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AR Android showing “shadows” on left bottom corner

Home Forums Bug Reports and Feature Requests AR Android showing “shadows” on left bottom corner

Viewing 9 posts - 1 through 9 (of 9 total)
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  • #48491
    precismo
    Customer

    Hi Verge :bye:

    We have come across interesting bug on variety of different Android devices in AR mode. When we anter AR, everything seems to be working fine but when object reaches bottom left corner of the screen it shows some shadowy overlay on top. At first we were like “wtf is this image” but then we found out its actually smaller version of how picture looked like immediately before clicking “enter AR” button. Some postprocessing residual image or uncleared buffer maybe?

    – We have some html for model positioning on left bottom corner but this bug persist even if we delete it completely from build
    – Verge is 3.9
    – Relevant code in Visual logic (html overlay should be false):

    
    // enableRendering puzzle
    function enableRendering() {
        //console.log("Render ENABLED")
        appInstance.enableRendering();
    }
    
    // enterARMode puzzle
    function enterARMode(refSpace, allowHTML, enterCb, exitCb, unAvailableCb) {
    
        switch (refSpace) {
            case 'SITTING':
                var referenceSpace = 'local-floor';
                break;
            case 'WALKING':
                var referenceSpace = 'unbounded';
                break;
            case 'ORIGIN':
                var referenceSpace = 'local';
                break;
            case 'ROOM':
                var referenceSpace = 'bounded-floor';
                break;
            case 'VIEWER':
                var referenceSpace = 'viewer';
                break;
            default:
                console.error('puzzles: Wrong VR reference space');
                return;
        }
    
        appInstance.initWebXR('immersive-ar', referenceSpace, function() {
    
            var controllers = appInstance.xrControllers;
    
            for (var i = 0; i < controllers.length; i++) {
                var controller = controllers;
    
                controller.addEventListener('select', _pGlob.xrOnSelect);
    
                _pGlob.xrSessionCallbacks.forEach(function(pair) {
                    controller.addEventListener(pair[0], pair[1]);
                });
            }
    
            _pGlob.xrSessionAcquired = true;
    
            enterCb();
    
        }, unAvailableCb, function() {
    
            var controllers = appInstance.xrControllers;
    
            for (var i = 0; i < controllers.length; i++) {
                var controller = controllers;
    
                controller.removeEventListener('select', _pGlob.xrOnSelect);
    
                _pGlob.xrSessionCallbacks.forEach(function(pair) {
                    controller.removeEventListener(pair[0], pair[1]);
                });
            }
    
            _pGlob.xrSessionAcquired = false;
    
            exitCb();
    
        }, { domOverlay: allowHTML });
    }
    .....
    
    // Describe this function...
    function runAR() {
      in_webar = true;
      console.log( "entering AR")
      enableRendering()
    
      //enterARMode(function() { // puvodni
      enterARMode('ORIGIN', false, function() {
        changeVis(['GROUP', 'object_group'], false);
        // changeVis('prompt_move_around', true); // toho je nove
    
        arHitTest(function() {
          console.log(" tracking in AR")
          changeVis(['GROUP', 'indicator_group'], true);
          setObjTransform('indicator_invis_plane', 'position', arHitPoint('x'), arHitPoint('y'), arHitPoint('z'), false);
        }, function() {
          console.log(" not tracking in AR")
          changeVis(['GROUP', 'indicator_group'], false);
          
        }, 0.7);
    
          // Hide Enter AR button
          //setHTMLElemStyle('display', 'none', 'enter_AR_button', false);
    
      }, function() {
        // exit AR
        in_webar = false;
        console.log("Exiting AR")
        openWebPage(getUrlData('URL', false), 'SAME');
      }, function() {
         console.error("could not enter AR!")
      });
    }
    
    

    Please can you help me identify what is causing this and how to get rid of it? :mail:

    thank you very much!

    Petr from Precismo

    • This topic was modified 10 months, 4 weeks ago by precismo.
    • This topic was modified 10 months, 4 weeks ago by precismo.
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    #48538

    Can you try to identify, what exactly causes this issue? Try switching off features one by one.

    Chief 3D Verger | LinkedIn | Twitter

    #48587
    precismo
    Customer

    Hi Yuri,

    thank you for your support.

    We were unable to identify any particular effect which is causing this issue. Adding both html build and blender scene with plain cube which is doing this “ghosting overlay” on bottom left corner when entering AR under Android device (+ positioning scene so that bottom left corner contains 3d object) as shown in screenshot.

    Looks like it is linked somehow to version 3.9.

    thank you very much in advance,

    Petr from Precismo

    • This reply was modified 10 months, 3 weeks ago by precismo.
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    #48703
    precismo
    Customer

    Hi Verge, any update on this, please? :)

    #48707

    Sorry for the slow response. Thank you for sharing the files. We managed to reproduce this issue. We’ll look into it!

    Chief 3D Verger | LinkedIn | Twitter

    #49392
    precismo
    Customer

    Any ideas what can we try? :mail:

    #49417

    Hi,

    we have this task in our dev tracker, and will hopefully begin fixing this soon!

    Chief 3D Verger | LinkedIn | Twitter

    #50809
    precismo
    Customer

    Any update on this one, please? It has been one quarter and 3.9.1 does not seem to fix this issue…

    #50958

    Hi!
    The fix will be added in the next pre-release. It is also recommended to bake Ambient Occlusion (for AR too), a video tutorial is available here.

    Verge3D Developer

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