality (PC camera)). So, I managed to get a working version, but it fails when entering VR mode - looks like the GUI are not being correctly restored after the canvas is lost. As a wild guess, I think array buffers pointing to old context. I have a PG and my actual demo both failing in WinMR and GearVR: https://www.babylonjs-playground.com/#0JMGVC#11 https://brianzinn.github.io/create-react-app-babylonjs/meshMashup I would have posted as a bug, but I have a feeling I have done something wrong, as the PG was working up till near the latest version. Can you see why this would not load in VR? Thanks. edit: I have tried alpha.15 and all beta versions. differing results somewhat, but none are working. edit2: WinMR Microsoft Edge 42.17134.1.0. GearVr on Samsung Internet latest version. Quote Link to comment Share on other sites More sharing options...
Guest Posted September 10, 2018 Share Posted September 10, 2018 Adding @trevordev to check why it fails when moving to VR Quote Link to comment Share on other sites More sharing options...
Guest Posted September 10, 2018 Share Posted September 10, 2018 Tracker: https://github.com/BabylonJS/Babylon.js/issues/5097 brianzinn 1 Quote Link to comment Share on other sites More sharing options...
brianzinn Posted September 10, 2018 Author Share Posted September 10, 2018 If it's helpful in narrowing down the issue, the earlier PGs do, in fact, load correctly in VR. This would lead me to believe that AdvancedDynamicTexture is somewhere the culprit [don't quote me on that ;P], as if I recall correctly, it does work with 1 ADT. Let me know if I can help at all or do any testing. Cheers. Quote Link to comment Share on other sites More sharing options...
trevordev Posted September 11, 2018 Share Posted September 11, 2018 @brianzinn https://www.babylonjs-playground.com/#0JMGVC#11 works for me. When I tried https://brianzinn.github.io/create-react-app-babylonjs/meshMashup, it did not work and from looking at the console error it looks like it comes from this line in vrExperienceHelper (mesh.name.indexOf("gazeTracker") === -1 which is used when when doing something related to the ray casting. mesh's name is not nullable so perhaps one of the mesh initializations in your code does not provide a name (are you writing in js or ts as I would expect a warning/error in ts). If somehow this is a valid use case I could also rework the helper logic to treat it as nullable. Also from playing around with the project (very cool by the way ) I noticed the gui keyboard depth doesn't always work as expected (occlusion not working properly), is this intended? Otherwise it might be a bug in how the gui is using the renderLayer. brianzinn 1 Quote Link to comment Share on other sites More sharing options...
brianzinn Posted September 11, 2018 Author Share Posted September 11, 2018 I have a fix for keyboard depth. Actually want to disable keyboard for mobile as it uses prompt. For VR - which headset are you using that it works? Also, which version of browser. Thanks. Quote Link to comment Share on other sites More sharing options...
trevordev Posted September 11, 2018 Share Posted September 11, 2018 I have an Acer WMR headset with Microsoft Edge 42.17134.1.0. Does it still not work for you in the playground? Do you see any error in the console? Quote Link to comment Share on other sites More sharing options...
brianzinn Posted September 11, 2018 Author Share Posted September 11, 2018 14 minutes ago, trevordev said: are you writing in js or ts as I would expect a warning/error in ts I am writing in neither, it's a declarative markup: <VRExperience createDeviceOrientationCamera={false} teleportEnvironmentGround={true} enableInteractions={true} /> The markup is using code written in TypeScript that has no warnings. I will investigate that further, as I don't recall having any warnings, but I may have done an update since. Thanks for your help. Quote Link to comment Share on other sites More sharing options...
brianzinn Posted September 11, 2018 Author Share Posted September 11, 2018 1 minute ago, trevordev said: Do you see any error in the console? I can send the WEB_GL errors in a few hours. Same version of Edge, so that is not it! Quote Link to comment Share on other sites More sharing options...
trevordev Posted September 11, 2018 Share Posted September 11, 2018 @brianzinn if I run BABYLON.Engine.LastCreatedScene.meshes.forEach((m)=>{m.name = ""}) in the console on https://brianzinn.github.io/create-react-app-babylonjs/meshMashup before entering vr it works for me. Also to get rendering to work on the webpage while in vr, when creating the engine do it with preserve stencil buffer eg. var engine = new BABYLON.Engine(canvas, true, { stencil: true, disableWebGL2Support: false, preserveDrawingBuffer: true }) Quote Link to comment Share on other sites More sharing options...
brianzinn Posted September 12, 2018 Author Share Posted September 12, 2018 (edited) @trevordev Thanks for troubleshooting the website. I should not have brought that up as it was just a secondary place where it was failing! Let's please just try to get the PG working and forget the website Here is what I see in the PG: Here are the WEBGL Errors: I'm not getting stack traces or anything, just errors. So, we are using the same version of Edge. I have a less capable video card surely, but I have never had any issues before. I have an NVidia GTX 1050, which is bottom for capabilities of WinMR. Are you saying that the PG is working for you without any changes? Edited September 12, 2018 by brianzinn formatting Quote Link to comment Share on other sites More sharing options...
brianzinn Posted September 12, 2018 Author Share Posted September 12, 2018 I should add that is the first error coming in, there is nothing before that. You can't see the scrollbar elevator, but it's at the top. Quote Link to comment Share on other sites More sharing options...
trevordev Posted September 12, 2018 Share Posted September 12, 2018 Very weird that I can't repro it on the same browser. You could try commenting out portions of the playground until it works to try to isolate the line of code that breaks it. Also can you confirm that https://www.babylonjs-playground.com/#TAFSN0#2 works. Quote Link to comment Share on other sites More sharing options...
brianzinn Posted September 12, 2018 Author Share Posted September 12, 2018 I'm going to look for any video card updates or maybe I need to rollback, because I'm nearly positive that PG worked on my PC before whereas now it is failing (see black screen where the color chooser should be): Quote Link to comment Share on other sites More sharing options...
trevordev Posted September 12, 2018 Share Posted September 12, 2018 I'm using a GTX 770 in a desktop computer. If it works on the 3.2 version of babylon it may be a bug, can you confirm if it works there? If it also doesn't work there it is most likely a driver issue. Quote Link to comment Share on other sites More sharing options...
brianzinn Posted September 13, 2018 Author Share Posted September 13, 2018 Must be a driver issue, although the drivers were 6 months old - updating to Sept. 10 drivers does not fix. Marking as solved - thanks a lot for your efforts! Maybe I need a new computer! Always looking for an excuse... GameMonetize 1 Quote Link to comment Share on other sites More sharing options...
Guest Posted September 13, 2018 Share Posted September 13, 2018 Quote Maybe I need a new computer I second that Quote Link to comment Share on other sites More sharing options...
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