Home Forums WebGL Troubleshooting Introducing WebGL troubleshooting topic

This topic contains 21 replies, has 7 voices, and was last updated by Yuri Kovelenov Yuri Kovelenov 4 months, 1 week ago.

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  • #11052
    Atomfreak
    Atomfreak
    Licensee

    Just to be certain, the limit of 8 textures on Iphone, is it only 8 textures on the screen or loaded?
    Is it possible to play with a loading system? If for example, I have 3 packs of textures that I can choose. So only 1 is loaded. Would this system allow me to have infinite quantities of textures?

    Also Vincent ask about color material not texture. Are color materials counted as a texture? :wacko:

    #11057
    Yuri Kovelenov
    Yuri Kovelenov
    Developer

    is it only 8 textures on the screen or loaded?

    this is per WebGL shader – which can be different from what you see in 3ds Max or Blender material editor because of addition of a texture per each light source

    If for example, I have 3 packs of textures that I can choose. So only 1 is loaded. Would this system allow me to have infinite quantities of textures?

    Yes, loading and replacing textures in the shader on demand is the way to go

    color materials counted as a texture?

    nope, color maps/nodes in shaders are not counted as textures – those are just numeric values for WebGL

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    #11077
    Atomfreak
    Atomfreak
    Licensee

    Thanks Yuri :good:

    #13697
    Avatar
    scalare
    Licensee

    Hello Yuri,

    I will need you to please explain more clearly the WebGL shader limitation. I also have issues with IOS. In my case, all objects show up, but the one that uses a texture shows a strange tiling. I have 3 lights (one sun and two spotlights in Blender), but my materials are rather simple. Only one texture map at initial load, used in one of the objects. The other materials I have are color-based. I have an hdr environment map, and a mask image for the floor (copying what you have done with the nightstand configurator). I also have a texture I use for trigger buttons (basically copied from the scooter example). So I’m counting 7 textures, which would be below the 8 textures limit. Am I missing something?

    And just to clarify, what does it mean “WebGL shader” exactly? Is it 8 textures limit PER scene, or per blender shader, for example? It seems to be the first option, because with the scene I described, I would never reach the limit.

    Ah, one more thing: what happens if the same material is used by more than one object? Does that count as two textures?

    Thanks a lot!

    #13704
    Yuri Kovelenov
    Yuri Kovelenov
    Developer

    WebGL shader means an actual GLSL program running on GPU. This can be very different from material or Blender/Max shader. For example, it can additionally include the shadow map and the environment map thus increasing the number of textures used by 2.

    The good news is that the limitation is counted per WebGL shader (not per scene), so you can have a lot of textures in your scene (see Scooter).

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    #13715
    Avatar
    scalare
    Licensee

    Thank you for clarifying. In this example, the issue gets resolved if I disable shadows for two of the three lights. Can you please explain why that is, when I’m only counting 7 textures, including the three lights shadow maps?

    #13769
    Yuri Kovelenov
    Yuri Kovelenov
    Developer

    In the engine, each light additionally occupies a texture slot in the shaders. For that reason we recommend to keep the number of lights low, and instead of multiple lights use a baked lightmap and an HDR map.

    3D Verger, the CEO
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